Monday, January 27, 2014

[Q&A] Richard Iorio II (Colonial Gothic 2e)

[19:03] <+RichardIorio> My name is Richard Iorio, I run Rogue Games, which publishes Colonial Gothic. Colonial Gothic is a supernatural historical roleplaying game, set during the American Revolution.
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[19:04] <+RichardIorio> The game is set in a period that is ripe for adventure and plots. In short the game uses the history they never taught us in school. (done)
[19:04] <~Dan> (Welcome, Guest84! Please set your name with the /nick command. :) )
[19:04] <~Dan> Thanks, Richard!
[19:04] <~Dan> Would anyone like to start us off with a question?
[19:05] <+TBear> If you would, how much of the game's action focuses on the history, and how much on the supernatural aspects of the setting?
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[19:05] <+RichardIorio> Thanks TBear. As much, or as little as you want. The game allows you to run it as a pure historical, or as a supernatural game.
[19:06] <+RichardIorio> What I, and the other writer do, is find the areas of history that make the most sense to inject some horror and supernatural.
[19:06] <+Jetrauben_Mobile> What were some major thematic influences?
[19:06] <+RichardIorio> Events happen as we know them. So you will never have George Washington become a Vampire. (done)
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[19:07] <~Dan> (Welcome to #rpgnet, Gusty737!)
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[19:07] <~Dan> (Howdy, Abstruse!)
[19:07] <+Abstruse> (Sorry, was cooking)
[19:07] <+Abstruse> (Can someone copy/paste what I've missed? Or at least the intro?)
[19:08] <+RichardIorio> Thematic influences would be movies such as The Patriot, Brotherhood of the Wolf, Dracula, maybe Pirates of the Caribbean if you wanted to go in that direction. (done)
[19:08] <+BrentNewhall> What were the challenges of educating the player about that historical period?
[19:08] <+RichardIorio> Good question BrentNewhall.
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[19:09] <+RichardIorio> What I have to remember is that the gamer might not know as much as I know. A lot of research goes into each book, and the reason is too make sure the history is right.
[19:09] <+RichardIorio> I always assume that the reader and gamer needs to know what is going on. So in the Rulebook a lot of pages are spent bringing the gamer up to speed about the history
[19:10] <+RichardIorio> I would say a good 50% of the book is background and guidance about the history.
[19:10] <+Abstruse> Forgive me if this has been asked...Are you using an original system, or licensing another?
[19:10] <+RichardIorio> Outside of the Rulebook, all the other releases take the approach of show, not tell. By that we give you the history, and show you how we used it.
[19:11] <+RichardIorio> Plus you will find list of references in all the books, if you choose to read more. (done)
[19:11] <+RichardIorio> Abstruse, it uses a original system.
[19:11] <+Abstruse> Can you give the basics of the mechanics?
[19:11] <+RichardIorio> It uses 2d12, and you must roll under a Target Number to see if you succeed.
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[19:12] <+RichardIorio> Every action, regardless of whether your character is firing a musket, or intimidating a merchant, is handled the same way: roll the two d12s (2d12), and if the result is equal to or less than the given Target Number (or TN), the action succeeds. Simple as that! (done)
[19:12] <&Silverlion> What stat range does it use, as that seems rather challenging for a roll under system.
[19:13] <+GenoFoxx> have you watched 'Sleep Hollow' and will it influence future supplements?
[19:13] <+RichardIorio> Stats range from 2 to 24. The Target Number is a number based on relevant abilities and skills, plus or minus any modifiers. For example, if your character wants to throw a tomahawk, and has a Nimble Ability of 6 and Throw skill 8, your TN is 14. Thus, rolling 2d12 and getting a result of 14 or less is a success, while rolling higher 15 or higher is a failure
[19:14] <+RichardIorio> (done)
[19:15] <+RichardIorio> I watched Sleepy Hollow GenoFoxx, but did not keep up on it. One of the reasons is that I am putting the finishing touches on the third part of the Flames of Freedom campaign, which is going to take part on Hudson.
[19:15] <+RichardIorio> The Tappen Zee to be exact. I wanted to avoid any comparisons. (done)
[19:15] <+Gusty737> So I've got a question. One my favorite aspects of the setting is that fact that paranormal events are tied to the locations were they originated. One example in Massachusetts i
[19:16] <~Dan> How would you describe the feel of the game? How "swashbuckly" is it, how gritty, etc.?
[19:16] <&Le_Squide> Why did you decide to go with d12s?
[19:16] <~Dan> (Question pause.)
[19:17] <+RichardIorio> Gusty737, one of the main goals of the game was to try to stay as close as I can to the history and the period. When Graeme Davis came onboard to serve as the Line Developer, we made sure this is always kept in mind
[19:18] <+RichardIorio> If you are going to do history, you have to make sure you get it right, or as close to right as you can. (done)
[19:18] <+Gusty737> I've heard of is called the "bridgewater triangle". How do you handle locations that my have gained legends at a latter date?
[19:19] <+RichardIorio> Le_Squide, I went with d12 because I like the die. Some think I am crazy, but that is why, (done)\
[19:19] <~Dan> (Nice poem. :) )
[19:19] <+Gusty737> in your history i mean.
[19:19] <&Silverlion> What''s the average on 2d12?
[19:19] <+RichardIorio> Dan, the feel of the game depends on the type of game you want to run. I run it gritty. The game can handle swashbuckling, or it can handle gritty. (done)
[19:20] <+RichardIorio> Gusty737, the cut off for the setting Graeme and I set is 1812. If it makes sense, we move it in. Graeme moved the New Jersey Devil into the game because the monster felt right. It is a judgement call.
[19:21] <+RichardIorio> I really try to keep things as close to 1776/1777 as I can. (done)
[19:22] <+RichardIorio> Average of 2d12? Baseline stat is 7, that is considered an average person. I have not done an extensive probability test on 2d12. (done)
[19:22] <~Dan> What is magic like in the game?
[19:22] <+Abstruse> Silverlion: Bell curve centering on 12.5 I believe. 1:144 of getting a 2 or 24.
[19:23] <+RichardIorio> The magic takes the standpoint of a colonist. Thus the spells are grounded in the period. Magic is what you find in a period grimoire. The spells are powerful, because magic for the colonists was viewed as powerful
[19:23] <+RichardIorio> Magic has a price. It will take your Sanity, the more you use it.
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[19:24] <&Silverlion> Looks like it Abstruse.
[19:24] <+RichardIorio> Spells range from simple thinks like producing fire, to dangerous things like curses. (done)
[19:24] <~Dan> Do you distinguish between, say, witchcraft and shamanism?
[19:24] <&Silverlion> Did you cover in legend the colony of Roanoke? (early for the setting, but say important myth)
[19:24] <+BrentNewhall> Silverlion: Odds on 2d12: (Link:
[19:24] <~Dan> (Question pause.)
[19:25] <&Silverlion> Brent: Yeah I just looked.
[19:26] <+RichardIorio> What I did with magic was give you the rules, and allow you to define it as you want. If you want to create a shaman, the rules and spells remain the same. For witchcraft, we went into detail about in a supplement called The Grimoire.
[19:26] <+Gusty737> Is their a plan to include such foreign aid in the revolutionary war as Tadeusz Kościuszko or French Sympathizers working with Benjamin Franklin?
[19:26] <+RichardIorio> In the Rulebook, you are given Magic and Alchemy. These are the two facets that define a lot of the periods historical occult.
[19:26] <+RichardIorio> (done)
[19:27] <+RichardIorio> Roanoke? There is something coming dealing with that …….. :) (done)
[19:27] <~Dan> :)
[19:27] <+Velvet> Is the magic you're describing influenced at all by Orson Scott Card's Tales of Alvin Maker series? It sounds flavored a bit that way, but it might be coincidence.
[19:28] <+RichardIorio> Gusty737, one of the big things Graeme and I want to do is expand the view. We started with the New France book, and there are plans to start pulling in other regions. (dan)
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[19:29] <+RichardIorio> Velvet, I have never ready any of Card's works, so it is a coincidence. I really studies period grimoires, and used that as the basis of everything. (done)
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[19:31] <~Dan> What sorts of grimoires did you reference, out of curiousity?
[19:32] <+Gusty737> Another question, Kościuszko is a polish soldier that meet and made friends with Thomas Jefferson. Are either man's enlightenment philosophies going to be discussed?
[19:33] <&Silverlion> Is George Washington able to jump a river in a single bound, like old folktales..?
[19:33] <+RichardIorio> Le Grand Grimoire, Compendium Heptarchiae Mysticae, Flagellum Daemonum; Fstis Daemonum, The Marrow of Alchemy to name a few (done)
[19:33] <+Gusty737> That both shared that philosophy.
[19:33] <~Dan> (Question pause.)
[19:34] <+Gusty737> The question is more about how the enlightenment is handled in your setting.
[19:34] <+RichardIorio> Gusty737, I have no plans as of yet. If a project calls for it, sure. Looking at the releases in the works, nothing covering him yet. Heck I want to get to Swamp Fox, but I have not had the chance too yet. (done)
[19:35] <+RichardIorio> Silverlion, no, George Washington is how the history shows him. He is mentioned, but he has not been used as a NPC. (done)
[19:35] <&Silverlion> Darn...
[19:36] <+Abstruse> Do you have any historical figures as supernatural beings? Other than the more obvious ones like Vlad Tepes/Dracula.
[19:36] <+RichardIorio> Gusty737, the Enlightenment is handled as a movement that is slowly taking humankind out of the roots of myth. It is obscuring the magic and the myths, and unless it can be proven mathematically, then it does not exist.
[19:37] <+BPIJonathan> (Sorry I am late, was Dan's fault)
[19:37] <+RichardIorio> You have this conflict between the new and the old. (done)
[19:37] * +BPIJonathan waves to Richard.
[19:38] <+RichardIorio> Abstruse, no, there are no historical figures as supernatural beings. However, maybe some have some magical *cough* Jeffereson *cough* or Alchemical *cough* Franklin *cough* connections. (done)
[19:39] <~Dan> Speaking of which, are their any "weird science" aspects to the setting?
[19:39] <~Dan> Or does that fall under alchemy?
[19:40] <+Velvet> What's your favorite little gimmick in the setting, so far?
[19:40] <+RichardIorio> Alchemy would be weird science, Dan, but right now Alchemy has a more "fantastical" chemistry feel too it. (done)
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[19:41] <+RichardIorio> My favorite little gimmick Velvet would be how Sanity is used through out the game. Sanity Ebbs and Flows, and with it, you fuel magic. You can also have it simply decay, and eventually turn your character crazy.
[19:42] <+RichardIorio> Sanity gives the player the choice of should they use it, and slowly sink into insanity, or hold it and use it as a bulwark when facing a monster. (done)
[19:42] <~Dan> Is there no benevolent magic? I'd think shamanism wouldn't be as sanity-blasting as Western occultism.
[19:42] <+BPIJonathan> Oooh, Crazy Magic Users FTW
[19:43] <+RichardIorio> Dan, you have two types of spells, Common and Arcane. Common are simple little tricks. Arcane will break your mind. :) (done)
[19:43] <~Dan> Ah, I see. Very nice.
[19:43] <+RichardIorio> BPIJonathan, oh yes. There are a few crazy mages running around my game.
[19:44] <+RichardIorio> Dan, the thing with magic is that it can be helpful, but it is seductive
[19:44] <~Dan> (Oh, and you only really need to give us a "(done)" after a question pause, unless you just want to emphasize the end of an answer. :) )
[19:44] <+RichardIorio> sorry. :)
[19:44] <~Dan> No worries. Some guests are big "(done)" fans. :)
[19:45] <+RichardIorio> The more your character uses it, the more they will want to know more. The more they know, the more they use. The more they use, the more the grip to sanity slips away
[19:45] <+BPIJonathan> (Dan is distracting my layout guy with a chat, so he shouldnt be bothering him and let him get through the chat :) )
[19:45] <~Dan> What role, if any, does faith play in the game?
[19:45] <~Dan> ( BPIJonathan :p )
[19:45] <&Le_Squide> Do you have a good example of a Common and an Arcane spell to demonstrate the differences?
[19:46] <+Velvet> Is it possible to be both a fairly formidable mage, and useful in other ways? Say, a mage who likes to keep his/her sanity. Would they be able to remain relevant without going completely nuts?
[19:46] <~Dan> (Question pause.)
[19:46] <+RichardIorio> As much, or as little as you want it. In the first edition there was a mechanic for it, but it never really worked. I pulled it out for second edition, and will return to it at a later date.
[19:46] <+RichardIorio> A common spell would be Reveal. You cast the spell and anything hidden is show.
[19:46] <+Gusty737> A Connecticut Yankee in King Arthur's Court (the novel) is one of my favorite books on the interplay of "ancient" magic and "modern" science. Did you give an thought to this dynamic when writing Colonial Gothic 2e?
[19:47] <~Dan> (Please hold questions during a question pause, Gusty737. Thanks! :) )
[19:47] <+RichardIorio> A Arcane Spell would be Rainmaking. Once you cast it a storm appears
[19:48] <+RichardIorio> Velvet, if you stick to common spells, your character will be fine. They will be useful and they will not go crazy. If you choose to be an alchemist, then they will be very helpful. It is only when you work with Arcane magic, that the risk of sanity lost happens
[19:49] <+RichardIorio> With Alchemy you can brew Elixirs, and the like and loose no sanity in the process
[19:49] <+RichardIorio> As for the dynamic between magic and science, this is hinted at right now.
[19:50] <+RichardIorio> You are seeing this come into play in the Flames of Freedom campaign, and this is shown with the schism taking place between the Freemasons.
[19:51] <+RichardIorio> Plus, if you look at how Alchemy is handled, you see is more science then "magic"
[19:51] <+RichardIorio> As the Revolution plays out, you will see this split take a much large role.
[19:51] <+RichardIorio> whew. (done)
[19:52] <~Dan> By default, how open is magic and the supernatural? And if it's hidden, given the potential of Arcane magic, what keeps it that way?
[19:53] <~Dan> (Oh, and I think you missed my questoin about faith in the setting. :) )
[19:54] <+RichardIorio> For the most part Dan, magic is seen as a myth and superstition that Rural colonists think is "real". The Enlightenment is slowly seeing more and more people not believing in the legends and magic
[19:54] <+RichardIorio> I answered your Faith question :) Here it is again: As much, or as little as you want it. In the first edition there was a mechanic for it, but it never really worked. I pulled it out for second edition, and will return to it at a later date.
[19:54] <~Dan> Ah... Don't know how I missed that. Thanks. :)
[19:55] <+RichardIorio> You're very welcome. :)
[19:55] <~Dan> I'm curious, though: If magic is so powerful and obvious, why would people find it rational to quit believing in it?
[19:55] <+BPIJonathan> (Oh, I thought that was the answer for the question " Is there no benevolent magic? " I guess I missed it too)
[19:56] <+RichardIorio> Very few people practice magic, and if you encounter it, there are always ways to explain it away
[19:56] <~Dan> Seems like you'd run into the problem that the "Realm of Reason" had in Ars Magica.
[19:56] <~Dan> Ah... so no lobbing fireballs and lightning bolts?
[19:57] <+RichardIorio> The background of the game, is that as the urban centers have grown, more and more the rural is being pushed away.
[19:57] <+RichardIorio> No no fireballs and the like. All the spells are things you could easily explain away.
[19:57] <+RichardIorio> The one thing I did not want was elf wizards flinging lightning bolts
[19:58] <+RichardIorio> With the research I did, a lot of the historical spells was about trigging an effect. You wanted to have something happen that would aid you, or harm someone
[19:58] <+RichardIorio> This is the type of magic you find in Colonial Gothic.
[20:00] <~Dan> It sounds like the setting skews heavily toward European supernatural elements. What part to Amerindian beliefs and American folklore play?
[20:00] <+RichardIorio> Have not gotten to it yet. The base game takes the colonist view point
[20:01] <+RichardIorio> I do have plans for American Indians and I am still in the middle of research
[20:01] * ~Dan nods
[20:01] <+RichardIorio> it takes about 6 to 8 months of research before I write a book for Colonial Gothic
[20:01] <~Dan> Impressive!
[20:02] <+RichardIorio> I have only one chance to get it right, so I make sure I do. My belief is that if you are going to work with history and tweak it, you better know it first, so that you do not break it
[20:02] <+BPIJonathan> Maybe for someone that doesnt do 6-8 months of research :D
[20:03] <+RichardIorio> The American Indian book has been worked on, and when I think I'm ready I will know. :)
[20:03] <~Dan> Cool. :)
[20:03] <+RichardIorio> The upcoming Lost Colony book that Jennifer Brozek wrote, she did a lot of research on it.
[20:03] <+RichardIorio> That is one reason we do not spew out books, research. :)
[20:04] <~Dan> You mentioned that the game can handle swashbuckling as well as horror. Are there any "dials" involved that you can turn to skew the game one way or the other?
[20:05] <+Gusty737> Still a question about Colonial Gothic Setting but more about the 12 degrees system in general. Is SS&S designed to have any interplay with CG or where the 2 conceived as separate settings?
[20:06] <+RichardIorio> The "dials" are how you raise or lower the TN. If you want more success, you as the GM can lower TNs to make things "easier" and allow for more over the top actions.
[20:06] <+RichardIorio> The only similarity Shadow, Sword & Spell and Colonial Gothic has in the mechanic.Each games does what it does. SS&S is designed for humanistic pulp fantasy. CG is horror.
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[20:07] <+RichardIorio> Now, they share the same rules, so it is very easy to port things between the two. If you want guns in SS&S, you can port them over from CG.
[20:07] <~Dan> (Howdy, Jetrauben!)
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[20:09] <~Dan> Speaking of guns, how useful are they in the game, generally speaking?
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[20:09] <+RichardIorio> You do not want to get hit by one. :)
[20:10] <+Gusty737> Cthulhu Mythos crossover is what i was referring to not the mechanics. SS&S seems to have more "meat" in it depiction of the mythos.
[20:10] <~Dan> (Howdy, Wondy!)
[20:11] <+WonderRat> (howdy, Dan
[20:11] <+RichardIorio> Guns can quickly end a fight with most normal threats. Just hope you do not run into a werewolf.
[20:11] <+RichardIorio> Cthulhu, Gusty737, is something we have slowly been layering in.
[20:11] <~Dan> Do you deal with their relative inaccuracy at the time?
[20:13] <+RichardIorio> No. Because CG is not mean to be a historical simulation. Plus, I am not someone who has a lot of experience with blackpowder. I have fired some, but I am not that historically versed
[20:14] <~Dan> Fair enough.
[20:15] <+RichardIorio> I decided guns would be the one area I would make no one happy.
[20:15] * ~Dan chuckles
[20:15] <+RichardIorio> Some of the game's fans are really well versed in the period's firearms. The emails I get, man, they take it seriously
[20:15] <~Dan> I'll bet. :)
[20:15] <+BPIJonathan> Besides, this is a it doesnt have to be 100% accurate for me. :)
[20:16] <+RichardIorio> I try my best, but at the end of the day, its' a game about horror. Your screwed even if I got the guns perfect. :)
[20:16] <+RichardIorio> So try BPIJonathan. So true. :)
[20:17] <~Dan> Is there a "Big Bad" behind the supernatural in the setting, or some kind of unified source?
[20:17] <+RichardIorio> Yes and no. There is this little group known as the Mandoag….
[20:18] <+RichardIorio> And a Sir Richard Southwell…
[20:18] <+RichardIorio> They play a role, and this role has been the main plot of Flames of Freedom.
[20:21] <~Dan> Hmm... That ties into another question: To what degree do the horror and war elements intertwine?
[20:21] <+RichardIorio> As much, or as little as you want them too
[20:21] <+RichardIorio> Remember, as I mentioned, history happens the way we know it does.
[20:21] <+RichardIorio> However, if there is a way to inject the magic and horror into the history, I do.
[20:22] <+RichardIorio> In Boston Besieged, the first part of Flames of Freedom, you find out how the fog appeared that allowed Washington and the Continental Army to place the cannons that broke the siege
[20:23] <+RichardIorio> For this, it made sense to use a little "magic" to explain the sudden appearance of the fog. The fog is a real historical event, so this was used
[20:23] <+RichardIorio> As the GM if you want it to be more of a crossover, I give you guidelines in the Rulebook how to do it. Heck, if you want to have Washington be killed, I explain how to use Alt History
[20:24] <+RichardIorio> At the end of the day, the game is your game. I give you the tools you need, you can use them the way you want too
[20:24] * ~Dan nods
[20:25] <+Gusty737> New York is a very diverse state. What aspects of that diversity will you be primarily focusing on in Shadows over the Hudson?
[20:25] <+RichardIorio> Sometimes, when I give that answer, people think I am being purposely vague, but I am not
[20:26] <+RichardIorio> Shadows over the Hudson takes place at the Neutral Ground. The area in and around Tarrytown, where you had the Skinners and Cowboys running rough shod
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[20:27] <+RichardIorio> The adventure's actions take place in Sleepy Hollow, Tarrytown, the Neutral Ground and Peeskill
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[20:27] <+RichardIorio> You are going to have to deal with conflicting groups, as well as the events that spun out of The Philadelphia Affair
[20:28] <+RichardIorio> Part of the delay with Shadows was getting all the facts straight.
[20:29] <~Dan> Is there any default assumption as to who the PCs are?
[20:30] <~Dan> (As far as soldiers vs. civilians, etc.)
[20:31] <+RichardIorio> No. Backgrounds in the game allow for solider or civilian. You can be a militia or ex solider. You can be a urban colonist, to a frontier colonist. Native born, or Tribe Adopted.
[20:31] <+Gusty737> Since I'm not a history expert what modern borough does the neutral ground correspond to? I'm assuming Manhattan.
[20:31] <+RichardIorio> Freed Slave or Former Indentured Servant. Basically, what type of character do you want to play.
[20:32] <+RichardIorio> Neutral Ground is the area around Tarrytown New York, specifically the Tappen Zee
[20:33] <+RichardIorio> Around northern Westchester County
[20:36] <~Dan> Have you given any thought to expanding the scope of the game chronologically, either backwards or forwards in history?
[20:37] <+RichardIorio> Yes. Lost Colony (out next month) starts in 1607. I am looking at something next year that will cover 1600's as well. The latest I will go is 1814.
[20:38] <~Dan> Jean Lafitte totally should dabble in magic. :)
[20:38] <+RichardIorio> The reason is that I subscribe to the theory that the War of 1812 was just a continuation of the American Revolution. At the end of it, you have the recognition of the US as the US
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[20:39] <+RichardIorio> Well, Jefferson did rebuild Monticello at least 20 times. Plus he has a lot of book in his library. Who know what he was trying to keep at bay…. ;-)
[20:39] <~Dan> :D
[20:40] <+BPIJonathan> (How can you call that a victory when the US only won one major battle and that was after the war was over?)
[20:40] <~Dan> (brb)
[20:40] <+BPIJonathan> (:P)
[20:41] <+RichardIorio> Well, do the British still claim us as a Colony? ;-)
[20:41] <+BPIJonathan> (sorry, channeling an old professor :D )
[20:42] <+RichardIorio> No worries. I will just work slower on your projects. :P
[20:42] <+BPIJonathan> You know, people that live in Chicago are just awesome :D
[20:43] <+Gusty737> Could Time Travel be a thing in Colonial Gothic? Would it be a secret part of the occult world?
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[20:44] <+RichardIorio> If you wanted to make it a part of it, sure.
[20:44] <~Dan> (back, sorry)
[20:45] <+Yog_Sothoth> Will we ever see a sourcebook for the Dutch?
[20:45] <+RichardIorio> If I get a good proposal for one, yes. :)
[20:45] <+Gusty737> What about future shock? I noticed you mentioned Rip van Winkle in the gazetteer.
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[20:45] <&Silverlion> ModernDay supplement for the Sleepy Hollow TV show?
[20:46] <+RichardIorio> That is something that is on the agenda. When we cover something like Rip van Winkle, you will know. :)
[20:46] <+Gusty737> the legend at least
[20:47] <+RichardIorio> Modern Day, no plans as of now. I have plans for something, but not the present day. I have enough on plate between Colonial Gothic and Shadow, Sword & Spell right now.
[20:47] <+RichardIorio> Sleepy Hollow, the legend, was covered in a  PDF release, and it is going to be part of the third part of Flames of Freedom
[20:48] <+RichardIorio> There is a monster, The Headless, in the Rulebook
[20:48] <~Dan> How extensive is the bestiary, speaking of which?
[20:49] <+RichardIorio> In the rulebook, it covers such things as animals, classic monsters like vampires, ghouls, as well and native creatures like Honochenokeh
[20:50] <+RichardIorio> The Bestiary we released in October has more creatures from legend, as well as Lovecraftian, and the like
[20:50] <~Dan> Oh? Interesting! I didn't see that one.
[20:50] <+RichardIorio> Here's the link: (Link:
[20:52] <~Dan> Very cool!
[20:52] * +BPIJonathan still needs to get hold of these :D
[20:52] <+RichardIorio> Graeme pushed me to do that book. There are some really cool things in there
[20:52] <+BPIJonathan> I have PDFs, but want print. :D
[20:52] <~Dan> Looks like it. :)
[20:53] <~Dan> Looks like we have about 10 minutes left in "regular time". Is there anything we haven't covered already that you'd like to mention, Richard?
[20:54] <+RichardIorio> Well, let me first say thank you Dan for inviting me too this. I enjoyed it. It's nice to be able to talk about the game.
[20:54] <~Dan> Absolutely. :)
[20:55] <+RichardIorio> Secondly, things slowed down a little the past year while I dealt with getting healthy mentally, it feels good to be back at work on the game. There are some very cool things in the work
[20:55] <+Gusty737> True20 Colonial Gothic was released a couple years in collaboration with Gun Metal Games. How much of that included your ideas & how much is going in the perilous  journey's series?
[20:56] <+RichardIorio> The True20 version was a straight up conversion. They took the game, and converted it to True20. It is as close to me as it can be.
[20:56] <+RichardIorio> Perilous Journey is its' own thing. The only rule they had was don't break history. :)
[20:56] <~Dan> Perilous Journey?
[20:57] <+RichardIorio> (Link:
[20:58] <+RichardIorio> Mystical Throne Entertainment licensed the game and they are releasing a 14-part campaign series.
[20:58] <~Dan> Very nice.
[20:59] <+RichardIorio> They approached me last year, and I said yes.
[20:59] <~Dan> That should be flattering.
[20:59] <+RichardIorio> It was, and like everything, I was surprised.
[21:00] <+RichardIorio> I mean, designing games tends to be a lonely thing. Sometimes you do not know what you design is being liked. They came to me with the idea, I liked it, and said sure. Easy as that.
[21:00] <+RichardIorio> I like what they have planned for this. They keep me in the loop, and I read over everything, but they have the freedom to create the campaign in the way they want.
[21:01] <+RichardIorio> It is a very easy working relationship.
[21:02] <~Dan> What new types of magic does it feature?
[21:03] <+RichardIorio> New spells and alchemy
[21:03] <~Dan> Really? The promo text says there are "two new types" of magic.
[21:04] <+RichardIorio> I am pulling it up now. Hold one for one second
[21:04] <+Gusty737> Herbalism & Voodoo.
[21:04] <+Gusty737> sorry.
[21:04] <+RichardIorio> No, thanks.
[21:05] <~Dan> Ah, cool.
[21:05] <+RichardIorio> Everything blends together after awhile. :\
[21:05] <~Dan> I'm sure. :)
[21:05] <+BPIJonathan> (I heard that Steve Jackson once said "Why should I remember whats in the book, I wrote it down so I didnt have to remember it." to someone when they asked him about something in a GURPS book. True or not, I have always loved that)
[21:05] <+Gusty737> and cursed pirate treasure (spoiler-free!)
[21:06] <~Dan> So what else do you have planned, for Colonial Gothic or otherwise?
[21:06] <+RichardIorio> I like that quote, true or not.
[21:07] *** MonkofLords has joined #rpgnet
[21:07] *** ChanServ sets mode +v MonkofLords
[21:07] <+RichardIorio> Lost Colony is out next month. May see's the release of The Landlord's Daughter (a stand alone adventure). This fall sees the release of Shadows over the Hudson.
[21:07] <~Dan> (Howdy, MonkofLords!)
[21:08] <+RichardIorio> Next year will see a few more things, but those three are the big three. Jennifer Brozek (author of Locations and Lost Colony) is working on something as well for next year.
[21:08] <+Velvet> (*waves at Monk, then continues lurking and listening*)
[21:08] <+BPIJonathan> I like her work
[21:08] <+Gusty737> February means mid-month right? or is it the end of the month?
[21:08] <+RichardIorio> I do to, BPUJonathan. I love working with her.
[21:09] <+RichardIorio> Lost Colony is being looked over (its' laid out) and the preorder should go live first week of February. It will be out mid-February.
[21:09] <+RichardIorio> I am waiting on one map for Lost Colony, and then it is done.
[21:10] <~Dan> Oh, before I log the chat, want to provide the readers with any relevant links?
[21:10] * &Silverlion pokes our guest. :D
[21:10] <+RichardIorio> It is a very nice book, and it is one the Graeme Davis went crazy for when the draft came in.
[21:11] <+RichardIorio> Sure. Colonial Gothic: (Link:
[21:11] <&Silverlion> Richard: I sent you a PM..nothing big. Just if you can see it...
[21:11] <+RichardIorio> This gives you all the background for the game.
[21:11] <+RichardIorio> Lost Colony: (Link:
[21:12] <~Dan> Thanks, Richard! And thanks again for coming by! :)
[21:12] <+RichardIorio> If you want to know more about Shadow, Sword & Spell (Link:
[21:12] <~Dan> Please feel free to hang out as long as you like. If you don't mind, though, I'll go ahead and log the chat here.
[21:12] <+RichardIorio> Thanks Dan, I enjoyed it. I will not be a stranger. :)
[21:12] <~Dan> Excellent. You are always welcome. :)

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