4 RPG Kickstarters You Should Back – Part-Time Gods 2e, Awaken: The Blood of Salvora, Agents of Concordia, and Welcome to Yarnia

Let’s talk the 1960s, revised editions, part-time gods, and yarning!


Welcome to Yarnia – A Yarn Quest Knitting RPG by Tania C Richter
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“Welcome to Yarnia, where a grand knitting adventure awaits!

Yarnia needs you!

Grab your knitting needles and join your fellow Yarn Questers in the quest to save Yarnia!

What is Yarn Quest?

Yarn Quest is one part knitting pattern, one part Role-Playing Game, and one part Choose Your Own Adventure. Each quest is a knitting pattern, and as the player leads their character through the quest they come across enemies to battle, choices to make, and items that all influence the patterns knitted on the project.

That’s what makes Yarn Quest so special – almost every project is unique.

Want to see what past Yarn Quests have looked like? Check out the Yarn Quest collection on Ravelry!

Welcome to Yarnia is an introduction to Yarn Questing for those who have never played an RPG, and provides new patterns and play styles for those who have partaken in previous campaigns. The book will be a full color hardcover including tutorials, lore, patterns, and lots of artwork. There will be tutorials for how to play, along with tutorials for how to use the double knitting technique.

Don’t like double knitting? Can’t knit, but like to crochet? There are plenty of methods to join in the fun! Questers have done previous projects in colorwork knitting and Tunisian crochet. There’s no limit to what you can do!

What are the patterns?

The most important part (beside the adventure) is the projects you’ll be knitting! There are 3 patterns included in the book to start off the campaign and more that will be added depending on what stretch goals we hit. Pattern One is a Hat/Cowl combo, Pattern Two is an extra-large Cowl, and Pattern Three is a Scarf. Currently they all use worsted weight yarns, but there may be some variance in later patterns.

Want to see what we’re knitting? Here’s a preview piece of the cowl from the first quest!”


Egg’s Thoughts:


RPG might be considered the game of storytelling. Welcome to Yarnia – A Yarn Quest Knitting RPG is a game where you’re literally spinning a yarn.

What can I share about this that the creator did not already convey? It’s a a combination of RPG and knitting. It’s such an interesting combination that I’m curious to see the result. I don’t know how to knit so I would love to see if character leveling includes teaching the skills to knit… it’s an interesting idea, role-play to learn a real life skill.


You can support this Kickstarter campaign here.


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Awaken: The Blood of Salvora Roleplaying Game by Studio 2 Publishing
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“Find adventures, intrigue, and horror in this Slavic and Mediterranean inspired dark fantasy roleplaying game.

Welcome to the Kickstarter Page for a brand new Awaken book!

The Blood Of Salvora!

After the original Awaken: Core Rulebook we are very proud to show you the next step in the world of Awaken: The Blood Of Salvora. The purpose of this Kickstarter project is to print and release the book which will expand and deepen the game setting of Awaken.

The world of Awaken is full of constant strife and discord. It’s a world where the Great Cities fight for supremacy and leadership over the Alliance; a loose political association holding the territories of Salvora united. A world where ancient powers have resurfaced, in the form of Vasalli; humans that have undergone a physical change that has blessed and cursed them with mythical gifts, powers that were not meant for humans to have.

And with the world of Awaken still trying to recuperate from the fight with the Vargans, an ancient nemesis of all humankind; it is obvious that something in the world of Awaken is determined to test the survival instinct of all humankind.

But Awaken is not just a world filled with endless battles but a world that is filled with exploration and several places that are just waiting to be discovered by the player.

You don’t need the Blood of Salvora to enjoy Awaken, but having it will give you an expanded take on the world of Awaken as it describes settings and locations in much greater detail and further enriches your play in every way possible.

The Core Rulebook version that is available through this campaign will differ slightly from the original one. We have made some revisions in the wording, structure and even some of the rules that can be found within its pages.”


Egg’s Thoughts:


This is the next book for Awaken after the original core rulebook. There are books coming and a reorganization of the core rulebook, but it will not be a new edition. There are other expansions to the setting (which is dark fantasy). The art looks good and I’m interested to see what’s redone from the original printing.


You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.


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Part-Time Gods Second Edition — Tabletop RPG by Third Eye Games
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“A new edition of Part-Time Gods that expands and enhances​ the core experience while adding tons of new material.

Part-Time Gods Second Edition (PTG2E) is the latest iteration of a tabletop roleplaying game about the balancing act between influential gods and the people, groups, and places in their lives that keep them tied to their humanity. This game gives players the tools to create their own gods and go on to tell dramatic, exciting, and engaging stories — the kind only PTG2Ecan deliver!

Here is the latest Q&A from Eloy Lasanta, creator of Part-Time Gods Second Edition.

Part-Time Gods Second Edition is a roleplaying game about modern gods who must balance the mortal and divine natures of their new life. The game has many inspirations, from American GodsThe Almighty JohnsonsThor comics, and the Percy Jackson novel series to name just a few. It can be used to tell a number of different stories:

  • Personal Struggles: Some stories explore more of the mortal side, how keeping a job is hard with monsters on your tail, and deal with exploring who the character truly is and what it means to be human.
  • Divine Conflicts: Many times, a god’s biggest enemy will be another god who wants what they have, whether it be their territory, relics, or even their mortal happiness. These stories erupt as god faces off against god in a back-and-forth that makes them thankful they have a pantheon to lean on.
  • Defending Territory: Other stories involve an onslaught of monsters, called Outsiders, as they come to the god’s territory to wage war or even just to live their own lives. Some Outsiders include hefty minotaurs, the unstoppable god-killers, or the blood-thirsty manananggal.
  • Quests: Some may want to dive headfirst into quests for mythological artifacts and hidden portals to lost worlds with untold dangers.

In Part-Time Gods Second Edition, you’ll explore what it’s like to gain awesome divine power, battle world-threatening Outsiders, and develop relationships with fellow members of your pantheon. Of course, being a god doesn’t pay the rent and it doesn’t excuse you from missing your sister’s wedding. You’ll need to make tough decisions to make it as a divine being in modern society—do you have time to help your fellow deities fend off impending doom before your sister walks down the aisle?

This game has a wealth of potential to explore stories about budding romances, the interactions of a pantheon making friends with enemies, and unlocking strange mysteries the universe would have preferred to stay secret. Every god has their good sides and their bad, each one creating a new window into who they are as people, but, when used correctly, opens the game to a host of story potential.

Long ago, an entity known as the Source visited humanity and gifted certain people with divine power. For a time, the world existed in a state of balance between order and chaos, between life and death, between divinity and mortality. That is until the gods waged war against the Source and eventu­ally against each other to the point of near extinction.

The gods of today are shadows of what the old gods possessed. Their power has been heavily diminished and many choose to live a regular, mortal life, revealing themselves as gods only when absolutely necessary. Most have a job (or career if they’re lucky), friends, family, and everything that comes with being human, and work hard to protect these from harm. On the other side of the coin, they also possess a Dominion to command and oversee, a divine Territory to defend from intruders, secret societies they owe allegiances to (called Theologies), and other gods in their pantheon to try to get along with. This becomes their life, the balancing of the mundane and the strange. The gods belong to neither world completely, and each of them knows that delving too deeply into one means losing pieces of the other.

Part-Time Gods Second Edition delivers fully on it’s premise, with players playing less “all-powerful gods” and more “regular people who just so happen to be gods as well.” The character is as balanced as the themes, as players can draw from either side of their concept to solve problems. After a while, they’ll learn that being a god isn’t all roses and fun. There are real responsibilities involved, and they still have to hold down a day job to make ends meet. Using the Chakra System (from Ninja Crusade 2nd Edition), players roll pools of ten-sided dice (d10s) to determine success, with lots of ways to gain bonuses (more dice) and lots of in-story causes for penalties (less dice). It is truly a system designed to be engaged with, and one that enhances the story when players do so.

There are also several components to help the gods oversee their divine duties and protect their territory:

  • Choosing Your Dominion: A core piece of a character’s concept is… “What are you the god of?” Part-Time Gods Second Edition doesn’t limit players to a prewritten list of power. Instead, they can be the god of just about anything they can think of, from traditional concepts like the god of war or goddess of fire to unique Dominions like the goddess of whispers or the god of mourning.
  • Free Time/Wealth: A unique mechanic for Part-Time Gods Second Edition is the addition of Free Time, used for wise gods to attend to their responsibilities, and Wealth, the thing that makes the world go round. The two resources play together in a symphony of storytelling, leading to dramatic scenes and hard choices.
  • Territory Grid: The players are assumed to be a pantheon of gods assembled for a variety of reasons (i.e. friendships, mutual survival, sharing responsibilities, etc.) and in charge of their city, represented by the new Territory Grid. This map lets your group know who is where in the city, and allows for a new way to uncover secrets in your area.

Download the Part-Time Gods Second Edition Preview for yourself and discover the depth of adventure at your fingertips!”

Egg’s Thoughts:


Eloy Lasanta did me the honor of quoting me from my EN World review of the Part-Time Gods 2e quickstart for his current KS. For my part, I’m a fan of his work, to quote myself as to how much of a mark I am, “I reviewed Eloy Lasanta of Third Eye Games’ Pip System Corebook on EN World, interviewed him about his AMP Year Four Kickstarter, and talked about my brief run-in with him at AndoCon.”

What do you do in Part-Time Gods Second Edition — Tabletop RPG? You’re a god, generally doing good, and you’re also a person, generally living your mundane life. The game has mechanics to make you work through every part of that character. It’s novel and well worth checking out.


You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.


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Agents of Concordia the Roleplaying game by Strangewood Studios
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“Take the role of an agent traveling between worlds in this Action / Mystery / Fantasy Pen & Paper RPG set in an alternate 1960’s.

The Quickstart beta version of the game is now available here.

Hi, and welcome to the Agents of Concordia Kickstarter! It is thrilling to be online, and we look forward to creating this game together with you! This project is a long time coming, and we hope you will find the perfect place on your bookshelves, as well as in your game rooms, for Strangewood Studios’ favorite game: Agents of Concordia.

The game is a Pen & Paper RPG, set in a multiverse, where hundreds of magical fantasy worlds exist in parallel dimensions. On Earth, it’s the 1960’s, and residents there are kept in the dark regarding other worlds and races. The reason for this omission is linked to the flow of magic and the alignment of the multiverse (more on this further below). A large part of the multiverse is working together under a government called the UVA Concordia.

Each player takes the part of a special agent, working within the Concordia Central Intelligence (the C.C.I.). As a team, players will investigate different occurrences, try to thwart schemes, and stop threats against the Concord. They will be aided by magical equipment, their sharp wits, and honed skills.

The rules for the game are easy to learn (especially if you’ve played one or two RPGs in the past) and support a lot of stunts, high-octane action, and dynamic character progression.

  • Multiple worlds: With a large number of different worlds in the Concord, there are no limits to the variation of missions and adversaries. Here you’ll find everything from magic to hi-tech and from jungle ruins to never-ending floating cities.
  • Science Fantasy: Play as a 9′ Ogre Investigator or a 3′ Marmoseti Weaponsmith; use mysticism and rituals, as well as guns and lab-equipment; and travel by gate or aether-fueled rocket car. Here, mystic fantasy meets 1960’s tech.
  • Story driven rules: Created to be streamlined and fast-paced, the game system is easy to use and we’ve kept the fancy rule mechanics to the downtime of the game. Lots of character progress and management between session (if you want) but no need for page-flipping when you’re in the middle of the action.
  • Veterancy system: Tired of prancing through the adventure only to botch EVERY SINGLE ROLL against the final boss? The veterancy system allows you to prioritize a few rolls or stunts so that you can have a greater chance of success with each adventure.
  • Modular setting: This game offers you the ultimate freedom. There is a section in the book for creating your own worlds, creatures and playable classes, and enough room in the multiverse to include them. If you want restrictions, feel free to use the parameters already in place. If you want creative freedom, start making all the worlds and creatures you want for your campaign!
  • Words matter: All rolls in the game can be subject to Support and Cripple effects. These are standardized bonuses you get from items, abilities or conditions. This means that every time you wonder “Should my wings give me a bonus on jumping?” or “Should the bullet in my shoulder give me a penalty in swimming?” The only thing the GM has to wonder about is “YES” or “NO”.”


Egg’s Thoughts:


What if the 1960s were magical? And you were part of the government conspiracy to keep magic in-check? This game could be interesting because you are playing a character of dubious nature. It’s an interesting idea for a RPG.


You can support this Kickstarter campaign here.


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Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

Disclosure: This article contains affiliate links to DriveThruRPG.com and Amazon.com.

Savage Worlds: Fast, Furious, and Fun! - Available Now @ DriveThruRPG.com


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Egg Embry, Wanna-lancer™

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Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by:

Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or onFacebook (Egg Embry) or on Google Plus (+Egg Embry).

About Egg Embry

Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. NOTE: Articles may includes affiliate links. As a DriveThruRPG Affiliate/Amazon Associate/Humble Partner I earn from qualifying purchases.
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