Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[GMG] Interface Zero updates and a look at 2012
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Licensees
View previous topic :: View next topic  
Author Message
Wolfson
Seasoned


Joined: 20 May 2007
Posts: 280
Location: In front of my computer, madly typing...

PostPosted: Wed Dec 21, 2011 3:33 pm    Post subject: Reply with quote

ValhallaGH wrote:
Though ATK (the company that owns "chain gun") refuses to make a rotary chain gun - I don't know what they have against Cool, but maybe it's a legal thing. Lawyers are either starkly against cool things, or for them but restrained by precedent and clients.


I'm with you on that one... Although I'm still gonna call mine a 'Gatling Rifle' (I'd call it a 'rotary rifle', but that makes it sound more like a Mazda). If Dr. Gatling wants to sue me... um... well, then I'm obviously linked through The Deep to the Deadlands MMO. Mr. Green
_________________
Curtis and Sarah Lyon
- Savage Mojo Line Developers
- Freelance Writers and Editors
Like us on Facebook!
Back to top
View user's profile Send private message Visit poster's website
JethSeux
Novice


Joined: 31 Jul 2010
Posts: 84

PostPosted: Tue Dec 27, 2011 11:55 am    Post subject: Malmart and IZ 2.0 Reply with quote

Will the streamlined rules be compatible with the new Golemech/ equipment creation rules in the upcoming Malmart catalog? How about previous supplements?
-Jess
Back to top
View user's profile Send private message
Kodyax
Seasoned


Joined: 29 Sep 2010
Posts: 492

PostPosted: Tue Dec 27, 2011 12:58 pm    Post subject: Reply with quote

A lot of good suggestions being thrown around here. I for one wouldn't mind a whole book dedicated to Mechs.
Back to top
View user's profile Send private message Send e-mail
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Tue Dec 27, 2011 4:02 pm    Post subject: Re: Malmart and IZ 2.0 Reply with quote

JethSeux wrote:
Will the streamlined rules be compatible with the new Golemech/ equipment creation rules in the upcoming Malmart catalog? How about previous supplements?
-Jess


Hi There.

The Malmart catalog will have gollemech creation rules that will also update the ones we had in the core book, and 2.0 will likely include any updates to old mechs, if that's what you mean?

No other IZ supplement that I know of has gollemechs in it.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
JethSeux
Novice


Joined: 31 Jul 2010
Posts: 84

PostPosted: Tue Dec 27, 2011 4:13 pm    Post subject: Reply with quote

Sounds good. . . I was actually talking about any rule mods you offer in the Interface Zero 2.0 that you were talking about coming out with this year. Will these rule changes be reverse compatible with supplements you published before you release the Interface Zero 2 Rules Mods, including the Malmart Catalog which will presumably be released first?

-Jess
Back to top
View user's profile Send private message
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Tue Dec 27, 2011 6:27 pm    Post subject: Reply with quote

JethSeux wrote:
Sounds good. . . I was actually talking about any rule mods you offer in the Interface Zero 2.0 that you were talking about coming out with this year. Will these rule changes be reverse compatible with supplements you published before you release the Interface Zero 2 Rules Mods, including the Malmart Catalog which will presumably be released first?

-Jess


Yes.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
Stampede
Seasoned


Joined: 02 May 2006
Posts: 162

PostPosted: Wed Dec 28, 2011 9:24 am    Post subject: Reply with quote

Hey there, Dave Viars Line Developer for IZ here.


As Dave Jarvis said, every product we have right now in development is being fitted to work with our vision of what Interface Zero 2.0 will be.


Interface Zero 1.0 was a revolutionary product for Savage Worlds. It brought the depth of cyberpunk settings and rules with the elegance of Savage Worlds.

Of course, being the 1st full effort of it's kind, we've discovered a few idiosyncrasies with the 1st edition rule set. The point of 2.0 is to take everything we've learned in the year since release and apply it within the context of the Savage Worlds Deluxe rules.

Case in point, we definitely plan on making every coming supplement fully compatible with the 2.0 rules. The coming supplements will even give you a sort of "Preview" of how things will work with the new version of I.Z.

Mallmart is being designed from the ground up as the way equipment will work in the new edition, but not just with guns, vehicles, and armor, but Drones, and Cyberware as well.

The new Hacking rules which are going through their edit right now, (and which will be released as a free pdf) will be the Hacking rules in 2.0

We also have some better ideas on how to really grasp and provide the gamut of options for campaign types one can run within a Cyberpunk style setting.

Part of this is the new way we're planning to do Occupations as and campaign types. We're looking at a sort of "Dial" system which the GM will decide at the start of a campaign, which will then help "Kit out" your starting character based on that.

For example, you should expect characters in a Military based campaign to start out with more equipment then say, characters in a street level gang style campaign, and we'll provide you with tools on how to do that.

Also, expect expanded information setting wise (And of course some more rules and options!) on the player races of the world. Just how do Hybrids, Sims, Androids, Human 2.0's and plain ole ordinary Humans all get along together, and what's the stratification like across society?

Why is it Hybrids and Human 2.0's don't generally like one another? What's the real concrete differences between an Android and a Sim?

These questions will be addressed in some forth coming supplements as well as the new core book.

Theirs much more of course, but I don't want to spoil it all! You'll see what we mean in the coming months!
_________________
David Viars
Line Developer for Interface Zero
Gun Metal Games
Back to top
View user's profile Send private message
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Thu Dec 29, 2011 3:18 pm    Post subject: Reply with quote

Just an update: Still working on the edits for the new hacking rules. Finding some issues I need to deal with, but progress is being made. The same goes for San Francisco; we're getting closer.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
robert4818
Heroic


Joined: 25 Jan 2009
Posts: 1046

PostPosted: Thu Dec 29, 2011 3:44 pm    Post subject: Reply with quote

Stampede wrote:
Hey there, Dave Viars Line Developer for IZ here.


As Dave Jarvis said, every product we have right now in development is being fitted to work with our vision of what Interface Zero 2.0 will be.


Interface Zero 1.0 was a revolutionary product for Savage Worlds. It brought the depth of cyberpunk settings and rules with the elegance of Savage Worlds.

Of course, being the 1st full effort of it's kind, we've discovered a few idiosyncrasies with the 1st edition rule set. The point of 2.0 is to take everything we've learned in the year since release and apply it within the context of the Savage Worlds Deluxe rules.

Case in point, we definitely plan on making every coming supplement fully compatible with the 2.0 rules. The coming supplements will even give you a sort of "Preview" of how things will work with the new version of I.Z.

Mallmart is being designed from the ground up as the way equipment will work in the new edition, but not just with guns, vehicles, and armor, but Drones, and Cyberware as well.

The new Hacking rules which are going through their edit right now, (and which will be released as a free pdf) will be the Hacking rules in 2.0

We also have some better ideas on how to really grasp and provide the gamut of options for campaign types one can run within a Cyberpunk style setting.

Part of this is the new way we're planning to do Occupations as and campaign types. We're looking at a sort of "Dial" system which the GM will decide at the start of a campaign, which will then help "Kit out" your starting character based on that.

For example, you should expect characters in a Military based campaign to start out with more equipment then say, characters in a street level gang style campaign, and we'll provide you with tools on how to do that.

Also, expect expanded information setting wise (And of course some more rules and options!) on the player races of the world. Just how do Hybrids, Sims, Androids, Human 2.0's and plain ole ordinary Humans all get along together, and what's the stratification like across society?

Why is it Hybrids and Human 2.0's don't generally like one another? What's the real concrete differences between an Android and a Sim?

These questions will be addressed in some forth coming supplements as well as the new core book.

Theirs much more of course, but I don't want to spoil it all! You'll see what we mean in the coming months!


Stupid question.

IZ2.0 will contain all the rule's right? I know it was mentioned all the fluff might not transition from 1.0-2.0, but I do hope that I don't have to jump between 1 and 2 to get the whole set of rules.
Back to top
View user's profile Send private message
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Thu Dec 29, 2011 6:05 pm    Post subject: Reply with quote

IZ 2.0 will contain all the rules you need to play the game (Sans the Savage Worlds Deluxe Rules and supplements like Boston and Zeeks). It's an update and we don't want to have you flipping back and forth, save to look at fluff, which won't migrate into the new rules, because I just think that's silly. I'd much prefer to build on the fictional foundation of the world as it exists in 2088.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
darkmoonrising
Novice


Joined: 01 Jan 2012
Posts: 4

PostPosted: Sun Jan 01, 2012 8:42 pm    Post subject: Reply with quote

I am really excited by the news of the revised edition for Interface Zero. This and Darwin's World really help cover many of the areas of SF that I love. I like IZ as a customizable gritty near future setting for which GMs can freely use or drop different elements to make the setting their own.

Some areas that I think are great are the adventure and bio-horror generators and upkeep costs (often overlooked in games). Very pleased with the changes/updated announced so far e.g. cybernetics and occupations, including occupation-centric benefits. Good to see hacking is being overhauled.

Perhaps too much to hope that the color artwork shown might indicate that IZ 2.0 will have color artwork?

Do you intend to review any of the IZ Edges (e.g. Expert Fighter and Martial Adept) with SWD release and having similar new Edges. Can we hope for a few more brand new Edges (hint, hint)?

A few areas that perhaps have not gelled with me though are the body armor tables and the reputation system. It seems that AP negation from body armor needs to be constantly compared against firearm AP before working out damage. Not a problem with normal SW as body armor with AP negation is much rarer. With the Walmart supplement coming out soon this is perhaps a moot point and maybe other groups don't find this a hassle in practice?

One humble suggestion I have to make the reputation/street cred system more FFF is that when reputation points are spent they are gone for good. This streamlines gaining temporary bonuses to tests (currently it is relatively risk free if a player has bennies in hand) and calling in favors (no need to track the number of free favors per rank or how many free favors have been used). The Connections Edge could give a free success when used with the listed group/ally and can spend rep points to boost as usual (or take the risk and roll but save the rep points). Max rep points per rank would not need to change, at least not at lower ranks, though players would be unlikely to accumulate high rep levels. Reputation becomes a fluid resource to be spent, not an ever increasing total (e.g. Hellfrost Glory system). GM might need to be more generous with rep point awards to compensate.

Keep up the good work and I look forward to the revised edition.
Back to top
View user's profile Send private message
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Mon Jan 02, 2012 12:38 am    Post subject: Reply with quote

darkmoonrising wrote:
I am really excited by the news of the revised edition for Interface Zero. This and Darwin's World really help cover many of the areas of SF that I love. I like IZ as a customizable gritty near future setting for which GMs can freely use or drop different elements to make the setting their own.


Hiya, nice to meet you, and thanks for your kind words!

darkmoonrising wrote:

Perhaps too much to hope that the color artwork shown might indicate that IZ 2.0 will have color artwork?


It's Very possible that the PDF will be in color, because I want to maintain my standards for electronic products, but very highly unlikely for print, because to be quite frank it just costs way too much to be profitable.

darkmoonrising wrote:

Do you intend to review any of the IZ Edges (e.g. Expert Fighter and Martial Adept) with SWD release and having similar new Edges. Can we hope for a few more brand new Edges (hint, hint)?


Nothing is safe from the cutting room floor for IZ 2.0, and I will definitely look into new edges. I want to make sure this book cleaves very close to the SWD rule set as possible. I'm not a huge fan of new edges just for the sake of making new edges, but if we can come up with some creative ones that enhance the flavor of the setting without being superfluous, then we certainly will.

darkmoonrising wrote:

A few areas that perhaps have not gelled with me though are the body armor tables and the reputation system. It seems that AP negation from body armor needs to be constantly compared against firearm AP before working out damage. Not a problem with normal SW as body armor with AP negation is much rarer. With the Walmart supplement coming out soon this is perhaps a moot point and maybe other groups don't find this a hassle in practice?


You make a good point, but my problem with that, is in a futuristic setting (at least the way I see it), is you WILL see body armor that can reduce the effectiveness of armor penetrating weapons and ammunition.

That said, it's kind of like a Chicken/Egg situation where the effectiveness of one is largely dependent on the other and vice-versa. As body armor gets better, you also have people working harder to make weapons and ammunition that are effective against the newer forms of body armor.

I suppose we_could_just drop that rule altogether, but it doesn't seem to click with me in terms of how I envision technology in 2088. I'll give it some thought though, I promise.

darkmoonrising wrote:

One humble suggestion I have to make the reputation/street cred system more FFF is that when reputation points are spent they are gone for good. This streamlines gaining temporary bonuses to tests (currently it is relatively risk free if a player has bennies in hand) and calling in favors (no need to track the number of free favors per rank or how many free favors have been used).

The Connections Edge could give a free success when used with the listed group/ally and can spend rep points to boost as usual (or take the risk and roll but save the rep points). Max rep points per rank would not need to change, at least not at lower ranks, though players would be unlikely to accumulate high rep levels. Reputation becomes a fluid resource to be spent, not an ever increasing total (e.g. Hellfrost Glory system). GM might need to be more generous with rep point awards to compensate.


This is a pretty good idea, I'll talk it over with my line developer.

darkmoonrising wrote:

Keep up the good work and I look forward to the revised edition.


Thanks so much for all of your feedback!
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
Stampede
Seasoned


Joined: 02 May 2006
Posts: 162

PostPosted: Mon Jan 02, 2012 4:04 pm    Post subject: Reply with quote

Thanks for the great feedback Darkmoon. Dave V, Line Developer of IZ here, I'll add on to what Dave J said.

darkmoonrising wrote:
Some areas that I think are great are the adventure and bio-horror generators and upkeep costs (often overlooked in games). Very pleased with the changes/updated announced so far e.g. cybernetics and occupations, including occupation-centric benefits. Good to see hacking is being overhauled.


Some of the ideas were looking at for occupations, involve dividing them up into three tiers, based on how high of a "power level" you want your campaign to be.

So for example, let's say some "Street Level" Tier Occupations are the following:"Gang Member", "Datahustler", "Bartender".

The benefits might be something like the following.

Gang Member gets 1 small piece of Gutterware cyberware, a pistol, and the ability to call on 1-2 extra gang members once per story.

The Datahustler gets a level 2 Tap, and X number of X programs.

The Bartender gets their own bar, a Shotgun category weapon, X number of Free contacts.

That's just an idea of the type of direction we're thinking of going with for the Occupations.

The Hacking changes are something we're very very deep into discussion with right now. We're trying to find the sweet spot between enough for those who really like Hacking and want it to feature prominently in their games, and those who'd rather have it as a minimal feature compared to the other things in their games.

It's a very difficult process, and one we've admitted ultimately may result in some setting retcons to get it just right. But we want to avoid the scenario of almost every other Cyberpunk game out there where the majority of players just chuck the hacking rules out the window.

darkmoonrising wrote:

Do you intend to review any of the IZ Edges (e.g. Expert Fighter and Martial Adept) with SWD release and having similar new Edges. Can we hope for a few more brand new Edges (hint, hint)?


In light of SWD these will most certainly change, and yes expect us to throw in some new Edges and Hindrances.

darkmoonrising wrote:

It seems that AP negation from body armor needs to be constantly compared against firearm AP before working out damage. Not a problem with normal SW as body armor with AP negation is much rarer. With the Walmart supplement coming out soon this is perhaps a moot point and maybe other groups don't find this a hassle in practice?


I can tell you this is something also really being looked at. We want Malmart to be fully compatible with IZ 2.0 as well so this is something we're talking about behind the scenes too. In my personal opinion, I expect this will change to some degree. As it is, Bodyarmour in IZ will most likely be slightly more powerful then it is in a modern day setting of SW as that is a staple of cyberpunk, but we'll also try to avoid the "Walking Tank" Scenario as well.

darkmoonrising wrote:

One humble suggestion I have to make the reputation/street cred system more FFF is that when reputation points are spent they are gone for good. This streamlines gaining temporary bonuses to tests (currently it is relatively risk free if a player has bennies in hand) and calling in favors (no need to track the number of free favors per rank or how many free favors have been used). The Connections Edge could give a free success when used with the listed group/ally and can spend rep points to boost as usual (or take the risk and roll but save the rep points). Max rep points per rank would not need to change, at least not at lower ranks, though players would be unlikely to accumulate high rep levels. Reputation becomes a fluid resource to be spent, not an ever increasing total (e.g. Hellfrost Glory system). GM might need to be more generous with rep point awards to compensate.


This is an idea worthy of consideration. The Rep system will most likely be streamlined to some degree, so everything is in consideration at the moment.

darkmoonrising wrote:

Keep up the good work and I look forward to the revised edition.


Thanks for the kind words!
_________________
David Viars
Line Developer for Interface Zero
Gun Metal Games
Back to top
View user's profile Send private message
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Wed Jan 04, 2012 2:28 pm    Post subject: Reply with quote

Here's a bit of an update on the Hacking rules revision, just to give you guys a better idea of where David Viars and I are headed with the revisions. Keep in mind I'm "painting in broad strokes" here, but overall we're actually re-doing things, almost entirely, to be quite frank.

There's a need to get less complicated with the rules, IMHO. In some ways we're re-creating the Deep conceptually... it'll feel a bit more like Ghost in the Shell meets Mass Effect and Minority report. Hackers will have taps, but they'll also need Tek-gloves to interact with hyper reality and other computers. the Tek-gloves interface with the TAP via an advanced USB cable that runs from the glove to a port on the side of the head. We believe that this is going to allow us to better describe the deep to people and cut out all the confusion with Hyper reality and Virtual reality.

Hacking will need to be done by interacting with the device you wish to hack, be it a computer, and vehicle, a robot, or even someone else's brain, by "jacking" into the object at it's Hyper reality terminal, which means the hacker needs to be physically with the team on missions.

As for ghosting and Virtual reality, we're still doing concept work, but for now I think that aspect will be pushed into the background and have no real impact on the game world in terms of actually hacking.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
madhatter
Seasoned


Joined: 20 Aug 2003
Posts: 188
Location: Seattle, WA

PostPosted: Wed Jan 04, 2012 2:32 pm    Post subject: Reply with quote

Wow, David - that is really good to hear. Makes things a lot less complex & clarifies the role of 'hacker' without leaving other people completely out of the Deep. I was watch Ghost in the Shell SAC this week & I totally know how you are approach this, which is a good thing.

Looking forward to more updates.
-Jefferson
Back to top
View user's profile Send private message AIM Address MSN Messenger
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Wed Jan 04, 2012 2:48 pm    Post subject: Reply with quote

madhatter wrote:
Wow, David - that is really good to hear. Makes things a lot less complex & clarifies the role of 'hacker' without leaving other people completely out of the Deep. I was watch Ghost in the Shell SAC this week & I totally know how you are approach this, which is a good thing.

Looking forward to more updates.
-Jefferson


Thanks Jefferson. I think they'll be pretty slick once we've finished them.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
Kodyax
Seasoned


Joined: 29 Sep 2010
Posts: 492

PostPosted: Fri Jan 13, 2012 3:42 am    Post subject: Reply with quote

I'm keeping my eyes open for when stuff becomes available for print, I don't care when, I just like having a real book in front of me.
Back to top
View user's profile Send private message Send e-mail
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Mon Jan 16, 2012 3:58 pm    Post subject: Reply with quote

Hi everyone! I'm pleased to announce that San Francisco: The Ruins by the bay, written by Curtis and Sarah Lyon is now on sale!

NOT ALL CITIES ARE CREATED EQUAL...

SOMETIMES YOU'VE GOTTA MAKE 'EM THAT WAY!
Once one of the largest sprawls on the West coast, San Francisco was ravaged by war and natural disaster. Now, some twenty years after a major earthquake leveled the city, San Francisco is home to a wide range of hybrids and humans who eke out a meager existence in this harsh, post-apocalyptic ruin.

Take care though, traveler, because as much as the people of San Francisco can’t stand each other, they hate outsiders even more. These cats’ll gladly gut you and leave ya naked and bleeding out on the broken concrete if you so much as look at them the wrong way, tomo. So, if you stumble into the wrong zone or forget to pack extra ammo when scavenging in the ruins, well...

Don’t say you weren’t warned omae.

San Francisco: There’s no place like it.


IN THIS BOOK YOU'LL FIND:

    A detailed look at the ruins of San Francisco and its inhabitants.
    New Edges and Occupations
    New gear
    More City Trappings
    Detailed Salvage Rules
    Plot Hooks
    A host of NPCs, ready to use in your game!


This is an expansion for Savage Worlds Interface Zero, and not a stand-alone setting.

Notice: This is a layered PDF. You can turn any of the layers on or off in any combination to meet your printing needs. To do so, just click the layers tab on your pdf viewer.

This PDF is best viewed with the most recent version of the Adobe Reader, which can be downloaded here:
http://get.adobe.com/reader/

You can grab your copy today at RPGNOW!
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
Kodyax
Seasoned


Joined: 29 Sep 2010
Posts: 492

PostPosted: Mon Jan 16, 2012 4:04 pm    Post subject: Reply with quote

PDF? I am happy for you but I'll be waiting for a few months for the print version to drop. But I will be getting it.
Back to top
View user's profile Send private message Send e-mail
thurak
Veteran


Joined: 04 May 2009
Posts: 995

PostPosted: Mon Jan 16, 2012 7:04 pm    Post subject: Reply with quote

Kodyax wrote:
PDF? I am happy for you but I'll be waiting for a few months for the print version to drop. But I will be getting it.


Yeah it's just PDF for now. Sorry about that. I can't give an exact release date for print yet, but ballpark, probably June.
_________________
David Jarvis

Gun Metal games
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Licensees All times are GMT - 5 Hours
Goto page Previous  1, 2, 3, 4, 5, 6, 7  Next
Page 3 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum