Availability
Q: What was the "pilot episode?"
A: The pilot episode was an experiment with the engine and style of RPG. It was a chance to solicit feedback from players on what they liked, didn't like, and wanted to see. It's pretty outdated at this point, but those who played the pilot will recognize the first dungeon in The Skull of S'makh-Daon.
Q: When will Frayed Knights: The Skull of S'makh-Daon coming out?
A: Later this year. I'd love to be more specific, but I also know how horribly I guess these things wrong.
Q: What are the hardware requirements?
A: I've played it successfully on a 1.6 gHz laptop with 1 gig of RAM and a 256-MB ATI video card. I'd consider that a minimum-spec machine. You will also need at least 300 megabytes of hard drive space (above & beyond the size of the installer). Those are pretty low specs - if you have a 3D game-capable machine made within the last 5 years, you should be in good shape.
Q: How much will it cost?
A: TBD. But pretty much in line with other indie RPGs.
Q: What about the other two follow-on games? What are they called and when will they available?
A: They will have "Frayed Knights" in the title. They'll take a lot less time to build than the first game, because we're not building the game "from scratch" next time (well, from the bare-bones provided by the engine). Some work has already begun on both games. But if I give an exact date right now, I am guaranteed to be lying.
Q: When will it be available on Steam?
A: Possibly never. It's really up to Steam, not me, but it will be available on RampantGames.com first before it is available anywhere else, in any case.
Q: Will it be available for Mac / Linux?
A: Not immediately. I don't have a Mac or Linux machine (or any recent experience) to do the port myself right now. But the code base upon which the game is built is multiplatform, so I'm hoping I can make it work one way or another.
Q: Will it be available for iPhone / iPad / Android?
A: I wouldn't count on it. But if it does well, a port is possible.
Q: How about the XBox 360? Other game consoles or handhelds?
A: Ditto.
Characters
Q: Can I make my own characters?
A: No, the game is focused on these particular characters. But you can customize them like crazy as they gain levels.
Q: Is it level-based or skill-based?
A: Yes. You get character points to put in skills (feats) and attributes based on your level. There are a few benefits gained from simply gaining a level, but the key is how you buy your feats.
Q: How many skill points do you get per level, and how much do skills cost?
A: You get 1 point at even-numbered levels, and 2 points at odd-numbered levels. Most feats and attribute improvements cost only one point, but a few cost two --- and raising an attribute over 10 costs double.
Q: Are there any other ways to gain feats or improve attributes?
A: Yes, certain artifacts can increase attributes. Within limits, and only once per artifact.
Q: How many attributes are there?
A: Five - Might, Brains, Reflexes, Luck, and Charm.
Q: How many feats?
A: Over 80. Depending upon how you count them (whether or not you count attribute enhancements), almost 90.
Q: How many spells?
A: Great googley-moogley. Base spells, just under 120 (last count). Plus many of them can be altered with certain feats, bringing the total to something like 600 spells and variations.
Q: Can spellcasters wear armor?
A: We're not THAT old-school. Yes, they can. But it does make it harder to hit enemies with spells if they do.
Q: Is there a level cap?
A: Yes. Characters cannot exceed 13th level. But most players won't run into the cap before finishing the game.
Gameplay
Q: Turn-based or action?
A: Turn-based! The only real action-y exception is patrols that walk around in real-time. But they don't require quick reflexes to dodge. Just good judgement.
Q: Can I change positioning or formation in combat?
A: If you are talking exact tactical positioning, no. But you can change the positioning of characters within the party. Your position in the party (whether you are on the front or back rank), and the position of the enemies in their party are *CRITICAL*. Weapons have ranges, so attacking an enemy two ranks back with a spear is easier than hitting one directly in front of you, but attacking an enemy two ranks back with a dagger might not be possible.
Q: So what kind of combat options are available?
A: There's attacking with your equipped weapon(s), and defending (where a character sacrifices an action to make themselves harder to hit). There's casting a spell. Using an active combat feat (like "Impale" with a thrusting weapon, etc.). Using an inventory item (like a wand, scroll, potion, etc.). Resting - to recover endurance. And you have the option to flee many combats, though it's not guaranteed on any particular attempt.
Q: So how big is the game?
A: There are six outdoor areas you can explore. One village. And sixteen dungeons - "interior" adventuring areas with monsters & loot & stuff. Some are pretty huge and will take a couple of hours to complete, and some are relatively small. All are deadly. But many are optional.
Q: How many hours will the game take to play?
A: First-time through, hitting every dungeon: Probably 20 - 30 hours. But I can't wait to hear about some speed-runs.
Q: How is death handled?
A: More gently than some "old-school" games. Party members aren't killed, merely incapacitated. When incapacitated, they can't recover without magic, drama stars, or a good night's sleep. If the entire party is incapacitated, it's Game Over.
Q: What are Drama Stars?
A: Drama Stars are an alternative to save-scumming. As you do cool (and often risky) stuff ('drama'), you gain drama points. You can spend them during the course of the game to change the game in some way - give a character a huge bonus to accomplish a task (like disarm a deadly trap, or to make sure a spell lands on a bad guy), recover health & endurance, or even restore the all incapacitated party members to activity again. Basically it lets you get the same results you would have gotten by restoring a saved game & replaying until you get it "right," but without the tedium. But if you do restore a saved game, you have to start over again with drama stars. However, you don't lose them if you exit the game and "Continue" from where you last left off, so there's no penalty for short play-sessions.
Q: Are there puzzles in the game?
A: Yes. But most are reasonably easy adventure-game style challenges.
Content
Q: What is the game rated?
A: There are no plans to submit Frayed Knights: The Skull of S'makh-Daon for industry ratings throughout the world. Frankly, we can't afford it, and until we have plans to sell it in stores, there's really no need.
That being said, I would suggest that the game is not appropriate for younger children. While there's nothing I'd consider remotely raunchy in it, there is some adult humor and situations best suited for teenaged and older audiences. But in my opinion, it's not even near what you'd expect from a modern prime-time sitcom.
Sequels
Q: Will we be able to import our customized characters into the follow-up games?
A: Yes, that is definitely the plan. There may be some changes, but you will have solid continuity. No dropping back down to level 1 or anything. You will also be able to start from scratch (but at a higher level) if you have not played the first game. Why you'd want to deprive yourself of the experience of playing the first game is beyond me, but it's possible.
Q: Will the sequels have the same spells and feats as the original, or will those be changing?
A: The underlying game system - and feats / spells - will be the same. There will definitely be expanded lists of both, and I won't rule out some balance changes between the two as we take advantage of hindsight, but continuity will be high.