Tuesday, October 1, 2013

[Q&A] Nathan Hill (Foreign Element)

[19:04] <+NathanHill> Hi everybody. I'm Nathan Hill, founder/sole guy of Mystic Ages Publishing which used to be Mystic Ages Online.
[19:05] <+NathanHill> I've been writing games since I was introduced to basic D&D back in the late 80s as a youngster.
[19:05] <+NathanHill> Eldritch Ass Kicking was my first real entry though, released initially as an indie title around 2004. Key20 Publishing picked it up and produced the print version, now out of print, unfortunately. Jason Blair, of Little Fears fame, produced the book.
[19:06] <~Dan> (Great guy, as an aside.)
[19:06] <+NathanHill> I followed EAK up with Barbarians Versus, still one of my favorite games when I look back at it.
[19:08] <+NathanHill> From those two games, you can sort of get an idea of my style of writing and approach to game design - rules light, lots of humor, very imaginative, dash of sarcasm here and there. I've released some adventures to EAK since then, while working on other projects. But to be honest, I have a full time gig which uses a lot of my creativity, so I don't have time to write as much anymore as I would like.
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[19:08] <+NathanHill> Foreign Element is a game that I was working on at the same time of Eldritch Ass Kicking - so it's pretty old. It started out as an attempt to do a first person style shooter game, like Halo or what not.
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[19:09] <+NathanHill> The first incarnations had skill lists and power ups and things like that, but I was never happy with it.
[19:09] <+NathanHill> But I kept finding spurts of energy and creativity, some playtesting opportunities, and things kept going. I couldn't put it down.
[19:10] <+NathanHill> So it has become much more focused - more rules light - more focused on cinematic action - tough choices.
[19:11] <+NathanHill> FE's basic plot sounds like standard fare - humanity was progressing out into the universe, taking over, colonizing worlds, advancing technology. In the midst of that, the dark underbelly of human "progress" started showing up - slave planets, dark technological experiments and so on.
[19:11] <+NathanHill> Then, a Great Blackout hit - the cause of which no one has yet discerned. Space stations going silent. Colonies disappearing. Ships vanishing.
[19:12] <+NathanHill> In response, you get the remaining powers that be commissioning RX teams - Rescue and eXploration teams to go out and reconnect colonies, investigate these mysteries, eliminate threats, and figure out what the heck happened.
[19:13] <+NathanHill> I leave the mystery up to the GM and players to decide - though I give some hints and ideas scattered throughout the game.
[19:13] <+NathanHill> Is it just corporate evil in the absence of laws and regulations designed to protect humanity from itself?
[19:13] <+NathanHill> Is it some dark, pulsating evil at the center of the universe?
[19:13] <+NathanHill> Is it an alien menace? Or some kind of virus that affects biological and non-biological entities? Or something else altogether?
[19:14] <+NathanHill> Heroes are thrust into this mystery with motivations of their own - maybe finding family members who disappeared out in space, paying off debts, bringing the truth of this terrible event to the masses, or just trying to make a buck.
[19:16] <+NathanHill> Each mission they have to make choices - do they want to get paid? And which paycheck do they take - the government or shadowy corporate interests? Or do they follow their motivation and risk everything else? Or do they stick together and just try to survive?
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[19:17] <+NathanHill> I've left it open as to what the heroes will discover on these planets - think of scifi movies like Screamers, Total Recall, Tremors, etc - or computer games like Halo, Mass Effect, and so on. It's flexible - mutant colonists, space vampires, rebels, malfunctioning robots, renegade AIs, giant slime monsters, and on and on.
[19:18] <~Dan> (Howdy, Abstruse!)
[19:18] <+NathanHill> So, that's a gist of the game in a nutshell - if you want to check out some preview art and some other early preview things, you can check out the website: (Link: http://mysticages.com/games/fe/index.html)http://mysticages.com/games/fe/index.html
[19:18] <+NathanHill> (Done.)
[19:19] <~Dan> Thanks, Nathan!
[19:19] <~Dan> So you've told us a lot about the setting... Can you tell us a bit about the system?
[19:20] <+Abstruse> Looks like there's a sort of Cronenberg/Phillip K Dick vibe going through your influences there. Would that be fair to say?
[19:20] <+Abstruse> Wait, scratch Cronenberg...misread that as "Scanners"...which isn't Cronenberg either, but I got the impression for some reason...
[19:22] <~Dan> (Question pause.)
[19:22] <+NathanHill> Sure - it's fast and furious, as all my designs tend to be. You roll a dice pool of D6s, though you could use any kind of dice really. Evens count as successes. Characters have attributes and marks, basically free form type skills like Over the Edge and other games. You add those up plus other bonuses, roll that many dice, and count your successes. Hordes have a single difficulty number that you whittle down l
[19:22] <+NathanHill> ike hit points. Villains are more difficult to take down. Other things can have scene difficulty numbers - hacking computers, breaking into a security system, sneaking upon a sleeping guard, persuading a fat cat corporate agent. And a GM can add multiple scene difficulties at once - so the hacker is trying to download the data dump, while the others are trying to hold off the radiated giant spiders with laser
[19:22] <+NathanHill> eyes, for instance.
[19:22] <+Abstruse> (Scanners + Tremors = Cronenberg in my head...and I have no idea why...)
[19:23] <+Abstruse> (There's a reason Ain't It Cool News only lets me write about tabletop game :p _
[19:23] <+GenoFoxx> (is there still a question pause?)
[19:24] <+NathanHill> Yes - there is definitely some of that vibe in there. To be honest, I love game designers who boil down the theme of their games to 1-2 things. I tend to leave my stuff wide open - so you can mix and match elements and feels. You can go humorous or paranoia-based or horror or pure action.
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[19:24] <+Abstruse> Paranoia the emotion or Paranoia the RPG? (Computer is your friend.)
[19:24] <~Dan> (GenoFoxx: No, fire away.)
[19:25] <+NathanHill> Abstruse: Both, I suppose. :)
[19:25] <~Dan> (Howdy, Wondy!)
[19:25] <+GenoFoxx> you may call me silly or obsessed but, are any provisions for large scale mecha?
[19:25] <+Maelthra_> THis system so far sounds like Ubiquity. If you know that system, can you say a bit about what sets this system apart from that one?
[19:25] <~Dan> You, sir, are silly or obsessed.
[19:25] <+GenoFoxx> (thank you)
[19:26] <~Dan> (Question pause.)
[19:26] <+Abstruse> (BTW, I haven't introduced myself. I'm Darryl aka Abstruse from Ain't It Cool News. I write the tabletop gaming column for the site. I'm also a bit distracted because I'm working on getting prep together for a new project I'm launching hopefully tonight)
[19:26] <+NathanHill> GenoFoxx: There sure isn't - though there are some spaceship and vehicle rules, but the game is super character focused. Your ships and vehicles can have marks to add to your battles and actions, but other than that, it's a game that isn't too concerned with movement rules and things like that.
[19:27] <+NathanHill> Malethra: I do not know Ubiquity unfortunately. But I will take a look later, if I can.
[19:27] <~Dan> (Abstruse: You may actually know Nathan by his usual nick, rocketlunatic.)
[19:28] <+NathanHill> Geno: My followup game to this could be a quasi-sequel, and it will be a mecha game. There is an old version from the Mecha Art RPG contest on Rpg.net floating around a while back that I was runner up on.
[19:28] <+Maelthra_> For clarification, it uses evens as successes as well, you have attributes, skills under each attribute as sort of substats, that you can improve, and specialties under each skill, so that when you make a check, you roll your stat/skill/specialty, and try to get a number of successes equal to your target number.
[19:29] <~Dan> NathanHill: Do you have a link to a character sheet?
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[19:31] <+NathanHill> Maelthra: One difference is that other than opposed rolls and battling with villains, you don't even have to beat a Target Number. Scene Difficulties are super flexible and dirty quick kind of way of getting around that. So if the GM sets a SD for repairing a damaged ship at 7, those who choose can roll their related attributes plus any marks (like "Good at Fixing Things", "Space Ship Mastermind", or etc). If
[19:31] <+NathanHill> you get 2 evens, the SD decreases to 5. When it hits 0, success.
[19:31] <+NathanHill> Here is the quick link to the character sheet draft, which is a super quick mockup I did weeks ago: (Link: http://mysticages.com/blog/files/a96ecb08117ce99794afdb5d5ec12d39-15.php)http://mysticages.com/blog/files/a96ecb08117ce99794afdb5d5ec12d39-15.php
[19:32] <+Maelthra_> Is it not possible to fail at tass then?
[19:32] <+Maelthra_> *tasks
[19:32] <&Silverlion> It looks cool. Where there be a print?
[19:32] <~Dan> Let's see here...
[19:33] <+NathanHill> Maelthra: Sure. There are two ways. If you don't roll any evens, you sort of failed. The SD does not decrease.
[19:33] <~Dan> Is "Prowess" strength?
[19:34] <+NathanHill> The other way is if you are going against a sort of named villain - then his sniper attack would have to be overcome with an opposed roll. You could fail there.
[19:34] <&Silverlion> Prowess is FIGHTING? :D
[19:35] <+NathanHill> Actually third way is what is called a Deadline. Using a D6, the GM can set a number of turns you have to go before you fail at the task. In the case of a crazy scene where a horde is trying to overrun your position while your medic is working furiously to revive the half-dead CEO, if you don't complete the tasks by then, you fail. The CEO is carried off - your team is hurt and loses ground. All sorts of thing
[19:35] <+NathanHill> s.
[19:35] <+NathanHill> Yes, Prowess is sort of physical ability all mixed in - anything to do with fighting, shooting, and so on.
[19:36] <+NathanHill> The top three starts are active stats - you will use them when doing actions. The bottom three are reactive stats - you use them when responding to other actions - shrugging off attacks, dodging stuff, and having some mental fortitude.
[19:37] <+NathanHill> The marks are flexible - you could have a "spaceship piloting" mark wherever you wanted, as long as it makes sense to your hero. Does he have a PHD in spaceship piloting? Or does he have lots of experience under his belt?
[19:38] <+NathanHill> Like I said, super simple. If you like granularity, it's probably not going to be your thing.
[19:38] <~Dan> Hmm... Can the system handle characters who are strong but not accurate or vice versa?
[19:38] <+NathanHill> Silverlion: I am working on that - hope to offer a print on demand.
[19:38] <&Silverlion> Get to it. I like the looks but I like Prints they're easier on my eyes..
[19:39] <&Silverlion> Albeit, this looks so awesome I may get a PDF, where there be a coupon for us if we get PDF to get a knock of print price? (:D)
[19:39] <+NathanHill> Dan: Sure, using the marks underneath to emphasize stuff. But as I looked at the sort of source material, in most scifi movies, there's not always that much difference, minus playing a Riddick type guy. Was Sigourney Weaver's hero in Alien fast or strong or just a bad ass?
[19:40] <+NathanHill> When you have a huge laser rifle in your hand, does it even matter?
[19:40] <~Dan> True, but I can see it mattering in terms of creatures the PCs might encounter.
[19:40] <+NathanHill> But marks do you allow you to have a Prowess of 3 - but then put in "+Lightning Hands"... and later, to double up the mark even.
[19:42] <+NathanHill> Sure - for villains, marks are far more important. For hordes, and this is a game design decision I made, there isn't much difference. Some hordes do have marks though.
[19:42] <~Dan> Maybe it would help if you could go over how combat (and specifically damage) works.
[19:43] <+NathanHill> Sure - so let's take a sample scene. Three heroes climb aboard a dead space station that controls landing relays on some wasted planet. Turn it on, and they can land. The hacker goes up and begins to try to revive the computer.
[19:43] <+NathanHill> Warning bells - the system comes online, but it unleashes whirling death bots with spinning blades to eliminate the unauthorized intruders.
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[19:44] <+NathanHill> So the GM could say - Hacker, you've got a SD of 6 to get into the system and dismantle the security system. Meanwhile, this horde of robots pour in out of ventilation shafts. SD of 20.
[19:45] <+NathanHill> Each turn every hero gets one action. Two of them blast away at their horde with their laser rifles. Let's say they get 5 successes total - the SD drops to 15.
[19:45] <+NathanHill> The hacker gets 2 successes - the SD for his hack drops to 4.
[19:45] <&Silverlion> You had me with SF, action, laser rifles.
[19:46] <+NathanHill> Meanwhile the horde unleashes their blistering attacks - I'll take it easy on them for now. 3 dice rolled for each hero (even the hacker).
[19:47] <+NathanHill> Let's say the hacker has 3 successes against him. He gets to decide - does he try to duck out of the way behind some old computer equipment at the terminal? Does he just shrug off the blows with his shoulders?
[19:47] <+NathanHill> He chooses the Toughness - he needs to roll 3 successes or more to ignore the attacks. Let's say he only rolls one. He takes 2 damage - his Toughness drops by 2.
[19:47] <+NathanHill> If it goes to zero, he's dead - for the moment.
[19:48] <+NathanHill> But that's hardly the end of the game - later, if he is not revived on the scene, his spaceship's cool nanorobotic medbay will regenerate him completely with some dna he dropped off. Basically, a respawn. :)
[19:49] <+NathanHill> In that scene above, if the hacker perseveres and shuts off the system, the horde is defeated. Or the other guys can even work together to hurriedly finish them up. The horde would be taken care of then too.
[19:50] <+NathanHill> There are some other elements I didn't mention yet. There is an Equipment pool - just extra dice that you can add with a cool item description, but they do decrease, representing the scarcity of items without resorting to equipment lists.
[19:51] <+NathanHill> The hacker could get a bonus die or as much as he wanted by saying, "I'm going to fend off the robots by activating my Galacto Phase One Energy Shield." He pulls two dice from the equipment pool and rolls them with his other dice.
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[19:53] <+NathanHill> And Crunching is the other bit - working together gets a bonus. Maybe one of the other heroes says, "Hey, someone left a giant barrel of explosive fuel by that cluster of robots. Let's shoot it." For those who participate, everybody's successes are doubled that turn.
[19:53] <+NathanHill> Dan: Does that help a bit?
[19:55] <~Dan> I think so... So is all equipment based on dice?
[19:55] <~Dan> As in, if you don't use the equipment pool, it doesn't matter what weapon you use?
[19:56] <+NathanHill> Dan: Yes, that's right. Although, you could have a mark that represents a signature weapon or style of fighting if you choose. But other than that, weapons and other gear should be fun to make up and discard at whim. You can increase your equipment pool by scavenging after a scene finishes.
[19:58] <~Dan> Speaking of marks, is there any advantage to making them more specific?
[19:58] <+NathanHill> Silver: And yes, if I can get a print on demand book together, there will be a discount or package or something. It is definitely something I am looking into.
[20:00] <+NathanHill> Dan: Not particularly, although I did put some thought into that. That reminds of the warp system (Over the Edge), where a doctor has a narrower, specialized trait than someone else.
[20:00] * ~Dan nods
[20:01] <+NathanHill> Some of that does rub me the wrong way a bit - it doesn't make sense that someone who is good at "hacking security systems" wouldn't be that much better than someone with equal smarts who doesn't have that mark.
[20:02] <+NathanHill> But the other line of reasoning is that it's an action movie, and heroes tend to have just enough to survive most of the time. Part of the real action is going to be how the heroes work together or not.
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[20:03] <~Dan> Do PCs have access to any sorts of powers, like cybernetics or psionics?
[20:04] <+NathanHill> With each mission, the heroes will all get a sort of basic goal. But then each hero may get contacted separately with subgoals which may conflict with their main goal. I.e. - the heroes are to infiltrate a military compound and rescue any survivors. A mercenary type hero might get a bigger paycheck if he can assassinate a general, if that general is still alive. So which paycheck does he go for?
[20:04] <+NathanHill> Dan: I hint at it a little in the setting, but I didn't provide anything concrete in that regard.
[20:05] <~Dan> I'm assuming that all of the PCs are human?
[20:06] <+NathanHill> Yes, though again, one of the archetypes, the Offworlder, doesn't seem the same as everyone else. Is he a genetically engineered human? Some sort of hybrid? Been injected with alien dna? Or what?
[20:06] <+NathanHill> I have about six archetypes, all editable, including rules to create your own heroes.
[20:06] <~Dan> How do the archetypes work?
[20:07] <+NathanHill> I should have linked to this earlier for everyone: (Link: http://mysticages.com/resources/RulesTest-FE.pdf)http://mysticages.com/resources/RulesTest-FE.pdf
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[20:07] <+NathanHill> The first page is a sample archetype - it's basically just a premade character, so you can jump right in to the action.
[20:08] <~Dan> Ah, I see.
[20:08] <+NathanHill> Or modify or use as a guide to making your own.
[20:09] <+NathanHill> That document has an older version of the rules, but they are pretty similar.
[20:10] <~Dan> You mentioned all of the possibilities that the heroes may encounter in the setting... Is there a bestiary?
[20:11] <+NathanHill> Yes, there are some sample hordes and villains and other creatures included.
[20:11] <~Dan> Can you give us some highlights?
[20:12] <+NathanHill> Sure. Was just digging up the edited docs that I got back in today.
[20:14] <+NathanHill> Like an Ethereal Mass that swallows spaceships whole, Alien Doppelgangers who take on the forms of the lifeforms around them, Hunters which are bipedal robotic tanks that hunt down enemies, a zombie horde (not much else to say), and Screamers - like from the movie Screamers, burrowing genetically engineered vermin with sharp teeth.
[20:15] <+NathanHill> And villains include a guy like Lt. Alvarez, security officer turned insane on anti-sleep meds who has taken over his base and turned it into a giant death trap for intruders.
[20:16] <+NathanHill> I have a couple of renegade AIs, like George who has a mark "Does Not Understand Human Emotions".
[20:17] <~Dan> How does a negative mark like that work?
[20:17] <+NathanHill> Or under Prowess - "Can Shoot Electrical Beams From Miles Away"
[20:18] <+NathanHill> Well, it would still be positive essentially - it represents some curiosity when he encounters humans, trying to understand them. Another of his marks is "Hungry for Input", which is what happens when you are a renegade AI on a desolate planet after you killed all your playthings.
[20:19] <+NathanHill> The challenge of a free form skill system is that they can be tough to decipher in a group at times, but I don't mind that as it often serves to flesh out more about the characters than having a skill of 10 in Persuasion, for instance.
[20:19] * ~Dan nods
[20:21] <+NathanHill> I can add a bit about advancement - keeping it in line with the rest of the game, you can add skills and marks by paying for distance learning courses in space. :)
[20:21] <~Dan> Regarding equipment, I'd be concerned that making it abstract in a sci-fi setting might wash out part of what makes sci-fi interesting. Any thoughts on the subject?
[20:22] <~Dan> (Heh. That's cool, re: distance learning courses. :) )
[20:22] <+NathanHill> Or have that nano-robotic bay get in your system and reengineer you a bit. Things like that can improve or upgrade your hero.
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[20:22] <~Dan> (Howdy, BPIJonathan!)
[20:22] <+BPIJonathan> (Are we still going?)
[20:22] <~Dan> (Yup!)
[20:23] <+NathanHill> Dan: Yes. Like I mentioned earlier, I had to make some tough game design choices along the way.
[20:23] <+NathanHill> I used to have equipment lists and skills lists and things. And I don't think those are a bad way to make a scifi game, but it never seemed to capture what I was going for.
[20:24] <+NathanHill> But even looking at the way we use technology today, we tend to incorporate it into our life and then forgot about. We look at our iPhones every ten minutes like a reflexive action.
[20:24] <+NathanHill> Should have been "forget about it."
[20:25] <+NathanHill> I approached it from that angle.
[20:25] * ~Dan nods
[20:25] <+NathanHill> Of course, there are still some constants - there are corporations and other entities in the setting material which can help flesh out some items and brands and things.
[20:26] <~Dan> Would it be fair to say that what you've created is a game focused more on action in a sci-fi setting than it is a game focused on sci-fi? (If that makes sense.)
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[20:27] <+NathanHill> Dan: Sure - it could be put that way. My overall theme is probably my own personal question about humanity.
[20:28] <+NathanHill> Even in space, in the future, if given the chance, would we keep doing some of the same patterns of good and evil, construction and destruction?
[20:29] <+NathanHill> Is human really a force of good? Or given the chance, will we use those distant worlds as another place to push the boundaries of morality and ethics and what not? Or is it really all about the money?
[20:30] * ~Dan nods
[20:30] <+NathanHill> I don't think this game gives an answer on that - or that it has to. But an ideal story arc would have the heroes glean lots of incriminating evidence of corporate and government wrongdoing and become the far future version of muckrakers,
[20:30] <~Dan> So not just action, but some high-minded themes as well!
[20:31] <+NathanHill> Yes, turn the mirror back on how ugly we can be to each other and to the universe, if they so choose. Or of course, they could join right in.
[20:32] <+NathanHill> The setting is very toolkit oriented - lots of pieces to have fun with and fiddle with to shape that kind of story or a more classic Total Recall/Half-Life 2 kind of thing.
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[20:33] <~Dan> Are there alien civilizations in the setting?
[20:33] <~Dan> (Howdy, Squide!)
[20:33] <&Le_Squide> (Hey Dan!)
[20:33] <+NathanHill> Dan: No, though I plan to expand the setting with some suggestions along that line.
[20:34] <+NathanHill> It's easy to add them in. Even some Cthulhu-esque stuff, if you want.
[20:34] <~Dan> Are there intelligent aliens at all?
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[20:35] <~Dan> Or is it more of an "Aliens"-type universe by default?
[20:36] <+NathanHill> Dan: Again, I hint at them, but so far, no "intelligent" aliens have been discovered. In the included adventure, "Into the Red Planet", there are preying mantis type aliens that borrow some from Starship Troopers - seem to operate as a hive. I don't answer the question, though they appear to be somewhat intelligent.
[20:36] * ~Dan nods
[20:36] <+NathanHill> Yes, a bit more Aliens-type.
[20:37] <+NathanHill> One of the explanations for the Great Blackout could be an alien incursion, so you could have humanity discovering and beginning a war against some vile alien race.
[20:37] <~Dan> Are there intelligent robots?
[20:38] <+NathanHill> Oh, yes. There are intelligent robots - with rumors of fully self-aware AIs and androids.
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[20:39] <+NathanHill> Most of them tend to be helper bots, but there are several companies that are involved in that research. So a mission could involve the heroes exploring a research laboratory and discovering near real robots. Lots of fun possibilities there.
[20:39] <~Dan> (Howdy, Seras!)
[20:40] <+GenoFoxx> well there would have to be in order have a 'Screamers' feel
[20:40] <+Seras> Hey there.
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[20:40] <&egyptian> Evenin
[20:40] <+NathanHill> Geno: Yeah. Thoughts on that movie? Overrated or underrated?
[20:41] <~Dan> (Seras: Your nick looks familiar... Been here before?)
[20:41] <+Seras> (Sometimes. I am attached to Le_Squide)
[20:41] <+Seras> (Figuratively)
[20:41] <~Dan> (Heh. Cool. Welcome back, then. :) )
[20:41] <+NathanHill> I've always thought it was sort of overrated, but I love it still. And so it stuck with me and gave me gumption to write Foreign Element.
[20:41] <+GenoFoxx> a bit underated but definitely better than it's sequel
[20:41] <&Le_Squide> (He's seen the facebook pictures. Sometimes it borders on literally.)
[20:42] <+Seras> (Sometimes.)
[20:42] <~Dan> You mentioned creatures that can destroy starships. Do you have a scaling mechanic?
[20:42] <+NathanHill> Geno: I didn't know there was a sequel.
[20:42] <+NathanHill> Learn something new everyday.
[20:43] <+GenoFoxx> yes there is unfortunately, it was a nice idea but poorly executed like many sci-fi sequels
[20:44] <+NathanHill> Dan: Not really. Again, starships can have their own SDs and marks - the bigger they are, the longer it takes to do them in. Other than that, it could be something to expand on in the future, but the first focus of the game was more on the rescue and exploration type missions at first. Starship battles are a definite possibility and follow the same core rules.
[20:45] <+GenoFoxx> if you do expand the starship combat rules.....add mecha :D
[20:46] <+NathanHill> Geno: Sure. Great suggestion.
[20:47] <+NathanHill> I think we hit up on a lot of the highlights tonight. Good questions, all in all.
[20:48] <+GenoFoxx> Just doing my part for a more mecha filled universe
[20:48] <+NathanHill> I just got the edited docs back from Brent Jans. Sean Thurlow has done most of the interior art. Dede Putra did the cover.
[20:48] <~Dan> Is there anything you'd like to bring up that we haven't covered yet, Nathan?
[20:48] <+NathanHill> It should be a really nice looking game, lot of fun to read and play.
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[20:50] <~Dan> (wb, egyptian_again!)
[20:50] <+NathanHill> Dan: I think that covered it. I'll be slapping together some free goodies to help promote the game when it comes out, including simple character design software for Mac, Linux, and Windows.
[20:50] <+GenoFoxx> so Foreign Element is like Star Without Number meets Traveller the New Era by way of John Woo?
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[20:51] <+NathanHill> I do this out of a labor of love, of course, like all game designers do. It's a joy to be a part of this hobby.
[20:51] <+NathanHill> Geno: Haha. Perhaps. :)
[20:51] <~Dan> (Howdy, Pony_Knight!)
[20:51] <+NathanHill> One of my favorite games is Feng Shui, so I do have a passion for some John Woo-esque stuff.
[20:52] <+NathanHill> That's also why I designed Eldritch Ass Kicking, for scenery chewing, magickal martial arts wizard battles.
[20:53] <+GenoFoxx> a Jeet Kun Do Gandalf vs a Capoeira Dumbledore?
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[20:53] <+NathanHill> Dan: Thanks for doing this. This is fun.
[20:54] <~Dan> Absolutely, Nathan! And, as you know, you're always welcome to discuss your games here.
[20:54] <~Dan> What's next for Foreign Element?
[20:54] <+NathanHill> Well, I'll be working on the layout, a few last minute changes, getting art in. I hope to have a mid-late October release. Can't wait for it to be done.
[20:55] <~Dan> Excellent! Best of luck!
[20:55] <+GenoFoxx> this October or October '14?
[20:55] <+NathanHill> Yes, like this month.
[20:55] <+NathanHill> :)
[20:55] * ~Dan chuckles
[20:55] <+GenoFoxx> :O
[20:55] <+NathanHill> It's not a Kickstarter.
[20:56] <+NathanHill> Ba-dum-dum.
[20:56] <+NathanHill> I love Kickstarters and may do one in the future, but some of them have gone on for a while.
[20:58] <+NathanHill> Thank you all for your questions. I appreciate them. I'll be lurking around for a while here, so msg me if you have any other questions or thoughts or whatever.
[20:58] <~Dan> Thanks for chatting with us, Nathan! I'll have the log posted momentarily and will give you the link.

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