#209 Kevin Kulp – Swords of the Serpentine
Kevin Kulp – @KevinKulp
Dirk Knemeyer – @DKnemeyer, artana.com, firstname.lastname@example.org
David Heron – @DavidVHeron
00:09 Introduction of Kevin Kulp
00:28 Swords of the Serpentine, is going to beta. What is a beta for an RPG?
02:31 How does gumshoe power a sword and sorcery adventure?
06:27 How does gumshoe development work when you add a random dice roll?
10:47 The relationship between the game and failure states, how does that change when the players are in control to a large degree?
13:42 What is lost by abandoning the classic attribute scores?
15:29 Combat mechanics – How does it work in Swords of the Serpentine?
19:02 What benefits are discovered from running Swords of the Serpentine in beta?
21:07 Maneuvers – what was the problem originally, and what changes were made?
23:16 What makes Swords of the Serpentine unique?
26:19 Timewatch – What were some of the design inspirations for Timewatch?
29:07 What are the culture characteristics of creating a game and creating a hack of a game?
32:09 How does Timewatch help game masters with game settings when you can go anywhere?
34:33 How does the idea of a sensitivity reading play into these games?
36:40 For someone with a first time interest in creating a RPG, what advice does Kevin have?