[Super Genius] How Much Do You Want A Pathfinder Modern Game?


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Grand Lodge

Going back to that Chill derailment, if you guys don't mind...

I think it is a great idea to analyze it's positives to be included in P20 Modern. To me d% and d20 are interchangable. After all d20 IS d% using multiples of 5. So that, to me, is a non-factor.

So aside from the d% mechanics what worked so well for you? Really be specific here if you can. Also what did NOT work for you?

What about other systems of modern and sci-fi? What do you like and dislike?


Chill like horror options would be great but they should almost certainly be supplementary material, i think scifi/fantasy material needs to come first

In terms of other rulesets, there are some aspects of the star wars saga edition ruleset i really like. For instance the condition track. It is nice to have something that shows you actually hurt someone without dropping them. Its kind of a middle ground for people who dont like the fact that you are just as effective at 400hp as you are at 1hp. It also gives an option to apply non-lethal combat methods a little more effectively. IE using special abilities that target the condition track (simulating wearing down the enemy more then actually causing them bodily harm).

I also like that force points can be used to enhance ebilities, if action points make an appearance in p20 modern (which i certainly hope they do) it would be nice to be able to use them for more then just dice rolls.

Grand Lodge

For me, personally, it is the setting and not the mechanics that catch my fancy. I can reproduce almost any setting in any mechanics system.

To do so using d20 I feel I need usable core classes to get the chracters started. I prefer to use PrCs for developing chracters based upon the specific setting (an elite space marine is a PrC building upon a Soldier base class, for example).

I obviously need skills to represent the technology available and the genre.

The make or break though are feats. None magical feats are tough. They need to be realistic AND cinematic to appeal to the broadest audience. Tough thing to acheive.

I would want a rulset to allow me to emulate the following settings and ideas...

Traveller, Star Trek, Kult, Shadowrun, Cyberpunk, Indiana Jones adventures.

To me, the skills required are similar enough with some modifications for setting. Base classes can be similar as well. The big differences come with Feats and PrCs. These are essentially setting specific and can be the big hurddle for a generic game.

Grand Lodge

Oh and an idea of why d20 Modern didn't do well...

Hit points. In a fantasy game the heroes are supposed to be able to go toe to toe with dragons. But in horror or aliens the idea is to RUN until you are finally capable of dealing with the threat. HPs give the sense of invulnerability and the d20 system works to balance threats with heroes so they can have a chance to overcome the obstacles. In some genres it works to have your HP equal you CON for example. In Star Trek I doubt Kirk or Spock REALLY would have 100+ HPs.

This is something I think would HAVE to be addressed. In a WW2 game should PCs be able to jump on top of a grenade and let it blow up and the PC gets up with only a scratch... Or in an Indiana Jones adventure does the hero see the rolling stone and shrug off the danger cause he has the HPs to take it?


Krome wrote:

Oh and an idea of why d20 Modern didn't do well...

Hit points. In a fantasy game the heroes are supposed to be able to go toe to toe with dragons. But in horror or aliens the idea is to RUN until you are finally capable of dealing with the threat. HPs give the sense of invulnerability and the d20 system works to balance threats with heroes so they can have a chance to overcome the obstacles. In some genres it works to have your HP equal you CON for example. In Star Trek I doubt Kirk or Spock REALLY would have 100+ HPs.

This is something I think would HAVE to be addressed. In a WW2 game should PCs be able to jump on top of a grenade and let it blow up and the PC gets up with only a scratch... Or in an Indiana Jones adventure does the hero see the rolling stone and shrug off the danger cause he has the HPs to take it?

Well that depends. There are definately examples in modern and scifi movies/books where more wounds then make's sense have been taken by the hero and he continues on. How many times has rambo been shot/stabbed and lived to fight another day. How many times does the hero get knocked out by injury without a large risk of dying? Its one of the reasons i like the idea of the condition track but dont want to remove the HP system. After all one of the design goal is for characters to be balanced with pathfinder, that means a standard hp system.

Scarab Sages

Maybe a link to the yahoo group would be good to have on the kickstart, facebook, and supergenius pages...

Dark Archive

Krome wrote:

Going back to that Chill derailment, if you guys don't mind...

I think it is a great idea to analyze it's positives to be included in P20 Modern. To me d% and d20 are interchangable. After all d20 IS d% using multiples of 5. So that, to me, is a non-factor.

So aside from the d% mechanics what worked so well for you? Really be specific here if you can. Also what did NOT work for you?

Disagree on the D20=d100. That may have been the case with basic through 2nd, but 3.5+ uses an open D20 system, not closed. So it isn't a case of 5% per pip on the d20. That is relatively minor, and I'm sure something can be worked out - though again, the 5% per pip is clunky and limiting in character gen (spreading points on skills, actual attributes, etc.)

There were some very good mechanics which cannot really be replicated since they are very far from core PF/3.5 design.

Chill details:
Willpower and fear.

Characters had a range of 10 - 90 willpower as an attribute (2nd ed). The higher the better. These points were used for the "art" and were depleted/regenerated during the course of play (sleep gives back lost wpr). The "art" being psychic powers were difficult to use (not automatic like in 3.5) and again, had a point cost.
Fear checks. A ghoul could have a -25 fear as a rating, this was subtracted from current willpower which the PC would roll to see how he reacted, how many points he would lose. Supplemental material gave some improved mechanics where characters could run from the main antagonist or his minions in the beginning and build resolve so they would not need to make checks near the end (thus blowing the whole fight and feel).

Scaled results; D&D/PF/D20 Modern are basically binary in their determination of success - you either hit (and maybe score a crit) or you miss. Same with most DC checks – some cases they would have an entry for going 5 over the DC on a check, etc. In Chill, all checks had multiple degrees of success and failure.

EWD – Evil way disciplines. These were powers only available to creatures (ghosts, ghouls, demons, possessed cars, etc) and had some open ended levels of control or influence on the target. Here is an example – Haywire – Obviously this EWD would work only in a more modern campaign, but when a creature would use the discipline it could cause a wide variety of non-fixed effects on technology. A lowly ghoul could make a make an aircraft crash if it was in range (on board maybe) and could maintain the discipline long enough. Again, these were kind of like SLA’s but they required checks, cost use to maintain and had a degree of mastery proficiency (student, teacher, master). A creature had to make a check to use its power (some were automatic abilities) and had to pay points. That is something which cannot really be replicated in d20 modern. And also, gain, some of the powers were very open ended in their use –nothing like D&D/PF/D20 modern. A werewolf stalking a group of investigators in central park could use its Haywire discipline to make the lights flicker and dim in their area, or it could make a car not start/stall, etc. The even though the abilities had power level requirements for the creatures to use, cost, etc they were also very powerful and open – some concepts which are anathema to D20 style of gaming (where everything is codified, balanced, combo’ed etc)

Also Chill was 100% human-centric. The stats for monsters were of course above those of PCs, and usually there would only be one or a few creatures throughout a whole adventure (unless there were zombies or some mass weaker creatures). So the creatures were like super-NPCs, making appearance as the party gets closer, and eventually lashing out and trying to stop the PCs (keeping in mind the creatures also have limited wpr to use EWD, so they use their natural fear rating, economy of psych terror, suspense) before the final fight. So the combat system, attributes were for humans on up, but based on a human perspective game. If you had huge creatures (Lug, Cernunnos, etc) they had some super high stats, but they did not feel the need to provide stats in 100% hardcore format (CoC and the stats for Cthulhu – armor, hp, etc is anti-horror mentality at its very best), where every single detail, synergy bonus, combo, etc was laid out. This game was different - it was the PCs vs whatever nemesis they were up against, and the outcome was not like other rpgs. There is no real walking away, once they get you on their radar, it was either you or them.

It was a very hard game with no default built-in heroics or PC exceptionalism. Good times

That is my detailed response, sorry for for the length

Kolokotroni wrote:
Chill like horror options would be great but they should almost certainly be supplementary material, i think scifi/fantasy material needs to come first

Again, couldn't disagree more. Horror games are flops if you force them into fantasy or sci-fi mechanic systems. It goes towards weapons, damage, feats, pc exceptionalism. What works in a fantasy game or sci-fi game does not work in horror (just talking mechanics). I did run a sci-fi Chill scenario using Star Frontiers and Gamma World stats for equipment and weapons. But I had to force the weapons/gear into the Chill mechanics, the opposite would not have worked for either of the other games since the focus of Chill is horror, not weapons, damage, charop, builds,etc...just Horror.

Contributor

Kolokotroni wrote:
Krome wrote:

Oh and an idea of why d20 Modern didn't do well...

Hit points. In a fantasy game the heroes are supposed to be able to go toe to toe with dragons. But in horror or aliens the idea is to RUN until you are finally capable of dealing with the threat.

In a WW2 game should PCs be able to jump on top of a grenade and let it blow up and the PC gets up with only a scratch... Or in an Indiana Jones adventure does the hero see the rolling stone and shrug off the danger cause he has the HPs to take it?

Well that depends. There are definately examples in modern and scifi movies/books where more wounds then make's sense have been taken by the hero and he continues on. How many times has rambo been shot/stabbed and lived to fight another day. How many times does the hero get knocked out by injury without a large risk of dying?

This is DEFINITELY one of the biggest difficulties in designing a universal modern RPG. "Modern" covers A LOT of ground thematically AND play-style wise. Even if you can build every possible character type ... you still have to adjust play style to suit the sort of action that your character participates in.

While nothing is carved in stone at this point, I'd have to say that a hit point based system will be our default starting point ... not the least because one of our design goals is to make this compatible with Pathfinder. But there are certainly ways around every problem ... and finding a way to build a game that can be used for grim battles of attrition AND cinematic high action AND gritty, violent realism is going to be one of our big challenges.

Thankfully, that's just the sort of challenge we LIKE to sink our teeth into! :^)


Kolokotroni wrote:
ok, i figure it cant hurt if its not too much effort on your part. Besides if you give us a printable poster, it may very well be on every telephone pole within a 20 mile radius of urizen's home.

What makes you think I haven't done that already? :P


Urizen wrote:
Kolokotroni wrote:
ok, i figure it cant hurt if its not too much effort on your part. Besides if you give us a printable poster, it may very well be on every telephone pole within a 20 mile radius of urizen's home.
What makes you think I haven't done that already? :P

Your love for these messegeboards?

RPG Superstar 2009 Top 32

I just did some VERY unscientific "research" on Kickstarter, and it looks like P20 Modern is easily one of the most ambitious Kickstarter projects ever.

This all started when I noticed that $70,000 is significantly higher than any of the other projects that pop up when you go to the Kickstarter front page. Most of the projects are $20,000 or less.

That got me thinking, "What's the highest-budget project ever to be funded through Kickstarter?" I couldn't find a way to sort projects by dollar amount, but I did notice that the "popularity" factor they use has a slight correlation to total dollars pledged (if I had to guess, I'd say it correlates very strongly to the average rate of dollars donated per unit time). I clicked through the "most popular projects of all time," and could find only one that raised more than $70,000 (it's the very first project on that list; it raised over $80,000, but the goal was less than $70,000).

So what's my point? First, if this project meets its funding goal (knock on wood), it will be the highest-budget project to receive funding through Kickstarter to date. Second, if it exceeds its funding goal by 21% or more, it will be the highest-grossing Kickstarter project to date. To me, it's very cool that an RPG project has the potential to be the biggest patronage project on the internet.

Silver Crusade

I'm particularly looking forward to more of the science fiction aspects of the P20 Modern project, to be honest. Then again, I'm a sci-fi fanatic...

At any rate, awesome find, Lucas!


Lucas Jung wrote:
I just did some VERY unscientific "research" on Kickstarter, and it looks like P20 Modern is easily one of the most ambitious Kickstarter projects ever.

Yeah - I hope it gets off the ground, but can't help but be a little nervous, I mean, won't things start of drop off after the initial rush? And $70,000 is more than $1,000 a day!

Still, I'm on stand by to up my bid, the moment I can afford to/it looks like it might not happen.

*crosses fingers*

Peace,

tfad


It'd be nice that those who are joining the FB page goes to the Kickstarter page and do their due diligence. It's been slow the past couple days after the first initial rush. Hopefully it has to do with pay periods. :D


Urizen wrote:
the first initial rush

And, man, what a rush....

;p


tallforadwarf wrote:
Urizen wrote:
the first initial rush

And, man, what a rush....

;p

You got that right!

Contributor

Thought you all would want to know that Super Genius Games is going to have a one-hour live-audio-chat this coming Thursday, March 11th at 6pm PST (GMT -8). Owen, Hyrum, and I plan to be there and the focus of the chat will be on P20 Modern.

You all are, of course, cordially invited to attend and ask questions you have on this or any other Super Genius Games related question. The chat will be held at:

http://www.blogtalkradio.com/stannex/2010/03/12/super-genius-radio--episode -1

You have to register with blogtalkradio.com if you want to type in the chatroom (and doing so can take 10 or so minutes to get confirmation of your registration) ... but if all you want to do is listen, you don't need to do anything.

I'll probably pop back in with a reminder as the chat draws near.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Urizen wrote:
It'd be nice that those who are joining the FB page goes to the Kickstarter page and do their due diligence. It's been slow the past couple days after the first initial rush. Hopefully it has to do with pay periods. :D

I just became a backer. It took me until now just because my weekdays are so busy.

As for people waiting until a pay period, it shoudn't matter - no one gets charged until the project is fully funded.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Just stumbled across this thread, haven't read much of it but to answer the OP:

It would have to depend. I like the idea of a Pathfinder Modern system but there were things I absolutely hated about d20 modern that made me not spend more than $8 bucks on a copy of a sourcebook from a bargain bin. I suppose it would depend on the the core premise, I can say right now, stat based class system would be a deal breaker. That Fast, Strong, Smart hero nonsense was about as lame as Al Gore trying to be metal in my not-so-humble-opinion. I also think the Rite Publishing model of PDF + Print on Demand would be better than aiming for $70,000 but then I'm A: not a game designer/publisher and B: pretty sure this has already been addressed.

I guess I'd have to see where it was going and then would likely sign on late in the game.


tallforadwarf wrote:
Yeah - I hope it gets off the ground, but can't help but be a little nervous, I mean, won't things start of drop off after the initial rush? And $70,000 is more than $1,000 a day!
Urizen wrote:
It'd be nice that those who are joining the FB page goes to the Kickstarter page and do their due diligence. It's been slow the past couple days after the first initial rush. Hopefully it has to do with pay periods. :D

At the moment, I'd say they've got pretty good odds. When I sent him the Kickstarter invite, I warned Owen (and, by proxy, Stan! and Hyrum) to expect two big things:

(1) A big initial rush that will level off quite a bit, but this is normal and nothing to be concerned about.

(2) Surges of pledges will come in around (a) weekends and (b) the 1st and 15th of each month.

In both cases, the apparent drop-off between surges can be VERY disheartening, and more than a little scary. The last couple of weeks of February looked very bleak and I was beginning to get worried that my e20 System project wouldn't make it, but then -- as expected -- I got a big surge right around the 1st that put things a little more in reach. We're still not there (89%, just under 9 days left), but I like our chances right now. :)

Because of that second type of surge (correlating with pay periods), one of the things I recommended to them was to end their project right around either the 1st or the 15th of a month. In addition, I suggested they try to catch at least 2 full months if at all possible. Someone might not have much disposable income in one of their two paychecks each month (e.g. a mortgage payment might eat up most of a paycheck), so you want to give them at least two chances to discover the project when they actually have enough money to make a pledge.

The result: 60 days of fund-raising, ending right as a new paycheck is coming in on the 1st of the month. :)

(Also, when I sent them the invite I asked that they please please please not end their project any less than 1-2 paychecks after mine. I know there's at least some crossover in players who have bid on both -- hell, I've pledged to P20! -- and I didn't want someone to be forced to choose any more than absolutely necessary. :) )

There are also two other tidbits that I've learned since I sent them the Kickstarter invite:

(1) Of projects that reach at least 25% funding, 92% are ultimately successful in reaching their goal by the deadline. (It's hard to know how well this rule holds up at the upper end of the spectrum, but it's still comforting to know once they cross that threshold!)

(2) According to this article, it's very common for projects to get a surge of pledges in the last few days before a deadline: The Kickstarter Effect: Fundraising as Game Theory. Having taken quite a bit of coursework in game theory, I found that to be a really interesting article -- definitely worth the read for anyone who wants to learn more about how this fund-raising system works in practice. :)

Silver Crusade

I've passed the word around to some of my other gaming buddies as well as posted this up on my DeviantArt page, so hopefully it will get some attention!

RPG Superstar 2009 Top 32

Gary Sarli wrote:


(2) According to this article, it's very common for projects to get a surge of pledges in the last few days before a deadline: The Kickstarter Effect: Fundraising as Game Theory. Having taken quite a bit of coursework in game theory, I found that to be a really interesting article -- definitely worth the read for anyone who wants to learn more about how this fund-raising system works in practice. :)

Gary,

I'm not trying the threadjack here, but I have a kickstarter question that relates more to e20 than to P20:

I noticed that some of your higher-level contribution rewards have a "number remaining" (in fact, the highest level is "sold out"). Why did you choose to limit these levels? What did you see as the advantages and disadvantages of doing so? Do you think that your "Kickstarter Effect" final surge might be damped somewhat by the unavailability of higher-level rewards?

Thanks for helping the Super Geniuses get set up with Kickstarter! I've contributed to both projects, and hope to see both succeed.

I'd also be interested to hear from the Super Geniuses about how they came to the opposite decision about limiting the availability of certain reward levels. You've already stated that you would limit the number of locations you would allow at the $250 level, but that you would (understandably) allow any number at the $5,000 level. It's clearly too late for you to place any kind of limits on the number of NPCs, but is there a number of $250 contributors where you would start to think, "Man, how are we going to incorporate THAT many NPCs without short-changing some of them or overcrowding the book to accommodate all of them?"


Lucas Jung wrote:
I'd also be interested to hear from the Super Geniuses about how they came to the opposite decision about limiting the availability of certain reward levels. You've already stated that you would limit the number of locations you would allow at the $250 level, but that you would (understandably) allow any number at the $5,000 level. It's clearly too late for you to place any kind of limits on the number of NPCs, but is there a number of $250 contributors where you would start to think, "Man, how are we going to incorporate THAT many NPCs without short-changing some of them or overcrowding the book to accommodate all of them?"

Look at Owens' answer a couple posts down from here.


Gary Sarli wrote:
<interesting information>

Which reminds me ... I've been back and forth about e20 as I am still trying to grasp the design aspects of the way you're going. I saw that you've recently released a youtube video to help explain things better, so I'll check it out in a day or so and see what I think. But being unemployed, money is tight so I have to choose ... wisely. :D

Thanks, Gary!

RPG Superstar 2009 Top 32

Urizen wrote:


Look at Owens' answer a couple posts down from here.

I'd seen that post already, I hadn't forgotten about it, and it doesn't answer the question I was asking this time.

I will preface all of this by saying that it was a largely academic question, and that I really don't expect such issues to actually come into play. I was trying to get a peek into the minds of the designers, to understand their thought process when they made these decisions. Also, I mentioned the number of contributer-NPCs as one example of many possible factors that went into the decision--I'd like to hear about the other factors, as well.

Owen said that there will be many NPCs in the rulebook, leaving room for many $250 supporters. However, contributions notwithstanding, there would be a finite number of NPCs in the book. Maybe 50, maybe 100, maybe 1,000. If the number of $250 contributors exceeds that number, then the designers will have to start shoe-horning NPCs into the book to satisfy the contributors. Granted, this is a much better problem to have than insufficient funding, but it would still be a problem.

The total number of NPCs isn't the only problem: if you look at other setting-independent RPG rulebooks, most of the NPCs are deliberately short on details, so that they can easily be plugged into a wide variety of settings by GMs. You typically see five to ten fully-developed "example PCs" (the "iconics," in this case), ten to twenty well-developed "major" NPCs, and then dozens of mooks, which typically consist of a stat block plus a paragraph of description and a paragraph on how to modify them to fit into different campaign types. When the quota for "major" NPCs has been filled, the designers have a choice: do they add superfluous "major" NPCs to match all of the $250 contributions, or do they shaft some of the contributors by making their characters mooks? I'd be extremely surprised if they chose the latter, which means that, after a certain point, additional $250 contributors will mean a more crowded book. I wanted to know when this would become an issue. Maybe it's a relatively low number, like twenty. Maybe it's a really high number, like 100. Probably somewhere in-between.


Lucas Jung wrote:

I'm not trying the threadjack here, but I have a kickstarter question that relates more to e20 than to P20:

I noticed that some of your higher-level contribution rewards have a "number remaining" (in fact, the highest level is "sold out"). Why did you choose to limit these levels? What did you see as the advantages and disadvantages of doing so? Do you think that your "Kickstarter Effect" final surge might be damped somewhat by the unavailability of higher-level rewards?

It's funny you bring this up -- I just posted a comment about this very thing over on my message boards:

GMSarli wrote:
ronin wrote:

GMSarli- is there any chance a couple more of those top slots might be added for those looking to make a deeper contribution?

All the time I spent on this board over the past couple of months you think I would have noticed the limits on each patronage level :D

I've actually been thinking of doing exactly that -- I added the limits a little while after launching the project, mostly because I wasn't sure how hard it might be to coordinate things like development teleconferences via Skype if we have, say, 100 of the $200 patrons. :P

But, yeah, the limit of 20 was just a number I pulled out of a hat -- there's no particular reason for it to be 20 or 25 or 30, but I'm honestly a little shocked that we actually reached 20. Since we still have so many of the $100 slots open, I think I can safely increase the number of $200 rewards available without making it too crowded on the Senior Patrons forums. :)

Ooh! I just thought of a really good reason to increase the number of $200 slots -- I'm going to have a premiere event for e20 at Gen Con (basically a demo adventure I'll run multiple times during the convention), and those would probably be done with groups of 6 players. If I upped it to, say, 30 Senior Patron slots and schedule exactly 5 of the e20 events for 6 players each, then if every Senior Patron decided to come to Gen Con, they would use up all 30 slots. (And if they aren't coming, they can give the tickets away to a friend or have me leave them unsold so others can buy them via Gen Con's website.)

Alright, let's see ... with 30 at the $200 level and 60 at the $100 level, that gives us 90 Senior Patrons. Oh, what the hell, let's round the number of $100 patrons up to 70 and make it an even 100. (It works well in the US Senate, right? ... right?)

So, I just a moment ago increased the limits to 30 and 70, respectively. I'm even adding one higher "VIP (Very Important Patron) Level" on top of that. I told Owen that their $5,000 idea was brilliant, and my equivalent idea is to fly someone out to spend Gen Con with me and my crew for $1,500. :)

I think having limits probably makes them sell more quickly (look at how quickly P20 got the first six $250 pledges!), but you're right that it could very well reduce long-term contributions. (It's really hard to say, though; you might have a lower average pledge but a much greater number of pledges, because the early success attracts more enthusiasm and more people.)

If I were doing it again, I'd probably do something sort of like what P20 did; I think Kickstarter would allow different reward options at the same (or almost the same) pledge level, so I could do something like "6 'limited edition" $250 rewards" and but no cap (or a very high cap) on some more basic $250 reward (like the difference between getting to design an iconic vs. some other character, etc.) so that people can still pledge at that level.

Lucas Jung wrote:
Thanks for helping the Super Geniuses get set up with Kickstarter! I've contributed to both projects, and hope to see both succeed.

Me too ... thanks for the pledge! With my deadline coming up so fast I've been a little preoccupied, but I'm going to make sure all my backers know about the P20 project as well. :)

Lucas Jung wrote:
I'd also be interested to hear from the Super Geniuses about how they came to the opposite decision about limiting the availability of certain reward levels. You've already stated that you would limit the number of locations you would allow at the $250 level, but that you would (understandably) allow any number at the $5,000 level. It's clearly too late for you to place any kind of limits on the number of NPCs, but is there a number of $250 contributors where you would start to think, "Man, how are we going to incorporate THAT many NPCs without short-changing some of them or overcrowding the book to accommodate all of them?"

I'd like to hear their thoughts, too. For the record, though, they can revise the limits -- adding, changing, or removing them -- for given rewards, so they could decide to cap the number of characters if it starts to get a little too large. (They obviously can't cap the reward at any less than the number that have already been pledged, of course, but there's a lot of room for change there.)

Scarab Sages

Lucas Jung wrote:

I was trying to get a peek into the minds of the designers, to understand their thought process when they made these decisions. Also, I mentioned the number of contributer-NPCs as one example of many possible factors that went into the decision--I'd like to hear about the other factors, as well.

Owen said that there will be many NPCs in the rulebook, leaving room for many $250 supporters. However, contributions notwithstanding, there would be a finite number of NPCs in the book. Maybe 50, maybe 100, maybe 1,000.

If I got 1,000 people pledging $250, I'd have a quarter-million dollars to work with. At that point, P20 Modern might become a lot more than a hardback, full-color book. If I had 100 people that is $25,000, or more than a third of the total funding required. I'd be amazed, and we'd definitely make that work.

Someone would end up being a gnoll of course, but with 100 people all $250 worth of interested, I'm guessing someone would WANT to be a gnoll. And if, after core classes, advanced classes, player character races, optional rules, recurring combat examples, introductory fiction for each chapter, an introductory adventure, locations, adversaries, and sample PCs and NPCs I ran out of interesting characters to base on patron's wishes...

I'd figure something out. You have my word on it.

Owen


Not just a gnoll, but a gnoll armed with a machine gun. :P

Scarab Sages

xorial wrote:

Not just a gnoll, but a gnoll armed with a machine gun. :P

If someone has shelled out $250 to make P20 real, and they want to be represented by a gnoll with a machine gun, I am totally fine with that!

Sovereign Court Contributor

Owen K. C. Stephens wrote:
xorial wrote:

Not just a gnoll, but a gnoll armed with a machine gun. :P

If someone has shelled out $250 to make P20 real, and they want to be represented by a gnoll with a machine gun, I am totally fine with that!

And a robotic cod-piece? A gnoll, armed with a machine gun and defended by a robotic cod-piece? Are you fine with that Owen K. C. Stephens? ARE YOU?

:)

RPG Superstar 2009 Top 32

Owen K. C. Stephens wrote:


I'd figure something out. You have my word on it.

I ever doubted as much--I was just trying to figure out how far you would have to stretch to accommodate different numbers of $250 backers.

Owen K. C. Stephens wrote:


...after core classes, advanced classes, player character races, optional rules, recurring combat examples, introductory fiction for each chapter, an introductory adventure, locations, adversaries, and sample PCs and NPCs...

That pretty much answered that part of my question.

As to my broader question, it sounds like you didn't place any limitations on sponsor levels because you didn't see an insurmountable downside to large numbers of high-level sponsors. Very interesting.

Thanks for taking the time to answer, and thank you even more for starting this project!


Louis Agresta wrote:
Owen K. C. Stephens wrote:
xorial wrote:

Not just a gnoll, but a gnoll armed with a machine gun. :P

If someone has shelled out $250 to make P20 real, and they want to be represented by a gnoll with a machine gun, I am totally fine with that!

And a robotic cod-piece? A gnoll, armed with a machine gun and defended by a robotic cod-piece? Are you fine with that Owen K. C. Stephens? ARE YOU?

:)

A flaming robotic cod-piece. :P

RPG Superstar 2009 Top 32

Urizen wrote:
Louis Agresta wrote:
Owen K. C. Stephens wrote:
xorial wrote:

Not just a gnoll, but a gnoll armed with a machine gun. :P

If someone has shelled out $250 to make P20 real, and they want to be represented by a gnoll with a machine gun, I am totally fine with that!

And a robotic cod-piece? A gnoll, armed with a machine gun and defended by a robotic cod-piece? Are you fine with that Owen K. C. Stephens? ARE YOU?

:)

A flaming robotic cod-piece. :P

I think I see something...yes, there's definitely something out there, and we're moving towards it at very high speed.

It's the line, and at this rate we're going to cross it very soon.

Since we're going there anyway, I might as well help:

A nuclear-powered flaming robotic cod-piece.

Grand Lodge

Ummmm... I thought it was a cucumber wrapped in tinfoil...

Dark Archive

Krome wrote:

Ummmm... I thought it was a cucumber wrapped in tinfoil...

"We have armadillos...in our trousers"

Sovereign Court Contributor

Auxmaulous wrote:
Krome wrote:

Ummmm... I thought it was a cucumber wrapped in tinfoil...

"We have armadillos...in our trousers"

A nuclear-powered flaming robotic cod-piece the size of a mutant cucumber bio-spliced with an armadillo and wrapped in tinfoil.

On a gnoll with a submachine gun.

YES! *pumps fist from cheek to hip*

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Louis Agresta wrote:
Auxmaulous wrote:
Krome wrote:

Ummmm... I thought it was a cucumber wrapped in tinfoil...

"We have armadillos...in our trousers"

A nuclear-powered flaming robotic cod-piece the size of a mutant cucumber bio-spliced with an armadillo and wrapped in tinfoil.

On a gnoll with a submachine gun.

YES! *pumps fist from cheek to hip*

I assume his name is Sex Machine


Louis Agresta wrote:
Auxmaulous wrote:
Krome wrote:

Ummmm... I thought it was a cucumber wrapped in tinfoil...

"We have armadillos...in our trousers"

A nuclear-powered flaming robotic cod-piece the size of a mutant cucumber bio-spliced with an armadillo and wrapped in tinfoil.

On a gnoll with a submachine gun.

YES! *pumps fist from cheek to hip*

So, Lou ... is that your iconic? :P


Weirdly Cool People wrote:

A nuclear-powered flaming robotic cod-piece the size of a mutant cucumber bio-spliced with an armadillo and wrapped in tinfoil.

On a gnoll with a submachine gun.

My desire to have my two pet rats as my familiars/animal companions for my iconic seems to really lack vision....

In my mind, said gnoll also has a boom-box on one shoulder, blasting thrash-metal. And Mr. T-style gold chains.

Man, this "iconic" is going in my games, for sure!

;p

Peace,

tfad


tallforadwarf wrote:

My desire to have my two pet rats as my familiars/animal companions for my iconic seems to really lack vision....

In my mind, said gnoll also has a boom-box on one shoulder, blasting thrash-metal. And Mr. T-style gold chains.

Man, this "iconic" is going in my games, for sure!

;p

Peace,

tfad

Hell yes! \m/@\m/

Sovereign Court Contributor

Urizen wrote:
tallforadwarf wrote:

My desire to have my two pet rats as my familiars/animal companions for my iconic seems to really lack vision....

In my mind, said gnoll also has a boom-box on one shoulder, blasting thrash-metal. And Mr. T-style gold chains.

Man, this "iconic" is going in my games, for sure!

;p

Peace,

tfad

Hell yes! \m/@\m/

Awesome sauce! Quick, someone draw this! Lou's first iconic, designed for rejection...then REVENGE!


Okay, to recap the likely iconics...

tallforadwarf
Lou Agresta
Koloktroni
Brian E. Harris

..and myself.

Who's missing?

RPG Superstar 2009 Top 32

Louis Agresta wrote:


A nuclear-powered flaming robotic cod-piece the size of a mutant cucumber bio-spliced with an armadillo and wrapped in tinfoil.

On a gnoll with a submachine gun.

tallforadwarf wrote:


...said gnoll also has a boom-box on one shoulder, blasting thrash-metal. And Mr. T-style gold chains.
Louis Agresta wrote:


Quick, someone draw this!

Can you say "cover art?"

:)

Sovereign Court Contributor

How about a mini?


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Urizen wrote:

Okay, to recap the likely iconics...

tallforadwarf
Lou Agresta
Koloktroni
Brian E. Harris

..and myself.

Who's missing?

Mark Cathro, I believe.


Remember, an armadillo is nothing but a opossum with a tanker MOS. (For those of you without the benefit of a military edumucation :P, MOS is Military Occupation Specialty)

RPG Superstar 2009 Top 32

Louis Agresta wrote:
How about a mini?

That's actually a really good idea. It would be a BAD idea to use a gag like this for cover art, but there's a pretty long tradition of gag minis. It would be great to sell (and/or give away at conventions) as a launch promotion. Now we just need to come up with a name for him (no, not "Sex Machine," a REAL name). I'm thinking it should be something that sounds like a character from a blacksploitation flick. Once he has a name, he can be the unofficial mascot of P20 fundraising.


Lucas Jung wrote:
Louis Agresta wrote:
How about a mini?
That's actually a really good idea. It would be a BAD idea to use a gag like this for cover art, but there's a pretty long tradition of gag minis. It would be great to sell (and/or give away at conventions) as a launch promotion. Now we just need to come up with a name for him (no, not "Sex Machine," a REAL name). I'm thinking it should be something that sounds like a character from a blacksploitation flick. Once he has a name, he can be the unofficial mascot of P20 fundraising.

I vote for "Pooky"


Can anyone get Hugo or CJ or N'wah to mock this sucker up?

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Lucas Jung wrote:
Louis Agresta wrote:
How about a mini?
That's actually a really good idea. It would be a BAD idea to use a gag like this for cover art, but there's a pretty long tradition of gag minis. It would be great to sell (and/or give away at conventions) as a launch promotion. Now we just need to come up with a name for him (no, not "Sex Machine," a REAL name). I'm thinking it should be something that sounds like a character from a blacksploitation flick. Once he has a name, he can be the unofficial mascot of P20 fundraising.

But "Sex Machine" is a real name - haven't you seen From Dusk Till Dawn?

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