Terri Pray's Blog

May 8, 2012

The convention itself was wonderful, and I truly enjoyed it. There were also some extra's for us - the meeting with Mr. S.M. Stirling and his lovely wife, Jan. Getting to know Kier Salmon, as well as meeting other people who we haven't seen for a year or more. But one of the high points for us had to be when Sam ran the demo game of D6 Epic, set in S.M. Stirling's Emberverse with Mr. Stirling himself taking part.

It was something of a nerve wrecking time for Sam, who hadn't sat at a game table as GM in some years, but after a few moments of nerves he settled down and the game progressed. Not only progressed but went damn well. There was quite a mix of players at the table, from experienced, to returning, to never played before, and not one of them appeared (to me) to stumble or lose their place in the game.

Once the game was over, and it was only a two hour session, Sam stayed behind to talk to a few people. We've now had offers from people who wish to GM games at conventions. Ones from people wishing to write for the system. One other has offered to run a game in his con suite next year! (Thank you Dan of the Fairy Room!!)

All in all it went better than expected and we've returned full of ideas for story lines for the games. Books we need to work on, tweaks for the core rule book, future rule books and lots, lots more. So it looks like there will be more updates about the system and adventures!

CoreCon, for those who don't know, takes place in Moorhead, just across the river from Fargo. It's a fantastic regional con, small but growing. Well organized and lots of con suites!

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Published on May 08, 2012 16:54

April 30, 2012

Ever watch Scooby-doo? We have kids so the Zoinks is something we hear a lot when they've got Scooby on in the background. Yet the word sums up how we both feel now that the end is in sight for the first of the D6 Epic releases.

First, but by no means the last.

Even as Sam's working on a last minute art piece, and I'm double checking his geek speak, he's already working on books that will follow. Including Magic, and Weapons/Fighting skills. Last time I checked he had the next twenty-one books vaguely sketched out in the back of his mind.

The good thing is there's more work.

The bad thing is - there's more work!

So, thank you for keeping up with us during the A to Z challenge, and I'll be posting updates about the games, new releases, and next weekend - Core Con! We'll be there, enjoying and working at the convention, and we'll have lots to fill you in on over the course of the weekend.

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Published on April 30, 2012 19:20 • 90 views

April 28, 2012

D6 Epic has taken, so far, two years of hashing out rules, finding they didn't work, rewording them and then turning them into English. It's been both a joy and a nightmare to work on, and has completely changed Sam's teenage dream of creating a game. As one of the early players of Chainmail and Dungeons and Dragons, he, like many before and since, didn't think it would take that long to work out a game.

He now knows better, and is wiser for the learning experience. It's also taught him just how much he truly loves gaming and now writing for gaming systems.

It's also taught him that any game writer needs an editor, because gamer geek and English aren't always the same thing. As such some of the most humorous moments have arisen from editing process. Times when I've looked at him, read out the paragraph long sentence, and asked him what exactly he meant by that... Only to have him look at me, blink and say 'I had an idea and I think it got away from me somewhere in the middle of all of that. Or was joined by five others to create a mutant hybrid.'

Which means that you have to have a sense of humor to work in this industry. Without one, you'll crack before the first three months are over.

So, Monday we'll be touching base on a few things and asking Sam what he has planned next with the system.

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Published on April 28, 2012 19:02

April 27, 2012

Okay, so it's not really an X post, but we're trying!

One of the extra's in D6 Epic is the Advantages/Disadvantages set up in the game.

Terri: Sam, what exactly is the Advantages/Disadvantages thing?

Sam: Advantages are natural abilities that a character has such as being ambidextrous or having a good sense of direction. If you have Advantages however, you'll also have Disadvantages and they have to be 'real' ones that could impact the game. These could things like allergies, a tendency to drink too much when you've been rejected by the one you love, a bad knee that might hinder your skills, etc. They can't, however, be something like an allergy to Polar Bears and you've never stepped into the frozen wastes, and have no intention of ever doing so. Or being afraid of sailing, but you're in a land locked country.

Terri: So, basically, the characters cannot be perfect. But, what happens if a player tries to be sneaky and give himself an unworkable Disadvantage such as the Polar Bear thing?

Sam:It's up to the GM then, who should know the Disadvantages of the characters he's GMIng for. There are two ways he can handle this. He can make it that the Disadvantage comes into play such as moving the group to the frozen wastelands in the midst of the biggest Polar Bear migration in history, or mass break out by Polar Bears who suddenly find themselves wanting to cuddle said player. The other way is the rest of the players get to work out a Disadvantage for the player, with GM approval. They decide the character's 'fate'.

Terri: In other words play nice or the GM and the Players will get you!

Sam: There's one other eXtra I should mention. There will be a full color version of the rule book as well as a black and white. I'm just tweaking a few of the artwork pieces now! I've given Terri two of them to add to the post.

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Published on April 27, 2012 18:46 • 50 views

April 26, 2012

Sam agreed to discuss Willpower in regards to D6 Epic

Willpower represents a character's personal effect on others. It includes such skills as oration, acting, and grooming. A character's willpower also represents his ability to withstand mental attacks. Whether they come from situational pressures, like stress or direct assault from magic, or psychic phenomenon.

Willpower comes into play in social interactions and there are several skills under Willpower that cover negotiating with others, bluffing, flirtation and persuasion. All of these skills are used in various types of social interactions. As one of the focal points of D6 Epic is social interaction, having a high die code in Willpower will assist the character with his interactions during the game.

Willpower has one skill that is very helpful for a character; Mettle. This allows a character to resist the attempts of others to interact with him, plus the effects of fear, mental attacks, and the emotional hindrance associated with pain.

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Published on April 26, 2012 18:48

April 25, 2012

D6 Epic offers a lot of variability for both players and GM's. The setting for the game can be anything from a medieval fantasy through to space opera, urban paranormal to traditional horror, cyber punk to steam punk. The characters also have the option for a great deal of variation as they're not stuck in a specific class. This allows the player to have a character who is a college professor, but is also a daring adventurer searching for relics.

The variation is only limited by the imagination of the GM and players.

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Published on April 25, 2012 18:37 • 27 views

April 24, 2012

I asked Sam what he thought was unique about D6 Epic...

Sam: One of the things that's unique would be the Epic Die. In most D6 systems the wild dice (which is what our Epic Die are) can continue to be rolled as long as you get a 6 on the roll. The Epic Die isn't open ended and it adds plus 1 per dice roll. So if you roll ten Epic Die you get plus 10.

Another thing that is unique about the system is the focus on social interactions. There are systems out there that include social interactions and romance, but there's not the in-depth focus as appears in D6 Epic. This, in turn, helps build the roleplay side of the game instead of focusing on combat.

There are no rewards, in the way of experience, from simply killing things. Yes,the odds are somewhere within the quest your character will kill something. But that can also come in via social interaction - you might find yourself forced to kill the courtier who tried to poison the queen. But this isn't about hunting down the beast, killing it, and getting the loot.

Tomorrow he'll be talking about Variability - or that's the current plan!
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Published on April 24, 2012 19:23

April 23, 2012

Time and Time Keeping in any game is one of the necessary responsibilities of the Games Master. Real time and game time are not concurrent. An hour of real time play can cover days, weeks, months of game time or perhaps minutes of game time.

Terri: So, a round of moves could be as little as seconds in game time?

Sam: Yes, especially in battle. Combat can take quite a bit of real time for a minutes worth of combat. Which is why combat is broken down into rounds. Each combat round the pc's and the npc's roll initiative. The higher initiative rolls move first, depending on what you're doing you can have multiple actions during a combat round. So it will seem like the combat round is broken up into further time segments due to people moving during the round.

Terri: Where else in a game could a long period of real time play cover only minutes of game time?

Sam: Social interactions. Roleplaying out a social interaction might only be five minutes of game time, but could take half an hour or longer real time, depending on how in depth you're doing the roleplay and/or how many people are involved.

Terri: And where in a game could an extended period of game time take a short period of real time to roleplay out?

Sam: Travel; going from one city to another city takes a great deal of game time. But unless there's something happening during the journey very little real time is eaten up.

Tomorrow I'll be asking Sam what he believes is unique about D6 Epic.

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Published on April 23, 2012 20:08 • 29 views

April 21, 2012

Skills in D6 Epic are just that. They are skills your character has learned. They are based on attributes that they are linked to, and are more specific applications of an attribute. They are difference from attributes in that they are learned whereas attributes are your inherent ability.

We'll be back to longer posts on Monday, all being well, when Sam's going to explain about time in a game, how it breaks down into rounds.
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Published on April 21, 2012 20:35
Reflexes in D6 Epic are an indication of balance, limberness, quickness, and full body motor abilities.

The reflex attribute covers any sort of driving skill, as well as skills such as lock picking and pick pocketing, as well as more 'gentlemanly' skills such as the playing of a musical instrument.

A way to look at the reflex attribute is as manual dexterity combined with reaction times. If your character has a background as a fine craftsman, this is an attribute they'll need. A dancer would need this as equally as a thief.

Short post because we're playing catch up.
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Published on April 21, 2012 20:30