I’m back from Gen Con 2018 [you can read Part One of John McGuire’s review of our trip here] and ready to focus on some amazing RPGs available via Kickstarter. These are projects that I have connection to (I’m friends with the creators or they are an all-ages game) and that look amazing! Let’s dive in!
“Tiny Supers – Minimalist, four-color tabletop superhero roleplaying based on the TinyD6 system!
Gallant Knight Games is happy to present the latest genre-book for our TinyD6 minimalist roleplaying system: Tiny Supers!
Using the rules in this book, you’ll be able to play superheroes of all types, from paragons and exemplars, to super-science heroes of the future or past, to cosmic guardians defending the far-reaches of the galactic civilizations from untold threats!
Alan was on Victory Condition Gaming talking about Tiny Supers! While the video is 40 minutes long, the first 5 to 10 minutes are hyper focused on the game and the contents of the campaign (but you can listen to the whole thing if you want!)
Character creation is simple, fast, and exciting. You pick your character archetype based on the exciting stories your Game Master is going to tell, you pick a few Traits or Powers that each grant a single benefit, and you’re done!
For the first time ever, a TinyD6 game will have it’s own detailed setting, as we bring the GallantVerse to you!
You can read more about the GallantVerse below!
Sometimes as the GM, you don’t have time to plot lengthy, detailed worlds, but you want that experience. Well, we’ve got your back, and that support comes in the form of micro-verses and our signature setting, The GallantVerse!
Micro-verses are short settings filled with adventure hooks, and designed to put your adventures and campaigns into high action-adventure.
Our goal is to fund a softcover edition, a limited number of hardcover collector’s editions, and the Tiny Supers dice. We’ve planned several stretch goals which will increase page count, add more art, add more special rules but all of our goals will provide you with more fun and engaging superhero tabletop content!
You might notice that our funding goal is much higher than previous TinyD6 Kickstarters. One of our goals with this project is to fund a full-color book, replete with gorgeous art from the very talented Nicolás Giacondino, with posters and covers by a variety of talented artists.
Additionally, the writing on the GallantVerse is being handled by top industry talent. We’re set on paying all our contributors well, and our goal reflects our commitment to an ethical pay rate for our writers, artists, and team members.
Tiny Supers uses a simple, fast, and dynamic ruleset to handle actions. The game uses up to three six-sided dice as part of action resolution.
If you roll a “5” or “6” on a die, your check succeeds. Most checks are made with two dice. However, if you are deemed to have “advantage” on a roll, you gain a third die to roll. If you have disadvantage, you lose a dice (rolling only a single die).
Characters are made quickly and easily. You will select a superheroic archetype (such as Paragon, Gadgeteer, Defender, Mastermind or more), three traits or powers, and write down some basic information and you are ready to play!
If you’re familiar with the TinyD6 ruleset, you’re probably wondering how Power Traits are different than Traits?
Well, Power Traits are new traits that gain better versions of themselves as you take them again and again. Let’s use an example, like Super–Speed (Alan’s favorite power.) Super–Speed has 3 Tiers. The first time a Trait choice is spent to select Super–Speed.
- Tier One: Any turn in which you move, you also count as having taken the Evade action.
If a Hero were to select the Super-Speed Power Trait again with a Trait Choice, they’d gain the Tier Two Power:
- Tier Two: You can take a move action once per turn, without using up one of your two actions for the turn.
If they repeated it a third time, they’d gain the third and final power:
- Tier Three: When you take a move action, you can move three times.
All the PowerTraits in Tiny Supers function on a level similar to this. There is a wide swath of powers, making almost any super imaginable!
The GallantVerse is the standard superheroic setting for Tiny Supers! Conceived by Alan Bahr, the GallantVerse is a near-future setting, where superheroes have recently come into being!
The GallantVerse is a setting focused on heroic and exciting heroes, with a slight science fiction bent and a focus on hope and optimistic heroism! All your favorite comic book angles are here, from mystical occultists, to mutants, to paragons of science and technology, and massive cosmic threats! We’re hitting all the notes!
Our core of the setting is the coastal city of Sentry City! A technological hotspot, Sentry City is the birthplace of superheroes and the central piece of the GallantVerse.
As the first cohesive core campaign setting for the TinyD6 line, GallantVerse is being overseen by Alan, with writing by an excellent troupe of freelancers!
Micro-settings are unique, small universes that exist in alternate dimensions adjacent to theGallantVerse!
They are specifically designed to be used as a tool, resource, or spring-board for your own campaigns.
All of the micro-verses come with some story and some fluff that is designed to be unique to that particular micro-verse.
The core book comes with some very different micro-verses, all of them written by those we selected from our Tiny Supers Open Call!
Further down the page (and revealed as they’re unlocked) are the micro-verses that are included in Tiny Supers! All of them were unlocked by stretch goals, and we’ve compiled them below!
Gallant Knight Games is a indie game company ran by Alan and Erin Bahr. This is our 10th GKG Kickstarter!
Our previous TinyD6 Kickstarters (Tiny Frontiers and Tiny Frontiers: Mecha & Monsters) delivered early to backers (4 months in the case of Tiny Frontiers), and Tiny Dungeon 2e was on time!
Our micro-settings are written by some of the most talented freelancers in the RPG business!
Tiny Supers has been in development since late 2016 and been in play-testing for 12 months! The art is all in, and paid for (with the exception of any stetch goals). The goal of this Kickstarter is to pay for the print run and unlock our stretch goals, making this a truly gorgeous book.
As we continue along, we’ll be previewing bios of our fantastic freelancers and writers here!”
This year I met Alan (Gallant Knight Games) Bahr at Gen Con (it’s nice to put a face with a name). During another campaign, I interviewed Alan Bahr about Tiny Dungeon 2nd Edition here (Tiny Supers uses the same core mechanic). The system is simple enough that it can be viewed as an all-ages option (which I love), but not so simple there’s no joy in playing it. TinyD6 is a popular system and it spans a variety of genres.
- Tiny Frontiers: Minimalist Science Fiction Roleplaying – 403 backers pledged $12,413
- Tiny Frontiers: Mecha and Monsters – 352 backers pledged $13,310
- Tiny Dungeon: Second Edition – 1,661 backers pledged $62,585
- Tiny Wastelands: Minimalist Post-Apocalyptic Roleplaying – 910 backers pledged $32,353
Of the Tiny-verse, only the campaign for Tiny Dungeon: Second Edition has more backers and pledges. Add to this, Fat Goblin Games will be creating “roleplaying game supplements based on the popular TinyD6 Engine” [read the press release here], this is a good time to try TinyD6!
You can see examples of their work at DriveThruRPG here.
You can support this Kickstarter campaign here.
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Spacecraft 2000 to 2100 AD (40th Anniversary Reprint) by Battlefield Press International (DriveThruRPG or Open Gaming Network)
Ends on Sat, August 11 2018 12:59 AM EDT.
“A Terran Trade Authority Handbook. Full color reprint of the original books by Stewart Cowley.
No one would have believed, in the closing years of the 1970’s, that science fiction was to experience a boom that would last through to the present day. The summer blockbuster had only just been invented. There was only one Star Wars movie. The voyage of the Battlestar Galactica had only just begun, and Buck Rogers had yet to conquer television. But between the pages of the Terran Trade Authority handbooks, enthralled readers were discovering a beautiful and brightly-coloured vision of the future, where wondrous spacecraft explored strange planets, navigated shimmering nebulae and fought desperate battles among the stars. Illustrated by some of the world’s greatest science fiction artists and written by Stewart Cowley, the handbooks told the tale of mankind’s expansion into the unknown and the trials and wonders they encountered. Conceived of as a “Jane’s Guide” for the future, the books made use of the stunning artwork produced for the paperback science fiction market at the time, reproducing them in lush colour and on glossy paper. Beginning with Spacecraft 2000-2100 AD in 1978, the Terran Trade Authority series went on to become a cult phenomenon, loved and fondly remembered by all who came across them. The Terran Trade Authority presented a bright vision of the future, optimistic about man’s place in the universe, and featuring a strong undercurrent of mystery, wonder and adventure. In recent years the volumes have become collectors’ items – expensive and rarely found, but never forgotten – and have gone on to influence creators around the globe. The setting has spawned two role-playing games and has been cited as a clear inspiration for the best-selling computer game No Man’s Sky. Within the pages of the books are a veritable who’s who of science fiction art, including such names as Jim Burns, Alan Daniels, Peter Elson, Fred Gambino, Colin Hay, Robin Hiddon, Bob Layzell, Angus McKie, Chris Foss, Chris Moore, Tony Roberts, and Trevor Webb. Now, with your help, we are proud to present a special 40th Anniversary Edition of the first of the TTA handbooks; Spacecraft 2000-2100 AD. It’s time to return to the future!
About Spacecraft 2000 to 2100 AD
The Terran Trade Authority is an original science-fiction setting first presented in four large-format full-colour illustrated books, published between 1978 and 1980. Each book is presented as an “in-universe” document, detailing the history of the Terran Trade Authority and their spectacular spacecraft. This book covers the events immediately before and after the Proximan War Era, and is presented in the same manner as an aircraft recognition guide, made up entirely of spacecraft descriptions and art accompanied by details of their role and performance in the war, and occasionally their history afterwards.
Foreword to Spacecraft 2000 to 2100 AD: 40th Anniversary Edition
During the heady days of the Russian-American space race and the globally televised Apollo missions, the world watched enthralled as humans took the first faltering steps beyond gravity’s grip. But as time passed public enthusiasm waned. The value and relevance of space research and its huge costs were questioned In the face of global social, political and economic pressures. But eventually, popular interest in space exploration re-emerged. A major imperative was the growing awareness of Planet Earth’s fragility in the face of the demands we made on it. However successful we were in conserving our world’s resources and developing new forms of energy, the fact remained that we were simply outgrowing our homeworld. The search for Earth-like planets and the technology to travel there became of paramount importance. The post-Apollo drop in popular enthusiasm for space research did not mean that the scientific community relaxed their search for answers. On the contrary, a growing number of major players brought fresh resources to the table. In addition to NASA and Roscosmos, the Russian Federal Space Agency, China, Japan, India, the European Space Agency and even private enterprise grew our knowledge base. Not just in how we would travel in space but where we might go. A major contributor was NASA’s Kepler Space Telescope. Launched in 2009 to seek out exoplanets – planets beyond our own solar system – Kepler soon identified over 1000 of them. Only a dozen or so were Earth-like, as to qualify, planets could not be much larger than twice Earth’s size and therefore rocky, in order to increases the probability of surface water. Such planets also had to orbit the ‘habitable zone’ of its sun where the average temperature allowed water to exist in liquid form. Identifying the ‘Where’ brought us to the ‘How’, the greatest challenge of all. Entirely new aspects of astrophysics had to explored and manipulated for interstellar travel to become a reality. The strongest contenders were forms of Warp Drive where the space-time continuum, the actual fabric of space, is distorted. Work by NASA’s Dr. Harold ‘Sonny’ White made significant advances in Warp Drive technology using advanced Quantum Optics to create a space-time bubble around a craft that would enable it to move independently from the rest of space. By compressing space-time in front of the vessel and expanding it behind, faster-than-light speeds became possible. The key point in making interstellar travel a reality came about in 2012 with the founding of the 100 YSS (100 Year Star Ship Project) funded initially by NASA and DARPA (Defense Advanced Research Projects Agency). The formation of Icarus Interstellar in 2011 and its Starship Congress of 2013 combined with the introduction of Brane Cosmology took faster-than-light (FTL) research to a new level. The creation of the Terran Trade Authority harnessed global research and made Warp Drive systems and our journey to the stars a reality.
~ CMDR Stewart Cowley Terran Trade Authority
Terran Trade Authority: The Proxima War. This is the setting book written for the Savage Worlds game system. For an additional $15 you will be able to purchase a PDF of the book, for an additional $25 you will be able to purchase a softcover copy of the book. Shipping to be figured after the end of this kickstarter.
We know that as midshipmen, it can take forever to qualify for that promotion in the Terran Navy, so why not do what good midshipmen have done for ages, bribe your way up the chain of command. You can just add an amount for which ever rank you request promotion, you will be listed in the back of the book with a dedication to you at that rank. It’s the easiest way to be promoted. Ship assignments, where necessary, will be posted on the order sheet detailed in the back of the book.
- +$10 Ensign. While its not a high rank, it does put you in the officers core.
- +$15 Lieutenant. It’s a little higher on the chain of command, Captains are still above you, but you get to command Ensigns and midshipmen. You get to look forward to your own ship command one of these days.
- +$20 Captain. Here you are, you immediately will be assigned to your own starship, at the assignment of the Admiralty when needed. The Admiralty will randomly assign you a ship (type and name) for your command.
- +$25 Rear Admiral. You are in command of a squadron, imagine being in command of a fleet of ships. Its not easy baring that responsibility, but you are pretty sure you have the chops for it. The admiralty will give you a random assignment for your fleet, something like Terran Defense Command or Terran Training Command.
- Author and Artist: Stewart Cowley and company (this book will contain all the original artwork)
- Size: the print book will be a 8.5 x 11 book, either in softcover or hardcover, depending on your choice.
- Layout: New layout will be done by J Gray.
- 40th Anniversary logo is by Ian Stead
- $13000 – Terran Trade Authority RPG material for the Starfinder Role Playing Game published by Paizo Publishing in PDF. A POD version will be made available for purchase should we reach this stretch goal.
- $15000 – Terran Trade Authority RPG sourcebook for the Cepheus Engine (A current Mongoose Traveller 1e clone) in PDF. A POD version will be made available for purchase should we reach this stretch goal.
SHIPPING THE REWARDS
Shipping is not included in the pledge levels. That’s because for this Kickstarter campaign, we’re going to send out surveys and collect shipping fees through BackerKit once we’re ready to ship out all physical rewards. This not only means all funds raised in the Kickstarter are going towards covering the costs of production (creating an electronic edition from a print is not cheap. The cost of production include licensing fees, layout, and printing) but it gives us plenty of time to source the best and least expensive international shipping options through fulfilment agents in Europe and Asia. Thanks for being understanding! We know that for some it’s much easier just to take care of the total costs all at once upon pledging, but we hope you’ll see that this approach is not only better for the project but affords you the lowest shipping costs when the time comes.
Spacecraft 2000 to 2100 AD is (c) 1978 Stewart Cowley. All art is (c) 1978 to the respective artist. All work used herein is used with permission and under license.”
This is a campaign to reprint the first in a series of books, it has a stretch goal to make it the setting for two RPG systems (Starfinder [a new stretch goal] and the Cepheus Engine), and it will be beautiful. Everyone involved in this has a great deal of love for this series. On the Open Gaming Network, I interviewed Jonathan Thompson about this campaign (here), and it covers so much ground. If you’re on the fence, I recommend that interview.
You can support this Kickstarter campaign here.
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“Art of War (relaunch): The Martial Arts Setting in a Fantasy Anime World. Powered by Savage Worlds. Be a Hero. Be a Legend.
Art of War is an anime inspired setting of over-the-top action. Art of War combines the exciting influences of Heroes of the East mixed with Samurai Champloo. A high-flying martial arts campaign where Players and Game Masters can tell epic stories of Outlaws of the Marsh and Forty-Seven Ronin using Savage Worlds.
Welcome to the San Empire…
It is the rise of a new dynasty for the people of the San Empire. After an invasion of an Oni horde, the Three Clans attempt to rebuild a nation with the help of a new Emperor. The proud Kitsune Clan slowly relinquishes territory to the Imperial Court. Members of the Tiger Clan work to restore the peoples faith in the land with the guidance of the Jade Stratagem. The leaders of the Serpent Clan remain silent keeping their plans secret.
Art of War introduces new features for Savage Worlds® fans and RPG enthusiasts. It offers unique & updated setting rules inspired by the tropes of Anime, Samurai Sagas, and Wuxia Epics. These include:
Tropes: Adapted from the Iconic Framework character creation rules of Savage Rifts® and the standard archetypes, Tropes offer a chance for a player to choose a starting package and jumping off point of skills and abilities that reflect their role in the story. This is a simple “plug-in” to the core Savage Worlds® character creation process.
Chi System: A streamlined rule set based of the Power system of the core rules allowing for a combination of cinematic game play and martial arts flavor. Designed for ease of use, it syncs with the core philosophy of the Fast, Furious, Fun role-playing you have come except out of a Savage Worlds® game.
Glory & Honor System: For those that want to introduce a more social system, we have created an optional rule designed just for you. The Glory & Honor System is designed to track a Wild Card’s fame, honor, reputation and even notoriety throughout the course of a game in the world of Art of War.
New Races: While humans are the default race across the Empire, we pull from anime and have created the Kemonomimi and Terracotta. Animal spirits that grew by the side of mankind are the Kemonomimi. They come in a variety of shapes and sizes, but only seven species are prominent. The Terracotta are clay vessels that hold the spirit of those that have passed and have been given a second chance at life.
New Edges: New Combat, Racial, Social, and Weird Edges are introduced to add character background and story hooks for Game Masters.
New Hindrances: The epic folklore and inspiring tales of the past, humanize mythic heroes and make them relatable. It is the same for the stories that we tell in our home games. While not everyone’s favorite part, we introduce new hindrances to add both serious (like the Mute Hindrance) and comedic value (such as Nosebleed) to play.
New Skills: Two new skills are introduced, Acrobatics and Meditation.
- Declaration of Red Pass ends the war between the Tiger and Kitsune Clans.
- A horde of Oni invade from the southern wastelands, slaughtering everything in their path as they move up the coastline to the East.
- Tiger and Kitsune launch a combined two year campaign expelling the Oni from the San Empire. Southern Wall is erected to keep the Oni at bay. Once completed, the ruling Emperor, Liu Shan, passes away leaving an empty throne and no heirs.
- From the Northern Mountains the Serpent Clan emerges from hiding with a decedent from the First Emperor.
- The Serpent Clan, Tiger Clan and the majority of the Kitsune Clan accept Wu Zhang as the new Emperor.
While welfare and prosperity is on the rise, the San Empire is not entirely stable. Along the eastern coast lies the loose alliance of feudal lands of former clan members who refuse to recognize Emperor Wu Zhang.
Rebellions of the poor and destitute cry for help. Hauntings from the wrongfully dead plague the lands after the sun goes down. Patches of Oni have been sighted north of the Wall. Each clan has internal power struggles as they clamor for favor with the new Emperor.
Players take up the mantle of Heroes in a land of need. Will they fall to the clan politics and internal struggle. Or will they rise to become Legends and carve their names into the scroll of history?
Imperial Scribe – Wojciech “Drejk” Gruchala (Contributing Writer): Drejk was born in the country historically marking the border between the West and the East, during the times when communist regime faded to democracy, in a city sporting an actual dragon cave. He was fan of SF and Fantasy since he can remember, having learned to read on a fairy tale book. He also discovered games when he was but a wee hatchling, starting with early computer games and board games, followed by more complex wargames, and then role playing games. Assembling worlds and creating snippets of fictional cosmology, history, culture, and science is his favorite part of role playing games. You can find his work on his blog: Shaper of Worlds
Ukiyo-e – Sasha Turk (Artist and sole Illustrator): Sasha Turk is a freelance concept artist. For three years, she has been published in several Amora Game products. Her most notable character designs appear in Kemonomimi: Moe Races and Xeno Files Issue 5. Sasha lives in Lake Forest, California. You can find her online portfolio here, and see sneak peaks of work for Art of War.
Humble Peasant – Greg LaRose (Creator & Publisher): Greg is the owner and operator of Amora Game, LLC. Art of War has been a labor of love and is happy to see it come to production. You can find Amora Game published works here.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
This is a relaunch of this campaign with new additions and a better goal (which it’s already met). For the first iteration, I interviewed Greg here and much of that still applies. I thought this looked strong on the first try and looks strong again here. But, don’t take my word for it, try some samples:
Art of War: South of the Wall test drive adventure
Can’t drive without Art of War: Stork Borough Four pregens
Powers to Technique conversion list draft
You can support this Kickstarter campaign here.
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Power Outage – A TRPG for Kids and Adults by Bebarce El-Tayib
Ends on Sun, August 19 2018 12:00 AM EDT.
“Power Outage is a kid-friendly, kid-focused Superhero roleplaying game, that focuses on accessibility, learning, teamwork, and fun!
Power Outage is a kid-friendly, kid-focused Supers roleplaying game where it’s all about being the hero, taking down villains, and being accessible to the widest audience as possible.
It started out originally as a personal project to introduce my own children into the world of tabletop gaming. But Power Outage has grown and is now ready to bring a new generation into the world of tabletop role-playing.
A UNIQUE CHARACTER CREATION SYSTEM
Power Outage does not have classes or races. If your kids want to make a Human, a Robot, an Alien, a Ghost, or an 8-foot tall anthropomorphic zebra girl they can. Powers come from a library of effects that kids get to apply their own characteristics.
Power Outage makes use of a CAPE (Combat, Alternative, Puzzle, Exploration) component technique that allows you to easily build your own adventures, or allows you to choose your own path through pre-made modules.
FOCUS ON ACCESSIBILITY
Power Outage offers guidance for gaming with kids of various ages and abilities. Through Differentiation and Accessibility guidance, GMs can make the table fun for everyone.
A COMPLETE PACKAGE
Power Outage contains player instructions, GM guidance, a compendium of villains, and a complete adventure to play with! You supply dice and an imagination, and we will take care of the rest!
EASY ON RULES, BIG ON COOL
Power Outage focuses on the concept of guidance rather than hard set rules. You take from the book what you need, and build the game as you go. But there is enough guidance built in that you don’t need to question how to play. Free resources are also available for characters, powers, and adventures. The mechanics are easy enough to pick up in a half hour, but not boring or overly simplified. You’ll constantly find yourself rolling and strategizing.
THE POWER TO LEARN
Power Outage is built not only as a game but a potential educational tool. The game slots in perfectly with a gamified classroom, but also works tremendously in counseling as well. Villains also have weaknesses based off of Meta actions that allow your players actions outside of the game to impact the world of Outage.
PLAY THE GAME YOU WANT
5 distinct regions allow you to customize a game you want in this safe and wonderous sandbox world. Do you want to create a fantasy adventure? Try The Overgrowth or The Sink! Looking for your classic Super Hero Beatum Up? Turn to the soaring futuristic heights of Shorai City! Looking for a gritty detective story. Try delving into the murky alleyways of the Atomic Punk ever-night Atomnyy Zavod. The entire mythos is built into this single book.
WHY SO SERIOUS
Well, it’s not. Power Outage is filled with fun adventures, puns, and references that even adults will enjoy. In fact, Power Outage is just as often played by groups of adults as it is by groups of kids. With villains like Break Fast, InstaGator, The Bulshefist, and heroes like SuburbanKnight, Rockin Troll, and Pocket Protector, the adventures are off the wall fun.
Power Outage is currently sitting at roughly 160 pages in its rough draft form. That number might change during the edit and design process, which is this Kickstarter is funding. Currently, the plan is to have this printed in Hardcover format at 8.5×11, with options for digital copies in PDF at its outset. As mentioned the game is intended to be GMed by adults, but kids are welcome to try their hand at it. The game can be played with as few as one player and one gm. The core rulebook offers differentiation and accessibility guidance that allows you to play the game with varying abilities.
The core rulebook includes the following sections:
- Quick Play Instructions – A 4-page primer that gets you playing or demoing a game in only a few minutes
- What Is Power Outage – An introductory to Power Outage, Tabletop RPGs, and external resources
- Mechanics – Gameplay mechanics for Players or GMs
- Heroes – Creating Heroes including Powers, Guidance, and Crafting Unique Experiences, as well a Character Sheet
- The World – Information on the history and current standing of Outage, Its five primary regions, adventure hooks, travel information, notable villains and heroes, and region-specific roll tables that add complexities to your adventures
- Villain Files – Information, stats and weaknesses for 120 villains, sorted by Region and leading Villain
- Gaming with Kids – Guidance for playing with kids at different age ranges (from as early as 4 years old), abilities, and how to manage differentiated game tables where kids have varying degrees of capabilities
- Accessibility Accommodations – Guidance for playing with kids that have disabilities, including Pre-Session communication, general guidance, and information pertaining to five accessibility domains (Physical, Communicative/Receptive, Behavioral, Cognitive, and Emotional)
- Free Play Guide – A full guide on how to create your own adventures using the resources within the book
- Trading Spaces – A level 1 to 4 adventure set in Shorai City against the villain Mrs. Roboto.
A majority of the Kickstarter funding is going toward art, design, editing, and some other miscellaneous production costs.
Here is an example of the quality of change that can be achieved. While my design was serviceable, Rosanna Spucces will take the design to the next level. To something that is professional.
My Designer and Editor will be Rosanna Spucces of https://www.rsdesignsnyc.com/
My Artist is Abhishek Ghimire”
This is the second superhero game on here and the second all-ages RPG system. The system, just from a small sampling, looks more rules-heavy than most all-ages games. It’s a bold choice and I’m curious to get the rules details. The art looks great and I’m eager to see how it plays.
You can support this Kickstarter campaign here.
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Disclosures: This article contains affiliate links.
Egg Embry, Wanna-lancer™
Freelancer for EN World, Knights of the Dinner Table, Open Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? Press releases? Rumors? Sneak peeks? Deals? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).