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593 lines
54 KiB
Plaintext
Episode: 2932
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Title: HPR2932: Stardrifter RPG Playtest Part 10
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2932/hpr2932.mp3
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Transcribed: 2025-10-24 13:33:28
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---
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This is HBR episode 2932 entitled Star Drifter RPG Playtest Part 10 and is part of the series,
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tabletop gaming, it is hosted by Lost in Drunks and is about 54 minutes long and carry
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an explicit flag.
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The summary is Lost in Drunks and Friends Playtest and you, original RPG system,
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today's show is licensed under a CC Zero License.
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This episode of HBR is brought to you by an honesthost.com.
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Get 15% discount on all shared hosting with the offer code HBR15.
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That's HBR15.
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Better web hosting that's honest and fair at An Honesthost.com.
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Hello, this is Lost in Drunks, also known as David Collins Rivera.
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Welcome to part 10 of the Star Drifter role-playing game Playtest.
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Today we have Taj, Brynn and X1101.
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Now this is the final episode in this mini-series.
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Last time the player characters successfully completed their mission of removing the people
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from a derelict starship by helping them find a small mcguffin called a data block in
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Star Drifter Powerlands. Though there had been some combat, the player characters
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ultimately found a peaceful solution. Today, the players rip into the game and provide me with
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some valuable feedback. Let's get started.
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I think a lot of the stuff we talked about is, it's a good direction to go.
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I really do. I think getting rid of the classes as a thing and changing it to something a little
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more broad is probably good. I still, there are skills I would like to see. I know we talked about
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like at the Vary skill. There was another one that I thought of tonight and I can't remember what
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it was. I had to think back on it. Maybe a couple of skills to round it out, but I wouldn't
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go overboard. Yeah. And then when you were talking about the FP and stuff, I think getting rid of that
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could give it its own flavor. Yeah. So it stops being sort of a dungeon writer's hack and starts
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to become its own thing. So just workshopping your idea there. If you get rid of the character classes,
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how do you determine starting hit point in stamina? I was thinking of a standard for everybody,
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but with modifiers based on your statistics attributes so that maybe more constitution will give
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you better hit points. That's sort of thing. Yeah, that's you know, possibly, possibly. Or maybe
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depending on your background, it might have a modification. I don't know. I'm not certain. Or
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taking another tack, something that Clat 2 suggested is having a point system rather than rolling
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dice for your statistics, have a point system. In which case, you can set your own hit points
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at the very beginning, depending on how many points you put into it, having a system like that. So
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you could have somebody who has a lot of hit points, but maybe they're pretty dumb. So similar to
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the point by systems I've seen. Yeah, it would be it would be something like that. And actually,
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an optimum version of these rules have viable rules for that and for rolling up your character.
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And depending on what you prefer, you know, when it comes to creating a character,
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and all of them will work just fine in the game. That's that would be a perfect world for this game.
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I don't know exactly how to get there just yet, but I think I would love to have something like that.
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Because some people do prefer one over the other. You know, the other thought I had while reading
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one of these, oh, the spacer, opt to roll a second time and choose the best number.
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Currently, Dungeons & Dragons 5e does that thing and has a name for it.
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Okay. I am not necessarily suggesting that you rip off the name, but if that's a mechanic,
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you want to use multiple times, have a name for it and refer to it by name.
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Yeah, yeah, that's a good idea. So far, that's the only thing that I have for that, but yeah,
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that's a good thought because then I can refer to that as a thing that everyone understands.
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Well, and to give you an idea to either crib or not, currently 5e does, there's a standard
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roll 1d20, but then there's advantage and disadvantage. Advantage, you do basically exactly
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the spacer as you roll 2d20, take the better. Disadvantage is you roll 2d20 and you have to take the
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worst one. Interesting. A lot of times they use disadvantage for like you're attacking someone
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who's in cover, roll with disadvantage. Okay. Okay. Yeah, that's interesting. I've never heard of
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that. That's interesting. It's a mechanic that I've found works really well in the games I've
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played and because it's a standard, it's a terminology that's easy to understand. Yeah.
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Yeah. It's something to think about and I will write that down right now. Another thing that I would
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suggest is kind of it's not even really a rules thing. It's one of our flavors. Flavor thing.
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I would because we had the conversation about how lethal it is, I may actually talk about that.
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Yeah. Especially talk about it somewhere around the armor conversation. Yeah.
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So people get an idea that like you should probably have something so that someone who decides they
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want to build a thug doesn't decide they don't need armor. Mate. Yeah. Survive. I bought two guns
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and four dives and no armor. Well, yeah. For pretty else getting shot at.
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Diet rules can make a hash of any amount of armor that you have. I think you know that. I mean,
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depends on whether they're, you know, the dice are rolling hot. These actually did. I rolled
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at least two eights in that fight, which is unusual. But, you know, an eight would plus two is ten.
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When you're talking first level characters, that really, that really hurts.
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Wait, were there rifles? Were there rifles? Um, two d six or were they d eights? They were d eights.
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Oh, wow. You should have got two rifles. Yeah, but I can't, I can't carry two rifles at once.
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I think you like ambition. He had the money to buy him too. He had the money to buy a rifle.
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They can be expensive. I also do want to figure out some way of
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cooperating dexterity into armor class somehow or an ability maybe if you're being shot and it's
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seen like something like the saving throw, something like the saving throw that if you get shot,
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maybe there's a saving throw and in fact, you dodged out of the way something that would
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necessarily be a bad. The adventure itself, would you guys? Is there any point on the rules system
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that you'd love to see changed or the only thing is, uh, I guess it may come from the fact that
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it was a pilot in the game, but it just seemed a little that there should be more, uh, affinity
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between, uh, piloting a spaceship and spiraling a space boat because it seems like the principles
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would be the same. Going from a spaceship to a space boat should be fairly easy versus going
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from a space boat to a spaceship. My thinking is that when a spaceship isn't jumping, it is a
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space boat, effectively the same thing. The one thing you won't be able to do easily or safely
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necessarily if you have been trained in space boats is jumping. Other than that, they effectively
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work the same way. Maybe there should be one skill that just covers piloting normal space.
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So yeah, I saw like piloting versus jumped. Yeah, that's a good, that's a very good suggestion
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because then you can get, you know, if this thing worked, you could just fly it off and it would
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be fine. Jumping might be a problem because you don't have a jump specialist board. Other than that,
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having the skill to fly a boat should offer you more or less the same skill to fly one of these
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things. Although the size of it would probably give you, you know, minuses because you aren't used to it,
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situational modifiers. In other words, am I wrong? You feel it should be the opposite that there
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shouldn't be a connection or you think there should be a very close connection between those two
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things. No, there should be a very close connection because I was getting negatives for flying a
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space boat when I can pilot a starship. Well, that's because that's because I have it set up in the
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rules that there is a, you know, like if you don't have this skill, there's going to be a minus,
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but I see your point that those shouldn't fact have been the exact same skill, not a different skill.
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Okay, so I am making a note of that. Any other thoughts on system itself?
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We didn't get much to do with them technically, but at least conceptually, I like what you've done
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with the armor and shielding. Oh, okay. Both having a, this is how much damage it can receive
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and this is how many times it can receive that damage. Yeah, yeah. Again, I lifted that from other
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things. Okay, so that we think that works, right? Yeah, we didn't get much chance to play with it
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mechanically, and I think that's one of those things that you'd almost have to, yeah, you'd have to
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have a lot of fights. Yeah, a whole campaign to really see if the numbers, I think the idea works,
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whether or not the numbers are on, we didn't play enough to tell, but I like the idea a lot.
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So is there a possibility of getting your armor repaired or once it's all shot up, it's done in
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you toss it? No, well, it's more or less designed to be tossed, but you can get a repaired, and in fact,
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you can repair it if you have an engineering general repair, you can repair, possibly repair itself,
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or you can go to an armorer and pay them and it's cheap. Yeah, there's ways to get a repair.
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Things like ballistic shields might not be worth the time and effort to do that might be easier to
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buy and to bother with it, but maybe not. Maybe you don't have a choice. Maybe you gotta fix it on
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the fly, so man, this is the future. You just 3d print everything you need and just to run away
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when you're done. Yeah, maybe, maybe it might be that simple, it might be that simple. I mean,
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I don't even have rules for creating stuff like that. I would assume machinery like that would be
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founded engineering, but if you have a fully stocked engineering section of a ship or a large boat,
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probably you could build stuff like that. I don't know about maybe the extensible kind, but
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definitely a standard ballistic shield, probably you could print it off. I would give you a
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die roll for that absolutely, but that's me as a game master. That's not a rule in the game,
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right? So I don't know how many rules do we want to include for kind of edge cases like that? I
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don't know. That's one of those things that if I were writing the book, I would put kind of a
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in a section entitled, you know, these are more of guidelines than hard rules. Here's an example
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of a thing that we don't have a rule for it, but maybe this is how you would apply the rules.
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Yeah, well, that I think right there, you've hit the key to the style of game that I'm hoping for
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is use your imagination to apply these rules to your situation. And this is an example. Here's
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another example. Here's another example. Now here are the skills that are available. Can you
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apply those in a creative way? It's up to the players and it's up to the game master. I'm telling
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you, I've played with game masters who would not have allowed a lot of the ideas that we came up with
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today. You know, you guys came up with simply because they're not in the rules. He doesn't have
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rules for it. So she says no. Yeah, yeah, those those game masters are well, they do, but there's a
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lot of them, you know, there's a lot of them. But some people play games like that because they
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play games that have those rules, you know, they have rules for almost everything. I think that's
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something you can, like I said before, like it's not even really a rule. This is more of a
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flavor text thing. Like you could say, like even in the intro of the book, like, you know, these
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are all rules to get you started creativity and ingenuity are the hallmarks of e-joc in the
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starter three universe. So that's why we're limiting the set of rules. Like we want you to be creative
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in this and combine things in strange ways. That's that's the core of what this game is.
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Yeah, yeah, maybe that's the way to go. Some people are looking, well, again, I keep talking about
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the theoretical, some people, some game masters, some players. That's wrong. Yeah, you're right.
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And I'll take that to heart. That's the wrong approach thinking about people that run a game
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differently than I do. It's probably wrong. Maybe I should, I know the sun's self-evident, but
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maybe I should write this game the way I write the books. Write what I like and if other people
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like it too, great. If not, great. I agree with you. Write the, write the game the way you've
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been writing the books because, you know, at the very least, the people who love the books,
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they're going to love the game then. Maybe. It was some, yeah, some. I mean, the more niche I make
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this, obviously, the less appeal it will have, but that's okay because the books don't have a lot
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of appeal or at least, you know, up until now, they haven't. And that's fine. And that's fine. And
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in many ways, I'm only creating this for my own fun and for the fun of my friends, right?
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If in the future, other people come to like it, that would be great too, but I don't think I should
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necessarily be thinking like that anymore. I'm making this for some broader audience. Yes, yes, we,
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you know, Clatoon, I would love to put this out and make some money off of it, but it's unrealistic
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to assume that that's really like it's a product, right? Because I haven't written anything in
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Star Drifter as if it's a product. So maybe I shouldn't do it this way either. And then maybe it
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could be a product. Okay, so that is the rules and what's anybody's got any other observations.
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The adventure itself, not saying that it's important, but it is a reflection of the rules. So
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any thoughts about the adventure itself, it's your standard, you know, there are goblins in the cave
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and the villagers want you to clear the goblins out. It's a very standard adventure.
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But with the window dressing and the way that we played it, I felt like I was in the Star
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Drifter universe for a few minutes there. And that was fantastic.
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Well, you wouldn't have been able to, you know, negotiate the goblins out. So that's true, too.
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But that's why it felt like it is, you know, I kind of when I suggested that we maybe not just go
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in fighting, I was thinking about how would each other approach the situation and he'd come
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out of sideways. And so we came out of sideways. Okay, okay, so that was, okay, that worked. That was one
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of the options I had in mind. When I play Tested It Myself, I did nothing but the fighting because I
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wanted to see if the fighting work. And it is actually possible to beat them, but you have to come
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at it from a very particular way, not falling on your face. One of them, I go in from the side,
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you take the guy out in the elevator, he's busy working there when you show up. And he doesn't
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notice you if you go quietly. So it's possible to take him out quietly and then proceed elsewhere.
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From there, we went into engineering. There's a couple of people in there. If you can take them out
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quietly, then engineering is a big fight if they come at you in front in there. But there are a lot
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of places to hide and there are a lot of options for fighting in there because there's so much
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machinery in the way. None of it works, but it's all there in the way. It's also easy to die in there
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because the firefight goes on and on. They all just keep coming at you. I had rules set up that if a
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certain number of these guys get hurt, finally, finally, this lady finally says, no, this is ridiculous,
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we're leaving now. And then she would withdraw, they'd call, you know, they would barricade
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themselves in one of the airlocks and then have their ride show up and they would just take off
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because it's not worth people's that many people's lives. That way. I had another one where they came
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in through another, the airlock you guys came in, but they took those two guys out with stunners
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and took them out quietly and then the fight was actually a hell of a lot easier there because
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they can only come from a couple of different directions at that stage and it was easier to beat
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them from that point. So it is possible, but it was also really touch and go even when I did it.
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So I think you guys got off pretty well considering you took some major hits. So that went, I don't
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know, overall, I think the adventure works on its own and that means the rule system behind it
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kind of works. I don't know. I don't think I would do much more to it. Like, you know, like having
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instead of just a shuttle show up a fighter shows up and he tries attacking you and there's no point
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to it. I mean, you know, I wanted something very, very simple. So it is a very simple adventure.
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Any other feedback on that or yeah, I got like two points that I would make. For me, I think
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the combat part was the most unstarred Richter, but that's mainly because that's not the focus of
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the books. I just didn't feel right. As soon as we started going at it, like, like, last
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said sideways, it kind of made more sense. My only other critique would be I think when you're on
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station, it's a little grindy. Like, do this, do this, do this. And it's almost like you're kind of,
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I don't know if we just didn't pick up on signals of things to try. It just seemed like we were
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kind of being let along a little bit to get to the right person. You were, however, you did have
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the option to go in a different direction yourself. You did find your own job right off the bat
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just in pursuit later. But that was an option too. Of course, that job would have been this job.
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I think you figured that out, you know, and you wouldn't have been dealing with that other guy,
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you would or that guy would have been a broker for this for this guy and it would have been all the
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same. And it wouldn't have felt quite as forced possibly by the same token. You know, what was said,
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you know, before the, the idea of going sideways, you guys were kind of floundering. You didn't know
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what to do with yourself. So, you know, I could have let you just stay up at the high dock and then,
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you know, wait for the phone call. That's pretty standard. That whole phone call thing. And I got
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a job for you. Yeah, there are ways that probably that could have been more finessed. I agree with
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that. Then again, the purpose of this was to get you into the into the job as fast as possible.
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So I'm not sure or I could have done except to say that you were hired to do this job specifically,
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that might have been a little bit easier. Well, and it's also kind of just inherent of the art form.
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Like there's always the like meeting in the end, like there's always the slow start.
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Well, and you either just narratively give a concession to there's not a way to not do this
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awkwardly. So we're just going to do it awkwardly or you you try really hard to make it not awkward
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and then it's awkward because you're trying to make it not awkward. Well, I can tell you this much,
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if this had been a regular campaign, I would have had many other things you could have done and
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not just this one, you know, I would have had adventure hooks that you could have gone in any
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direction, but this would have been the adventure to have here in this star system. And then maybe
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you wouldn't have had it here, you know, maybe you would have gotten an adventure hook that got you on
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a starship and you took off some place else. This adventure never happened, but I keep it in my
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back pocket because maybe next time you're in this place, I'll just drop this adventure in, right?
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But because it was just a play test, this was the adventure. And, uh, you know, that's all I had.
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I don't, you know, I didn't have a whole campaign behind it. So I'm not trying to defend it.
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I'm just saying that yeah, I agree that it's pretty shallow overall, pretty shallow and pretty
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forced. Well, and, and I probably was like, yeah, I get to play in the start of dirt and then I
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was like, I'm stuck on the station, the sucks. Well, I, you know, there are different, I could have
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done a different adventure entirely. You know, I could have stuck in Barlow during the fight,
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all of that stuff. I don't know how much fun that would have been, but let's not do that.
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Okay, so good. I'll take that under consideration that it's, uh, it's a little forced. Yeah,
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it is. I agree with that. Okay. And finally, my game mastering style, which is informed by
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those two things. So what would you prefer a game master do in this system or less forcing?
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I would see that. Yeah. I mean, it fit what we were doing. I don't think there was in like,
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what you were doing was pretty spot on. Like everything was challenging. There wasn't a part where
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I felt like we were sailing through things. Again, that has a lot to do with the adventure as well,
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but Bryn, any thoughts on that? He has played under me as a, as a game master before.
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Yeah, this is absolutely horrible. I mean, I guess I, I knew I liked him. I knew I liked him.
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He doesn't pull punches. No. No, this is, I agree with the, uh, with the other guys. This is, uh,
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uh, this is something I wish for it. Hopefully we'll become a, uh, a campaign that we could get
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together and continue playing. If that's the indication of my thoughts and feelings about the playtest,
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uh, I definitely like it. What follows is a discussion that took place about halfway through the
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second game session when the group took a short break. Much of it is just me yammering on and on as
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I want to do, but I place it here because we did chat about the structure, rules, and styling
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of various RPGs, including, but not limited to Star Drifter. So the game, as I've structured it so far,
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is mostly centered around the idea of problem solving by not having to roll dice or rely on
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skills and such. Or I should say applying your skills in a creative way than maybe some of the
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games will expect you to do. That makes any sense? No, I got it. I think that may just be an aspect
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of simple game systems like this, rules like games like this. See, it's kind of, the onus is on
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the players to come up with creative ways of applying what you rules there are to their advantage.
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I don't know how much of that is coming through on the game system. See, and it doesn't matter
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100% because the concepts I have for altering next version of the game, it might change things
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considerably or change the way the game is played considerably. If there were a lot more skills
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available that I had written down and if things were a little clearer in the basic game book,
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it might make a difference too. But overall, one of the things that was brought up was the
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question of, you know, I don't see any thief skills. I don't see a thief skill. And the idea was
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that you're supposed to apply like things like engineering to picking locks and canicle stuff.
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That's that sort of thing. I could use something like sleight of hand was to just a plain old
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decks thing because that is a skill. I didn't include that here, but there are certain skills that
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are very specific, but a lot of them are just how you apply some normal skills, you know,
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a locksmith is also a very good lock picker. So it's that sort of thing.
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It's just a different approach to gaming. It's a different one that I've had with most of the games
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I've played, but I'm enjoying it anyway. Well, that's good. That's good. I know that's kind of
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tangential to the purpose of being here, but no, it's actually entirely the purpose of you being
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here getting your feedback, you know, because this doesn't exist in an island. It's, you know,
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you coming to this game, you're also bringing all the experience you've had in other game systems
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and the things you liked about those and things you didn't like about those you're bringing all of
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that to this game. And that will inform the choices you make and overall how much you and you do
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enjoy it or don't enjoy it in the end, you know, because there may be things about the game that
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in another, you know, like you might enjoy yourself, but it might just be the company as opposed to
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the game rules, you know what I'm saying? I mean, the games I've been running, that's actually a
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thing that I'm trying to get across is, you know, this is a toolbox to inform how we do things,
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not a list of what you can do. Yeah, see, that's the hard part and an awful lot of that is down to
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the game master of the game, whoever's running the game and the players and what they're used to.
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Something that I brought up last time was just that, you know, not everybody is good at this sort
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of creative on the fly thinking and that's not to take anything away from them or their style of play.
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It's just, it's just not especially that they have it's not something they're good at and they
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don't enjoy it. They like seeing a menu of choices and coming up with a solution that way as opposed
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to I'm just going to wing it and what can I do? Can I apply it this way? Can I apply it that way?
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That sort of creative thinking isn't everybody's style and a game that focuses on one style over
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another does leave out a certain amount of players, you know? Yeah, games that are very rules heavy
|
|
leave out people that want to be bogged down by like digging through the the rulebook for 20 minutes
|
|
to figure out what they can do. I mean, to me, that's boring, but some people enjoy it.
|
|
I have a bunch of my friends that I've been playing with. I've been big into Pathfinder recently
|
|
and just looking at them describe some of the nonsense builds they've come up with.
|
|
Like, that's too far for me. Like, I've found that for me personally 5E kind of hits check
|
|
boxes and kind of just the right amount of giving enough of a toolbox for new players to know how
|
|
to do what they want to do, but also be broad enough to just kind of make stuff up for me in the games
|
|
that I'm enjoying playing. But I can see how if you're used to something with less rules that even
|
|
that feels big and clunky. I'm not a real fan of a lot of the way skills are applied in some of the
|
|
games, especially the fantasy games. It seems like it's a it's a halfway solution, right? It's like
|
|
it's either going to be class based or it's going to be, you know, because in the original D&D,
|
|
your class was, I mean, that dictated everything you could do, right? If you're a fighter, you fought
|
|
really well. That was your skill. You know, if you're a magic user, you cast spells, that was your
|
|
skill. You didn't get anything beyond that. And adding skills on top of that feels weird to me,
|
|
right? Because I don't really come from that background. It seems like you already got a job,
|
|
but now these are other skills you got. Because you're not, because you're not always fighting.
|
|
You're not always fighting. No, you're not always fighting, but many of the skills, some of them
|
|
are fighting skills or are very, I mean, they're very closely aligned to fighting skills.
|
|
But yeah, right. Most of those are not fighting skills. Some of them have absolutely nothing
|
|
to do with your class, but that's fine too, because we all know certain skills. In other words,
|
|
I understand why they do it and I understand the appeal of it, but it still feels
|
|
in elegant. If that makes that, that's kind of a reach, because elegance of rules is subjective,
|
|
and I understand that. But basically, like, when I first started thinking about this game,
|
|
I was thinking, I'm going to make everything just skill-based. No levels, no anything. When you
|
|
got new points from your adventuring, you put them into skills, and that was that. And that's still
|
|
kind of appeals to me, but it also seems an awful lot like traveler, right? And it's in which case,
|
|
it's like, well, just play traveling. You don't need to play Star Trifter, right? There's no point in
|
|
a new game system in that case, if that's really what I'm after. Granted, that's simplifying
|
|
traveler, because there are more rules than that, and there are expanded rules, and there's, I mean,
|
|
it's been around a long time, and there are many different versions of it too, for that matter.
|
|
But I needed someplace to start, so I grabbed dungeon raiders, and I built from there,
|
|
and changed, and swapped out. As a result, this isn't the most elegant thing for me either,
|
|
necessarily, but I'm not sure what I mean by elegance again, because it is subjective. It's just
|
|
it's a feel thing, I suppose. I'm not comfortable necessarily with the way the rules are structured.
|
|
I don't know. Well, you know, that's what a play test is for, but I'm not entirely certain. Granted,
|
|
it needs way more rules, you know, for things like skills, and armor, and more weapons, and all of that.
|
|
You know, I understand that, but from a basic structural standpoint, the idea that mostly what
|
|
you're relying on are skills, and your skills are based on attributes, and your saving throws are
|
|
based on attributes and everything else. To me, I like that. There's a certain elegance to that,
|
|
and I like that, but I'm not sure I like the idea of classes, and I'm not sure I like the idea
|
|
of levels. These things seem to clash for me, and I don't know. I can't put my finger on it.
|
|
Well, specifically, the thing I thought of when I read the way you had talked about level ups,
|
|
is that doesn't feel like it would scale well with leveling up, because each level is just
|
|
going to become easier and easier, because your stronger, if your enemies aren't getting
|
|
progressively stronger, I mean, they'll get stronger, so you'll get more XP, or they won't
|
|
get stronger, so you can kill more of them, and you'll get more XP, and so each level becomes
|
|
easier and easier to get, is the first thought I had when I saw, oh, each level is the same
|
|
amount of XP. I agree with you. I agree with you on that. I figured the top end for a player
|
|
character in this game is probably about fifth level, probably not much more than that.
|
|
Oh, okay. In that case, it's less concerning. But understand, this was designed for a play test.
|
|
I just wanted to see if the basic combat system would work. Leveling, you're not the first one
|
|
to point out issues with the leveling. Clat 2 had several comments on that point, and I agree with
|
|
them. I do. I agree with them. I'm thinking of dumping levels. I'm thinking that we won't have
|
|
levels. We'll have skills. We will have attributes, and your skills and your attributes,
|
|
and your something else. You get those from whatever points you're getting. I'm calling them
|
|
character points instead of experience points, so that you don't get like 3,000 experience for
|
|
this great adventure. You might get three character points for this adventure, but you can expend
|
|
them immediately on things like raising your attributes, or raising a skill, or raising,
|
|
I'm not even sure, I had something else listed. The one thing I would see, the one thing that
|
|
immediately falls to the cracks for me there is how does one then raise their HP, or maybe the
|
|
answers you don't, because the HP is one of those things. I'm looking at it right now. Skills,
|
|
attributes, or HP, and your stamina is equal to your HP, so back goes up too. The other answer is
|
|
maybe you don't, because there is an upper limit on how tough you can make a human-ish body.
|
|
Not in this future, there isn't. Don't forget genetic engineering, there's biomechanics,
|
|
there's this, there's that. We can justify it almost any way we want, but probably the best way
|
|
is simply to have limits on how many of those you can spend at any one time, so that you can
|
|
you know, you can raise skills, or like an attribute, you can expend one character point on one
|
|
attribute, period, right? So like if you for per adventure or per time like that, so if I gave you
|
|
three character points, only one of those can go to an attribute at any one time, maybe one point
|
|
to a hit point, maybe in the rest have to go to skills, that sort of thing. I mean, I don't have
|
|
it figured out just yet, and I haven't, certainly I haven't played tested any of it, but
|
|
but it seems like you're noodling on it and trending towards, trending towards as a solution.
|
|
I'm trending towards it, whether it's a solution is another story. I think there's an idea there,
|
|
something. I think there's an idea there, but I don't know that I'm not sure that the one for one
|
|
thing is a great answer. You know, like one character point equals, you know, you can expend one
|
|
character point and get one new skill point, or that sort of thing. I don't know if that scales,
|
|
or if do we, you know, yes, certain amount of character points, and for each character point,
|
|
you can, you know, like 10 character points will buy you one skill point gets complicated for
|
|
no real reason when you start doing that sort of stuff. I'd rather have limitations on how many
|
|
you can spend and then just do it one for one, and then there's no confusion at that stage. I don't
|
|
know. There's a lot of directions I can go in, but I think I'm going in that one, along with some
|
|
of the other suggestions. The other thing that confused me for starting up mechanically, and it's
|
|
largely because of my lack of background in traditional D&D was the low is good. Yeah, I know,
|
|
that is that's counterintuitive. It's not a, I don't see it as fundamentally a bad idea,
|
|
so much as all of all of modern gaming that I've seen has gone the other direction. Yeah,
|
|
I find that confusing because you end up a lot of times like when we were play testing,
|
|
uh, we ran star finder star finder. I was, I never knew what I was rolling. I would just,
|
|
what do I roll a 20 set of die? I tell them what I got, told them what my skills were. That was it.
|
|
That's all I could understand. I didn't understand any of it. For me, equal to or less makes a little
|
|
more sense, right? It's just when you start adding modifiers to that because of your skills or because
|
|
of any situational modifiers that are happening on the ground at that moment, then it gets a little
|
|
complicated and I didn't describe it clearly either in the rules or in person when you talk to me
|
|
directly on it. I know I didn't describe it very well, but I, I hope that in certainly the,
|
|
the one line in the rules was not enough to make it click for me. Yeah, well, I, I couldn't even
|
|
describe it properly, so it probably didn't click very well for me either. I had a concept in my head,
|
|
but I think in the fight, we got to see it in, in action. Yeah, I think, yeah, mechanically,
|
|
it works really well, but I need to describe it better. Absolutely. And especially since it's not
|
|
just combat, every skill in the game and attribute checks, if you don't have a skill covering a
|
|
particular situation, all of them run on the same mechanic. So that has to be made clear. And I know
|
|
I didn't make it clear. Well, and I think that's a strength is having, you know, this is the way
|
|
things are checked being one way the whole time that's going to make it clear very quickly. Yeah,
|
|
I think that works pretty well. And I'm actually, although we didn't use them so far in this game,
|
|
I like saving throws quite a bit because they are based on your attributes and yet you check those
|
|
exactly the same way. The one thing, you know, people will say, well, you know, having to do a
|
|
little math to figure it out is confusing, but I mean, is it really, you know, I mean, you're
|
|
talking about very low numbers and no fractions. So I don't know how confusing it really is, but
|
|
that I thought that was fairly decent. We could have used that when people were taken damage from
|
|
the, because I have an alternate rule in the rulebook about if you take physical damage off your
|
|
hit points, not your stamina, but off your hit points, you get to roll for half. And that would be a
|
|
saving throw, a physical saving throw for half on just your damage. And the reason I came up with
|
|
that was because I don't have anything in these rules for dexterity adding to your armor class.
|
|
There's nothing for that in the rules. And it was like, well, what if, because your physical,
|
|
your physical saving throw is partly based on, on dexterity, as well as your physical strength
|
|
and, you know, your constitution. So what if you roll for half every time you get, you know,
|
|
damage off your hit points and minimum one point, but roll for half and, you know, rolling up or
|
|
dropping fractions, I haven't figured that out yet. But, and that's sort of a vague reflection of
|
|
your dexterity. It's that in elegant, if we're talking elegance, that is in elegant. I know that,
|
|
but it was kind of a last minute compromise. And we didn't even do it this time. And I thought the
|
|
fight still went fairly well, but it doesn't reflect your dexterity. So that, I think that needs to be
|
|
addressed as well. The other thing I got from the fight, and this isn't necessarily something
|
|
that's wrong, but something to be aware of is this game feels like it could be very lethal,
|
|
which might be what you want. I mean, that's, that's definitely a thing I've heard people criticize.
|
|
Shadow Run 4 is that, you know, one bad role in your character's dead. And here we had somebody
|
|
who, who bad rolls and we'd somebody dead. And maybe that's part of the aesthetic you want.
|
|
I'm just saying that that appears to be how it is. Make sure it is the way you want it to be or not.
|
|
Well, let's put it this way. I don't want characters dropping like flies. That is not a thing I'm
|
|
after. However, I do want firearm combat to be deadly because it is. I want people to come up
|
|
creative solutions like this instead of having to go in guns blazing all the time because if you do
|
|
in real life, you're a dead person. You know, I mean, guns are deadly. You know, you don't get half,
|
|
you know, saving throws for half. You get shot. You die. You know, so I'm not sure where I'm
|
|
falling because I like the fact that it's very lethal. But I recognize that for particular kinds of
|
|
players or particular kind of game master, it's a horrible game because it becomes a killer game
|
|
immediately. And I'm going to say again, I'm not complaining about that. I'm simply observing a
|
|
thing and saying, make sure this is doing the thing you want it to do. I understand that and I
|
|
appreciate the observation. I'm not exactly sure what to do about it just yet because I want
|
|
it to be deadly, but I also want characters to not drop like flies. That's where the armor comes
|
|
in. If you have good decent armor, you can take a bunch of hits like that guy got shot like three
|
|
or four times and he was still alive. You know, and he doesn't get me stamina because he's an NPC.
|
|
So that was just off his hit points and that was his armor doing. So the armor is supposed to
|
|
absorb an awful lot of that damage too. So kind of in your structure, the having this stamina
|
|
being able to shrug off a bunch of this is the thing that makes us better. Yeah, the heroicness.
|
|
Yeah, yeah. I mean, that makes it so that you guys can take more than they can. Not necessarily
|
|
more than they can dish out, but more than they can. Yeah, it's the same. It's the same thing I
|
|
try to explain to my players is, you know, as a level one adventurer, you are already considerably
|
|
better than Joe on the street. Yeah. And the stamina thing kind of does seem like a good way of
|
|
expressing that. I lifted that from star finder. Yeah, star finder because that's part I guess
|
|
do they do that in half finder because they do it in star finder. I haven't. It's been a long time
|
|
plant path finder. Okay. Well, star finder has got that in there. And I thought, man, that is a
|
|
great idea. I love that. So I lifted that, you know, concept from there. You know, it's done my
|
|
own way, but it's it's it's a basic concept. Also, another thing with player characters is if you
|
|
get shot and you go to zero, you are unconscious, but you're still alive. You're losing points,
|
|
but you can go down to a negative that's equal to your constitution before you die. So that's a
|
|
number of chances of surviving this thing. If you, especially if you have people who can help you,
|
|
and I have a bunch of rules for staunching your wounds or stabilizing somebody so they don't keep
|
|
losing points, that sort of thing. So there are a number of things that player characters can do.
|
|
They're tougher overall player characters are tougher because they can take more damage and
|
|
survive it than non player characters. However, you know, all you need is a good couple of roles.
|
|
As you pointed out, all you need is a good couple of roles, especially with a rifle, nobody on our
|
|
team had a rifle doing more damage than anything else anybody was doing. And suddenly people had
|
|
dropped them like flies again. The balance that the combat balancing is really difficult. And I'm
|
|
not sure if the rules are adequate to it just yet. I'm not. So it would take a lot of fighting to
|
|
find out if this combat system actually works better chances, you know, better chances not to get
|
|
hit entirely then then the decks would come into it at that stage. My opinion just for the little
|
|
bit that we did is I think it's probably right as far as lethality because like when you start doing
|
|
the D&D thing or the Pathfinder thing, you're trying to be everything to everyone. And that's why
|
|
you never kind of know what game you're getting in when you play that like you could be in a total
|
|
role playing game that's narrative or you can be in like just a dungeon crawl where this kind of
|
|
forces it to be more narrative, which I think is probably what you're going for. Well, that's my
|
|
gaming style, right? That's my personal preference as a game master. As a game designer, I'm not sure
|
|
that's correct, right? Because, you know, someone picks up this game and they want something different.
|
|
They want a space app or shoot them up. This isn't the game for them, you know, and that's fine.
|
|
That's fine. Not every game is going to be for everybody, but, you know, if you're trying to
|
|
appeal to an audience, I think you got to try to offer some of that up. Does that make any sense or
|
|
it does. My only my only counter that is if you're trying to appeal to an audience, you have to
|
|
most will see you have to know your audience, but I'm going to I'm going to spin on that and say
|
|
you have to decide who you want your audience to be. Yes. And, you know, if what you want to do is
|
|
build a system that is good at being the framework upon which people do collaborative storytelling,
|
|
build it that way. Don't worry about the fact that while these people over here who want to do a
|
|
super crunchy game, this isn't going to be the right system for them because, okay, it's not the right
|
|
system for them. And everybody's used to doing that. Every gamer has bought a game play that
|
|
has been like, Oh, that's not what that's not what I expected. Yeah. And my my complaint with
|
|
Starfinder anyways, that I really did feel like they're trying to be everything to everybody.
|
|
And I was going to say like that, I know you've been concerned about it being traveler like,
|
|
well, why don't I just do traveler? Traveler, this is how you do it. Like you just have to plant your
|
|
flag and say, this is what I want my game to feel like and go that direction. I think a lot of the
|
|
more successful games recently, probably in the last 10 years have definitely like went down one
|
|
path and said, you know, if you want to play this kind of game, this is the game to get. And the
|
|
word just gets out about it. Yeah. Maybe you're right. I mean, it's like all of the powered by the
|
|
apocalypse games. It ties you seem to be more familiar with that than I am, but it seems like it's
|
|
kind of a single system that then has a bunch of things grafted on per setting. Is that sound about
|
|
right? Yes, but the thing about powered by the apocalypse is it is in it in the best way possible,
|
|
at least in my opinion, it is forcing you to everything has to be narrative. Like there are rules
|
|
for combat and the rules count, but like even in that, the way the structure of the game works,
|
|
you can't just be passive and say, oh, I rolled the 20. Like you have to. Okay, tell me what that
|
|
means. Yeah, you have to be part of the storytelling. Like it offloads some of the storytelling from
|
|
the GM to the player. And so for me, because I when I play, I most often have to GM, which I get sick
|
|
of doing because I don't get any, you know, I know everything going in. It's nice for me because
|
|
I just like they don't know what they're getting into when they sit down the table. I have a rough
|
|
idea, but they can totally throw it off. And so a lot of people don't like that system because
|
|
you have to be quick on your feet and you have to be able to think on the fly and change things.
|
|
But that's one of the reasons I love it. I think it's it's challenging for both player and game
|
|
master. It's it's a lot more it's a big focus on the collaborative part of the collaborative
|
|
storytelling that I keep phrase I keep using. Definitely. And I can see where like Latu doesn't dig it
|
|
because it's not like it's not hard like here's the math, you know, there's some time that's a huge
|
|
appeal for a certain type of player. Clap to his one. He's he's told me straight up that that's
|
|
what he one of the greatest appeals to him is manipulating the numbers, rolling the dice, all
|
|
you know, the I don't know what you call it, the technical, well, as you say, the crunchy,
|
|
crunchy rules type of stuff, the crunchiness that he loves that. And I get that because I used to
|
|
be that way myself, you know, I am over it now. I way, way over it. But I understand the appeal of
|
|
that this game, if I do what I have in mind, we'll not appeal to people who like that sort of
|
|
gaming, because there won't be that much of it. There'll be some, but not very much. And the
|
|
less of it there is the happier I'll be. I don't want it entirely like I've actually I've seen
|
|
some game systems don't have any dice or anything like that. You know, there's point bidding and
|
|
all this other stuff, but it's entirely it's effectively just storytelling, you know, it's just
|
|
then that's a little loose for my taste. Even now, that's a little loose for my taste. I don't want
|
|
something quite like that, but I want something that, you know, it's star drifter, right? So I want
|
|
that sense of star drifter of detail in the background. That's really where this game is going to
|
|
live or die. I want that there. And I want the ability for people to come up with creative
|
|
solutions, because in my mind, that's what hijack does. And I want people to be able to emulate
|
|
that. So, you know, because this is the source material that I'm pulling from. I don't know,
|
|
I don't know. I think you're right. I need to pick an audience and decide that's who this is for
|
|
and the rest of you can find something else. What you just said, it just rings true to me,
|
|
because it's similar. I'm working on a homebrew thing and have been for a while that is powered
|
|
by the apocalypse, but because of the setting, I'm putting more crunch in it because it needs more
|
|
crunch for that setting. Like, yeah, you just do with the setting dictates, I think. Yeah, I agree.
|
|
I agree. Because like if this had a more of a cyberpunk sort of quality to it, I would have far
|
|
more rules about hacking and about cracking systems and about computers in general, different types
|
|
of computers, different specialties within computer engineering, et cetera, et cetera, all of which
|
|
can be applied by people who know what those things are, but certainly wouldn't apply to everybody,
|
|
you know, just the average person who doesn't know computers at all, all of that, all those rules
|
|
would be lost on them. So, unless you're doing something giant like StarFinder or Pathfinder,
|
|
you really want to pick your audience and run with them, I think. And I mean, the fact that Star Drifter,
|
|
this is the setting for it, this is the universe for it, I guess that's sort of the audience I'm
|
|
after people that like that sort of thing. But I mean, I could see just as much appeal in a
|
|
super crunchy gritty numbers driven game in the Star Drifter universe as one that's, you know,
|
|
even lighter weight than this, that's more about what kind of gamer you are than what kind of
|
|
setting you like. Well, true, true, or what kind of adventure, like what kind of like say your
|
|
company gets hired to retrieve something like these slabs did, but yours, you have to break into a
|
|
secure facility and get out, there might be tons and tons of cyberpunk type of, you know, cracking
|
|
systems and getting in. In which case, I would need more rules to cover much of that, right? My
|
|
concept for this game is that it's modular and that or just better roleplay. Well, you can,
|
|
you're right, you can figure it all out through roleplaying, but my concept was of a modular game where
|
|
I might have a supplement that would come out that would be all this cyberpunk rules that you could
|
|
graft in and use if you want, but they would build on top of the base rules. You could use the base
|
|
rules if you want, but if you want to go super crunchy into say computers or, you know, we'll use
|
|
computers, for an example, you would have this supplement that you could apply if you want,
|
|
that I think that would work because they wouldn't, they wouldn't get rid of anything that you've
|
|
already established. You would just add to the rules and people can use them or not. If they don't
|
|
have it, they can still play the same adventure. I don't know, it's a concept, but it's a lot of
|
|
work. We're talking about an awful lot of work and I don't know where to focus my attention
|
|
necessarily. I mean, I'm just plotting along on this and I'm having fun. I am having fun, but
|
|
if it stops being fun, I'm going to stop working on it and when it starts getting to be a lot of
|
|
work, it's a lot less fun. Quick thanks to all my players for their wonderful feedback and patience
|
|
as I fumbled through the game. I'd like to offer you my own overview of those three major topics
|
|
that is the rules, the adventure, and my own game mastering of this playtest. First, the rules,
|
|
and I'm reading from my own notes here, so please a little indulgence as I fumble along.
|
|
Playing and discussing what was going on gave me many ideas from improvements. Now, this is an
|
|
earlier version of the rules. I have since worked on a later edition and I've implemented many of
|
|
the changes that were discussed throughout the course of this playtest. For certain rules,
|
|
such as initiative, it was immediately obvious to me that change was required.
|
|
Initiative was slower and more clunky than I would have preferred. I also didn't like that. It broke
|
|
with one of the major mechanics of the game that is where lower is better, structuring it so that
|
|
higher was better. It's just why. There's no particular reason to, so I need to make a change there.
|
|
Let's see, what else? I didn't get to test saving throws at all, which was entirely my own fault,
|
|
and that goes into the adventure, which is next. I should have created situations in which to test
|
|
each major element of the rules. I didn't, which was a missed opportunity. If I had done that,
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if I had picked out every section of the rules and created a scenario for that, I could have tested
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all of those in this one game session. I wasn't thinking that far ahead, I guess, and I didn't do
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that. My fault, that's on me. Next, I did get a sense of the combat rules, healing rules,
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and some of the skill use, and that was nice. I do feel like I have a much better sense of how
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all of that works. And finally, a couple of self-observations about my game mastering style.
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I should have been much better organized than I was. I got confused routinely, and I contradicted
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myself several times. I was rushing, I was feeling a little under the gun, frankly, and I wasn't quite
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as prepared as I should have been walking into it. Next, it would have been easier to run the game
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if we'd used some sort of digital tabletop or whiteboard. Now, if you're not familiar with those,
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those are basically online services. There are also standalone applications that you can put
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into your own server, but these are basically ways to create a desktop environment,
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as if you were all sitting around a table where you can put little figurines down and have some
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sort of background so that people could understand where everyone is at any particular time.
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Some people use them routinely for almost everything they do in a game, but most people
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only use them for critical situations such as combat. That's how I always use them in the old days,
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and that's how I would have preferred to use them here for this playtest. And I didn't have that
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available because it seemed a little bit more complicated than I wanted for something so quick.
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In retrospect, I still don't think I would have done it, not for this, but going forward.
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Any game that I do for Star Drifter will have to have something in place.
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I'm still looking at my various options. Personally, I prefer a whiteboard because that is much more
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theater of the mind, much more stylized. We'll see. We'll see how that goes, but definitely that
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would have helped. Next, the adventure would have been better and easier to run if it had been
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part of a larger campaign. Instead of an isolated one shot, or in this case, two sessions, but a
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|
single adventure, and especially with rules that are in flux and untested. A larger game setting would
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have allowed the players to have a wider latitude of action and way more options at their disposal.
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|
They would have understood the universe better. They would have understood the structure of the game
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better. They would have had perhaps NPC allies they could have called on. There are a lot of
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things that they could have done. This is just a side effect of the fact that it is a play test.
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Obviously, but in the end, it would have been easier for them to achieve the goal, I think,
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if this had been one adventure among many rather than just a single one shot.
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Now, I hope this mini series gave you some insight into at least part of the construction
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process for tabletop role-playing games. Understand, though, that this particular approach, or my
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approach, is only one possible way that it could happen. There are infinite numbers of ways that
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this could be done. Some game creators work in larger teams with each rider taking on a particular
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element of the game. One person is working on combat. Another person is working on character
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|
construction. Another person is working on weapons and others on armor. That's sort of thing.
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Some of these people rely upon play testing for the majority of their game design decisions.
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|
Others do daily play tests, specifically focusing on new or evolving rule sets.
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If you have those kinds of opportunities, that's a good thing. Because no matter how you go about it,
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one thing is universal. Play testing is absolutely vital. Feedback is golden, and every criticism
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presents an opportunity for improvement. I want to extend my sincere thanks to my fabulous
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playtesters, Kla2, Taj, Mark, who played Bren, Brian, and Lyle, also known as X-1101.
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If you enjoyed this many series, you have those fine gentlemen to thank. And if you didn't,
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you have me to blame. Any strengths were theirs, any faults were my own.
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This has been Lost in Bronx. Thank you for listening. Take care.
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Community podcast network that releases shows every weekday, Monday through Friday.
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Today's show, like all our shows, was contributed by an HPR listener like yourself.
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really is. HECCA Public Radio was founded by the Digital Dove Pound and the Infonomicon Computer Club,
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and is part of the binary revolution at binrev.com. If you have comments on today's show,
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please email the host directly, leave a comment on the website or record a follow-up episode yourself.
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Unless otherwise stated, today's show is released on the Creative Commons
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