PRESS RELEASE – Kickstarter launched for MUTANT: ELYSIUM RPG – The Final Fall of Humanity

Free League Publishing

​Kickstarter launched for MUTANT: ELYSIUM RPG – The Final Fall of Humanity

Free League Publishing – Nov 20, 2018 13:10 GMT

When humanity falls, when nations and authorities collapse, only the most basic human bond remains – family. While the world burns, the powerful dynasties form a covenant called Elysium. Deep down in the bedrock, they build the enclave named Elysium I, designed to weather the long atomic winter. Decades later, Elysium I is a gilded prison, a lonely outpost in a sea of quiet destruction where fear and suspicion grow unchecked…

Prepare for the end of the world as you know it. Today marks the launch of the kickstarter of MUTANT: ELYSIUM. It is the third and final major expansion set in the universe of the award-winning postapocalyptic tabletop roleplaying game MUTANT: YEAR ZERO RPG created by Free League Publishing.

MUTANT: ELYSIUM AT KICKSTARTER:
https://www.kickstarter.com/projects/1192053011/mutant-elysium-roleplaying-humanitys-final-fall

MUTANT: ELYSIYM KICKSTARTER TRAILER:
https://www.youtube.com/watch?v=Zvc_v04GaYQ

MUTANT: ELYSIUM is fully playable as a standalone game and tells the origin story of the enclave humans, the last torchbearers of human civilization. In the huge underground enclave Elysium I, powerful Houses struggle for supremacy, oblivious to the looming threat that could bring humanity’s last bastion on Earth to its final downfall.

Get ready for the final fall of humanity!

ABOUT MUTANT: ELYSIUM

MUTANT: ELYSIUM, with art by acclaimed artists Simon Stålenhag and Reine Rosenberg and created by Free League, completes the Mutant: Year Zero quadrilogy of roleplaying games telling the full story of the postapocalyptic MUTANT universe. The stand-alone expansion, which also introduces non-mutant humans as a playable class in Mutant: Year Zero, includes:

  • ENCLAVE HUMANS – New rules for creating and playing enclave humans, including their web of contacts with rich and powerful allies.!
  • ELYSIUM I – A detailed description of Elysium I, the mother of all Elysium enclaves, including a full-color map.
  • GUARDIANS OF THE FALL – The complete campaign Guardians of the Fall, that will settle the final fate of the enclave.
  • ADAPTING TO LIFE IN THE ZONE – An overview of how the enclave humans can adapt to life in the Zone, and join the mutants, animals and robots of Mutant: Year Zero, Mutant: Genlab Alpha andMutant: Mechatron!

ABOUT MUTANT: ELYSIUM – THE STORY

In Elysium I, the Houses turn on each other and enclave workers begin to question their masters. After a violent confrontation, the ruling Houses create a force of judicators, with the authority to strike hard against anything that threatens order in the enclave.

You are one of these judicators. It is your duty to investigate crimes and impose the appropriate sentences. But never forget that your strongest loyalty is towards your family. You are the true heir of doom. When humanity sets foot on the surface again, it will be your House that leads the way into the new dawn. Your lineage. Your family.


ABOUT MUTANT: YEAR ZERO – ROLEPLAYING AT THE END OF DAYS

Mutant: Year Zero is the latest version of the classic Swedish tabletop roleplaying game Mutant, first published in 1984. The postapocalyptic game Mutant: Year Zero was named Best RPG at UK Games Expo 2015 and awarded a Silver ENnie for Best Rules at Gencon 2015.
The first major expansion was Mutant: Genlab Alpha, telling the story of the mutant animals. The second expansion was Mutant: Mechatron, launched earlier this year, introducing the robots into the Mutant universe.

Watch the Mutant: Year Zero trailer here:
https://www.youtube.com/watch?v=RaD4BSoh81U

Praise for Mutant: Year Zero:

Awarded a Silver ENnie for Best Rules.

“Mutant: Year Zero blew me away on a personal level. I did not know of its existence, and suddenly I realise that I am holding a masterpiece, probably the best post-apocalyptic game on the market.”-RPG.Net Playtest Review

“The book and supporting products are high quality and it uses unique, quirky mechanics that really bring its themes of desperate survival to the forefront.”-The British Fantasy Society

“If you are into post-apocalypse RPGs you definitely should give Mutant a chance!”-Stargazer’s World

“Mutant: Year Zero is an exceptional roleplaying game, and if you’re the least interested in this kind of entertainment you should buy it immediately.” -The Piruett sf and fantasy blog

“This RPG is f***ing great and I recommend it to new gamers and veterans alike. Giving this game anything but the highest grade would be insane.” -The Kryokinesi gaming blog

“The rules support and create campaign play. Intrigues start, threats arise, opportunities and challenges appear, without the GM having to make it all up.” – The Fenix gaming magazine

[ If you want review copies or have interview requests, please e-mail: boel@frialigan.se ]

Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published several award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.

The post-apocalyptic Mutant: Year Zero was awarded a Silver ENnie for Best Rules 2015. The sci-fi adventure Coriolis – The Third Horizon, was awarded a Judge’s Spotlight Award at Gencon.The dark fantasy roleplaying game Symbaroum has earned several nominations and awards, including a Best Game nomination at the Origins Awards 2016. And we are proud to say that our latest roleplaying gameTales from the Loop RPG based on Simon Stålenhags iconic artbooks made a grand slam at the ENnie Awards 2017, winning five Gold ENnies – among them Best Game.

Our upcoming fantasy RPG is Forbidden Lands, with art by critically acclaimed artist Simon Stålenhag and iconic Swedish fantasy artist Nils Gulliksson, lore by fantasy author Erik Granström and game design by the team that created Mutant: Year Zero, Coriolis: The Third Horizon and Tales from the Loop RPG. Forbidden Lands was the third most successful RPG Kickstarter in the world 2017 and was recently named one of the most anticipated RPGs of 2018 by EN World.

We have also released the critically acclaimed art books Things from the Flood and Tales from the Loopby artist Simon Stålenhag. His third book The Electric State has been released by Free League Publishing exclusively to the backers of the kickstarter campaign.

Website: www.freeleaguepublishing.com
Facebook: www.facebook.com/FriaLigan
Instagram: http://instagram.com/frialigan/
Youtube: www.youtube.com/c/FrialiganSe
Twitter: http://twitter.com/FriaLigan

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9 QUESTIONS WITH CRAIG CAMPBELL (NERD BURGER GAMES) ABOUT DIE LAUGHING

I met Craig Campbell of Nerdburger Games at the Atlanta Science Fiction and Fantasy Expo. He was at a table with pre-ENnie Award winner, Derek Kamal (of Heavy Metal Thunder Mouse fame). We chatted for a minute and he pitched me on two of his projects, CAPERS RPG and Die Laughing. I bought the CAPERS Quickstart and, later on, did an interview with Craig about CAPERS (here). At AndoCon, I ran into Craig again and he invited me to try out Die Laughing. That was an excellent time! Let me quote the quick pitch for Die Laughing:

“The zero-prep, horror-comedy RPG that puts the laughter in slaughter. […] Everyone’s going to die. It’s just a matter of when and how funny you can make it. Even after your character is gone, there are multiple ways for you to remain involved and influence the story right up until the bloody end.”

With the Kickstarter is running until November 21st, I wanted to talk with Craig about CAPERS, Die Laughing, and highlight the fact that the game is just $10 so price is kept low so it’s not a barrier!

EGG EMBRY (EGG): Craig, thanks for talking RPGs with me. Let’s start with your Kickstarter for Die Laughing. I played the preview version of Die Laughing at AndoCon. I don’t know whether I did good or bad, but I survived the game, so I never got to play as a producer. How does the producer role impact player engagement compared to an RPG where your character dies and you spend the rest of the night rolling up a new one?

CC: In Die Laughing, when your character dies, and most of them do, you take on the role of producer for the rest of the game (in addition to a few other things). You have producer points that you can spend once per scene to do something to affect the scene, such as lowering the effects budget or introducing positive test scores for a character, forcing them into the scene because the test audience likes them.

While you don’t necessarily spend a point every scene, I’ve had players remark that they remain very engaged with the story, plotting for the perfect time to mess with the story. Producers play a little mind game by themselves (and sometimes with other producers), seeking out a chance to really impact what’s going on in the movie you’re all creating at the table.

EGG: This game is mostly done, correct? How quickly do you hope to deliver the finished product to backers?

CC: Everything is written and playtested. I’ve added a few things that will need an editing pass. Much of the artwork is done, with a few illustrations left to go. The basic layout template is complete and much of it is laid out.

I MIGHT release a “first cut” of the game with whatever’s done, just as a PDF, right after the Kickstarter ends. This will be a playable game but won’t have all the alternate rules and additional monsters/characters that still need illustration and layout. We’ll finish all of that up and release a “final cut” of the game, hopefully within 2-3 months. But that will depend on how fast we can get a print proof turned around. November and December are notoriously slow months for ordering physical books from DriveThruRPG.com. Darn those holidays and all that wonderful gift-giving!

EGG: Despite being largely in the can, this game has some options to be expanded. In your wildest dreams [nightmares], what are you aiming for with this project?

CC: The hope is 24 characters, 24 monsters, a bunch of alternate rules and play aids, along with the core rules. I think it’ll come in around 100 or so pages. That would be the “Director’s Cut” of the game, so to speak. The biggest and best version of the game.

EGG: The number of backer rewards is ballooning quickly! 😛 This started with one option – Die Laughing for $10. What else have you decided to offer?

CC: That’s the “Victim” level. There are three “Survivor” levels that also get you the PDF for one or both of my previous RPGs (Murders & Acquisitions and CAPERS). Essentially, each adds an additional $10 to your pledge (while the PDFs are normally a $15 value). The Survivor levels have proven to be pretty popular.

EGG: You recently fulfilled your last Kickstarter, CAPERS RPG. What is CAPERS about? How has the reaction been?

CC: CAPERS is a super-powered game of gangsters in the Roaring Twenties. Players portray criminals using their powers to create their empire OR members of law enforcement using their powers to bring those criminals to justice. The Kickstarter for CAPERS went very well and well over 500 people are enjoying their Kickstarter rewards (which included not just the game book but also all sorts of PDF support materials and play aids).

The reaction has been incredibly positive. I’ve started to see a nice little community growing on the NerdBurger Games Discord. People are talking about hacking/houseruling the game. Questions are asked and answered. People are being friendly and talking about other geeky stuff. Every time a new person starts talking on the Discord or sends me a photo of their just-received CAPERS book on social media, I get a little more joy and feel a little more proud of CAPERS.

EGG: You run Nerdburger Games and do a podcast. Creator, publisher, advertiser, and local game organizer [NOTE: Craig and I are building an Atlanta-based indy RPG group. In Atlanta and want to game? Ping one of us]. Why wear all the hats instead of letting another company publish your work or the like?

CC: It all sort of happened by accident. I created Murders & Acquisitions and decided to Kickstart it myself. That went well and while I was wrapping it up, I started on CAPERS. Once I had M&A in the bag, it only seemed natural to just forge ahead as NerdBurger Games and continue self-publishing my games.

Doing it all myself has downsides. It’s a LOT of work, but I don’t mind it. Creating RPG stuff is something I would do anyway. I’m able to create these little, niche games that I love and that I can make exactly how I want them to be. That affords me the ability to NOT have to answer to others in what the games should be. It’s incredibly liberating to share my creative vision on my own terms.

And that’s a BIG upside that far outweighs the downsides of having to do all the work myself. Though, truth be told, I don’t do it all myself. I have enlisted a wide variety of very capable and talented freelancers to do the things I can’t and have found a nice little cadre of fans who love playtesting my games. It’s a group effort, for sure.

EGG: What is your podcast? What do you cover on it?

CC: I’ve been doing the NerdBurger Podcast for well over five years now with my good friend Mike (who has also contributed his art and layout talents to my games). The podcast is a weekly, hour-long potpourri of nerdy/geeky discussion on all manner of topics, all slathered over with a healthy dose of humor and camaraderie.

We have a rotating panel of regular guests and bring in special guests as well. We keep things very conversational. Over five years of a new episode every single Wednesday.

EGG: What else are you working on right now?

CC: As CAPERS finishes out its fulfillment and Die Laughing wraps up, the next big thing is CAPERS Noir. This supplement to the CAPERS game progresses the game from the 1920s to the 1940s. Gone is Prohibition era gangster action. CAPERS Noir is a crime noir game. You need the CAPERS core game to play it, but CAPERS Noir will be filled with 50 or so pages of new character options, new rules (including investigation rules), new powers, an L.A. backdrop, and some other surprises. It just went into playtesting.

If CAPERS Noir is well-received, I have plans for two more supplements. CAPERS Covert will take things to the 1960s in Las Vegas and be a crime/law story pastiche built around old-school, James Bond style agents and villains. CAPERS Offworld will tie all three eras together and bring CAPERS to outer space with Buck Rogers/Flash Gordon style interstellar crime fun in an old-school ray-gun and alien style.

EGG: For fans interested in your Kickstarter, where can they find it and you?

CC: The Die Laughing Kickstarter ends on the Wednesday before Thanksgiving. As an indie creator, I strive to be as accessible and transparent as possible. My fans mean the world to me.

If you dig my games, swing on by the NerdBurger Games website. I blog fairly regularly and love sharing what I’m working on at the moment.

And I’m on a bunch of social media where I love chatting with folks.

Links

 

This Kickstarter end on Wed, November 21 2018 9:00 PM EST. Click here to check it out.

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

What’s Drip by Kickstarter? RPG Dripper WS Quinton (Sinopa Publishing) shares the Details

By W.S. Quinton and Egg Embry

Are you a fan of Kickstarter? Like the concept of Patreon? Then Drip may be for you. Launched by Kickstarter in 2017, Drip takes the Kickstarter crowdfunding brand and adapts it to the subscription content model embodied in Patreon. However, after a year in existence as an invitation-only service, in 2019 Drip will morph into a new tool that will be co-owned by Kickstarter and XOXO. One of the current RPG Drippers, W.S. Quinton, has shared his experiences on Drip with me, so when I read about this change, I thought I’d ask his thoughts on Drip, crowdfunding, subscription funding, Kickstarter, and his current campaign, Whispers of Persephone ~ The bloody book of Necromancy 5E. What follows is mostly Quinton, I asked for a few sentences to quote in an article and he wrote 1,300ish words that I decided to run with. Enjoy reading about his Drip experience.

EGG EMBRY (EGG): When did you launch your Drip page?

W.S. QUINTON (WSQ): October 2nd, 2018. My page has been active for less than a month and has so far attracted six backers for my current Kickstarter campaign, Whispers of Persephone ~ The bloody book of Necromancy 5E:

“All Original Necromancy Content New arcane tradition, spells, rituals, poisons, magic items & alchemicals. 5E 5th Edition DnD RPG”

EGG: Has Drip helped your Kickstarter presence?

WSQ: No, but it hasn’t been in operation for a month yet. My current subscribers are repeat backers and one person who has been a friend for years. My focus has been on promoting the Kickstarter campaign so slow growth is only natural.

W.S. Quinton of Sinopa Publishing, LLC

EGG: Why did you join Drip?

WSQ: I was building a Patreon page in order to make available a monthly publication. I also wanted to take some of the material I normally offer on my blogs, concerning creating RPG books and crowdfunding, and give a more in-depth look at the process behind the scenes. I had literally advanced to the part where I was building reward tiers for the Patreon page when I received the email inviting me to Drip.

I’m a fan of Kickstarter’s public benefit structure as they give back to their community and make a huge difference in people’s lives. Being invited to join Drip was incredibly flattering as it is invite only. I’m still not certain why I was selected to be invited. There aren’t many RPG creators on Drip at this time, so being in a small demographic is exciting. There were two other creators who have been on Drip (I believe) for about a year now.

EGG: What options are available on your Drip Page?

WSQ: I have public posts which anyone can access without subscribing. I also have three subscription levels:

  • The $1 subscription grants access to the behind the scenes news posts where I share information on coming projects, share play test documents of coming products, premier art for upcoming projects and go over things about crowdfunding and development (how to calculate your backer reward tiers for Kickstarter was particularly well received).
  • The $3 subscription grants all the benefits of the $1 tier, plus the monthly publication. This monthly release details a character, companion, creature or monster, complete with original art/ stats/ a narrative/ example treasures/ story hooks. October’s release went out nicely, and the subscribers I’ve heard from so far were well pleased. This release was nine pages in all (counting the OGL and the cover/title page, with six pages devoted to content.
  • The $6 subscription grants all the benefits of the $3 tier, plus the subscribers receive a little magic in the mail by way of a thank you post card where the subject of the monthly release is depicted in full color on side, with a few notes concerning it on the back. This is a nice way to show the subject at the game table in an easily transportable way. I sign each of those to the specific backer.

EGG: What are your thoughts on the transition from Drip to what comes next?

WSQ:

  • There are features common to Kickstarter and other platforms that are curiously absent from Drip. By way of example, Drip doesn’t have a search feature native to its page. That means that current subscribers, if they wish to explorer other creators, have to page through all of the currently active pages. You can’t even sort by interests. This is something I assume will be addressed in the new build as it is such a common feature its absence is widely felt.
  • Another feature that I as a creator cherish, is a widget to create code to embed a link on another page. I make heavy use of this feature from my Kickstarter pages and its absence is felt on Drip (for me anyway). This kind of feature makes embedding your page link onto your other online resources a snap. Drip’s new build needs this.
  • Drip pages also don’t have a share to social media feature. Seriously, I’m not joking. Or, if they do, I’ve never been able to find it. So sharing the link isn’t hard, (you copy and paste it) but it’s not as easy as it is from Kickstarter or GoFundMe or Indiegogo or Patreon. With so many people sharing their pages, not being able to directly share your page slows your ability to point people to your page.
  • That said, I love the idea that the new site will also be a public benefit corporation. The fact that the creativity of so many helps to raise funds that are used to benefit other people as well as enabling them the freedom to pursue their artist endeavors is incredibly appealing.
  • That current Drip creators are going to be helped to migrate to the new resource is reassuring. In my first month, I’ve already released several posts, containing a lot of information. Within the coming year I imagine it piles up to quite a bit of data. I’m appreciative of any help they have to offer.

EGG: What’s your wish list of features you’re hoping XOXO will implement in the new platform?

WSQ:

  • A digital download library for subscribers. I’ve not seen this on other platforms, and frankly I’m at something of a loss as to why not. As a creator, I would gladly pay for additional cloud storage on-site if it allowed subscribers to access titles and download them directly while retaining a record that they had the title. This would allow me to offer discounted finished products exclusively to the subscribers in a much more convenient manner, and allow new subscribers to access older releases without have to work it out with me so it could be facilitated. Yes, this sounds like Amazon’s library feature. It’s still a good idea.
  • Subscriber chat feature/ native streaming tool. Kickstarter has Kickstarter Live. Since using it, I’ve loved it! I have a tremendous amount of fun hanging out with backers on Kickstarter, we field questions and chat about a wide range of things. I also bring guests on so it’s a fantastic way to interact with your audience.
  • A space for embedding links to my other resources. I write a few blogs, I’ve started a YouTube channel, etc. It would be SO handy if I could just put a link on the Drip page as a button so subscribers could go find my other free material without a fuss.
  • An archive: It would be wonderful to move old posts into an archive where subscribers could always go retrieve them. This would keep the page from being overly cluttered and allow people to access the latest data with ease. Add in a way to compartmentalize the archive (Play test folder/ monthly release/ game system/ comics/ children’s books/ whatever) and you’ve got a fantastic way to keep your page looking nice while putting vast amounts of information within reach of your audience.
  • Systemic integration with online merchandise pages like Society6 or Printful. A great many artists sell prints of their work or otherwise make them available to their subscribers. It would be amazing if a way were found to implement such integration into one seamless whole.

Egg, I know that is a lot, but as the new guy on Drip I think I’ve found a few things I would definitely like to see improved. I also had a lot to say. There are more things about UI and record keeping but that stuff is largely boring.

EGG: I want to thank W.S. Quinton for taking my questions and writing this article on his own initiative. It was a great surprise! Where can fans find your Drip page?

WSQ: https://d.rip/w-s-quinton

EGG: What’s the address for your current Kickstarter for Whispers of Persephone ~ The bloody book of Necromancy 5E?

WSQ: https://www.kickstarter.com/projects/sinopapublishing/whispers-of-persephone-the-bloody-book-of-necroman

EGG: Your blog?

WSQ: http://wsquinton.sinopapublishing.com/

EGG: Your social media?

WSQ:

 

NOTE: The Kickstarter for Whispers of Persephone ~ The bloody book of Necromancy 5Eends on Tuesday, October 30 2018 11:57 PM EDT. If you need dark, evil magic in your Dungeons & Dragons 5e campaign, Whispers of Persephone is worth checking out.

Kickstart the Comic – Arthur Blackfrost

Curses and horror go hand in hand. Whether it is something that ensures you live forever as a rotted corpse or it foretells how you are going to die, they become all-consuming for those afflicted. A disease of the soul, which ensures nothing else can be well and good until it has been lifted.

And that might be the worst part, trying to figure out how to remove it.

***

Arthur Blackfrost: A 72-Page Dark Fantasy Graphic Novel

Writer – Justin Gray

Illustrator – Laura Rimaszombati

 

Kickstarter Campaign ends on Wednesday, November 14, 2018 at 10:00 AM EST.

***

The Pitch:

A remote fishing village – surrounded by vast seas and faced with a magical heritage, he never knew existed, Arthur Blackfrost will discover some folktales about his island home are true… and could be the key to breaking a centuries-old family curse or… make it much worse.

 

The Story:

After his father abandons his family, a young fisherman named Arthur inherits a curse that has plagues his bloodline for generations. On the eve of the annual fishing tournament, Arthur begs the spirit of the ocean for help. What happens next changes the lives of everyone in Gull Harbor and unravels the mystery of the Blackfrost Curse.

 

John’s Thoughts:

When I clicked on the Kickstarter Page, I was struck by Laura Rimaszombati’s artwork. In the introduction, Justin Gray invokes stories like Coraline and Corpse Bride, and while this artwork isn’t that, it has a fantastical feel to it right away. It reminds me of various pieces of art and nothing at the same time. And seems perfect for the type of story Justin Gray has laid out in the Kickstarter.

The Rewards:

Overall, this is a pretty straightforward Kickstarter when it comes to Pledges. You can get the book in digital ($10 level) or paperback/softcover ($20 level) or hardcover ($30 level). There are also opportunities to double down with Arthur Blackfrost and and all-ages novel The Adventures of Penelope Hawk ($40 level). The one higher end Reward Level ($120) has not only the hardcover of Arthur Blackfrost but a “box full of Hardcovers and paperbacks predominately from DC Comics” – which is one way to start up your Justin Gray collection!

 

The Verdict:

I feel like you just need to look at the images and ask yourself if you want a dark fantasy graphic novel to sit on your shelf. Something with great looking artwork and a compelling story? Is that something which might interest you? 🙂

***

To find out more about Arthur Blackfrost, check out the Kickstarter Page here.

***

John McGuire is the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!

Want to read the first issue for free? Click here! Already read it and eager for more?

Click here to join John’s mailing list.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

Missing Dragonlance? Try Rex Draconis by Richard A. Knaak

Advanced Dungeons & Dragons: Dragonlance. The world of Kyrnn. The continent of Ansalon. The Companions. Camaron. Raistlin. Takhisis. Paladine. Kitiara. Lord Soth. Chronicles. Legends. Margaret Weis. Tracy Hickman. The Legend of Huma. Kaz the Minotaur. Richard A. Knaak.  

Those settings, characters, books, and authors summarize of my love for D&D’s Dragonlance. The setting was popular in AD&D, 2e, 3e, 3.5e, and the SAGA system (the last module, for 3.5e, was published in 2008 by Sovereign Press, one of Margaret Weis’ companies and the official licensor of Dragonlance at that time). Beyond the RPG books and sets there were tie-in novels published from 1984 until early 2010 (fellow Tessera Guilder, John McGuire, wrote about those early Dragonlance novels recently), comic books, video games, and a 2008 animated movie. While there was a tip of the hat in a 5e Unearthed Arcana to Krynn’s minotaurs (here), Wizards of the Coast has not published any new Dragonlance game material for a decade, and no new novels in nearing that time span.  

While the full list of every author that touched Dragonlance over those two decades is extensive, the list of authors that most defined Dragonlance novels throughout their existence is four: Margaret Weis, Tracy Hickman, Douglas Niles, and Richard A. Knaak. Their prose gave the world its voice and structure, gifting it with flavor while crafting a complex history. Everyone involved did an excellent job of building the world of Krynn into one of D&D’s premier settings. Knaak built up the world’s history while cementing the sailor minotaurs and Knights of Solamnia and other critical facets of the world. He curved out a section of Krynn that might be dubbed “his” part of Ansalon. However, the downside of working on corporate properties is when the publisher stops producing them, your contract ends, and the sun on your part of the world sets, sometimes forever.  

Knaak worked on other properties (World of Warcraft, Conan, Diablo, and several of his own series including Dragonrealm), yet the stories of Dragonlance must have continued to percolate in his mind. In 2017, he delivered the first book in a new fantasy series, Rex Draconis. The first novella, Rex Draconis: Under the Dragon Moon, lays out the opening shots of the series. I didn’t read Rex Draconis: Under the Dragon Moon, instead I did the Audible as read by Julie-Ann Amos. For those not versed in audiobooks, an Audible is the same as reading, only it’s not. Julie-Ann Amos elevated the work through her voice acting. Her characters had a life and presence that you do not hear in every audiobook and are not always present in your head as you read.  

The superficial bits of the novella marked the series as the spiritual successor to Dragonlance. But, it’s not a cloned-Krynn, it’s a skillful homage to Knaak’s corner of Ansalon. A love letter so compelling that it’s inspired Knaak to work with Phil Beckwith of P.B. Publishing and Micah Watt of Pyromaniac Press to convert this prose into a tabletop RPG setting for D&D 5e and Pathfinder 1e (the Kickstarter for is live here until Sun, October 21 2018 10:02 PM EDT). I covered the Kickstarter here, and interviewed Knaak and the rest of the creative team on the Open Gaming Network 

What is Dragonlance about this series? Sailor minotaurs. Kwillum, a kender-like species that make more sense than kender. Two species of dragonfolk that have a light resemblance to draconians. Three-ish moons of differing hues. There’s more that, once you see those parts, make the other pieces fit a jigsaw puzzle of a Larry Elmore Dragonlance painting, but on examination it feels more like forcing the pieces to fit. The semi-befuddled mage, Knights of the Shield/Knights of the Grey Hand, the prominence of the gods as components of the sky, the tinker dwarf. Those pieces could be viewed as being taken from Ansalon, yet powerful mages, knightly orders, gods, and steampunk humanoids are common fantasy tropes. It is only when the other pieces are invoked that they form the tapestry of Krynn.  

Despite the elevator pitch that this is Dragonlance revisited, and some similarities, Rex Draconis is not Dragonlance. Taken as a whole, it is its own world. The minotaur empire is pushing against the human’s world, the “orcs” of this world are the wheyr, a race of jackelpeople who have massive numbers and, thanks to some captured and copied minotaur ships, are a threat at sea, dragonfolk aren’t rooting for an evil goddess or defending mankind, instead, everyone are their pawns, the third moon is visible and shattered into the shape of a dragon, the kwillum are looking for something. There are layers to this world and this first novella offers a taste of each.  

Who is Rex Draconis: Under the Dragon Moon for? Sword and sorcery fans. Fans of Richard A. Knaak. Fans missing their Dragonlance fix that are ok with a reimagined version of the world. D&D fans that want the feel of those worlds back in print. But mostly fans looking for a fantasy world that is fully realized, with interesting takes on the battle between good and evil, one where the series is ongoing and being transferred across medias to work with D&D 5e and Pathfinder 1e on Kickstarter (here) 

 

Find Richard A. Knaak’s Rex Draconis: Under the Dragon Moon here.

UPDATE: The second novella in the series, Rex Draconis: Lords of the Dragon Moon, is available here.

Try the Audible here.  

Support the Rex Draconis RPG – Rising Tides Kickstarter, which ends on Sunday, October 21 2018 10:02 PM EDT, here. 

 

Richard A. Knaak, author of Dragonlance novels for over 20 years: 

  • Dragonlance: The Legend of Huma (1988) 
  • Dragonlance: Kaz the Minotaur (1990) 
  • Dragonlance: Land of the Minotaurs (1996) 
  • Dragonlance: Reavers of the Blood Sea (1999)
  • Dragonlance: The Citadel (2000) 
  • Dragonlance: Minotaur Wars: Night of Blood (2003) 
  • Dragonlance: Minotaur Wars: Tide of Blood (2004) 
  • Dragonlance: Minotaur Wars: Empire of Blood (2005) 
  • Dragonlance: Ogre Titans: The Black Talon (2007) 
  • Dragonlance: Ogre Titans: The Fire Rose (2008) 
  • Dragonlance: Ogre Titans: The Gargoyle King (2009) 

Along with two decades of Dragonlance short stories and novelettes:  

  • Dragonlance: Tales I: Wayward Children (1987) 
  • Dragonlance: Tales I: Definitions of Honor (1987) 
  • Dragonlance: Tales I: By the Measure (1987) 
  • Dragonlance: Tales II: Colors of Belief (1992) 
  • Dragonlance: Tales II: Into Shadow, Into Light (1992) 
  • Dragonlance: Tales II: The Hand That Feeds (1992) 
  • Dragonlance: The Dragons Anthologies: Kaz and the Dragon’s Children (1994) 
  • Dragonlance: The Dragons Anthologies: The Son of Huma (1997) 
  • Dragonlance: Tales of the Fifth Age: Sword of Tears (1998) 
  • Dragonlance: Tales of the Fifth Age: The Thief in the Mirror (1999) 
  • Dragonlance: Tales of the Fifth Age: Tactics (2000) 
  • Dragonlance: The Search for Magic: Tales from the War of Souls vol I: Hunger (2001) 
  • Dragonlance: The Players of Gilean: Tales from the World of Krynn: A Matter of Honor (2003) 
  • Dragonlance: The Search for Power: Dragons from the War of Souls: Loyalty (2004) 
  • Dragonlance: Dragons of Time: The Vow (2007) 

 

 

 

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

PRESS RELEASE – Tales of the Old Margreve PDFs Tiers Are Now Available

EDITOR’S NOTES: I reviewed this Kickstarter on the Open Gaming Network here.

Details about the addition of PDFs to Kobold Press’ Tales of the Old Margreve Kickstarter campaign can be read here.

 

News from the Warrens
This Forest is Filled with Fabulous Treasure!
Did you hear? We recently launched a Kickstarter campaign to fund a new 5e adventure book: Tales of the Old Margreve! It comes with a Player’s Guide containing new player options that will help you explore the dark, primeval forest. The adventures are set in the Old Margreve forest of Midgard—and it’s easily transferable to any ancient, mystical forest in your own campaign setting! You can now pledge towards getting it in print, PDF, or your virtual tabletop of choice!
We talked a lot about the Tales of the Old Margreve Kickstarter campaign in the last edition of the Kobold Courier; but we’ve burst through several huge stretch goals since then, so there’s plenty more to talk about in this issue! Let’s check out the secret treasures of the ancient woodland. Read on, fellow kobolds!
5th Edition roleplaying adventures in the deep and menacing forest, for PCs level 1 to 10
Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world’s most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings.
Until your adventuring party shows up. Then things get really interesting.
Tales of the Old Margreve is a brand-new book from Kobold Press filled with
new adventures, encounters, monsters, and everything you need to make a memorable 5th Edition campaign. Whether your campaign is set entirely in the forest, or simply takes a brief detour there, this book will help make your wilderness adventures thrive!
The Old Margreve Kickstarter is made up of three main parts:
  • The Adventures! The Tales of the Old Margreve adventure campaign hardcover for the GM.
  • A Player Resource. The Margreve Player’s Guide softcover gives the players of this campaign knowledge and resources that will help them navigate the lightless boughs of this ancient forest.
  • Miniatures (Unlockable Only!) If we unlock this stretch goal, the campaign will also set of thick cardboard standups, the Margreve Pawns, similar to those created for Tome of Beasts and the Creature Codex.
But that’s not all! More than a dozen stretch goals unlock new adventures, monsters, maps,a dn more. Some will increase the size of the campaign book , making it an even better deal, and some expand the Player’s Guide!
In the end, some experiments are interesting but not successful. For this Kickstarter we’d planned to focus on print and VTT; but the backer support for PDF is too huge to ignore. So Tales of the Old Margreve also includes PDF options!
Our goals are primarily about improving the hardcover book by adding new material to the adventures, expanding the lore of the deep forest, and providing more player options.
That said, we also have several big goals to unlock: a poster map of the forest village that appears in several adventures, the set of custom pawnsmentioned above, and more will certainly become available as the campaign goes on!
Over the past week, we’ve unlocked 7 incredible stretch goals, adding additional content to the Tales of the Old Margreve adventure book and theMargreve Player’s Guide. Every stretch goal makes these books thicker!
Here are the goals we’ve already achieved, thanks to our backers:
And More?
Those seven unlocked stretch goals are amazing… but we’re not done yet. The Old Margreve forest contains dangers and treasures beyond imagining. Take a look at just a tiny sample of the stretch goals you can help us unlock.
The secrets of the Old Margreve are deep and dark, and the hidden depths of the Tales of the Old Margreve Kickstarter campaign are far from fully revealed. Keep an eye out on the Kickstarter page (and on our social media and future Kobold Couriers) for more as we navigate to this forest’s heart.
One Final, Incredible Prize
Decades ago, when the game of D&D was young, a man named Dennis Sustare created a class that lives on to this day: the Druid. Indeed, Gary Gygax was not the creator of the druid class, but we have good news. Dennis Sustare has agreed to join us in creating brand-new spells, items, and even a new subclass for the 5th edition druid. New druid material by the guy who created the class for D&D? Only the mystical forest can hold such wonders.
We want to make this happen, but we can only do it with your support. Help us break through to this mind-bogglingly cool stretch goal!
Do We Have Miniatures for You:
Arise, Creature Codex and Tome of Beasts Pawns!
Fully 300 pawns for your 5th Edition game featuring fearsome monsters from the Tome of Beasts, from tiny to huge!
And the same for the brand-new book of monsters, the Creature Codex. Get 300 full-color pawns for the new monsters in the greatest monster manual since the Tome of Beasts!
Other Recent Kobold Press Titles
The Old Margreve Kickstarter is exciting, but there are other incredible new books from Kobold Press for you to check out!
Journey into nine different creature lairs that highlight Kobold Press’s newest monsters in Creature Codex Lairs.
Plan cunning schemes as you delve into secret lore about the realm of the faeries in Warlock 7: Fey Courts.
These monsters are bit darker than most. Our most horrific designers get to flex their muscles in the Warlock Bestiary.
The Tome of Beasts is a 400+ page book—what if it were a bit lighter?
Behold, from the deepest pits of the earth crawls forth the Deck of Beasts! This deck of cards includes the full stats of monsters from the Tome of Beasts, giving you all the power of the best manual of monsters for 5th Edition in the palm of your hand.
The Deck of Beasts: Challenging Creatures includes over 80 creatures from the innovative Tome of Beasts in a portable format that is easy to clip to a GM Screen or tuck into your module notes! Featuring most creatures with challenge ratings from 6 to 9, the deck includes the Chronalmental, Shadow Fey Elves, Oozasis, Tophet, Vine Lord and many more.
Start from the beginning of
THE WORLD TREE BURNS
Watch the First Official Midgard Livestream on YouTube
or
Listen to it on the go as a podcast!
Using 5th Edition rules, Game Master Dan Dillon and his five players have woven a story of dark magic, sorrow, and true heroism in the dark fantasy world of Midgard.
In The World Tree Burns, five unlikely heroes gather in Zobeck and discover a terrible secret about the world—one that threatens to tear Midgard apart at the seams. Acclaimed game designer and Kobold Press regular Dan Dillon joins the regular cast of Encounter Roleplay to bring you an adventure of epic proportions.
The World Tree Burns has just concluded its first epic season, and you can listen to every glorious second of it on YouTube and in podcast form. Start the adventure from the beginning with Episode 1 on EncounterRoleplay’s YouTube channel, or as a podcast hosted by our friends at The Tome Show.
Dan Dillon is the author of Last Gasp, and one of the expert designers behind the Midgard Heroes HandbookMidgard Worldbook, and Tome of Beasts. He is also a contributor to the upcoming Undermountain dungeon crawl Waterdeep: Dungeon of the Mad Mage.
Caine, laconic dhampir ranger and vampire hunter; a betrayer of the Blood Kingdoms.
Cloak, enigmatic gnome fled from Niemheim and on the run from Baba Yaga’s horsemen.
Glaz, erudite trollkin geomancer on a mission of knowledge.
Kari, shadow fey and cleric of the cat domain. She lives for the thrill of the hunt.
Riodan, dhampir cleric, a noble on the run from the wars that have torn the Blood Kingdoms asunder.

PRESS RELEASE – Sandy Pug Games Presents Americana

 

It is the 1950s, but not as you know it.
In Small Town USA, a Dragon is asking the cute Orc Jock to prom. The nerdy Undead has been practicing their magic all month in preparation for the big show, and an Elf has just finished tuning up their hot rod, in time for the big race.
And somewhere in this town, their best friend was just murdered.
Americana is a new TTRPG by Sandy Pug Games set in a radically inclusive, magical 1950s. Players build their own incredible town, populate it with gangs and hangouts, then investigate the murder of their best friend in a collaborative, collective storytelling system designed to place narrative and relationships front and center.
Caught your interest? Head on over to Kickstarter and learn more about the incredible world of Americana, and check out some of our stretch goals which include an audio drama, a super-sentai tribute setting, and a cold-war spy drama twist!

[UPDATED] 3 RPG Kickstarters Adapting – Things From the Flood, Richard A. Knaak’s Rex Draconis, and Judge Dredd

This week’s theme, tabletop RPG adaptations, let’s me share Simon Stålenhag’s artbook, Richard A. Knaak’s newest fantasy series, and the famous judge created by John Wagner and Carlos Ezquerra (who just passed away). All of these projects are live on Kickstarter. If you want to play as a teenager in the technopast 1990s using the Mutant: Year Zero system, or as a fantasy minotaur using either the D&D 5th edition or Pathfinder 1e rules, or as the law using What’s OLD is NEW (WOIN) game system, there are games waiting for you.

 

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Things from the Flood – Sequel to Tales from the Loop RPG by Fria Ligan/Free League
Ends on Tue, October 9 2018 3:00 PM EDT.

 

“Return to Simon Stålenhag’s world of the Loop in this new RPG. It’s the ’90s now, and things are different. This time, you can die.

It started on Christmas Day in 1994. Dark water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.

Welcome back to the Loop. Things are different now. 

In 2017, we released Tales from the Loop the tabletop roleplaying game based on Stålenhag’s first art book. That game was an instant hit, selling out its two initial print runs and winning no less than five ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG).

Now, it’s time to return to the Loop and continue the story. In Things from the Flood you play Teens in the 1990s – a decade of change and disaster. You’re still balancing day to day life with solving exciting mysteries with your friends. But this is a darker time, and the stakes are higher.

We are the Free League, creators and publishers of roleplaying games such as Mutant: Year ZeroCoriolis – The Third HorizonTales from the Loop and Forbidden Lands. As well as the original publishers of Simon Stålenhag’s art books. The lead writer of this book is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.

The vast majority of the art in the game is done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Things from the Flood artbook – many scenarios in the game are based directly on illustrations in the artbook – but the RPG will contain some new original art as well, including the cover image.

The book will have approximately 200 pages, in the US Letter format.

Tales from the Loop Backer? If you backed the original Tales from the Loop RPG back in late 2016, you will get a PDF of the Things from the Flood core book, including the digital stretch goals in this Kickstarter, at no extra cost. You can still join this Kickstarter to get the printed book.

Things are different now.

The world does not seem so innocent anymore.

Its the ‘90s and the once mighty Loop has been shut down, the experiment abandonded and the land bought by Krafta, a powerful corporation. You are no Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.

The Flood has transformed the once pastoral islands into a dark marshland. Some say that the dark water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.

Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend off boredom. When you hear about other teens going missing, and even turning up dead, you realize its time to gather the group again.

One way or another you fill find out what these Things from the Flood really are.

You play Teens growing up in the 1990s, trying to balance everyday life while at the same time solving dark mysteries together with your friends.

The core of the game is the same as in Tales from the Loop, but the themes are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their world. Everything is changing, everything is falling apart. Figuring out how to deal with this is a big part of the game.

You are no kid anymore, the world is both more exciting and more dangerous. Teenagers can get hurt – and even die. The stakes are higher than ever.

Both! Things from the Flood expands the scope of Tales from the Loop to the 1990s. You can continue your campaign with the Kids from the original game or create brand new player characters. We call it a “standalone expansion” because everything that is needed to play the game is included in the book. That’s right, no previous experience is needed at all, just get the book and start playing right away.

If you’ve read and played the Tales from the Loop RPG, you will find yourself right at home, this book expands the setting and introduces new exciting mysteries and threats to explore.

The game engine of Things from the Flood is the same as the one for Tales from the LoopRPG and is based on our previous game Mutant: Year Zero, that was awarded with a Silver ENnie for Best Rules at Gencon 2015.

The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give you stunts and other bonus effects.

The acclaimed artist, concept designer and author of the art books Tales from the Loop (2015), Things from the Flood (2016) and The Electric State (2017). Simon Stålenhag is best known for his highly imaginative images and stories portraying illusive sci-fi phenomena in mundane, hyper-realistic Scandinavian landscapes (expanded into America in his latest book The Electric State). Tales from the Loop was ranked by The Guardian as one of the “10 Best Dystopias,” in the company of works such as Franz Kafka’s The Trial and Andrew Niccol’s Gattaca.

Not only have Stålenhag’s unique and cinematic images earned him a worldwide fan base, but have also made him a go-to storyteller, concept artist and illustrator for both the film and computer gaming industry. This year it was announced that The Electric State will be turned into a major motion picture and Amazon Prime ordered a full season of a TV show based on Tales from the Loop.

During his twelve years as a game writer, Nils Hintze has written a great number of scenarios, articles and reviews, as well as being the main author of critically praised and award winning Tales from the Loop roleplaying game. Previously he has written plays for theatre groups.

Nils is known for his ability to create scenarios which allow the players to explore their characters and their relationships while facing dangers and solving mysteries. The conflicts in his games are often built on personal dilemmas, where thrill and mystery is not seldom mixed with humor.

Nils is educated in creative writing, but he normally works as a psychologist. Nils is also one of the three creators of the Swedish role-playing podcast Podcon.

Free League Publishing is the international name of Swedish game and book publisher Fria Ligan AB. Since 2011 we have produced a range of pen and paper RPG’s, and have won several awards in the process.

Our first international game, Mutant: Year Zero, co-published with Modiphius Entertainment, was awarded a Silver ENnie for Best Rules at Gencon 2015. Last year Tales from the Loopwon five Gold ENnies (including Best Game and Product of the Year) as well as three Golden Geek awards. We have also created and published Coriolis – The Third Horizon (2017) and Forbidden Lands (2018).

Our Kickstarter fulfillment and shipping is handled by GamesQuest in the UK, and we have a partnership with Modiphius Entertainment for international retail distribution.”

 

Egg’s Thoughts:

Tales from the Loop won five 2017 ENnie Awards (Best Game, Best Setting, Best Writing, Best Internal Art and Product of the Year) plus several Golden Geek Awards (Game of the Year, Runner-up Best Artwork & Presentation). Fellow Guilder, John McGuire, did two articles on Tales from the Loop, the prequel to Things from the Flood. The first is his thoughts about the game from playing it at Gen Con, the second is a traditional review. It can be said that “roleplaying in the ’80s that never was” is a winner. The sequel pushes the clock forward from being kids in the 80s to being “teens in the 1990s – a decade of change and disaster.” The world is darker, the stakes are higher, the first bits of the internet are forming, and you are old enough to drive in a world that is turning into a dark horror. This standalone expansion (you don’t need TftL to play this) is waiting for you here.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Rex Draconis RPG – Rising Tides by P.B. Publishing
Ends on Sun, October 21 2018 10:02 PM EDT.

 

“The first adventure in a trilogy based on NY Times Bestselling author Richard A. Knaak’s: Rex Draconis fantasy setting.

Welcome to the Rex Draconis RPG

Set in the world of Tiberos, the Rex Draconis RPG setting allows you to experience the epic fantasy of Richard A Knaak’s new world, dubbed by many as ‘the spiritual successor to Dragonlance’.

Against the backdrop of war, play as honourable Minotaur, chivalrous knights, mischievous Kwillum or powerful wizards, as you thwart the warmongering of the savage Wheyr and the machinations of the mysterious draconic Fafni and Afafni.

The Rex Draconis RPG is written for the D&D 5th edition and Pathfinder rules sets, and feature setting material that can be easily imported to any RPG system of your choice.

The Rex Draconis RPG is being produced in conjunction with an active novel line. While the novels are not required to use and enjoy the RPG, this structure allows you to interact with and fight alongside your favourite characters in a living, growing setting that evolves as Richard envisions. It is also important to note that the RPG storyline is a separate and unique story, that interestingly crosses paths with the novel line.

Map of Tiberos
Map of Tiberos

What is Rex Draconis?

Rex Draconis is the latest offering from Richard A Knaak, renowned fantasy author, and creator of some of the most iconic elements of the Dragonlance world. Richard is credited with the strong development of the Minotaur culture and the Solamnic Knights, as well as many other elements that made Dragonlance such a unique setting.

After many years, Richard has chosen to breathe new life into these embers, in an all-new high fantasy setting that combines favourite elements with an exciting new world, characters, monsters and  storylines.

The first novella – Under the Dragon Moon (Hydra Publications) – has been released, and the second – Lords of the Dragon Moon – is due for release shortly. Work has already begun on the next installment.

Why Kickstart?

With the success of the new novels, Richard would like to see the setting become a playable world for Table Top Roleplaying, much like its predecessor, the Dragonlance setting. Rex Draconis is wholely Richard’s creation, over which he has, and would like to retain, full creative control.

Bringing on Phil and Micah adds significant indie RPG experience, with numerous successful products and projects and a proven track record. However without the funding of a large game company, alternative funding needs to be sourced for professional art, editing and layout, as well as production of both PDF & physical products.

Considerable time, effort and expense has already been invested in the project, but to do it justice and create a standard we – and you – are satisfied with, further funding is required.

Rewards

While a full RPG world setting is in development, this first kickstarter will focus on launching the line with the following three main products, digital art and map pack, and a smaller, exclusive mini-adventure;

The Rex Draconis Player’s Guide – This book is primarily an adaptation guide, offering rules changes to the chosen official rulesets to ensure compatability with Tiberos – the world of Rex Draconis. This book will include new races, classes, archetypes, rules and more, as well as advice on adapting the material from your favourite RPG systems to create a more personalised Rex Draconis experience for your tastes.

Rising Tides – Adventure 1 – The first adventure in a series, Rising Tides allows players to foreshadow the action of the novels, playing roles that interact with the story in meaningful and lasting ways. In Tiberos, there is more than one story being told in this war. Rising Tides acts as a prequel to the official novel storyline and takes thre characters on a journey of discovery across this fantastic new world.

Amble’s Guide to Avondale – This book is the first of the setting content, a complete guide to Avondale, the capital city of Dracoma, home of the Knights of Dracoma. This guide provides all you need to launch your own adventures in Tiberos.

Digital Art & Map Pack – All art and maps produced for the project will be offered to eligible backers as a digital pack for personal use.

Misunderstandings – A mini adventure to whet your appetite for the unique qualities of the setting. This adventure is a Kickstarter EXCLUSIVE, and will not be reporoduced anywhere else.

We know that everyone is different, and will desire different rewards. PDF or physical copy, pathfinder or 5th edition rulesets, or both. We have arranged the rewards in a number of Backer Tiers that allow you to choose the rewards you want. We also have a special early adopter reward tier for the digital products.

Who Are We?

Phil Beckwith 

IT Project Manager by day, owner of P.B. Publishing by night, known mostly for many bestselling and successful titles on the DMs Guild, including the highly rated horror adventure – The Haunt, the 200 page hardcover tome Adventure Anthology, and a co-creator for the best-selling Monsters of the Guild.

Micah Watt

Owner of Pyromaniac Press, Micah is a successful Pathfinder and D&D 5e designer, known widely for his adventure path ‘What Lies Beyond Reason’, and the epic D&D 5e hardcover deity supplement; Faiths of the Forgotten Realms. Having run successful Kickstarters previously, Micah comes on board as our Pathfinder and Kickstarter expert.

Richard A. Knaak 

The creative genius behind Rex Draconis. Richard builds the world of Tiberos in his brand new novel series; Rex Draconis. He is known worldwide as a New York Times Bestselling author of novels in the Dragonlance, Diablo, World of Warcraft, Pathfinder, and Dragonrealm series. Richard provides creative consultancy and canon authority for the Rex Draconis RPG team.”

 

Egg’s Thoughts:

In my youth, Richard A. Knaak’s Dragonlance novels, The Legend of Huma and Kaz the Minotaur, were huge influences on me and, after Weis and Hickman’s Dragonlance trilogies, solidified my love of Krynn. If you’d like to read more about how influential those novels were, you can read fellow Tessera Guilder, John McGuire, give his thoughts on them here. Add to them the Dragonrealm series, and I have been a lifelong Knaak fan. His new series, Rex Draconis, introduces a world that is a love letter to Dragonlance. It’s less Weis/Hickman’s version and closer to the focus of Knaak’s corner of the world, yet manages to be greater than its inspiration.

Knaak’s strengths and knowledge of Ansalon let him touch all of the right moments from that world without the work ever descending into being a pale shadow of the better known property like Go-Bots to the Transformers. Rex Draconis remains its own world and story. While the focus of the series are the minotaurs and the not-Knights of Solamnia, they are handled in an earnest manner. There’s more to compare between the series. The kender (the group of annoying Hobbits that would have been wiped out just to end their unrepentant kleptomania) are replaced with the kwillum, a race that look like 10-year-old children who are also porcupine quicklings that are hunting something (in every pouch and coin purse that they pass). They are fast and have quills making them difficult to kill and, while they steal, they don’t do it aimlessly (they’re looking for something). The dragons are not flying mounts for the characters to ride into battle; instead, they’re D&D master monsters. The dragons, starkly good and evil in D&D, are neither in regards to humans in Rex Draconis, they see all bipeds as pawns in their wars so it changes the traditional pulp relationship between the powers that be. This series analog of the black moon of Dragonlance was shattered 400 years ago, which makes it visible as pieces that, I’m guessing, are leaning into the atmosphere a bit much. Every piece has a touch of the old with a nice twist that makes it new.

Continuing its homage of Dragonlance, Knaak wants to build the world into a D&D setting and, to do that, he’s working with Phil Beckwith and Micah Watt to make it happen. I’ve backed this and recommend checking out the setting as well as the first novella in the Rex Draconis series.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

UPDATE: [Q&A] #randomworlds welcomes Phil Beckwith (Rex Draconis) 10/05/2018 8:30 p.m. CDT! If you can make it, you can ask Phil your questions here: https://tinyurl.com/randomworlds-chat In case you missed it, Dan Davenport (the host) has the complete transcript here: https://gmshoe.wordpress.com

 

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Judge Dredd & The Worlds of 2000 AD Roleplaying Game by EN Publishing
Ends on Thu, October 25 2018 7:00 PM EDT.

 

“Explore Mega-City One and beyond with the official tabletop roleplaying game for the galaxy’s greatest comic!

Judge. Jury. Executioner. Play as a Judge of Mega-City One and bust perps, Sov spies, and mutant raiders in this action-packed standalone tabletop roleplaying game, bringing to life the iconic characters and worlds found in the legendary British comic 2000 AD. This book is your introduction to Mega-City One, and your gateway to a line of supplements based on 2000 AD’s many characters and settings.

These books are brought to you by Darren Pearce (Doctor Who; Lone Wolf), Robert Schwalb (Dungeons & Dragons; Warhammer Fantasy Roleplay), Andrew Peregrine (Doctor Who; Firefly; Buffy The Vampire Slayer), Russ Morrissey (What’s OLD is NEW), and Nick Robinson.

Limited & Standard Edition Rulebooks, GM Screen, Counter Set, and The Robot Wars
Limited & Standard Edition Rulebooks, GM Screen, Counter Set, and The Robot Wars
  • Full colour 270-page hardcover Judge Dredd & The Worlds of 2000 AD core rulebook!
  • The Robot Wars, 100-pages, the first in a series of softcover sourcebooks and adventures!
  • Sturdy two-sided cardboard 4-panel GM screen full of handy reference charts and tables!
  • Beautiful cardstock tokens to represent your characters and their foes!
  • Also, we are offering a limited edition version of the core rulebook with a special cover exclusive to this Kickstarter!
GM Screen (Front) - note that we include player useful info, such as typical crime sentences, on the player facing side of the GM screen
GM Screen (Front) – note that we include player useful info, such as typical crime sentences, on the player facing side of the GM screen
GM Screen (Back)
GM Screen (Back)
Nearly 100 full-colour cardstock tokens to represent your characters and their foes!
Nearly 100 full-colour cardstock tokens to represent your characters and their foes!

 

We are producing a full-colour hardcover core rulebook for the all-new Judge Dredd & The Worlds of 2000 AD tabletop roleplaying game. This book contains all the rules and setting information you need to play any character in Mega-City One, and is the core rulebook for the entire line of 2000 AD settings and worlds.

  • Play a Judge, Civilian, or Perp!
  • Choose from Humans, Clones, Robots, Mutants, Chimps, Gorillas, and Orangutans!
  • Wield the iconic Lawgiver sidearm and ride the mighty Lawmaster motorcycle!
  • Read about Mega-City One, as well as other worlds of 2000 AD!
  • Core rulebook contains everything you need to play in Mega-City One, and provides the core rules upon which the many worlds of 2000 AD are based!
Limited & Standard Edition Core Rulebooks
Limited & Standard Edition Core Rulebooks

Judge Dredd & The Worlds of 2000 AD is a standalone roleplaying game. You do not need any other books in order to play. This 250+ page book introduces you to Mega-City One, and allows you to play Judges, Perps, or Civilians in that futuristic metropolis. This is also the core rulebook for future setting books which will detail many of your favourite 2000 ADproperties, such as Rogue Trooper, Sláine, Strontium Dog, ABC Warriors, and many more!

Check out these previews of the game!

 

2000 AD is a multi-award winning weekly British cult-sci-fi comic anthology that has been running since 1977. Having featured dozens of writers and artists over the years, including Pat Mills, Alan Grant, Grant Morrison, Mark Millar, John Wagner and Alan Moore, 2000 ADbrings you an explosive cocktail of sci-fi and fantasy, infused with a mean streak of irony and wry black humour.

2000 AD is future lawmen in vast megacities. It is post apocalyptic wastelands filled with mutants. It is celtic barbarians and druids fighting evil drunelords. It is robot warriors taming a lawless Mars. It is ancient accords between the British Crown and Hell. It is intergalactic cargo trucks adventuring through space. It is extra-dimensional agencies who repair anomalies across the alternate realities. It is Houdini, Lovecraft, and Doyle as paranormal investigators in the 1920s. It is alien freedom fighters seeking to end the tyranny of humans on a far future Earth. It is genetically engineered soldiers bred for war. And it is much, much more.

The worlds of 2000 AD are diverse indeed. And you can play in them all!

 Judge Dredd & The Worlds of 2000 AD uses the What’s OLD is NEW (WOIN) game system. Here are some of the features of that system:

  • d6 dice pools. Judge Dredd & The Worlds of 2000 AD uses d6 dice pools to resolve actions. You form a dice pool by adding dice from an attribute, a skill, and equipment. For example, a burglar trying to pick a lock might have 3d6 from her AGILITY attribute, 2d6 from her thievery skill, and 1d6 from her high quality thieves tools, meaning she gets to roll 6d6. The dice are added together and compared to a target number. Detailed rules for simple tasks, extended tasks, and competitive tasks using the same core mechanic allow for a flexible variety of challenges.
  • Life-path careers system. Judge Dredd & The Worlds of 2000 AD uses a “life-path” system for character creation. You create a character by selecting a number of sequential careers which represent periods of your character’s life since childhood. Each career adds to your character’s age, and increases various attributes and skills, as well as granting a special ability while adding to your character’s history and backstory.”

 

Egg’s Thoughts:

Disclaimer: I freelance for ENWorld, which is published by EN Publishing who are behind Judge Dredd & The Worlds of 2000 AD.

Judge Dredd, while known in the US, has never taken root as it did in its native country, the UK. The best illustration of the difference in markets is the 2012 movie, Dredd. For that movie, the US and Canada (population north of 350,000,000) spent $13,414,714 on the entire run of that film while the UK (64,000,000) spent $6,929,744 on seeing the film. [Numbers from BoxOfficeMojo here.] A population that is less than a 5th the size of the US/Canada bought about half as many tickets as the larger group. That speaks to how much larger the fanbase is in the UK than North America. Add to that, in this Kickstarter, as of this writing, the number of American and Canadian backers combined (477) just edges out the UK (441).

Should you back this Kickstarter? Does national origin make any difference? I’d say you should, because what makes the difference in audience participation is, in my opinion, The Law tends to display a certain amount of English wit that does not always connect in the US. Yet, in my experience, that wit lives at the gaming table. Judge Dredd has the range to feel pulpy, humorous, and dark all in a single story. Using the WOIN system combined with the player’s natural tendency to take all situations to the extreme, this will be an excellent RPG and I can’t wait to test it out.

While this is a hype piece (call a spade), I’m compelled to note that the world of art is poorer today for the passing of Carlos Ezquerra, the character designer of Judge Dredd. His artwork will be missed, and my thoughts are with his family at this difficult time.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

UPDATE: A free quickstart of the game is available here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

4 RPG Kickstarters You Should Back – Life on Gaia, Runewild, Whispers of Persephone, and Secrets of Starfall

Friends and acquaintances ask me to look at their Kickstarters, and so I did. In this roundup, there’s an audiobook based on an RPG, and products for 5e, including one I did an interview about on the Open Gaming Network (here). Normally, I give my thoughts on these but time is short (this is the second roundup of the week after looking at some RPG-related comic books). For this article, I’m looking at:

Enjoy!

 

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Life on Gaia: An Audio Anthology of Post-Apocalyptic Stories by Shades of Vengeance
Ends on Sun, October 7 2018 4:00 PM EDT.

 

“Leo Cosh voices an audio book of short stories in the world of Gaia, where Infection runs rampant and humanity is a dying race.

At Shades of Vengeance, we don’t just create games, we create worlds! 

We love building huge, expansive environments and bringing them to life through different types of media.

We also like to allow everyone in our team to express their creativity. A chance for Leo Cosh, a professional voice actor in his own time, to bring one of our games to life was too good an opportunity to miss!

And so, we have detailed the world of Gaia, a post-apocalyptic world where zombies and mutants roam, threatening Humanity and often causing them to turn on each other!

This audio book is our first attempt at a major audio product, bringing over 4 hours of material to you.

A hundred years ago, there was a cataclysm. Maybe a biological weapon was set off, or a parasite evolved… honestly, no-one really cares any more.

What matters is that the parasite was airborne, infectious and could live in any warm-blooded creature. Those affected are driven insane and mutate, becoming a threat to those around them. This doesn’t even end with death: corpses of those Infected are reanimated and will wander the world, seeking nourishment.

Humanity is a dying race now. In another hundred years, there won’t be any of us left. A bite or scratch, or a breath in the wrong place spells doom.

We have made some progress, however. The development of a drug, known as Injection, means that humans can encounter the Parasites and live to tell the tale.

People have adapted to this situation in different ways – some choose to fight it, preserving as many lives as possible, or searching for a cure to the Infection. Others, lost in the hopelessness, turn to stealing from any who cross their path. With the loss of communications, Runners have begun carrying messages as the only form of long-distance communication. Still others try to burn everything that stands in their way, cleansing it, or hide underground in concealed bunkers, waiting for the Infection to burn out.

In this world, surviving is a matter of wits and cunning…

The stories in this anthology explore the different factions of this detailed world, and the experiences of various people as they try to survive.

Want to hear what the stories sound like? We'll be adding more throughout the Kickstarter!
Want to hear what the stories sound like? We’ll be adding more throughout the Kickstarter!

The Runner (Story 2)

Nihilist (Story 3)

The High-Rise Slums (Story 5)

  • It’s an Audio Book!
  • The total length will be around 4 hours.
  • It’s an anthology: each story takes place from a different perspective.
  • Each story varies in length, but most are around 6 minutes.
  • It will be delivered in .mp3 format.
  • It has been voiced by a professional voice actor, using different voices for each character.

Leo Cosh is the voice actor who has brought the world of Gaia to life. With a wide range of experience on different types of projects, he was the perfect choice to give voice to the people of Gaia!

Ed Jowett is the creator of the world of Gaia, director of the audio book and writer of many of the stories. Primarily creating roleplaying games, he has published over 50 books through Shades of Vengeance.

Jennifer Martin has worked with Ed Jowett to bring the characters of Gaia into sharp focus. Having worked with Ed for over five years, her chilling style sucks the listener into the world!

Mikhail Greuli is the artist who supplied the various images used in this Kickstarter. His incredible talent for bringing the mysteries and creatures of Gaia to life have been invaluable in creating this project!

Martin Popovski has brought the world of Gaia to life through the title video! We’re very grateful to him for his work on this project!”

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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The Runewild – A Dark Fairy-Tale Setting for 5E by Sneak Attack Press
Ends on Thu, October 18 2018 10:00 PM EDT.

 

“A 5e setting book and hexcrawl in a forest filled with witches, fey, and things that go bump in the night.

Beyond the kingdom of Aruanda, there is an untamed land. It is a place where witches walk, where goblins cavort, where the borders between the realms of mortal and fey grow thin. For some, it is a place of unspeakable wonder; for others, only madness and death lie within its trackless depths.

It is the Runewild, and it is both beautiful and cruel.

The Runewild Campaign Setting is a dark fairy-tale hex-crawl for use with the 5th Edition of the world’s most popular roleplaying game. Designed for character levels 1 through 10, it provides locations, encounters, and NPCs to support a campaign lasting months or years, or to be adapted into other campaigns. The full-color book will be at least 160 pages long and includes:

  • A history of the Runewild and its surrounding settlements.
  • 100 detailed encounter areas for player characters to explore.
  • New optional rules for exploring and resting.
  • Advice for running a hex-crawl campaign.
  • A new feat: Fey-Touched.
  • 8 new Runewild-specific backgrounds (including hag-owned, Runewild folklorist, time-lost knight, and polymorphed animal).
  • 13 unique magic items (like witch embers and the staff of clarity and confusion).
  • 32 new monsters (including clockwork dwarves, fey lions, giant forest sloths, and the terrifyingly beautiful Golden Bodach).
  • Detailed descriptions of the histories, motivations, and weaknesses of the witches of the Runewild, including the Whitebone Sisters; Missus Switch, the swine hag; Korthsuva, the Witch of Hours; and the hag-queen Griselda, Mother of Ogres.
  • Dozens of random tables designed to help GMs make the Runewild campaign their own.

Forest of a Thousand Stories

The Runewild Campaign Setting is a hex-crawl first and foremost, but as the player characters explore the Runewild, they’re sure to find themselves caught up in the many conflicts that threaten the ancient forest. Here are just a few of the larger story arcs that might become a part of your Runewild campaign:

Ianto the Red: A powerful bandit lord named Ianto the Red controls a network of murderers and thieves who plague the roads between settlements. Rumor has it Ianto traded his soul to a coven of witches in exchange for eternal life.

The Thistlewhip Children: Cort and Cora Thistlewhip’s seven children are missing. Unbeknownst to their parents, the children undertook a quest for King Wobbly-Odd, a Runish lord who fell prey to a fey curse centuries ago. Unless someone recovers the children, the Thistlewhips may become lost in the Runewild forever.

The Broken King: In the heart of the Runewild, a mysterious figure known as the Broken King assembles an army of goblins. No one knows what the Broken King wants, but the trail of petrified victims his goblins leave behind may provide a clue.

The Witch Queen Griselda: Humans and elves united to defeat Griselda’s forces during the Witch Wars, but the hag herself survived and fled into the Cronemarsh. Now she plots revenge and rebuilds her network of allies. Griselda rarely leaves her home, but an ancient curse demands she visit the dreams of anyone who slays a witch within the Runewild’s borders.

To learn more about the Runewild, you can check out our free previews:

Preview 1 – Missus Switch, Swine Witch: The history and statistics of Missus Switch, the Swine Witch, as well as a detailed description of the school house where she teaches her porcine pupils.

Preview 2 – Highvale Blade and Twisted Tome: The Runewild is a place steeped in powerful fey magic. These magic items show how some harness it safely, while others let it get out of control.

Preview 3: Beasts that Lurk in the Runewild: This preview features four new beasts that live in the Runewild: the helpful fey lion, the thought-stealing fiddlehead, the enigmatic Seven-Tail, and the terrifyingly beautiful Golden Bodach.

If you want to see even more, you can back the project and access the current draft of the book by going to this backer-only post. We’ve written the entire book and gone through several rounds of revision, but we plan to do at least one more revision using your feedback.

Finally, we have two products already for sale that tie in to the Runewild.

The Goblin Market:  A magical marketplace full of strange treasures and goblin vendors eager to part the heroes from their coin. (Note: we will incorporate most of the material from The Goblin Market into the final book.

The Marriage at Midsummer: Two star-crossed lovers have gone missing from Caerfell’s Midsummer Festival. Their families are at each other’s throats. Deep in the Runewild, a mysterious figure called the Bishop promises to unite the couple. But the Bishop actually has other plans. This is the first in the Seasons of the Runewild series of adventures.

We love the ways crowdfunding can involve our backers. Everybody who backs at any level can read the current draft of the book and provide feedback. For those who want to play an even bigger role, we offer two backer reward options:

Denizen of the Runewild

The Runewild Campaign Setting will contain a table featuring one hundred random fey denizens of the Runewild. We want to give you a chance to be part of that chart. If you select either the PDF and Runewild Denizen or the Print and Runewild Denizen reward level, you can create one entry on the chart that includes your fey creature’s name, the type of fey, a brief description, and the creature’s goals. (All descriptions may be modified for length, tone, and established setting cannon.)

Part of the Art

If you want to be even more involved with the creation, you can pledge at the Part of the Art level. At this level, we will also include an illustration based on either a photo or description you provide. We will add the NPC to the book, and you can provide as much or as little guidance as you would like. (By pledging at Part of the Art, you grant permission for us to use your likeness in the Runewild Campaign Setting and promotion for it, but not in other products.)

The focus of this Kickstarter Campaign is the Runewild Campaign Setting, but we also want to create adventures you can use to introduce players to the Runewild, either as a one-shot or part of a larger campaign. Each adventure centers around a different seasonal celebration in a different settlement around the Runewild.

The Marriage at Midsummer: Two star-crossed lovers have gone missing from Caerfell’s Midsummer Festival. Their families are at each other’s throats. Deep in the Runewild, a mysterious figure called the Bishop promises to unite the couple. But the Bishop actually has other plans. This is the first in the Seasons of the Runewild series of adventures. (Already released and available as an add-on.)

Bonedigger: The townsfolk of Ill Hollow practice a strange tradition: each Harvestide, they bury an animal’s bones in a false grave to prevent Bonedigger, a witch’s ghostly hound, from finding his mistress’s true remains. This year, however, something has gone wrong. Not only has someone dug up the real witch’s grave, but a local youth who hoped to spot Bonedigger has gone missing. (Everyone who pledges $3 or more will get a PDF copy of Bonedigger when we release it, just after the Kickstarter campaign ends.)

All Through the Long, Dark Night: Every year the village of Widderspire gathers around Widderspire Pond to celebrate the winter solstice. This year, frost imps attack the celebration, leaving the villagers entombed in ice. To save Widderspire, the heroes must brave the depths of Widderspire Pond, pass through a magical portal into the fey realm, and rescue a powerful fey named Ember John. ($6,000 stretch goal)

Springtime Comes to Kidwelly: Before spring can begin, the halflings of Kidwelly must lure a fey creature called the Monax out of its burrow, but this year the Monax is nowhere to be found. Unless the heroes locate those responsible for the Monax’s disappearance, Kidwelly may be locked in winter’s grip forever. ($8,000 stretch goal)

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Whispers of Persephone ~ The bloody book of Necromancy 5E by Sinopa Publishing LLC
Ends on Tue, October 30 2018 11:57 PM EDT.

 

“All Original Necromancy Content New arcane tradition, spells, rituals, poisons, magic items & alchemicals. 5E 5th Edition DnD RPG

What this project creates:

This campaign funds the art and backer reward fulfillment costs of Whispers of Persephone,a necromantic source book for use in your role playing game. This book is written for specialist necromancer wizards, and describes a new arcane tradition, Stygian Necromancy. Created as a book of 120+ pages, containing entirely original art in full color by Christian Martinez and all original game content by W.S. “Sam” Quinton. Whispers of Persephone is a wonderful role-playing aid.

*Written for mature role-playing audiences, this book is NOT appropriate for children.

Art for Whispers of Persephone by Christian Martinez
Art for Whispers of Persephone by Christian Martinez

This is a source book for those who like their dark arts, to be DARK!

How far along is the book now?

Writing: The writing of the game play material is complete! This book is presently in its final play testing stage, and will likely see some revisions as this campaigns draws to its end.  All that remains, is to complete the material for those tiers pledged that add the names of backers at The Necromancer, Acolyte of Death, and Fallen Heroes tiers, and to complete those character descriptions (stat blocks, and some narrative biographical text), as well as completing the example of play/use.  That material is expected to take a couple of days to complete and another day or two for proof reading and final formatting.  Character material will be completed as backers pledge at those tiers, so look for messages from me if you are pledging as The Necromancer, an Acolyte of Death, or as a Fallen Hero.

Art:  The covers are complete. The interior art that has been completed thus far is displayed on this page. By reaching funding goal, the remaining art that is essential to this book can be completed. Stretch goals are structured to allow for additional art to be commissioned and added to the book.  Page background art is being revised for better legibility.

Two different covers available:

Screen capture of the "Black Cover"
Screen capture of the “Black Cover”
Spinal cover
Spinal cover

Things you’ll find in the book:

Introduction from play test version 3.0
Introduction from play test version 3.0

Whispers of Persephone contains descriptions of spells ranging from cantrips up to level nine, as well as rituals of the foulest sorts of levels one through eight. Materials on poisons, potions, and alchemicals are included; as are rules for the necromantic practices of the sacrifice of sentient beings. Comments attributed to the Necromancer, Acolytes of Death and Fallen Heroes are found throughout the book.

The Stygian Necromancer arcane tradition: The path to power is soaked with the blood of your victims, and adorned with the cries of their suffering. The brave fear you and the wise flee from you. Whispers of Persephone details a new arcane tradition for wizard characters, Stygian Necromancy. This tradition is designed to lend a new style to the play of practitioners of the darkest magical arts of blood, death, and souls.

 2 New Monsters ~  Darkling Horror and Stygian Mummy

The Stygian Mummy by Christian Martinez
The Stygian Mummy by Christian Martinez

 5 New Feats ~ Dark Prodigy or Hematomancer, which to choose?

 9 New magic items  ~ Enchanted Skull cup, Canopic Jars and more.

 10 New alchemicals, potions, and poisons ~ Would you care for tea?

 12 New Rituals  ~ Blood sacrifice is the just the beginning!

 15 New Spells  ~ Clean HandsIld’s Eye Rot, and the Curse of Spite among others! Bring the pain and suffering to your enemies with these and more searing spells.

Information about the Necromancer and the 13 Acolytes of death: Such as the heinous acts of Kroalish, the first acolyte of the Necromancer. His vile acts are matters of horrific legends!  This section also details the dark prodigy known as ‘Ild’ a young woman possessed of a dark heart and gifted in the arts of murder.

Ild, apprentice of Kroalish and necromantic prodigy.
Ild, apprentice of Kroalish and necromantic prodigy.

All original art created by Christian Martinez specifically for this book!

Why you want this Book:

Whispers of Persephone is a great player aid. Players can use it as a quick reference book for spells and can work the book into their character backgrounds. Whispers of Persephone is also suitable for use as an in-game prop. Game masters can use it as a treasure item recovered in their campaigns. This book can also bring new adversaries into play as the player characters are confronted by followers of the Necromancer seeking to retrieve this valuable resource.

This is a darkly beautiful book, filled with fantastic art created by Christian Martinez. It looks great in your collection, and menacing on your gaming table.

Drinking from the skull of your enemy is back!
Drinking from the skull of your enemy is back!

Whether used by player characters or used against player characters, Whispers of Persephone is a great resource for your games.”

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Secrets of Starfall: A 5E Adventure by Dragon-Knight Publishing (DriveThruRPG or Open Gaming Store)
Ends on Thu, November 1 2018 3:01 PM EDT.

 

“Secrets of Starfall: a 5th-10th level adventure for 5th Edition

A 5th-10th level adventure for the world’s greatest roleplaying game!

Following the events that took place in “Whispers of Starfall”, this adventure can also be used as a filler adventure for any campaign.

Rado, the Gnome wizard, has vanished, leaving the crossroads town of Hyran to grieve their losses. The Elenhodel has given a clue to his possible misguided actions but it is up to you to determine how best to proceed. Expanding on the custom world of Ambaran, players will travel across the new world, over a blistering desert, an angry sea or a treacherous mountain. Filled with options, characters are encouraged to go where they wish and stop the evil that is Rado from destroying Ambaran as they know it.

There will also be 2 new races, the Lydran and the Xrystis! Both of these races are not only NPC’s to interact with, but also able to be played as characters if you choose! The images are still being worked on but we will, which will be included right here once the art has been completed. If we hit a few stretch goals, we will even be able to offer a miniature of both of these races. We have a rough draft of the Lydran race while the miniature prototype is still being processed.

Lydran Warrior Brave
Lydran Warrior Brave

 

NOTE: I interviewed Jon Neddo about this Kickstarter on the Open Gaming Network (here).

 

You can see examples of their work at DriveThruRPG here or the Open Gaming Store here.

You can support this Kickstarter campaign here.

 

* * * * * *

 

Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

3 Comic Book Kickstarters for RPGers – NIOBE RETURNS, Looking For Group, and Amber and The Hidden City

Do you roleplay? Are you looking for something to read between sessions? How about comic books from game creators? From Pathfinder 1e to original systems, there are comics on Kickstarter for tabletop gamers!

 

NIOBE RETURNS IN ERATHUNE, SHE IS DEATH, & ESSESSA by Stranger Comics
Ends on Sun, November 4 2018 1:59 AM EST.

“Erathune is a tale of Buxton, Niobe, and Skarlok in a war with their greatest foe, the Orc warlord Morka Moa!

NIOBE She is Death #1 cover by Hyoung
NIOBE She is Death #1 cover by Hyoung

“With a world divided who do you turn to?”

A shadow had fallen across the vast and volatile world of Asunda, as nations crumbled and oceans swelled in blood. Some say the devil walked again and no man could stand against him. But not all men are heroes and not all heroes are men.

“We all have Niobe inside ourselves, and it’s time to let her roar.”
– VIOLA DAVIS (from her foreword in the NIOBE: She is Life hardcover)

Welcome to our campaign set in the fantasy world of Asunda that revolves around our Half-Elven hero, Niobe. If you missed any previous Kickstarters, through REWARDS or ADD-ONSbelow you will be able to fill your collection. And finally our awesome Niobe Pathfinder has sample pages below! Onwards 🙂

NIOBE: SHE IS DEATH #2  

There is nothing more dangerous and beautiful than a wild woman.

Niobe: She is Death is a tale of revelations for a young woman who is tired of running. Niobe has lost her faith – in humanity and the world around her. In the sequel to the acclaimed Niobe: She is Life, we witness Niobe’s journey from heartbroken teenager to warrior woman, when Niobe becomes a badass bounty hunter, hunting down sex traffickers and slave traders. The very ones set out by her father to track her down.

The story continues! Get the 36 page second issue (and first) in several limited cover variants. Available signed and sketched in some levels.

NIOBE She is Death #2 by Jae Lee
NIOBE She is Death #2 by Jae Lee

ERATHUNE Hardcover

His eyes told you everything. For they were the color of winter’s wrath.

Soul Sunder, the cursed axe of the Death Goddess, has led Buxton back to the town where he was raised. She has promised the old warrior two more souls to collect and he can be rid of the weapon for good. One is Morka Moa, a monster who seeks war upon his people; the other is Buxton’s brother, the king, who cast him out upon pain of death a thousand years ago. Buxton must choose between saving a city that spurned him, and being free of the axe that has enslaved him.

The oversized hardcover collects 4 issues with lots of bonus material. The Kickstarter Edition will have a reversible dust jacket and foil inlay on the cover and spine. Available signed and sketched in some levels.

Erathune #1 Cover
Erathune #1 Cover

ESSESSA: The Fallen #1

I know the taste of your Sin.

In her quest to save the soul of the man she loves, Niobe is offered help from an unlikely source… Essessa. But can she trust the Devil’s general? It may be that theyhave more in common than Niobe ever knew, and that Essessa has her own reasons for rebelling against The Untamed.

ESSESSA is our new KS release and Niobe’s immortal enemy! The 36 page series debut is the first issue with Niobe, Dusu, and Morka Moa on the same team! It is the follow up to ERATHUNE! Sneak peek below!

Essessa: The Fallen #1 Hyoung Virgin Variant
Essessa: The Fallen #1 Hyoung Virgin Variant
NIOBE She is Death #2 by Sheldon Mitchell
NIOBE She is Death #2 by Sheldon Mitchell
CLICK to view the Niobe #2 Preview
CLICK to view the Niobe #2 Preview

CLICK to view the Niobe #2 Preview

Stranger v Paizo!

Stranger v Paizo!

NIOBE Pathfinder Official module – We are finally able to show sample pages created by the amazing team at Paizo, and Hyoung’s new cover!

The final cover!
The final cover!
Official Niobe Paizo Pathfinder Sample 1
Official Niobe Paizo Pathfinder Sample 1
Official Niobe Paizo Pathfinder Sample 2
Official Niobe Paizo Pathfinder Sample 2
It's Official!
It’s Official!

 

Egg’s Thoughts: 

I don’t know if there’s a more professional-looking comic that has an RPG tie-in/ties into an RPG than the floppies and graphic novels coming from Stranger Comics. That’s not to say IDW’s D&D comics aren’t awesome (the issue Jim Zub did with my childhood friend, Steven Cummings, is a personal favorite). or that Dynamite Comics’ Pathfinder books with Starfinder backups by Paizo Chief Creative Officer Erik Mona are anything other than fun reads. And that’s certainly not to take anything away from the longest-running RPG comic ever, Kenzer & Co’s Knights of the Dinner Table, who I just started writing articles for. (While we’re on the subject, let me point out IDW and Oni Press’ crossover of Rick and Morty vs. Dungeons & Dragons as a major meeting of media and RPG.) All of those books, and more, are great additions to the worlds of RPGs and comics. But when looking for a character-driven story with triple-A art, Niobe, Erathune, and Stranger Comics other books are not playing around. Painted covers worthy of the best RPGs combined with Hollywood celebrity creators, a shared universe, and an official Pathfinder 1e supplement (developed by Paizo) combine to showcase a universe that is its own plane. As an added bonus, “[f]or those that back Erathune we will have bonus Pathfinder gaming material in the back”. (Read more details here.) I reached out to Stranger Comics Sebastian A. Jones to see just how close Pathfinder will be to these books. “Def will have some fun OGL Pathfinder material in back of Erathune! We have some in back of Trades of Erathune, Untamed Killing, and Untamed Sinners Prayer. Also gonna add some to new Untamed Sinners Prayer hardcover

Plus we will have bookmarks with rune translations for our items from books!”

These books offer an engaging world, deep characters, and beautiful images combined with enough RPG to transform the title into, Niobe: She is Pathfinder!

 

You can support this Kickstarter campaign here.

 

* * *

Looking For Group: The First 10 Years by LFG.co
Ends on Wed, October 10 2018 11:41 PM EDT.

“Celebrating 10 years of the hit webcomic Looking For Group! Pre-Order for Looking For Group Vol.10 and grab lots of other goodies!

Yes, Looking For Group has already left itself a pretty hefty legacy. The antics of Richard, Cale, Benny, Pella, Sooba (What’s with all the double-letter names?) have entertained millions for over 10 years now, which includes nine years worth of books.   “Wait” you say, “did they mean to type “Ten” years worth of books? Could there be a TYPO ON THE INTERNET?!?!?”

Now, before you strap on your typo cape and hit the twitters, yes, we did say NINE. Because Looking For Group Volume 10 is almost ready to go!

“Huzzah!” You cheer “let us rejoice and tell tales of— Wait, what do you mean almost?”

By “Almost” we mean almost, in that it’s almost ready. So now is traditionally when we would offer something called a “Pre-Order.”

Now, normally when we do a pre-order, we offer it through our store, and are able to offer the folks that pre-order the book the chance to get it signed by the creators, Sohmer and Lar. For the 10th book in the series though, we thought why not go bigger? Better? Bloodier?

Once the lawyers nixed the last one, we settled on Bigger & Better and that’s why we find ourselves here!”

 

Egg’s Thoughts: 

Watch the Kickstarter video, it’s animated and awesome! LFG falls into the realm of tabletop gaming, they’re at Gen Con consistently, and that animated Kickstarter video is awesome, so I’m eager to see this book come out! Fantasy humor and gaming, what’s not to love? And you can try before you buy because it’s online – LFG.co Give it a read and see if this is the group you’re looking for.

 

You can support this Kickstarter campaign here.

 

* * *

Amber and The Hidden City Graphic Novel by MVmedia, LLC
Ends on Wed, October 10 2018 7:00 AM EDT.

“A graphic novel about an African American girl who discovers her magical powers on an amazing journey to a hidden African kingdom.

THE GRAPHIC NOVEL

GRAPHIC NOVEL
GRAPHIC NOVEL

The idea for Amber and the Hidden City came from my readers. Whenever I did a book signing, parents would always ask what I had for younger readers. The answer was always, ‘I’m working on it.’ It wasn’t until my wife, a former third grade teacher turned ESOL teacher told me, ‘you should really write something for younger readers. The reality is that while many children of African descent enjoy books such as Harry Potter and Percy Jackson, they and their parents desire such books that display them as main characters as well. Which is why I wrote Amber and the Hidden City.

Amber’s story is a delightful tale that also incorporated aspects of African Diaspora and African culture and the relationships between them. Since releasing the novel in 2011, it has become my best selling book. The purpose of the Amber and the Hidden City graphic novel Kickstarter is to raise funds to produce and print the graphic novel based on the popular middle grade novel and expose it to an audience that prefers illustrated adventures. We’re partnering with Peter Daniel and Pedastudio in Lagos, Nigeria to make sure Amber’s story reaches a wide and diverse audience. With out combined international network which includes the State of Black Science Fiction group (16,000+ members), we feel confident we can raise the funds to make this wonderful project a reality.

 THE NOVEL

Amber and the hidden city novel.
Amber and the hidden city novel.

 

Egg’s Thoughts: 

Milton Davis and Balogun Ojetade, the creators of Ki Khanga: The RPG, along with artist, Peter Daniel, are transforming Milton’s YA book, Amber and the Hidden City, into a graphic novel. To be clear, Ki Khanga and Amber and the Hidden City are separate properties with Ki Khanga being an RPG and a prose anthology, while the other is a YA book (Milton Davis’ bestselling work) and, soon, a graphic novel. But, because Amber and the Hidden City is jumping medias, it feels right to promote it in the hopes it will lead to another jump, this time to be an all-ages RPG. Or, this project will inspire a Ki Khanga graphic novel. Either path is a win!

 

You can support this Kickstarter campaign here.

 

* * * * * *

 

Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

Kickstarter Reflections – To Do List

This is part of a series of posts where I look back at the process of running a Kickstarter. The steps we took, the mistakes we made, and a bunch of other things I wish I had known.

Other Kickstarter Reflections Posts

Kickstarter Reflections – Mailing List Blues

Kickstarter Reflections – Starting at the Finish Line

Kickstarter Reflections – Shipping And Handling Not Included

***

The preparation was the most important thing. The more you have planned out, the more you can anticipate, then the more you can adjust when things go sideways (like they already had before).

When I launched the Gilded Age Kickstarter, I had my master list from having helped out on the Route 3 campaign. What no one will tell you, or maybe what no one really understands is that assisting on a Kickstarter and running your own is like… is like doing something Hard and then doing something impossible! They say that running your own Kickstarter is very much like having a second job, and while that is close to what it is like, I’d compare it more to an extra part-time job. Because, for all the preparing you’d done prior to pushing the button to launch your campaign, there is a whole other aspect to the campaign which begins to reveal itself.

But I’ve jumped ahead. Here was my list of things (from another email) to do prior to the actual launch (about 3 weeks out):

I’d started a Steampunk Fridays blog on this site in order to get some eyeballs on their work and get my own name out there a little bit. This meant either finding Kickstarters which fit the theme or getting interviews with the creators. At that point, I’d reached out to 4 or 5 Steampunk Creators about interviews and then send on questions to those that had responded.

Since I was waiting, I needed to figure out my Steampunk Friday post for the week.

Needed to do my weekly blog post.

Needed to finish the first draft of the Kickstarter Page. I’d done a bunch of the basic stuff, but was still figuring out exactly what images to upload, how to arrange things, etc. Then I needed to send out the link to some trusted people to get feedback on the page. This was honestly the single biggest thing I had to do as each section had various images and each image had to be manipulated in order to fit correctly on the Kickstarter page.

Needed to create a handful of Kickstarter images for promotional purposes.

I was still debating the Rewards (both with the other Terminus guys and in my head).

There was an online Kickstarter hour video I needed to watch (which I’m pretty sure was from Tyler over at ComixLaunch – which if you haven’t had a chance to check out his podcast and you are thinking about doing a Kickstarter… well, you are missing out on a ton of great information).

Copies available now! Click the image to order the book!

Contact the artists on the project and get them to send in their Bios. If you’ve dealt with creative types you know this will end up being akin to herding cats.

At this point, the last couple of pages were being lettered, and that meant getting those pages to him (his computer was acting up, so this required traveling into the city).

Of course, I also was trying to identify places online where I might be able to spread the word. Whether it was blogs, websites, Facebook pages, Twitter accounts, and any other places I could think of. A master list was beginning to take shape at this point.

***

All of that, and I hadn’t even launched yet. And I still had regular life commitments like work and family.

***

John McGuire is the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!

Want to read the first issue for free? Click here! Already read it and eager for more?

Click here to join John’s mailing list.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

PRESS RELEASE – Sequel to the Award-winning Tales from the Loop RPG hits Kickstarter today – Things from the Flood

Free League Publishing

Sequel to the Award-winning Tales from the Loop RPG hits Kickstarter today – Things from the Flood

Free League Publishing – Sep 18, 2018 13:06 BST

Welcome back to the Loop. Things are different now. Things from the Flood are coming. The long-awaited standalone sequel to the multiple award-winning Tales from the Loop RPG created by Free League Publishing and based on the wondrous worlds of artist Simon Stålenhag, has hit Kickstarter today, September 18.
“It started on Christmas Day in 1994. Black water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.”
The Tales from the Loop RPG was released in 2017 and won no less than five Gold ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG) last year. Now, the time has come to return to the Loop and continue the story.
Things from the Flood RPG expands the scope of the Tales of the Loop universe into a grim and bleak alternate 1990s. You will step into the shoes of teenagers growing up in a decade of change – and disaster. Balance day to day life with solving exciting mysteries with your friends. But this is a darker time, more dangerous.
The core of Things from the Flood RPG is the same as in Tales from the Loop RPG. The themes however, are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their surroundings. Things from the Flood offers a darker, more mature version of Stålenhag’s hallmark retro science fiction, based on his second art book.
Things from the Flood is a standalone expansion which is fully playable as a complete game. You can choose to create brand new player characters or continue your campaign and let your Kids from Tales from the Loop grow older. But keep in mind – this time they can die…
LIFE AFTER THE FLOOD
Everything is changing, everything is falling apart.The world does not seem so innocent anymore. It’s the ‘90s and the once mighty Loop has been shut down, the experiment abandoned, and the land bought by a powerful corporation. You are not Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.
The Flood has transformed the once pastoral islands into a dark marshland. Some say that the black water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.
Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend of boredom. When you hear about teens going missing, and even turning up dead, you realize it’s time to gather the group again. One way or another you’ll find out what these Things from the Flood really are.
THE ART
All the art in the Things from the Flood RPG is created by acclaimed artist Simon Stålenhag. Most is drawn from the pages of the artbook and many scenarios are based directly on illustrations in the artbook. But the RPG will contain new original art as well, including the cover image.
THE GAME ENGINE
The game engine of Things from the Flood RPG is the same as the one for the Tales from the Loop RPG, based on Free League Publishings Mutant: Year Zero RPG, that was awarded a Silver ENnie for Best Rules at Gencon 2015.
IMPORTANT FOR BACKERS OF TALES OF THE LOOP
If you backed the Tales from the Loop kickstarter in 2016, you will receive a complete PDF of this game at no added cost, since it was one of the stretchgoals in the Kickstarter-campaign. This new kickstarter is for the printed version of the game.
ABOUT SIMON STÅLENHAG
The acclaimed artist, concept designer and author of the art books Tales from the Loop (2015), Things from the Flood (2016) and The Electric State (2017). Simon Stålenhag is best known for his highly imaginative images and stories portraying illusive sci-fi phenomena in mundane, hyper-realistic landscapes (expanded into America in his latest book The Electric State). Tales from the Loop was ranked by The Guardian as one of the “10 Best Dystopias,” in the company of works such as Franz Kafka’s The Trial and Andrew Niccol’s Gattaca.
Not only have Stålenhag’s unique and cinematic images earned him a worldwide fan base but have also made him a go-to storyteller, concept artist and illustrator for both the film and computer gaming industry. This year it was announced that The Electric State will be turned into a major motion picture and Amazon Prime ordered a full season of a TV show based on Tales from the Loop.
ABOUT NILS HINTZE
The lead writer of Things from the Flood is the seasoned Swedish game writer Nils Hintze, who wrote the critically praised Tales from the Loop RPG (2017). During his twelve years as a game writer, Nils Hintze has written a great number of scenarios, articles and reviews, as well as plays for theatre groups. Hintze is known for his ability to create scenarios which allow the players to explore their characters and their relationships, while facing dangers and solving mysteries. The conflicts in his games are often built on personal dilemmas, where thrill and mystery are not seldom mixed with humor. Nils Hintze is educated in creative writing, but he normally works as a psychologist. Hintze is also one of the three creators of the Swedish role-playing podcast Podcon.
Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published several award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.
Our first game, the post-apocalyptic Mutant: Year Zero was awarded a Silver ENnie for Best Rules 2015. The sci-fi adventure Coriolis – The Third Horizon, was awarded a Judge’s Spotlight Award at Gencon. And we are proud to say that our latest roleplaying game Tales from the Loop RPG based on Simon Stålenhags iconic artbooks made a grand slam at the ENnie Awards 2017, winning five Gold ENnies – among them Best Game.
Our upcoming fantasy RPG is Forbidden Lands, with art by critically acclaimed artist Simon Stålenhag and iconic Swedish fantasy artist Nils Gulliksson, lore by fantasy author Erik Granström and game design by the team that created Mutant: Year Zero, Coriolis: The Third Horizon and Tales from the Loop RPG. Forbidden Lands was the third most successful RPG Kickstarter in the world 2017 and was recently named one of the most anticipated RPGs of 2018 by EN World.
We have also released the critically acclaimed art books Things from the Flood and Tales from the Loopby artist Simon Stålenhag. His third book The Electric State has been released by Free League Publishing exclusively to the backers of the kickstarter campaign.
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4 RPG Kickstarters You Should Back – Something Is Wrong Here, Jack Hack, Occam’s Razor, and Prism

For this week’s RPG Kickstarter roundup, I’m looking at games that deal in Lovecraftian horror, surrealism, and relationships. These games look both forward into the relationships of today and the future while others expose the dark soul of the past. All are worth backing.

 

Prism by Whitney M. Delaglio
Ends on Fri, September 28 2018 10:00 PM EDT.

 

“A diceless roleplaying game about relationships and conflict resolution in an aquatic world.

“Once upon a time, there was a barren planet without life, an ocean, or vegetation. Six gods in coalition made the world habitable. Five of the six gods each took an island for their own and molded it into the home they wanted to leave behind, for the life they had created and for the generations to come. The Blue Realm was created beneath the waves, built atop sand where merfolk could thrive. They lived there as mortals until their deaths, returning to their godly forms to observe from afar.”

Prism is a roleplaying game about relationships (both platonic and romantic) and conflict resolution set in an aquatic world. There are six realms in the game with their own culture, code of ethics, and deity. The setting of the game promotes a sex positive environment and a safe space to explore intimate character interactions.

Prism is also a world of elemental magic, but the mechanics are light and conversational. The rest of the rules rely less on crunch, and more on negotiations between players and the GM. There are three core mechanics in the game. The first is each character starts out with at least one relationship with another character in the game. Depending how they feel about the other person, they’ll receive a unique bonus. The second is instead of using dice, characters rely on predetermined levels of expertise in skills such as swimming, dancing, and following protocol to solve narrative conflicts, and interact with the world around them. The third mechanic is each character is loyal to a realm, and depending on their behavior, they can be punished or rewarded by the god that watches over the realm they are loyal to.

“Prism offers players a chance to think about their characters emotional lives in a way that is really fresh. I love the way in Prism what your character feels, and how they relate to the world – and the world, to them – actually matters.” – Jason Morningstar

“This is a delightful work. I am reminded again at how calm it makes me feel to read it. That is also a testament to her choices of words and phrasing.” – Cam Banks

“Character creation was a delight. Character creation is my least favorite thing about RPGs, so this is the highest compliment to pay.” – Elizabeth Stong

Since the core of the game is relationships between player and non-player characters, it’s intended for a maximum of four players. For a really intimate experience, Prism can even be played one-on-one with the GM!

“I love Prism’s attention to the dynamic nature of our relationships, and there is no better way to explore that theme than in a game where it’s just you and the GM. Experiencing love and loss through such a highly-focused lens was powerful and inspiring. I have never felt so affected by a single session of any game.” – Andrea Gaulke

“Prism was rich with opportunities, fun to explore, and intimate without being overwhelming. I felt like my character could stand alone during the adventure, but I also had the sense that if the game expanded to include more players, it could be just as fun.” – Kimberley Lam

All the writing, and most of the art was done by yours truly. The rulebook has over 50 full color illustrations. I collaborated with one of my best friends, Maria Smith, to complete the artwork for the Almanac.

The physical copy of the book is 6×9 softcover, full color, and 48 pages in length. The great thing about this campaign is the digital version has already been finalized. Which means once it has ended, printing and fulfillment can begin soon after.”

 

Egg’s Thoughts:

 

Let’s do the list of why this is an idea that’s worth checking out:

  • Diceless? Check
  • Aquatic? Check
  • “[P]romotes a sex positive environment and a safe space to explore intimate character interactions”? Check

Normally a game tries one “new”, or rarely used, concept. Prism is a grab bag of ideas that, after reading the campaign, feel like they belong together. This RPG is opening new doors and stepping through, and I cannot wait to see how it plays!

 

You can support this Kickstarter campaign here.

 

* * *

 

The Jack Hack Complete. A Dark Victorian role-playing game by John R Davis
Ends on Sun, September 30 2018 1:30 PM EDT.

 

“The Jack Hack is a rpg of trying to beat the odds in the depravity of late Victorian London. It was inspired by the Black Hack OSR rpg

The Goal of this Kickstarter.

To create an updated version of the Jack Hack rpg including a limited printed box set.

The Jack Hack is a Role-Playing Game of Victorian Villains.   It was originally inspired by  The Black Hack rpg by David Black & my love of Victorian Adventuring. The release will contain a full rules set based on the Black Hack, modified to fit the setting.

You were once quite worthy fellows. Something terrible happened and you hit rock bottom. Were it not for a mysterious benefactor you would have died. Maybe you would have been better off that way. Your life is one long fight to survive in the twisting, dank alleyways of the Whitechapel area of London.  And now rumour has it there is a serial killer on the loose“.

The main thrust of the The Jack Hack as a game is trying to beat the odds in the depravity of late Victorian London. It has a particular focus on the Whitechapel area just before, and around the time of the infamous Jack the Ripper murders.  The PCs aren’t heroes, but aren’t meant to be down-right cruel either. They are trying to get by- but situations, events and adventures keep coming their way.

Clearly the Whitechapel Murders were a terrible event but the mystery and legend about them is perfect for game creativity.  

The Jack Hack Complete (Or The Jack Hack-The Complete Rip-Off, if you forgive the terrible pun) is produced as a set of five A5 sized books each about 60 pages in length. Parts of it have previously been released on ‘DriveThruRPG.com’ where it is a Silver Seller. This release will contain much more material, a good edit throughout, and more art and images.  As well as a set of new cover art.

The following details the five books

  • The Jack Hack Basic Book. This includes the rules.
  • Ripper Fhtagn. A game book of Mythos, Mesmerism and Monsters.
  • Dead London. A game book of Martian Invasion and Steampunk.
  • Carved In Flesh. 5 scenarios based around the Whitechapel Murders.
  • The Great Game. A game book of Anarchists, Political Intrique and Spies.
The Jack Hack Basic Book
The Jack Hack Basic Book

The Jack Hack. This contains all the rules needed to play and stacks of random tables and adventure seeds.

The game features 5  classes:

  • The Broken. Former military tough or pit-fighter, now a shallow shell of a man.
  • The Night-Flower. A singer, actress; now working girl unable to rise out of the squalor.
  • The Cokum. A street swindler, hypnotist, false nobility or fake folk hero. ·
  • The Disgraced. A former doctor, scientist, lawyer, politician; abandoned by friends and family. ·
  • The Fine-Wire. Once a master criminal, now mocked by both police and thieves.
One born every minute....
One born every minute….

It also features two usage dice:

The White. This usage dice represents your ‘outer’ influence, infamy, contacts and place in the Whitechapel area. You can use it to quickly gather information, find a safe house, find a short cut, or anything your group deems relevant.

The Black. This usage dice represents the ‘inner’ torment you suffer. You can call on it to complete a task, but the GM can force its use when she (or you) thinks a recent setback may cause you to go into a downward spiral and you need to face your demons.

Most classes start with a d6 to a d10 in a usage dice. When they are called on, the relevant dice is rolled to ensure you just get through that situation. If a 1-2 is rolled the dice is degraded one step (d10 to d8, d6 to d4) to represent you using up any influence and resources you may have; also your will, sanity, and/or self discipline being worn away.

The Rest of the book is ‘Welcome to Whitechapel’ and contains lots of random stuff to see, do and suffer! Images and Maps. There are many random tables such as:

  •  20 things found floating in the Thames.
  •  20 things a street vendor may sell you.
  •  20 places to wake up the morning after.
  •  20 petty criminals.
  •  20 words a gentleman wouldn’t call his wife.
Sample d20 things
Sample d20 things

There are about two dozen of these in total. There are also many lists of places to visit, and numerous adventure seeds to start your Jack Hack.

Fear Itself
Fear Itself
Who would have believed.......
Who would have believed…….
There will be blood
There will be blood
The Games Afoot
The Games Afoot

 

Egg’s Thoughts:

 

I’m a John R Davis fan! In the days when I backed projects to write for them (and build my resume), I did some NPCs and location creation for his book, The Cruellest Mistress of All. I’ve interviewed him over on the Open Gaming Network (here). Through it all, I’ve found John to be an easy to get along with creator. Now he’s combining his version of the OSR, The Black Hack, with Victorian England. With the artwork above, I’m sold!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

* * *

 

Occam’s Razor, a collection of scenarios for Call of Cthulhu by Stygian Fox Publishing
Ends on Mon, October 1 2018 12:16 PM EDT.

 

“A series of adventures where evil and the Cthulhu mythos is not what it seems.

Occam’s Razor is a collection of modern scenarios by horror author and Call of Cthulhu stalwart Brian M. Sammons for Chaosium Inc’s 7th edition Call of Cthulhu roleplaying game. It has a dark tone, like most Stygian Fox titles, more akin to True Detective and American Horror Story and is written for Mature Gamers Only. The scenarios look into the dark heart of humanity and the mythos… but this book has a twist.

One of the problems long term Keepers can face when running Call of Cthulhu is their players becoming too jaded or blasé regarding the Cthulhu mythos.

“Oh, Deep Ones? Yeah, we’ve killed these before. Open fire.”
Rather than; “Oh my God! They’re real! Run!”

It’s difficult to maintain that suspension of belief when you have been facing the same creatures year after year. This is where Occam’s Razor comes in, being a collection of scenarios where initially they seem to be linked to the mythos but they have mundane causes and outcomes.

I have run these type of scenarios for twenty years and every time they sucker players in and help them see how paranoid their characters have become and, more importantly, when it comes time to face the actual mythos again, many players believe the adventure will have a mundane cause. When interspersed with mythos adventures this leads to some serious panic when the players realise that this is real. Used sparingly, these adventures lull players into a false sense of security and make the next real mythos encounter all the more vivid.

One of my players had his character just stand and watch as a colleague was eaten by a dark shadow in a toy store because the player refused to believe it was a mythos entity. This was a ten year veteran of the game.

Of course, a separate sidebar is provided for each adventure if you wish to have actual mythos elements in your game.

Call of Cthulhu is the Registered Trademark of Chaosium Inc., and is used with their permission. www.chaosium.com

 Brian M. Sammons has created 6 scenarios which tease at mythos causes but will ultimately lead to a mundane resolution. A murder is just a murder, a cult site is just kids with spray paints, etc. Here is a summary of the scenarios contained within the book.

Deep and Dark – the investigators find a snuff film on the dark web, but one of a pretty girl getting mauled by a Fishman monster. Did the deep ones mess up and accidentally get filmed in this modern world where everyone has a camera phone or is it something else?

Eye of the Beholder – an art student goes missing while doing late night research in a museum with ties to the local university. Maybe it’s a coincidence that the museum just got in a huge statue from South America of a little-known death god called Thul’Cathul. Yep, total coincidence.

The Watchers – a woman living alone in an apartment in the big city notices that people are watching her. Following her. They even broke into her home. But why? What do they want and how far will they go?

A Whole Pack of Trouble – a group of film school students go to an isolated, abandoned, and reportedly haunted asylum to make a found-footage horror movie and make a fortune? Whatever could go wrong with that? Well, when the filmmakers go missing the investigators will have to find out.

A Cleansing Flame – People are dying by fire. No one knows why and no one knows how. When the latest victim is a friend to one of the investigators and an astronomer who reportedly made a recent discovery of note, it’s up to the investigators to put out these flames.

Visions From Beyond – Tommy is a friend who makes some new friends. That’s nice. Unfortunately those friends have a strange reputation, they get up to some bizarre practices, and then one night Tommy calls one of the investigators in terror, begging for help, then the line goes dead. What’s a friend and an investigator of the Mythos to do?

The book will be in PDF, ePub, Softcover, and hardcover formats and will be full colour.”

 

Egg’s Thoughts:

 

Modern horror adventures for Chaosium Inc’s Call of Cthulhu’s 7e written for mature audiences. Stygian Fox Publishing purchased four titles from Miskatonic River Press and is bringing them back (read some of the details here). Judging by those titles, Stygian has an eye for quality horror and I expect these scenarios will be excellent.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

* * *

 

Something Is Wrong Here: A Roleplaying Game by Kira Magrann
Ends on Thu, October 4 2018 8:00 PM EDT.

 

“Uncanny surrealist roleplaying, inspired by TWIN PEAKS, MULHOLLAND DRIVE, and the other dark works of DAVID LYNCH.

Something Is Wrong Here is a Roleplaying Game of uncanny surrealism designed by Kira Magrann. In this game you’ll play troubled humans who struggle with their dark pasts and inner demons in order to make meaningful, potentially healing connections with each other. At some small town diner with a neon sign, in a broken down car on the highway, in someone’s wallpapered living room, at the old roadhouse down the way, unsettling scenes of Americana unfold as the game heads down it’s inevitable nightmarish path.

This game can be played in one night, in the intimacy of your living room or a private convention room. The line between player and character is intentionally drawn thin, causing feelings to bleed from one to the other. This game is atmospheric, emotional, and personal. Don’t worry though players, there’s safety mechanics to guide you through these dreamy paths of the subconscious mind.

The game’s themes and characters are inspired by the horrific surrealism of David Lynch’s work, specifically the quirky and supernatural characters from Twin Peaks, the nightmarish identity confusion from Mulholland Drive, and the lurid truths that lie beneath mundane Americana in Blue Velvet.

all art by Elissa Leach
all art by Elissa Leach

Dark and Dreamy

With the Return of Twin Peaks last year I became re-obsessed with the spooky dreamlike worlds of David Lynch’s work. This game is an homage to those worlds, and is meant to evoke the same types of unsettling, horrific, and identity/reality questioning feelings. The characters struggle with their darker selves, the setting is surreal and Americana, and there aren’t any satisfying answers at the end of the story.

Much like a David Lynch film, this game has postmodern references to breaking the fourth wall. It encourages overlap between real life feelings and a character’s feelings. What this means is that it’s likely players will feel a little vulnerable playing this game. There are safety guidelines included about how to play with intention, and how to debrief with aftercare for any troubling feelings that might arise while playing this game. This allows players to experiment with these feelings, and explore them in play, with a safety net built into the game.

What Play is Like

Everything needed to play Something Is Wrong Here is on a deck of cards. The only props needed are a mirror and a box. Character costuming is optional, but generic enough for thrifted or piecemeal wardrobe elements to work. A few songs are integral to mood making but can be played on any device.

Something Is Wrong Here can be played in a living room or any private room where you can control the atmosphere. While embodying your character in a series of scenes, you’re encouraged to use the space either sitting or standing, since there’s no dice involved. Cards are where the characters, roleplaying prompts, and instructions for play exist. Play is a series of scenes that the Facilitator of the game will guide players through, just like a TV show or movie.

I’ve designed this game to be as accessible as possible to new players, so I’m hoping that other David Lynch fans who have never played a game like this before can easily play, or gamers who’ve never seen a David Lynch gig don’t have to worry about matching genre conventions.

The Facilitator is in charge of knowing the entire game, spoilers and all. Their job is to tell players of characters what scenes they’re in, keep time for the game, and explain the basic rules of what the players need to do throughout the game.

Players will act the part of troubled characters in a surreal America. Each character has a personality, goals, and relationships with the other characters. There are six characters to choose from, each with their own specific issues to work through and personality quirks.

There are Two Acts in the game.

Act One establishes the characters in the surreal Americana settings. Their goal during play is to try and evoke a certain emotion in each scene together. They have a list of emotions to portray collaboratively in this series of scenes, and after each scene a corresponding card is drawn. This card gives them some narrative power over the next scene they’re in, stealing this power from the auteur Facilitator.

Emotions are things like:

  • The feeling of something new on the horizon
  •  A genuine closeness

Narrative Control cards are things like:

  • In the next scene you’re in, you can’t quite hear what the other people are saying. Ask them to repeat things.
  • In the next scene you’re in, take over any part of the facilitator’s role that you like.

Mixed in-between these scenes are surreal interludes called Mirror Scenes. They allow characters to monologue about where they are internally, how they’re feeling, while looking into the mirror. Disturbing music plays.

Act Two takes a plot twist and contains a major spoiler, but it is reality changing for the characters. Scenes are then acted out with new sets of nightmarish cue cards that apply specifically to each character’s psyche, with haunting music. This is where characters, and players, decide the fate of their relationships with themselves and the other characters. It’s an internal emotional exploration, told on a supernatural stage reminiscent of red curtained stages and black striped floors.

The stats for this game are below.

  • Players: 5-6 + Facilitator
  • Time: 4 hours
  • Rating: 18+
  • Materials: Character Nametags, Game Cards, Music, Box, Mirror (floor length if possible), Drinks & Costumes (optional)
  • Keywords: Identity Confusion, Surrealism, Uncanny, David Lynch, Americana, Non-linear, Meta, Narrative Control, Unsettling, Emotional, Personal”

 

Egg’s Thoughts:

 

Kira Magrann has tapped a vain: David Lynch, the card-based RPG. There’s one card you can read with only a light tilt of the head [enlarged below] and, taken with the David Lynch muse, it tells you what you’re getting. What are you getting? The tea leaves say it’ll be a unique experience. That’s the genius of this game, it is more than a linear RPG, this is an atmospheric experience that you will think about as often as you ponder a David Lynch production. It is worth trying out.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

PRESS RELEASE – Bloat Games is excited to announce Tales From Vigilante City! [Updated Version]

Bloat Games is excited to announce Tales From Vigilante City!

EDITOR’S NOTE: This is an updated press release (see the original here). The updated items include:

  • Reduced minimum word count.
  • Submissions deadline announced.
  • Tales From Vigilante City Vol. II announced.
  • Some details about the post-submissions process.

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Tales From Vigilante City is an all new street level super hero short fiction anthology which is to be a companion piece to Bloat Games recent successful Kickstarter SURVIVE THIS!! Vigilante City which is an RPG heavily influenced by the 90s cartoons Batman: The Animated Series, X-Men, Spider-man and TMNT.

Tales From Vigilante City will be compiled and edited by Eric Bloat (from Bloat Games, Creator of the SURVIVE THIS!! Game Series &Vigilante City) and by ENnie and Origin Award winning author James M. Spahn (from Barrel Rider Games, Creator of The Hero’s JourneyWhite Star RPGs).

Bloat Games is currently accepting super hero short fiction in the genres of Action, Adventure, Comedy, Crime, Mystery, Horror, Sci-Fi & Young Adult.  We are chiefly interested in stories that feature “normal” human vigilantes but also are accepting stories about Anthropomorphs (think TMNT), Mutants (think X-Men), or low power level metahumans, mystics, psions, etc.

SUBMISSION GUIDELINES:

• Accepting 1K-16K word count.
• Pay is $0.01 per word
• Payment made via Paypal only.
• Payment grants Bloat Games Non-exclusive rights to publish the story. Writer retains all other rights and Intellectual IP and can resell the story to other publishers.
• All submissions and inquiries should be sent via email to ericbloat@yahoo.com with the subject line: TFVC Submissions.
• Submission cutoff date is Nov 1st, 2018. Any submissions received after that date may be held and considered for Tales From Vigilante City Vol. II.
Bloat Games will begin reviewing submissions then and you will be contacted if your submission was selected to be included or not.

 

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Disclosure: This article contains affiliate links.

[UPDATED] 6 RPG Kickstarters from Italy and Turkey – Coriolis RPG, Blackstar, Rockopolis, Svilland, Augusta Universalis GDR, and EVENT

For this review, you may wonder why I’m looking at RPG Kickstarters from Italy and Turkey of all country combinations? Normally, when I do a list of Kickstarters by location, the location is my state, Georgia. But for this post, the answer to why Italy would be weight of numbers. There are five from Italy that are currently running (making that nation an RPG Kickstarter rival for Canada [4 KSs as of this writing] and the UK [6 KSs as of this writing]). As well, the individuals behind Svilland (from Turkey) have been exceptionally nice and I wanted to ensure a space for their Kickstarter, so Italy and Turkey it is.

 

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[UPDATE 2018-09-13 10:38AM EDT] As long as I’m talking about Italy, let me give a quick shout out to a game I covered before in this column, Blackwind. This RPG is by a team in Italy, Elisa Mignemi and Allan Kelley, and it is available on DriveThruRPG as of this morning. Kickstarted from June 10 to July 10 of this year, the book was delivered on-time (expected delivery date was this month) and meeting that commitment deserves praise since so few RPG Kickstarters do. Blackwind rule set covers a variety of genres and is designed to have a cinematic feel. Over and above the core rulebook, the team also has a space opera adventure available, Blackwind – Game Module – Space Blood: Arena, as a PWYW on DriveThruRPG to use with the core rules. Check them out:

 

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Blackstar: Death & Decay Creature Codex by BlackStar Games (Division of WMS Publishing)
Ends on Sat, September 15 2018 2:01 PM EDT.

“Face Unknown Horrors in the World of Urth with this Official Licensed Product for Shadow of the Demon Lord RPG

Face Unknown Horrors!

You stand on the brink of the Apocalypse. The Demon Lord, an entity of incalculable power blights the lands with cursed evil, madness and slaughter. The dreadful beings let loose by the Demon Lord reflects this being’s nightmarish essence, the touch of its shadow and its insatiable hunger for all things.

Although the Demon Lord remains outside the mortal view, every new horror connected to him arises from the dirt and bring destruction and new death, also weakening little by little his planar prison, unchaining the constraints that are preventing him to escape the Void and bring catastrophic destruction to the world.

Robert Schwalb create a world facing the total annihilation, its lands torn asunder by war, plague, and ancient horrors. Urth, the world of Shadow of the Demon Lord, is one of many imperiled by the shadowy menace lurking without and in this game you can play through its final days as embattled survivors fighting against what to many seems to be an inevitable end.

A complete role playing game in one book, Shadow of the Demon Lord contains everything you need to create characters to confront the hordes of demons spilling in from the Void and to create and play through exciting stories steeped in horror and violence. To make this happen, the game system is easy to learn, plays fast, and requires little preparation to play. All these ensure both novice and veteran players can enjoy the game together. The benefit of short campaigns lets you tell more stories, create more characters, and experience more of the game’s options than other game before. As a player, you are encouraged to play several heroes, trying the potential of the path’s engine to create incredible flexible characters. And, as a Game Master, you can run a complete campaign in lesser time than usual, introducing new ideas, places and horrors every time.

The horror is perfect when is narrated in short stories, full of madness and fear. These are the only stories that thrive you at night and remain in your memories for long time.

BlackStar is a whole new game line based on Shadow of the Demon Lord RPG, originally designed and created by Robert Schwalb. Death & Decay, our first release, will depict and introduce new monsters and develop exciting new ways to add fun and terror to the creatures you already know. It will be an immersive, dark fantasy supplement, that gives players and GMs alike new resources for their gaming sessions.

You will find plenty of undead out there ready to drain your last breath, coming from the Underworld itself or from the haunting darker places scattered through Urth.

The Creature Codex will be a 128 pages book that describes monsters of undeath, creatures of decay and lurking horrors. It presents many classical monsters revisited with new game options that can bring new excitement to your sessions, as well as plenty of new undead monsters of all types.

Following are some of the unique features introduced in Death & Decay:

Presences: Infested dolls, whispers in the night, echoes of battles, doomed crypts and ghost ships! All of these entities can be found all around Urth. Infestations, apparitions, geists and malevolentes, all can be suppressed or banished forever. The task can be easy or hard, but presences might damn you for life. They can come back with renewed strength to drag you to the grave, corrupt your soul or lure you to the edge of insanity. Destroying them or survive can be the goal of an entire campaign. Death can be the minor evil.

Spirits: Spirits or incorporeal undead are a simple form of monsters that cannot follow the cycle of life and death on Urth. They nurture the evil in others and feed on the anguish they create in their victims, the sorrow they cause, the evil they plant, all to feed the Demon Lord and unchain him. Spectral beings and ghosts, shadows in the mists or wraiths can appear everywhere, in lost cairns or abandoned tombs, in attics or cellars, in ancient forests or in the crypt of an important church to carry victims with them and bring, as well, survivors to death in a slow agony for the madness they caused. Spirits alter the land they haunt, so be aware that banish a tortured soul from the living world can be the most terrific experience you may have in your entire life.

Corpses: Animated corpses, zombies, bone constructs, risen and others corporeal beings are the flesh of the hate that the demon lord feel toward the worlds of the livings. This contaminated corpses are risen by his foul cultists to generate waves of destruction, or they rise up by themselves to claim vengeance upon the mortals. Whatever the case, they are unstoppable, and their force can grow more than you can imagine in hordes capable of spread death and burning evil behind them.

Nightmares: Not sure if they are undead or dead at all, nightmares are the immortal visions of thousand mad minds and foul dreamers. A nightmare created lives in a limbo of nonexistence. However, their corruption and insanity can open the gates, and they will haunt dreams during the night; pervade the mind of anyone corrupted or mad so to overwhelm him by supernatural horrors. That said, be aware that your corrupted soul can strive you more than you have imagined until now.

And if you want more, be sure to support Death & Decay campaign. With your help, more creepy things will rise from the Void in Death & Decay, new forms of undead never seen before. We will investigate through the nature of Urth to find plants, malefic fungi and vermins that can cause decay to the living, or supernatural horrors from the Underworld and the Void. And of course, new players and GMs supplements, villains and adventures, and so on.

Blackstar Games: BlackStar Games is the new international label from WMS Publishing, licensee of Robert Schwalb’ Shadow of the Demon Lord RPG line. We apply our passion and creativity to bring you whole new levels of imagination. We believe RPGs are a way to forge together creativity, art and design to create a new form of communication. You can visit our facebook Page: BlackStar Games and our site pages on www.hbdragongames.

Schwalb Entertainment: Schwalb Entertainment, LLC was founded in 2014 by Robert J. Schwalb (veteran RPG game designer and developer, and author) to offer a rich, immersive game-play experience in worlds of dark fantasy and science fiction, most notably, the horror fantasy roleplaying game, Shadow of the Demon Lord. Before Schwalb Entertainment, Robert was a member of the 5th Edition Dungeons & Dragons design team, worked as a developer for Warhammer Fantasy Roleplay 2nd Edition, and was lead designer on A Song of Ice and Fire Roleplaying. He has contributed design to a slew of D&D sourcebooks, supplements for the d20 system, the Cypher System, and many other roleplaying games. Schwalb Entertainment, LLC is headquartered in Murfreesboro, Tennessee. Questions? Contact Schwalb Entertainment at info@schwalbentertainment.com”

 

Egg Thoughts: 

Blackstar: Death & Decay Creature Codex expands on the Shadow of the Demon Lord RPG with third party support. New monsters are always welcome in any fantasy game and Blackstar: Death & Decay Creature Codex provides that with its new line for Shadow of the Demon Lord. This is the second article I’ve done today featuring a SotDL product, the first being Mike Myler’s Eastern Fantasy Adventures (read my interview with Mike on ENWorld here). When I talk to friends, I hear more and more about SotDL so it’s time to bring that to the gaming table.

 

You can support this Kickstarter campaign here.

 

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Rockopolis RPG by Minòs Games
Ends on Sun, September 16 2018 6:00 PM EDT.

 

“Rockopolis RPG – The first f*cking Rock’n Play game

There’s a staircase facing the party. A few steps ahead, a mighty roar that would frighten even the bravest.
Is it dread what you feel? No, it’s adrenaline. You’re ready to take on whatever awaits you.
You climb the stairs and you’re on stage. Your instruments are ready, the crowd is growling.

What do you do?

Rockopolis RPG (Rock Playing Gods) is an awesome role playing game where the stage will be your dungeon.

You will face rival bands instead of goblins and trolls. Your instruments, voice and stage appearance will be your weapons.
Your spells? Your ROCK songs!

Every artist has their inspiring Muse. But what if the Muse acted like a Demon, forcing you towards an abyss of behaviors that go far over the “antisocial” definition?
Your Muse will be the surge of your music, your inspiration, your art, your ROCK!
But will be the origin of each of all your troubles, too.

Rockopolis RPG is set in the real world, in the socio-cultural underground of emerging Rock bands.
During the ascent to fame, characters will meet some of the most (in)famous bands of the Rock underground (and they will probably clash!). Will they succeed in achieving international fame or will they fall into the Abyss of anonymity? 

Rockopolis RPG uses a special D6 system, specifically devised to be fast and fun, characteristics that blend well with the Rock spirit of the setting. Moreover, ad hoc rules have been created in order to make the best experience of “playing live on stage” and the management of the “inspiring Muse”.
In Rockopolis RPG, the purpose will be to balance the inner demons called Muse with the goal of becoming the greatest Legends of the Stage.

Its UNIQUE On Stage rules will allow you the fantastic experience of playing on a stage like a real Band, joining your forces to get the Applauses you deserve. Be careful: Boos are always a chance, if you don’t plan well your gig. What other RPG system allow you all this?

Book preview
Book preview

Rockopolis will be available in English and Italian. The English version will be available in the first quarter of 2019 to have time to properly translate it.

The Rockopolis book (220+ full color pages, A4 format, hardback) includes:
– An introduction to the setting
– Character creation
– Muses
– On Stage special rules
– 3 adventures
– Everything that you will need to move and live awesome adventures where only Rock legends dare to fly

Another UNIQUE feature of Rockopolis are its Muses.
What’s the source from which your Character gets the Inspiration they need for all their awesome performance?
What’s the biggest problem of your Character, the reason of their living on the edge?
The answer is always the Muse.
Here they are: beautiful and dangerous like only the greatest passions can be.”

 

Egg’s Thoughts:

Music is a universal language, right? Well, here it’s a game available in English and Italian in which you are rock stars playing on quite the stage. Honestly, I want to see how they handle the music at the gaming table. That alone is interesting and worth reading this one.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Augusta Universalis GDR by Acchiappasogni
Ends on Mon, September 17 2018 3:11 AM EDT.

NOTE: The original article is in Italian. This review is based on a Google translation.

“A Game of Ucronic Role of Men and Empires beyond the Stars.

Rome did not fall as history teaches.

In the year 2769 aUc the Empire controls not only the entire planet Earth, but also numerous other worlds, both inside and outside our solar system.
War cruisers travel for millions of kilometers using the Limes Orbitalis artificially curving space-time from the orbit of distant planets.
The new syncretistic philosophy of the Logos has extinguished the religious wars.
A council of Caesars from all over the world composes the Imperial Senate, presided over by only one Augustus chosen by the previous emperor for adoption.
Most of the inhabitants of the Empire live a utopia of social justice, progress and peace.

… what could ever go wrong …?

Milites , armed! Get under the banner! Tecnolorica worn,  Systemata activated ready for the impact of bridgeheads! In the cold sidereal expanses lurks something sinister, terrifying, alien to this same Universe … but we will defend the Empire from its fearsome enemies, or we will die in the attempt!

Livia Comnena Akiko Augusta drives away a Dark Throne in the upper orbit of Persephone, Sylde's star system
Livia Comnena Akiko Augusta drives away a Dark Throne in the upper orbit of Persephone, Sylde’s star system

In Augusta Universalis you will be super cybernetic , armored Praetorians with exceptional reinforced armor, able to transform themselves by changing Assectums according to need!

You will face fighting overtime and Missiones exploration of distant planets and unknown.
Investigate the mysteries of alien civilizations vanished from eons, and face the menace of terrifying Dark Thrones , nightmarish creatures that bring death and destruction to the Cosmos.
You will defend the Empire and your Caesar  both from political threats that tear it from within and from enemies who would destroy it from the outside.

Ready to travel beyond the known stars … for the greater glory of the Empire ?!

Augusta Universalis will be a Roleplay comprehensive , containing a rich and evocative setting ucronica sci-fi, and a  quick Regulation and focused on the interpretation  of the character and on the ‘ identification of the player .

If the project is successful , we will be able to create a book of 240 pages and more, as well as an extra volume full of exclusives only for you who will help us with this fundraising campaign. For the players …

    • Five different Empires: to which Guard and Imperator will you have sworn loyalty?
    • Five different Orders: to which training have you been subjected to enter your Legion?

 

  • Infinite ways to customize your Tecnolorica, the incredible cybernetic armor of the Praetorians!

For the narrator …

  • Clear and easy to understand game procedures .
  • The Syncrogram , the very useful tool of the Demiurge for the management of the Missiones.
  • Three complete adventures to start playing right away!

For everyone…!

  • A new science-fiction setting , a suggestive and in-depth buzz.
  • A single necessary manual , which includes setting and complete game system.
  • A narrative corpus of the first order , with many fascinating and suggestive stories, to help you immerse yourself in the world of Augusta Universalis !
  • A solid regulation , based on Destino Oscuro 2 , the same engine as the already knownNibiru Nights .

Awarded with many rave reviews, Destino Oscuro 2 has already proven to involve players like never before: perfect for novices as well as for more experienced storytellers and players, with  Augusta Universalis  you will experience hours of adventurous entertainment!

Augusta Universalis uses the system of Dark Destiny 2 , the same engine of Le Notti di Nibiru!

A system designed to help the Narrator (here called Demiurgo) in his task to manage and live wonderful adventures together with other players, who can identify themselves with ease in their respective characters.

The Augusta Universalis engine is a rapid system that focuses on describing actions and stage situations outside and inside combat. Players will have real mechanical advantages from their descriptions and will be encouraged to make the game more enjoyable and immersive for themselves and for everyone else.

You will have at your disposal a one-sided sheet for your character plus the Tabula Systemis, another sheet in A4 format on which you will manage the Systemata , the components ofTecnolorica , totally customizable and printable on Poker format cards (which function like small fillable cards ).

Tabula Praetorianis and Tabula Systemis of Thulile, one of the pregenerated PGs you will find in Agusta Universalis
Tabula Praetorianis and Tabula Systemis of Thulile, one of the pregenerated PGs you will find in Agusta Universalis

Everything works with tests based on three key questions: what you do (the Player chooses Skill), how you do it (the Demourgo chooses an appropriate Feature based on the Player’s description), because you do it (the Player can take advantage of a series of Character resources, both emotional and training and background, to get bonuses of various kinds).

Just a few eight-sided dice, the cards of the PCs, rubber and pencil and a lot of imagination!During a fight, the Symbols , typical of Destino Oscuro, will help you to immediately transform any scenic effect into mechanics into your mind!

Face the inner conflicts of your character, discover the real reasons that drive him to act!Turn your Tecnolorica (the cybernetic armor of the Praetorians), change Assectum  and unleash the power of your Systemata (the character’s equipment) to get into action and experience amazing adventures!”

 

Egg’s Thoughts:

I spoke to Luca De Marini about this project. Luca graciously answered all of my questions. While Augusta Universalis GDR is launching in Italian there are plans to do a full, professional translation to English and kickstarting it. Here’s a quote about their direction:

“English is our priority, no current plans for other languages. […] In any case, the question is only whether we’ll launch Nibiru’s Nights or Augusta Universalis first! Nibiru’s Nights is the first RPG using the Dark Destiny System and it was a huge success in Italy. Auguni uses the same system although it was deeply customized, of course, to be a perfect fit for this setting in particular.”

If the art and the Google translation speak to you, this game is coming sooner than later for English speakers.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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EVENT – A Minimalistic Tabletop Role-Playing Game (RPG) by Valerio De Sanctis
Ends on Wed, September 26 2018 7:42 PM EDT.

 

“Get a digital and/or paperback copy of EVENT, a new tabletop Role-Playing Game system with innovative mechanics and a modular ruleset.

Hello everyone! My name is Valerio De Sanctis and I was born, live and work in Italy, together with my wife and my 2 sons.

I’m the main author of the Myst Role-Playing Game (not to be confused with the Cyan Inc. videogame with the same name) and the sole author of EVENT, which is the game I’d like you to support.

The EVENT is a narrative premise that will motivate the players to act as a group, providing their characters a common goal.
The EVENT is a narrative premise that will motivate the players to act as a group, providing their characters a common goal.

Introduction

I started playing Role-Playing Games since I was nine years old, and never stopped since: now that I’m 40 I’m still playing at least once a week with a wonderful group of experienced players, mostly being the gamemaster. We started playing together in 1997 using our very own tabletop RPG system which we spent years in developing, designing and playtesting (actually, we’re still doing all that). In 2001 we released it as Myst under GNU license (you can get it from www.myst.it), which got a lot of praises within our country, with more than 50.000 views & downloads and thousands of unique website visitors each day.

What does this have to do with EVENT? Well, the answer is simple: Myst is a wonderful system, yet it comes with two major flaws:

  • despite being a story-driven RPG, it’s built upon a simulationist ruleset which makes it a rather complex game;
  • it is extremely language-dependent… And it’s written in Italian, hence no one outside our contry would likely be able to enjoy it. Translating it is also out of the question, at least for the time being – considering the insane amount of content we wrote within the past 20 years, it would require a dedicated fundraising.

Though still enjoying Myst an awful lot, as time went by I started to think about how to fix the aforementioned flaws. Slowly but surely, I began focusing on what I really wanted:

  • Something simple, which – for example – I would be able to play with my kids, who couldn’t withstand complex systems (yet!).
  • Something smart, which could be easily translated in any language.
  • Something swift, which could be played on a single evening.
The character creation phase takes few minutes and is conducted through a pure storytelling standpoint.
The character creation phase takes few minutes and is conducted through a pure storytelling standpoint.

Introducing EVENT

I wrote EVENT having these three goals in mind, which I called The Three S (or 3S). Being an avid reader of the indie-rpgs.com forums during the 1999-2005 era and a huge fan of story-driven games, I wanted to give birth to something good from the ashes left by the flames of The Forge and the GNS Theory: something brilliant, just like The Pool by James V. West, yet also simple, such as Zak Arntson’s Shadows

Well, I surely hope I’ve managed to do that. You can read the overall result from the following link:

The above link points to the 30-pages EVENT manual – i.e. the full game – in ENGLISH and ITALIAN languages: you are free to view, download and play it as much as you like, as it’s licensed under Creative Commons BY-NC-SA 4.0 – which basically means that you can use it for any non-commercial purpose.

The successes and failures mechanics will grant the player the chance to become the gamemaster and narrate how his (or her) character will pull off a full success.
The successes and failures mechanics will grant the player the chance to become the gamemaster and narrate how his (or her) character will pull off a full success.

 

Egg’s Thoughts:

Dan Davenport of #RandomWorlds hosted a Q&A with Richard that you can read here. It does an excellent job of sharing what this project is about.

 

You can support this Kickstarter campaign here.

 

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Svilland: A Norse Mythology themed Campaign Setting for 5E by Dream Realm Storytellers
Ends on Thu, October 4 2018 10:01 AM EDT.

 

“A campaign setting for 5E that is inspired by the true Norse mythology, with all its rigor, valor, darkness and mysticism.

 

“Bear up, my warriors! Bear up! Arise from the mountains and sea! Arise from forests and flat lands! Charge and kill for the king! Maybe the sun is shining one last time for us, maybe we won’t rise our axes to air again! Believe, my warriors! Believe! We will meet in Valhalla! We will drink to glory! Charge! Run and die for the king! For the king!” 

– Bear King (Last march to Eastern Horn)

Svilland is a Norse Mythology inspired D&D 5E campaign setting; it is designed to bring the valour, brutality and drama from Norse tales to your roleplaying games. The game is compatible with 5E, but its theme and dynamics are very different than your usual high fantasy game. Sure, there is magic in this realm, a plenty of it even. Yet, it is given in a way that reflects omens, spirits, runes and Norse deities with their true forms in the mythology. In Svilland you will learn the true meaning of blood, magic, raids, and wrath of the gods.

Before the last three ages of northern folks, Svilland was unknown. However, that three ages have changed the whole world and its people. They were forced to settle in a new land that is surrounded by seas, mountains and Vanir lands.

It all began with the freezing of northern shores and poor harvest from farms during the first era, earlier omens of the incoming Black Winter, and Ragnarok. Then, an ice giant (jotunn) named Odd appeared, he became a cruel tyrant of northern folks. Yet, was impaled by his own half-giant brother, who was gifted with a spear from the god Balder, forged by dvergrs.

Deep within the North Mountains, Odd was imprisoned with powerful runes and large chains. However, fate was cruel and when Balder fell into Helheim by the deeds of Odin’s brother Loki, the spear started to lose its power.

The Tower
The Tower

In the beginning of second era, The High Council of seidr was assembled to prevent the Black Winter from gaining more power. In order to do that, Sami seidrs were settled down to the towers of the Ymir’s Lash. And there were two kingdoms who ruled over the mainland: Lands of the Bear King and Kingdom of Eastern Horn. Samis, however, had neither a kingdom nor an established rulership during this era, since they preferred to live in their traditional ways, following the footsteps of their ancestors.

Because of its power weakening, Balder’s spear could no longer contain the might of Odd. The jotunn finally woke up, and power of the Black Winter became even greater and it kept getting stronger and stronger. The High Council of seidr could not manage to contain influence of both Odd and the Black Winter at bay, away from the south.

The Bear King started to think that they could stop the Black Winter only if they sacrifice The High Council of seidr to the gods. In this belief, he marched with his soldiers one night, and sacrificed all of the High Seidr. So began the great conflict; with the seeds of hostility and discord sewn between the Bear King and Eastern Horn.

The third age, which is the age the campaign setting takes place, was started with a war between Eastern Horn and the Bear King. This war divided the land – which was already politically unstable – into three parts: Green Lights of the East, the Nionaem, and the Alsvartr.

The Book Cover
The Book Cover

Yes, even now you can directly play and test Svilland! We released a demo booklet containing a small portion of the content we are creating. You can check that out and see the quality of our work before you back us. We value feedback from our backers and supporters a lot while developing the game further. You can download the booklet from here.”

 

Egg’s Thoughts: 

Dream Realm Storytellers sent a sneak peek (here) and a press release (here) featuring their product, Svilland Saga. They’ve been exceedingly nice and have a clear vision for their Norse saga. It gives 5e a decidedly vikings feel and I can’t wait to test it out. They have a free demo book that I highly recommend!

 

You can support this Kickstarter campaign here.

 

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Coriolis RPG by Free League (translation through Wyrd Edizioni
Ends on Fri, October 5 2018 5:00 AM EDT.

NOTE: The original article is in Italian. This review is based on a Google translation.

“Take command of a spaceship and set off to discover the ancient mysteries of the Third Horizon in this beautiful sci-fi GDR!

Zenith announced the dawn of a new era … and the Horizon returned to bloom. Three dozen star systems, united by Fate and the will of the Icons, advanced together towards a more radiant future. But when the Emissaries came, the happy days came to an end, and slowly the Darkness among the Stars resumed its creeping advance.  

Coriolis is a science fiction role-playing game set in a remote cluster of star systems called the Third Horizon. It is a place devastated by conflict and war, but also a homeland of proud, old and new civilizations. Here, the settlers of the first wave follow the dictates of the Old Cult and venerate the Icons, while the new arrivals, the Zenithians, pursue a program of imperialist annexations through trade and military power.

In this game, you will be the crew of a spaceship and travel the Horizon with it. You can explore the ancient ruins of the Builders of Portals, undertake missions for the powerful factions of the Third Horizon and participate in the game of political intrigue on the Coriolis station – the center of power in the Third Horizon. You might even come across the strange presences that dwell in the darkness of space.

From the Monolith in the jungles of Kua to the floating temples of Mira, the Horizon is yours: explore it. You can be merchants, explorers, mercenaries, pilgrims or agents. Whatever your vocation, together you will build your destiny. And perhaps you will also be able to discover the truth about the mysterious Emissaries and the threat of Darkness among the Stars.

The Third Horizon is a series of interconnected star systems far from al-Ardha, or our Earth.Each system has portals that give access to the other systems of the Horizon. During the recent Wars of the Portals, all the portals that date back to the First and Second Horizons have been destroyed, throwing the Third Horizon into isolation and decreeing decades of decadence. Years later, the arsenal ship Zenith, which had long since been lost, came from the First Horizon. The settlers dismantled their own ship, rebuilt it as the great Coriolis space station and declared that they would begin a new era in the Third Horizon, stating that the time had come for trade, awakening and peace. Then they invited the older factions of the Third Horizon to join in a Council to begin working together to resolve the issues afflicting the people of the Horizon.

Everything would have been fine if it had not been for the faceless Emissaries, who emerged from the depths of the gas giant Xene. But what were those entities ever?Specters from another world, Icons or portal builders? They claimed to be creatures with divine powers, just like the Icons, and again the Third Horizon was divided between the newcomers and the powerful old ones.

Now, it is time for you and your friends to leave your mark on the Third Horizon. Your ship is your home and every spaceport is a chance to find work and adventure. You do not know it yet, but you will soon be captured by the vortex that is about to be formed. Will you decide the fate of the Third Horizon?

Are you curious and want to know more about the history of the Coriolis universe? On the section of our website Wyrd Edzioni you will find many informative articles about it.

The Coriolis game engine – The Third Horizon is based on the Mutant: Year Zero system , created by Fria Ligan and awarded the Silver ENnie for Best Rules at Gencon 2015.

To make a skill roll, simply take as many dice as those given by the skill level of the character in the appropriate skill plus his corresponding attribute, add those given by the equipment … and pull them all together! You need at least a 6 to be successful, and the 6 additional obtained can generate critical and other bonus effects.

What gives a twist to this simple procedure is something that is directly linked to the Coriolis theme: prayer at the Icons. Icons and their cult are central to the setting of the game. Praying an Icon will give you the opportunity to withdraw, but not without a price.Whenever you choose to use this possibility, the GM will get a Dark Point, which you can use for a series of negative effects in the session. Sooner or later, the icons claim what is theirs to restore the balance in the Darkness among the stars.

Another main feature is the ship’s development system. The spaceship of the characters is the focal point of their adventures, it is their home that must be defended, repaired and developed. The game offers a complete and innovative system for spaceship combat. Each character has an important role to play and teamwork is truly rewarded.

Here are some spectacular images of the Coriolis science-fiction universe.

Coriolis, Game Guide, about 400 color pages with everything you need from players and Game Masters to create your own heroes, face the dangers of space and experience the unique experience of an incredibly realistic SF setting.

Emissary Lost, Game Campaign, about 300 pages in color. The first part of an Epic Campaign in which the characters will be involved and will face a vast conspiracy that threatens the stability of Coriolis and, ultimately, that of the entire Third Horizon. Emissary Lost is composed of two scenarios. The first, The Awakening of the Martyr, takes place in the huge space station of Coriolis, while the second, The Kuan Connection, will land the characters on the surface of the planet Kua, between the deep jungles and violent policies of the Zenithian colonies in search of answers to the shadow of the Monolith.

 

Wyrd Edizioni, one of the first publishers in Italy for role-playing games, has dozens of titles and lines in active, which you can see at the official website  www.wyrdedizioni.com under ‘Our Games’. Among the most important for the international scene, Numenera, The Strange, 13th Age, Mouse Guard and Shadow of the Demon Lord. He already has three highly successful and popular Kickstarter, such as Shadow of the Demon Lord, Trudvang Chronicles in the New Universes of the Cypher System.

 

Egg’s Thoughts:

This campaign will fund a translation/localization of Sweden’s Coriolis, which uses the Mutant: Year Zero system (as does Tales from the Loop). Distribution is limited to Italy (I’m assuming they’re only able to license certain territories). Coriolis has already been translated into English (here) so this is not the precursor to an English edition. Ultimately, this fits this week’s theme but if you’re outside of Italy, this game is available in other languages/forms (and it’s worth checking out).

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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CREATE YOUR OWN FANTASY RPG ADVENTURE – RPG RESOURCES BOOKS by Dark by Dezign (DriveThruRPG or Open Gaming Store)
Ends on Fri, September 14 2018 2:00 PM EDT.

Disclaimer: I am a creator on this project.
“Contributing authors James Ward, Lenard Lakofka and more share some of their pro tips on how to create your first fantasy RPG adventure”
Looking for advice on how to create your tabletop RPG along with stock art to get you going? Learn from ” industry greats and legends James M. Ward, Lenard Lakofka, as well as exceptional talents such as Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.” I’m excited to be a part of this project and offer my insights into the world of crowdfunding!

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

PRESS RELEASE – 65 COMMERCIAL DESIGN ASSETS ONLY $25, A TRAPS BOOK FOR D&D 5e and PATHFINDER, and CREATE YOUR OWN RPG ADVENTURES BOOK

CREATE YOUR OWN RPG ADVENTURES.

We’ve got a cool little project in the works. We’ve got a group of fantasy roleplaying adventure creators and writers to write about one of their favorite things. Adventure design and building. This group of writers and creators has a tremendous amount of collective experience and talent. James M. Ward, Lenard Lakofka, Johnn Fourr, Rick Hershey, Lucus Palosaari, Kevin Watson, Egg Embry and Bobby Nash are all contributing to this 256-page book. Check out some cool rewards here!

https://www.kickstarter.com/projects/bookofdarksecrets/create-your-own-fantasy-rpg-adventure-rpg-resource?ref=user_menu

FILGAR CROOKE’S-TRAPS-1

A second book is also kind of cool. It features a 9th level Tiefling Thiefling named FILGAR CROOKE. And you wanna know something? He IS a crook! This obnoxious, Tiefling rogue has a Wisdom score of 5, and this becomes quite apparent in no time at all. After reading some of his preposterous comments, you will be rooting for monsters and deadly traps of all kinds take him out of commission!

https://www.kickstarter.com/projects/bookofdarksecrets/create-your-own-fantasy-rpg-adventure-rpg-resource/posts/2283831?ref=backer_project_update

This TRAPS book has 30 traps dual stat’s for both D& D 5e and Pathfinder. There is also an Adobe Indesign file and PHOTOSHOP Document traps. This allows you to change the traps in any way you want, and reuse these 30 traps FOR YOUR OWN PROFESSIONAL ADVENTURES!

Check out the latest update focusing on FILGAR CROOKE’S – TRAPS-1.

The update also touches briefly on the several thousand words that Lenard Lakofka has already written, as well as TWO maps that he has drawn for the core book: CREATE YOUR OWN RPG ADVENTURES.

https://www.kickstarter.com/projects/bookofdarksecrets/create-your-own-fantasy-rpg-adventure-rpg-resource/posts/2283831?ref=backer_project_update

There’s also a ton of STOCK ART, MAPS, BACKGROUND TEMPLATES, MAKE YOUR OWN MAPS PHOTOSHOP Documents, EPHEMERA and more. All of which can be used (COMMERCIAL LICENSES INCLUDED) to create your own commercial adventures. This 65-piece ASSET set is only $25. This set would easily be worth over $100, but is only $25 and sold as a BIG DESIGN ASSET BUNDLE! Grab it now!

This KICKSTARTER ends this Friday [September 14, 2018] at 2:00pm Eastern time, so if you want a really cool handbook where you can pick the brains of several very talented adventure designers, this is a great chance! Ideally, this core book is geared for someone that may have tried self publishing, and it did not go as well as expected. While focusing on design tips, it also touches on several things you can do to increase your chances of making money with your adventures.

Thanks for your time!

Matt Bogdan

DARK BY DEZIGN

 

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Disclaimer: Egg Embry of the Tessera Guild is a contributor to this project.

SNEAK PEEK – Art from Cha’alt (Kort’thalis Publishing), Kickstarter Coming Soon!

From the email of Venger Satanis, High Priest of Kort’thalis Publishing:

“Attached is the very first piece of finished artwork for Cha’alt. As you can see, it’s an alien desert world (in ruins because of an apocalypse centuries ago); the capstone of a black pyramid can be seen rising out of the sand. Before reaching the pyramid, the three adventurers must face a giant worm.

Yannick Bouchard is the artist, and he’s currently working on a 2nd interior illustration for the book. Cha’alt is expected to be 176 page hardcover over-sized art book, both O5R campaign setting and [Dungeon Crawl Classics]. Kickstarter campaign by Venger Satanis is poised to launch in early November.”

He included another piece:

 

Cha’alt is an interesting evolution for Kort’thalis Publishing. This is, I believe, their largest book yet and the first one to use both the VSd6 system and DCC. I’m eager to see the results!

 

EDIT: Over at the Halls of the Nephilim, Justin Ryan Isaac has some additional thoughts and a quote from Venger about what the final form of this book will be. Check it out here.

 

For more games by Venger Satanis, check out his work here.

 

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Disclaimer: This post uses affiliate links.

PRESS RELEASE – Things from the Flood is coming to Kickstarter!

Free League Publishing

Things from the Flood are coming!

Free League Publishing – Sep 04, 2018 14:00 BST

Things from the Flood are coming! The long awaited standalone expansion to the multiple award-winning Tales from the Loop RPG, based on the wondrous worlds of Simon Stålenhag, is coming to Kickstarter on September 18.

Things from the Flood is based on the art book with the same name and thrusts the Tales universe into a grim and bleak alternate 1990s. In this major expansion, fully playable as a complete game, you step into the shoes of teenagers growing up in the midst of a decade of change – and disaster.

Designed by Free League Publishing – the same team that made the Tales from the Loop RPG (winner of five Gold ENnies 2017, winner of three Golden Geek awards 2018), Things from the Flood presents a darker, more mature version of Stålenhag’s hallmark retro sci-fi. Create new Teens or let your Kids from Tales from the Loop grow older. But remember – this time they can die.

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About Free League Publishing

Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published several award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds. Our first game, the post-apo…

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3 RPG Kickstarters You Should Back – Atmar’s Cardography, Era: The Chosen, and HOW TO CREATE YOUR OWN FANTASY RPG ADVENTURES AND SELL THEM

This week, the common theme for these three RPG Kickstarters is I’ve interviewed the creators about these projects. Matthew A. Bogdan on RPG Stock Art. Ed Jowett right here at the Tessera Guild. Brian Colin on the Open Gaming Network. Each shared their thoughts with me and I appreciated that. In turn, I wanted to round up their campaigns for everyone to see.

 

HOW TO CREATE YOUR OWN FANTASY RPG ADVENTURES AND SELL THEM by Dark by Dezign (DriveThruRPG or Open Gaming Store)
Ends on Fri, September 14 2018 2:00 PM EDT.

Disclaimer: I am a creator on this book.

 

“James Ward, Lenard Lakofka, Johnn Four and many more share some of their pro tips on how to create your first fantasy RPG adventure!

I am publishing 2 books and an optional Fantasy RPG resource bundle worth several times the price I have foolishly attached to it! ; ) As of this writing, I have several interviews ready to begin or complete. I am currently focusing on the following RPG creators listed below. I will provide a table of contents very soon, but I must gauge how things go, and not bite off more than I can chew or get presumptuous.

The current team I have been incredibly pleased with being graced with includes James M. Ward, Lenard Lakofka, Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.

I am quite pleased to have several thousand words of quality content from interviews that I have conducted with some of these very high quality creators with great track records.Recently, I have also received some great tips from Egg Embry and Kevin Watson, as well as a complete article from Lucus Palosaari and some really cool step-by-step content from Lenard Lakofka. In short, I am truly and genuinely excited about this project! Directories will be added with any participating freelancers as well.

We will be providing a source that is primarily geared for beginner self-publishers. This resource is being designed to provide a small, future adventure design or game company the tools they need to create their first fantasy roleplaying game adventure. BUT, it can most definitely be for ANYONE wishing to improved their craft of adventure building for fun or potential commercial publishing.

This product includes options that currently include digital PDF books, with the possibility of providing printed softcover and hardcover versions.

Overnight success is NOT at all guaranteed in this field, and almost always takes time and patience, networking, making the right decisions and sticking to a strict or tight starting budget. That said, I believe that this resource will provide a solid source for you to get started and get published, along with gaining all of the proven resources that you will need in order to give you a very solid chance. At the very least, I am quite sure you will get several useful tips on adventure creation!

Below is a work in progress table of contents that will grow almost daily. Currently, these topics will include, but will not be limited to:

• Step-by-Step from A-Z Adventure and Self-Pub Template

• Creating Better – CHARACTERS

• Creating Better – MONSTERS

• Creating Better – ENCOUNTERS

• Creating Better – MAGIC ITEMS

• Creating Better – RIDDLES & PUZZLES

• Creating Better – ADVENTURES

• Different Ways To Publish

• A Special Section on KICKSTARTER Crowdfunding

• A Very Special Section on Dealing With TROLLS, and much, MUCH more.

This is a 2-book project with an optional, 65-piece Fantasy RPG stock MEGABUNDLE for only an additional $25.”

 

Egg’s Thoughts: 

 

Disclaimer: I am a creator on this book.

 

On RPG Stock Art, I spoke with Matthew A. Bogdan (my employer on that project). He gets in-depth about the creators, the package that we’re delivering, the stock art that comes with it, and why this is perfect for publishers to pick-up. Check it out here.

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Era: The Chosen – A Horror RPG: Defend our dimension! by Shades of Vengeance
Ends on Sun, September 16 2018 4:30 PM EDT.

 

“Legions of creatures are invading. Only you, the Chosen, can enter the Lost Lands to fight back, and face the horror of the Anonassi…

At Shades of Vengeance, we believe that Tabletop Roleplaying Games can offer an experience that other types of games can’t. We love creating games and have been working with our team for 2 years to bring you something really special…

With the help of experts on the system and the writers you’ll recognise from our other games, plus the legendary talents of some industry greats, we’ve created a brand new game which you will love!

This is not only a detailed and immersive world, but includes mechanics which support the genre of the game, drawing the players into the chilling reality of the Lost Lands and the fight against the Anonassi.

Our world is not safe. It is besieged by creatures from another dimension...
Our world is not safe. It is besieged by creatures from another dimension…

We all know the feeling.

It’s the crawling sensation on the back of the neck, the insistent, niggling feeling that we’re being followed. It’s the feeling that there are eyes in the dark, watching. Waiting. In that moment, you know – just know – that there is a clawed hand reaching toward the back of your head.

Sometimes we stay still and try to ignore the feeling. Sometimes we whirl around, but there’s nothing there. Then we laugh, pass it off as imagination, and go on with our lives.

But… what if… what if there really was something there, but you just weren’t able to see it?

Or, worse… perhaps you’re one of the people who can see…

Our dimension of Aether, the bridge formed by the Lost Lands and the dying, dark dimension of Erebus.
Our dimension of Aether, the bridge formed by the Lost Lands and the dying, dark dimension of Erebus.

In this game, you will take the role of one of the Chosen, the small number of individuals who can see the Anonassi and the paths into the “Lost Lands” where they amass their forces.

The Anonassi are terrifying in form. Emerging from their home dimension of pure darkness, they cross the bridge of the Lost Lands to enter our world...
The Anonassi are terrifying in form. Emerging from their home dimension of pure darkness, they cross the bridge of the Lost Lands to enter our world…

The game’s timeline spans over 100 years, from the first recorded encounter with the Anonassi and the start of the war to drive them back into their dimension, through the industrial revolution and the development of new technologies and on to the modern era, where the war heats up once again…

Different weapons and tactics are used by each side over the course of the war, giving a unique experience in each era.”

 

Egg’s Thoughts:

 

For those of you that have read my interviews over the years, you know I’ve followed Ed Jowett for a long time and interviewed him about Era: Balam, Era: The Consortium, Era: The Empowered, and Battlecruiser Alamo RPG (Powered by Era d10). For Era: The Chosen, I spoke with him here. If you’re on the fence about a horror RPG that runs across centuries, try his interview.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Atmar’s Cardography: Full RPG Modules & Random Dungeon Decks by Norse Foundry
Ends on Tue, September 18 2018 9:00 PM EDT.

 

“Our dungeon building card deck modules are perfect for your favorite roleplaying games. New monsters & magic items for each deck!

Whether you’ve been role-playing for years or you’re just now learning about this amazing hobby, Cardography is certain to enhance your adventures.

We have created 3 new unique Cardography dungeon decks, along with our first two initial decks, set in the original world of Revilo. Contained in each of the themed decks are 52 dungeon cards that can be configured in countless ways.

Each deck has downloadable pdfs of full adventure modules for both 5e and Fate with new, never before seen monsters, magic items, and NPCs to help add more flavor to your game.

Best of all, each of the pdfs is converted for these major RPG systems: Fate and D&D 5th Edition.

The modules can be played in their entirety or as a choose-your-own-adventure style dungeon crawl.

We have already successfully created and produced the first two decks Enter the Fiery Pitsand Break Through the Icy Divide. We know what it takes to make them awesome and we are doing the same to the three new decks.”

 

Egg’s Thoughts:

 

On the Open Gaming Network, I have an interview with Brian Colin about this Kickstarter. Brian does an excellent job of explaining why his dungeon-building deck of cards is right for your gaming table. Read it here.

And, hey, I have a press release from them here! ;-P

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

PRESS RELEASE – Norse Foundry® and Creature Curation™ announces new Atmar’s Cardography

Norse Foundry® and Creature Curation™ announces new Atmar’s Cardography – a dungeon crawl in a deck

Full module adventures for Dungeons & Dragons 5e and Fate packed into a deck of playing cards

Carrollton, GA – August 28, 2018. Today, Norse Foundry and Creature Curation announced Atmar’s Cardography, a new way to play your favorite roleplaying games.

Atmar’s Cardography takes the traditional roleplaying dungeon crawl adventure and fits it into your pocket. These dungeon crawl adventure modules contain a map that is built as a deck of playing cards. These cards can then be easily laid out as a full 52 card map, or they can be randomly picked to make a new dungeon of your own build.

There are five adventure decks currently on Kickstarter with a closing date of September 18, 2018. Each one has downloadable pdfs of full adventure modules for both Fate and D&D 5e. The “Atmar” in the product name is based on the specific Cardographer, as he has chronicled the different regions of the fantasy world Revilo. The modules for each of these five decks are filled with unique creatures, magic items, and NPCs that you won’t find anywhere else.

“Each of these decks explore a different region of Revilo, a world I built to help foster my son’s creativity. The ability to use the cards randomly has opened up endless possibilities for dungeon building, and I think that is his favorite part,” said Cardography creator, Brian Colin. “I love that it both inspires veteran roleplayers to spice up their adventures, and also how the modules make it really easy for all the new people who are starting up this wonderful hobby.”

Atmar’s Cardography is a supplement for existing roleplaying games. For Dungeons & Dragons 5th Edition the party levels range from 2 – 12 throughout the series of decks. Each deck contains 52 different cards, an 8 page folded booklet containing brief room descriptions, and a link to the pdf game modules.

 

Back this Kickstarter at:
https://www.kickstarter.com/projects/norsefoundry/atmars-cardography-full-rpg-modules-and-random-dun

 

About Norse Foundry and Creature Curation

Cardography is the brainchild of a great relationship that forged between Norse Foundry and Creature Curation. They met over dinner at DragonCon many years ago, and quickly realized that with their combined talents they could create amazing experiences for their friends and for roleplayers everywhere. Cardography is not their first collaboration, and it will definitely not be their last! The partnership utilizes the best aspects of each company’s resources to produce a superior product. They’ve brought together Creature Curations’ ability to design and create unique content, creatures, and quests with Norse Foundry’s many years of industry and manufacturing experience, and a combined art team to develop a unique product and design.

8 Questions with Ed Jowett (Shades of Vengeance) about Era: The Chosen

I’ve interviewed Ed Jowett of Shades of Vengeance four times before, each one about one of his games – Era: Balam, Era: The Consortium, and Era: The Empowered on the Tessera Guild as well as Battlecruiser Alamo RPG (Powered by Era d10) on the Open Gaming Network, so it only makes sense to talk to Ed about his latest RPG on Kickstarter, Era: The Chosen. As you can see from the title of games, they are rooted in the same system, yet cover a lot of ground because Ed is one of the hardest working folks in RPG.

That said, Ed will challenge you (in a good way) at, and away from, the gaming table. When I sent him the questions for this interview, I had a note that said I’d write the introduction to the article later. I get the answers back and Ed’s one-upped me by telling the world I explained the game in an “excellent introduction.” Now I have to figure out what Era: The Chosen is?! The horror!!! 😛 So…

Era: The Chosen is a horror tabletop RPG that pits humanity against an inhuman enemy that has the upper hand in every situation. For the Chosen that can perceive these monsters, the stakes are all or nothing. It’s not about survival, it’s win or our dimension is doomed.

[So, how’d I do, Ed?]

 

EGG EMBRY – Ed, over the years we’ve talked a good deal and always about your Era d10 games. Before we get into the latest one, let’s catch everyone up. What are the Era games, and how are they related, and not related?

ED JOWETT – Firstly, for anyone who hasn’t seen one of these interviews before, welcome! It is always a pleasure to talk about the games I create and I hope you find this interesting!
The Era games fall into two distinct categories: ones with “Era” in the title and ones “Powered by Era d10“. The latter sort (such as Battlecruiser Alamo!) are not settings created by me, but games made in other universes which other people created and then worked with me to bring to life through the Era d10 Rule Set. As a result, they are not linked to any of the other games in terms of story – the Triplanetary Confederation Universe (Battlecruiser Alamo RPG), for example, is linked to a series of novels by Richard Tongue. I took the feel of his universe and created mechanics which supported that style of gameplay to make this game, and worked with him to write the setting material.
The settings which have “Era” in the name (there are 8 so far – Era: The Consortium, Era: Lyres, Era: The Empowered, Era: Survival, Era: Silence, Era: Hitman, Era: Balam and now Era: The Chosen) are a slightly different story. These settings were created by me and have a common thread which connects them, if you look relatively carefully. I have not publicly revealed yet what it is, but I am certain some people have picked up on it from various hints I have dropped over the years in Kickstarter updates, panels and interviews.
Era: The Chosen, actually, builds on this quite heavily, and is the biggest clue I have given to how these settings link up since Era: Survival.
Ignoring the links, each game explores a genre thoroughly:
Era: The Consortium offers the chance to play any sub-genre of Sci-Fi you can think of with its 500 years of playable history – you just jump into the time period which suits the style of your game and then, when that story is complete, you choose the next one and have the chance to play ancestors or descendents of previous characters as well as brand new ones!
Era: Lyres offers players the chance to tell literally any story they want in the low-fantasy setting it offers. The GM plays as an audience who will assess their story while they attempt to earn the gold and glory due to adventurers. But, as they don’t really have experiences, they have to be careful of inconsistencies! This game lets the players really express their creativity and provides endless opportunity for stories (as well as giving the GM a rest!)
Era: The Empowered, similar to Era: The Consortium, offers every sub-genre of superhero story within its timeline. Choose whether you want to be a newly-emerging individual, finding your powers for the first time, or work as part of a large, world-spanning team, or stand against invasions by the Old Gods or Atlantis, or joining the “Empowered Department” in their attempts to police supervillains in a co-ordinated, government-led way.
Era: Survival offers a post-apocalyptic setting – a hundred years after the cataclysm – where the last days of Humanity are approaching fast. Unsure how to survive, the people of Gaia have splintered into 14 different factions… and each has their own alliances and enemies. I am sure you can imagine that this provides a difficult world to step into. Will You Survive?
Era: Silence is based on an island which is a High Fantasy testing ground. Entering a portal to the mythical Isle of Silence, you will have to earn your name if you expect to escape… by completing challenges and working together. The catch here is that no person is able to speak on the Isle of Silence and, being barbarians, you cannot read or write very well. So, how do you work together when you cannot communicate so easily?
Era: Hitman is based in modern times, and allows you to step into the role of a team of assassins. The twist here is that many of the assassins in this world have superpowers! These are fast-burning and reduce in effectiveness as you use them, so you will have to be extremely careful about when you activate them. And, of course, your target might have powers as well! You never quite know what is around the next corner in this game, so you have to plan carefully!
Era: Balam asks you to step into the role of a fighter pilot. No pilot is truly complete without their craft and this game is based around that duality: without your fighter (which is highly customisable), you are not a complete character and could be easily killed by the alien hordes which roam HX-7371. As a small squadron, you will have to adapt your fighters and work as a team if you hope to save Humanity from this threat and protect Earth…
And Era: The Chosen you already know something about, thanks to Egg’s excellent introduction above… and I will be talking more about it below.
The link between the settings of these games is perhaps more evident than another important aspect: the rules are module and can be combined. I am going to talk more about that in a later question, so read on to know more!

Our world is not safe. It is besieged by creatures from another dimension...

EGG Era: The Chosen is a move into straight-up tabletop horror roleplaying. You did Era: Survival before, which had horrific elements. What made you decide to go full horror?

ED JOWETTEra: Survival has a different focus to Era: The Chosen. Era: Survival is about a zombie apocalypse and a divided humanity, which doesn’t know or believe in itself or each other any more – to a high degree, no-one trusts the people they meet on Gaia. Humanity is, in reality, its own worst enemy and the truth is that they could probably survive if they worked together.
Era: The Chosen is quite different. It is a game about the horrors of war when fighting against enemies you cannot understand. Humanity is united against this threat – those that perceive it, anyway!
But that doesn’t make it less terrifying. The Anonassi are biologically superior, intelligent and tactical… and know more about Humanity than you would like them to… especially when it comes to the fact that they enjoy eating us.
This game is about fighting a descent into madness and loss of control as you fight the Anonassi to protect our dimension. The horror aspect is much more psychological than in Era: Survival, making it a very different kind of fear to “when will I run out of ammo”, or “is a zombie waiting for me around the corner?”.
What made me do this was really a long love of two franchises: Dr Who – specifically the brand of horror where the primary reason you are scared is that you don’t understand – and the Turok games on the N64! I have long felt that the two would combine into an excellent setting (with numerous tweaks, obviously!).
Finally, it is something I haven’t done before! I am sure you can imagine that there are a lot more things I want to create and I am working through them. This brand of horror is something I can now tick off my list from a “setting” sense, and focus on expanding that universe!

 

EGG – How compatible are the different games?

ED JOWETT – They are very compatible – the aspects of the rules which are unique to each game (for example, Specialities, Karma, Implants and Party Confidence) are modular and can be carried across between games.
For example, if you want to play Sci-Fi Survival Horror, you can combine Era: The Consortium and Era: Survival’s rules to make a “Dead Space” type of game (we actually did this in a published book, Era: The Consortium – Revival!). If you wanted to tell stories of your exploits to con people out of cash in Era: Hitman, you could integrate the Era: Lyres rules… and if you were feeling very ambitious, you could combine all of them to make a “super game”!

The power of games running on the same rule sets is obvious – you don’t need to learn a new rule set each time. But when you can combine aspects of the rules and the system supports it? I think that makes something quite special, though I admit I may be biased!

"Creepy alien starfish... why did it have to be creepy alien starfish?" - Kevin Kutlesa

EGG – Some of the settings for your games have expansive timelines. Tell us about the timeline for the game, and what makes that span appealing in Era: The Chosen?

ED JOWETTEra: The Chosen offers 3 time periods to play in, and the attraction here is that the experience varies quite a bit depending on which you choose.
Perhaps you like the idea of fighting huge, terrifying monsters with pikes and flintlocks. If that is the case, then the “First Era” is for you! In this time, people aren’t sure what the Anonassi are, mostly assuming they are demons of some sort or, in some cases, fallen angels (a name which sticks as a descriptor!). If you like supernatural horror settings where not everything can be explained, this is allowed for here, along with the slightly more light-hearted, “swashbuckly” feel where you have to rescue the princess and save the day, but overcome your fear to do so.
Or maybe you like the sort of horror which you get from Victorian era literature – Frankenstein, for example. In the “Second Era”, you have technology advancing faster than humans learn how to control it. What if you could bring people back to life, just by integrating a technological device which you found lying around in the Lost Lands? Would you find it morally acceptable? Would everyone else? This period also brings in some of the more monstrous Anonassi for the first time; as they are driven back by superior weapons, they begin to deploy larger and more terrifying creatures.
In the Third Era, weapons are at modern levels and the war is being won. At this point, the Anonassi begin to deploy new, more sinister, tactics – swarms of insects which can devour flesh to the bones of either Anonassi or Human in seconds, and Ethereals who can possess Humans and even pass into our dimension safely for long periods of time. How do you fight when you don’t know that all who stand beside you are still the people you trained with? Who do you trust?
I think that the timeline setting was the only way for me to offer all of these types of play in the same game and playtested have very much encouraged this variety!
And, of course, when you consider that different things are horrifying to different generations, there is even more scope for differences in experience…

 

EGG – For some of your games, there’s been a standout mechanic or setup (Balam’s fighter craft and Battlecruiser Alamo’s duel characters). Will there be any new mechanics for the system?

ED JOWETT – Yes, there are!
Terror is the result of your experiences in the fight. Perhaps you got eaten by an Anonassi and had to blast your way out… if you were to be threatened with being eaten again, you could understandably have a severe psychological reaction to that.
This is covered by the Terror system in Era: The Chosen. As you begin to experience the Lost Lands, you will build Triggers (such as “being eaten”!). When they occur, you will have the opportunity to roll a check… but if you fail, you gain Terror. Each Terror brings with it more Triggers, so the result is a decline in your ability to cope with the Lost Lands. If your Terror bar fills, you will collapse and have to be returned home for treatment… and will probably never set foot in the Lost Lands again.
Trophies are almost the opposite. When you overcome a particularly difficult challenge – floor a giant, brutish Anonassi in the middle of it charging you, for example – you may gain a Trophy. In this example, you might gain a Trophy in the form of the Anonassi tooth. It would remind you that you can take down an Anonassi when it is charging you, so you might no longer be able to be Triggered by that event!
There are also numerous special rules for the Clans, particularly the Chike, who can transform into half-Anonassi forms. If you want to know.more about that, I recommend checking out our actual play session on Kickstarter: https://youtu.be/2j7TRgXlg6U

Chike - “Understanding is the key to survival, and not accepting preset biological limits is the key to victory.”

EGG – The $5 reward on this Kickstarter is for the digital Player’s Guide. That’s an incredible price! What will the Player’s Guide include?

ED JOWETT – I feel it is a good price, yes! The Player’s Guide includes the complete Rules (word for word the same as the Core Rulebook so there is no confusion!), an introduction to the setting for each era, full character creation and the vast majority of equipment (some stuff is so rare that it can be excluded to keep the page count a little lower and be communicated by the GM if it is used!).
What it doesn’t include is the full story of the setting or, more importantly, the Bestiary of Anonassi you might meet…!

 

EGG – For someone that has never played an Era d10 game, what would you say is the secret sauce that makes this a standout system that they should jump into?

ED JOWETT – It is easy and quick, it is representative without being painful and, if you are a brawler, the grapple rules are 2 pages and/or a flow chart which explains the same content!
It also gives huge flexibility for the GM to counter things like min-maxing (or not, if you prefer!), as well as the opportunity to leap into any of these genres while learning only a few extra rules.
The games are well-supported as well, through our Patreon and period campaign module releases, so if you are someone who likes grenade modules, we have you covered there too!

EGG – For those that want to check out the Kickstarter, where can they find it at?

ED JOWETT – You can join us right here: https://www.kickstarter.com/projects/shadesofvengeance/era-the-chosen-a-horror-rpg-defend-our-dimension-0?ref=9nc0yr

Thank you very much for reading and I hope you will consider supporting Era: The Chosen!

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CREATE YOUR OWN FANTASY RPG ADVENTURE – RPG RESOURCES BOOKS by Dark by Dezign (DriveThruRPG or Open Gaming Store)
Ends on Fri, September 14 2018 2:00 PM EDT.

Disclaimer: I am a creator on this project.
“Contributing authors James Ward, Lenard Lakofka and more share some of their pro tips on how to create your first fantasy RPG adventure”
Looking for advice on how to create your tabletop RPG along with stock art to get you going? Learn from ” industry greats and legends James M. Ward, Lenard Lakofka, as well as exceptional talents such as Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.” I’m excited to be a part of this project and offer my insights into the world of crowdfunding!

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

6 RPGs Worth Checking Out – Nights of Payne Town, Haunting of Hastur, Afterverse, MAIN GAUCHE, Domina Magica, and Entromancy

This week I look at RPG Kickstarters for:

  • 5e cypherpunk with magic
  • Magical Girl anime brought to the gaming table
  • Dark fantasy done (award-winningly) right
  • Space opera with fistfuls of d6s
  • A reprint of five 5e adventures forming an adventure path
  • Ten detective cases that need solving in a world of superpowers

Dig in!

 

Nights of Payne Town: a new story arc for City of Mist RPG! by Son of Oak Game Studio
Ends on Fri, August 31 2018 11:59 PM EDT.

“Hit the streets of a neon-noir city as detectives and vigilantes with legendary powers! A new story arc, rulebooks, expansion, and more

City of Mist is a cinematic, neo-noir tabletop RPG set in a modern-day city where legends and stories incarnate in ordinary people, granting them mythical powers. Due to the mystical veil of the Mist, most City residents are oblivious to the legendary forces in the City, leaving modern-day legends, or RIFTS, to operate in a hidden underworld of fairy-tales and crime.

Play as detectives, vigilantes, crooks, or just ordinary Janes and Joes with legendary powers, in a setting that combines the super-powered detective mood of Jessica Jones, Daredevil, or Luke Cage with themes from myth and legend, like in Fables (The Wolf Among Us) or American Gods. You and your crew investigate strange cases and face off with other modern-day legends, and at the same time struggle to balance your everyday life with the Mythos inside you. It’s time to hit the streets…

City of Mist was successfully funded in 2016 and published in 2017. It already has a great community of backers and fans and has sold thousands of copies. The next evolutionary step for the game is a guided set of adventures in the world of City of Mist  –  a story arc  –  that MCs (or GMs/DMs) can easily run for their groups. Nights of Payne Town is the first story arc book we will publish, with ten (10) individual cases connected into a single overarching plot.

 READ MORE ABOUT THE GAME BELOW!

AWARDS & REVIEWS

City of Mist RPG won two ENnie awards: Silver for Best Free Game 2017 (Starter Set) and Gold for Best Interior Art 2018 (Core Book, which will be split into the Player Guide and the MC Toolkit books available on this campaign).

GEEK & SUNDRY: “Pitch-perfect blend of superhero and noir tabletop RPG… The mechanics are simple yet INCREDIBLY robust.”

ONE SHOT PODCAST: “[City of Mist] combines everything that’s great about Apocalypse World with everything that’s great about FATE… look at the art, and see why I want this beautiful game on my shelf.”

AMAZON 5-STAR REVIEWS:

 ★ “Detective Noir Knockout.” ★ “Great System, Great Book, Great Company” ★ “One of the best RPG books I’ve read.” ★ “New favorite TTRPG.” ★ “Fantastic cinematic experience” ★ “I’ve got a lot of rpg books, this one rules them all” ★ “One of the Best Gaming Products I’ve Encountered in nearly 30 years of gaming.” ★ “A beautiful, cinematic superhero noir tabletop RPG for veterans and new players alike” ★ “Amit Moshe and Son of Oak Game Studio have established one of the hottest RPG franchises” ★ “Come for the incredibly high production value of the book. Stay for the brilliant design of the game.”

ACTUAL PLAY & MEDIA

City of Mist RPG has a wide range of Actual Play shows and podcasts for you to check out, from creators including Encounter RoleplaySaving ThrowOne Shot PodcastMistconceptionsSix & Twenty and many more.

The game was featured on Geek & Sundry (and here), Nerdarchy!RPG AcademyDelve PodcastCreation PodcastTabletop BabbleBAMF Podcast and others.

What makes City of Mist special is its unique premise and its bleak, yet mysterious, noir atmosphere. Your character, whether jaded or naive, lives in a corrupt metropolis where hidden forces steer the lives of millions. The situation is miserable, but you are awakening, beginning to become aware of the legend deep inside you. Together with your crew, you are trying to find answers in a city forever blinded by the veil of the Mist. You want to discover what is real, whether you are human or a legend, and who is running the show from the shadows. You are trying to discover the truth, and you’re up against heavy opposition.

Think mobsters with the power of Greek gods, a corrupt politician enchanting citizens with his magical pipe music, and a biker gang called the Winged Monkeys working for an unsavory smuggler, a modern-day Wicked Witch of the West.

Check out Detective’ Enkidu’s thoughts about the state of affairs in the city, in this animated version of the Core Book’s opening comic:

If the GIF isn't playing, click the image.
If the GIF isn’t playing, click the image.

Nights of Payne Town will present the first playable story arc that you can just pick up and play with your friends. It will contain of ten (10) cases that can be played individually, or as an ongoing campaign, each with its own backstory, locations, clues, NPCs, Dangers, and maps.

The story arc covers a time of turmoil in the City. The police are helpless against a new wave of crime, powered by forces they neither see nor understand. Ancient legends that were scheming in the shadows for decades are now finally enacting their insidious plans, raining chaos and suffering on the streets. The only ones who can stop this mayhem are nameless individuals, anti-heroes like your crew, caught in this mess unwillingly or all too willingly…

Nights of Payne Town cases break down into three “veins”, or sub-plots:

  •  The Criminal Vein, cases involving the rise of an unstoppable crime baron, a violent self-proclaimed monarch, and the struggle for power over the City streets.
  •  The Mystical Vein, cases following a magical arms race, where a mystery collector will stop at nothing to gather every form of magical object and being in the City;
  • and The Personal Vein, cases trailing the personal tragedy of the victims of a scheme to slowly and painfully destroy the very fabric of society in the City.

At the culmination of the story arc, these three veins combine into a single super-plotrevealing a sordid truth and a malignant power that has been feeding on the misery of the City since its early days. But, even there, in the heart of darkness, there is hope… even if is hidden from mortal eyes.

Can your crew solve these cases, face these evils, and save the City?

Among the modern-day legends featured are Hansel & Gretel, the Wendigo, Goldilocks, the Snow Queen, a slew of characters from Arthurian legend, the Philosopher’s Stone, King David, Paul Bunyan, spirits of Haitian Voodoo, and many more.”

 

Egg’s Thoughts:

 

City of Mist is one of the most well-considered superhero RPGs out there. It feels and looks like the best of modern superhero comics and the Marvel Netflix-verse. It has the room to be gritty and hopeful while working as a detective, all in a single game. Nights of Payne Town takes the game to another level by offering a ranging adventure path. 10 cases that standalone or form a wider story, it’s your choice.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Dark Naga – OSR Haunting of Hastur Modules by Dark Naga Adventures (Part of Fat Goblin GamesDriveThruRPG or OpenGamingStore)
Ends on Sun, September 2 2018 7:00 PM EDT.

 

Project image for Dark Naga - OSR Haunting of Hastur Modules

“All five parts of the Haunting of Hastur series in print for the OSR.

The Project

The Haunting of Hastur series has been very successful for Dark Naga Adventures. However, they were never successful enough to unlock the OSR print run stretch goal. Several OSR fans have lamented this shortfall. This is my wish fulfillment project for the OSR community, particularly those fans who have waited for their version in the classic print format.

This Kickstarter project has just one reward, all five modules in the old school print format: wrap around, detached covers, maps on the inner cover, saddle stitched (stapled) booklet. Simple. No stretch goals, just a low target small print run to give the backers who have wanted this version in this print format to have their wish granted.

There is a little bit of editing to be done. See below on changes to DNH1 – The Lost Temple of Forgotten Evil. Beyond that, as soon as the project funds, I will order the proofs, and as soon as they are verified, the print copies will be ordered. This will be a fast cycle project. So fast, that there won’t be any add-ons available via Backerkit. I expect to place the print order a few days after the funds post to my account.

Special Note: This might not be the project for you. This one will run the month of August. I am working on colorizing all of the art for a full color, hardback compilation version for 5e and OSR (separate books). I’m announcing both so that OSR fans don’t feel like they are being toyed with. One of my concerns is having a backer who would prefer the hardback decide to back this project because they had no idea the other one was in the works and regret their decision. That’s not cool. It’s not how I would want to be treated. Thus, I working to make sure that backers know their options, so they can make better-informed decisions.

Links to each of the five adventures:

  • DNH1 – The Lost Temple of Forgotten Evil – KS – DTRPG
  • DNH2 – The Buried Zikurat – KS – DTRPG
  • DNH3 – The City of Talos – KS – DTRPG
  • DNH4 – Confronting Hastur – KS – DTRPG
  • DNH5 – Carcosa – KS – (Not yet available on DTRPG)

The editing work to be done.

The first of the adventures was an experiment in dual stats for 5e and OSR. That was one of the weakest elements. Some found it confusing. This was my failure as a writer to see beyond my own experience. I convert between 5e and OSR on the fly when running my 5e game, or a BECMI/RC game (my Old School ruleset of choice, yes, I know maybe not technically OSR by all definitions, but in the most inclusive sense, OSR). I failed to recognize that part of my audience has no experience with both systems and they could be confused by unfamiliar terms.

The only significant work to be done on this project is to sever the two versions into dedicated works. I’m estimating it as twenty hours end to end, including editing. That project will start within a few days of putting the 5e and OSR text of the last adventure in the series to rest, DNH5 – Carcosa.

While I expect to have all of the editing work done, edited and ready for release before September 1. That allows the proofs to be ordered between the end of the project and when funds are released. Ideally, I’d like to place the order within a few days of the funds being release (Mid-September), and start fulfilling in early October. The estimate is a bit conservative to allow for things to go wrong without missing a delivery estimate.”

 

Egg’s Thoughts:

 

Dark Naga Adventures is Kevin Watson who I’ve interviewed about a part of Haunting of Hastur at the Open Gaming Network (here)Haunting of Hastur is a reprint of five D&D 5e and OSR adventures that Kevin has kickstarted one by one. Now you can get the full adventure in one location.

As well as this Kickstarter, Kevin is a member of the creative team behind CREATE YOUR OWN FANTASY RPG ADVENTURE – RPG RESOURCES BOOKS, a project I’m a part of as well (more below or see the Kickstarter here). Between the interview and being in a project with him, it’s easy to say that I think highly of Kevin. At the moment, we all win as there are two Kickstarters with Kevin in them, we live in rare times! 🙂

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Afterverse: Scifi Tabletop RPG by Ray Nothnagel
Ends on Tue, September 4 2018 9:30 PM EDT.

 

“Afterverse is a scifi tabletop RPG featuring an expansive and versatile world and the D6 Bank game system.

Welcome to the universe. Here’s what comes next.

The universe is a rough place, and now you’re in the thick of it. Whether you’re fighting the Bactaran occupation that begins almost as soon as first contact is established, exploring the new frontier of space after humanity throws off its chains, or working towards the unification of all the species of the Orion Arm of the Milky Way galaxy, Afterverse puts the universe in front of you and sets you against it.

The d6-based game system is versatile and powerful. The usage of hit banks minimizes dice rolls and keeps gameplay flowing smoothly, while letting players control their risk factors. Characters earn XP through the innovative Motivation system, bridging the gap between powergamers and roleplayers.

Set your campaign at any time across hundreds of years of future history. Every time period has its own events, conflicts, cultures, and technologies. Encounter enemies and allies of all shapes and sizes. Join the revolution, become space pirates, or command military might in space in epic wars across the galaxy.

The Afterverse book features nearly 300 pages of game rules, settings, and adventures. Over 150 pieces of artwork created over the last five years illustrate the living universe, bringing your games to life. The book will be in full color as a softcover (or hardcover if the stretch goal is unlocked). The book contains all the information players and GMs need to run an Afterverse campaign, including character creation, base rules, the setting’s history, and more.

If you’d like a sneak peek of what the sourcebook will look like, as well as an overview of the most important rules, check out the Quickstart Rules for Players!

Quickstart Guide
Quickstart Guide

Afterverse’s Action Cards help you track your character’s hit banks. Each card features beautiful character art, a place to store your hit counters, and a summary of the relevant rules. These cards help player keep track of not only their hit banks, but also the actions their character has available to them.

The Afterverse game system is based on pools of 6-sided dice. For most skill tests, you’ll add the relevant attribute, such as Agility, to the relevant skill, such as Melee; this determines the size of your dice pool. If the test involves a Specialization and you have that specialization, you’ll add two more dice. Situational modifiers may alter this pool further.

After rolling, any dice that come up as a 5 or 6 count as a hit; if you get enough hits, you’ve succeeded the test. Sometimes, instead, hits will be banked to be spent over time.

The initiative system in combat is based on this bank system. You’ll roll your character’s Reaction plus Perception, and bank your hits into your IP bank. Turn order starts with the highest IP bank and proceeds in order to the lowest; as each character acts, they will spend one or more hits from this bank. If the character has enough hits in the bank, they may perform additional actions by doubling the IP cost of the second action.

But it may be wise to conserve your IP, because this same IP bank is used for dodging. When you are being attacked, you may spend one or more points to set the threshold which the attacker will need for their attack to succeed. This greatly impacts the strategic decisions of the game. Covering fire is invaluable, as you can force the enemy to spend their IP bank dodging your shots instead of shooting back.

Finally, space combat is built on this same rule set. The Body Class system allows entities which are an order of magnitude larger than others to operate within the same combat at the same time; smaller entities receive a multiplier on their initiative rolls, while larger entities receive a multiplier on damage dealt, allowing a tiny vessel or even an individual person to act in the same combat as a battleship without skipping a beat.

Often, when in space combat, several characters will all be performing important and unique roles in the fight. The ship’s captain makes decisions and controls the deployment of the ship’s countermeasures. The pilot may position the ship in different ways in preparation to attack, defend, or evade. The engineer is in charge of repairing systems as they get damaged, managing the ship’s waste heat, and supercharging systems which will be required soon. The ship’s tactical officers will control the firing of weapons. The ship’s crew, each with their own complimentary set of skills, must work together under the leadership of their captain in order to position their ship for attack, supercharge the coilguns, and finally, deal the critical blow against the enemy, drawing upon the banks from every crew position to maximize the damage against their target.

My name is Ray Nothnagel. For my entire life, I’ve been a fan of tabletop games, science fiction, and real-world space travel. I’ve been working on the Afterverse rule set for the last five years and playtesting it for the last three. I’ve been designing the Afterverse setting since I was in junior high school – this universe has been kicking around in one form or another for twenty years, and I have the bad spaceship doodles from high school study halls to prove it. This campaign is just one more step in what has been my personal passion project for decades, and whether it succeeds or fails, will undoubtedly continue to be my unhealthy obsession for the rest of my life. The publication of this sourcebook is just one part of the grand scheme for Afterverse. The game system has come a long way since it started as little more than a homebrew variation of Shadowrun. Since that time, it has evolved into a unique game with innovative concepts and lots of refinements. The time spent on the game system has resulted in a robust and fun roleplaying experience where the rules enhance the setting, and don’t get in the way of the storytelling.

This campaign aims to finance the final push for publication – the graphic design, final editing, and the print run. Immediately upon the successful funding of the campaign, we’ll begin our final art pass and the layout work for the book. Following up on this, within a month or two, we’ll send the final sourcebook to be printed. The bookbinding printer will do their thing, and all told, we expect to have the final version of the book printed and shipped out to you no later than the end of October if all goes well, or sometime in November in case there are unforeseen delays. Some of the higher tiers will take longer to produce, but our goal is to have all rewards completed and delivered no later than December 2018.

I hope we’ve piqued your interest. There will be more posts and videos posted over the next month. If you’re going to be at DragonCon, check out our game sessions there for a taste of Afterverse. If you have any questions about the game or this campaign, please don’t hesitate to ask.”

 

Egg’s Thoughts:

 

Afterverse is a post-alien-invasion-space-opera. You use a mix of cards and handfuls of d6s to determine actions. John McGuire, myself, and our friends played Afterverse with Ray Nothnagel, the creator, at Gen Con 2018 (read John’s review here). When I talked to Ray, he shared that space combat is a highlight of the game because it gave each player a task within the system to perform (unfortunately, the session I chose did not involve space combat). Ray’ll be at Dragon*Con August 30th to September 3rd, 2018, in Atlanta demoing the game (and, hopefully, working on a space battle), so if you’re going it’s worth checking out. You can see Ray’s Afterverse events here.

 

You can support this Kickstarter campaign here.

 

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MAIN GAUCHE chaos supplement for ZWEIHÄNDER Grim & Perilous by Grim & Perilous Studios
Ends on Wed, September 5 2018 11:32 PM EDT.

 

“MAIN GAUCHE is a chaos expansion for ZWEIHÄNDER Grim & Perilous RPG – a gritty, dark fantasy tabletop role-playing game.

Hi, my name is Daniel – some of you know me as the creator of ZWEIHÄNDER Grim & Perilous RPG, and face of Grim & Perilous Studios. I am a level 41 husband/father/raconteur, and have worked in digital advertising for 14 years. Were you to compare me to a character on the show Mad Men, basically I’m Ken Cosgrove: biz-dev guy on the streets/author in the sheets. Much like Cosgrove, I am a writer when I’m off the clock.

Writing a RPG? Easy. Run the business? See illustration.
Writing a RPG? Easy. Run the business? See illustration.

I spent five years writing the brobdingnagian (read: mammoth) 688-page book you know as ZWEIHÄNDER Grim & Perilous RPG. I set up a Kickstarter, nearly two years ago to the day, to make it a reality.

First Kickstarter (click to view)
First Kickstarter (click to view)

Following a very successful Kickstarter & CrowdOx phase, a feature article on Forbes, and a 3-month climb to DriveThruRPG’s Platinum Rated top 25 products, it drove over 62,000 copies of ZWEIHÄNDER moved worldwide to-date.

ZWEIHÄNDER Grim & Perilous RPG also took home two golds in the ENnie Awards for Best Game and Product of the Year at GenCon 2018.

2018 ENnie Awards at GenCon
2018 ENnie Awards at GenCon

Turns out, there’s a market for world-agnostic, gritty D100 tabletop RPGs that doesn’t rhyme with “Goonquest” or “Warslammer”.

And after a stroke of inspiration, I began writing another book. Say hello to MAIN GAUCHE.

Front cover by Ken Duquet
Front cover by Ken Duquet
A 60-second overview
A 60-second overview

CHAOS IS NOT A PIT – IT IS A LADDER.

MAIN GAUCHE is a supplement for ZWEIHÄNDER Grim & Perilous RPG – a gritty, dark fantasy tabletop role-playing game. Using this book, you will be able to:

  • Add 68 brand-new Professions to your grim & perilous game
  • Build fantastic machines, like the Arkwright Cauldron & Rumblebutler
  • Easily integrate cinematic, vehicle-based combat into encounters
  • Use alchemy & Wytch-science to gain deadly abilities
  • Devote yourself as an occultist to elder Daemons
  • Learn damning Covenant Magick & wield their horrific manifestations
  • Make soul-altering pacts for Daemonic Gifts of unfettered power
  • Build your own unique creatures & NPCs on the fly

Plugging into the core D100 ZWEIHÄNDER experience, this book expands your gaming options into the realms of chaos and beyond. MAIN GAUCHE can also be used in your homebrewed campaign world, whether inspired by the works of Andrzej Sapkowski’s The Witcher, George R.R. Martin’s Game of Thrones, Glen Cook’s Black Company, Myke Cole’s The Armored Saint, Robert E. Howard’s Solomon Kane, Scott Lynch’s Gentlemen Bastards or other ‘grimdark’-inspired media.

With over 186 Professions and 300+ spells across ZWEIHÄNDER & MAIN GAUCHE, you now have countless ways to create your own vision of grim characters ready to embark upon perilous adventures.

Embrace the left-handed path of MAIN GAUCHE, where chaos awaits!

This supplement requires ZWEIHÄNDER Grim & Perilous RPG to play.

Daniel after writing Main Gauche, without 'muh anachronism glasses/hair' (thx /tg/)
Daniel after writing Main Gauche, without ‘muh anachronism glasses/hair’ (thx /tg/)
Like Zweihander with 666 dollops of chaos.
Like Zweihander with 666 dollops of chaos.

We estimate that MAIN GAUCHE will come in between 300 to 400 pages after we finalize layout, in full, old school black & white glory. Like its predecessor ZWEIHÄNDER, it will be illustrated cover-to-cover by Dejan Mandic.

Rated M For Mature.
Rated M For Mature.

Here is an overview of MAIN GAUCHE‘s chapters, and a little bit about each. We will dive deeper into what each of these chapters entail in our updates over the Kickstarter campaign, including preview chapters for download:

  • Table of Contents – overview of chapters & various topics
  • Introduction Story – as told by Danziger Eckhardt in our video
  • Designer’s Note – Daniel’s POV on the book
  • Chapter I: Liber Mortalis – 18 regular Professions, 44 Expert Professions & revised progress tables for all Professions across both books
  • Chapter II: Liber Arma – new materials, weapons, armor, war machines & shields
  • Chapter III: Liber Vehiculum – vehicles, fantastic machines & vehicle-based combat
  • Chapter IV: Liber Alchemia – alchemy, Wytch-science, intoxicants, treatments & more
  • Chapter V: Liber Daemonium – 13 Daemons & their worship, Daemonic Gifts & mutations expanded
  • Chapter VI: Liber Umbra – introduces 99 Covenant Magic spells & all-new Rituals
  • Chapter VII: Liber Malus – bespoke monsters & NPC creation
  • Chapter VIII: Liber Conspiratio – rules for conspiracies & investigations
  • Chapter IX: There’s Something About Marie – an investigative adventure
  • Appendix – a useable postscript to find what you need
Written in blood
Written in blood
Layout mocks by Ken Duquet
Layout mocks by Ken Duquet
Hexer
Hexer
Howling Marauder
Howling Marauder
Occult Magician
Occult Magician
Occult Magician spread
Occult Magician spread

 

Egg’s Thoughts:

 

If you have not gotten a PDF of ENnie Awards winning ZWEIHÄNDER Grim & Perilous RPG, you have not been paying attention. I got a free copy for attending Dan Davenport’s Q&A with Daniel Fox, another at Gen Con 2018 as they were giving away free copies via a redeemable code, and when I emailed Daniel about covering his $1 reward on MAIN GAUCHE because of the Stat Hat it included, he offered me a PDF of the rules and you know what I said? I said yes, Daniel Fox’s mom, because your son done good with this game! The core rulebook is 688 pages of great art and dark, yet fun ideas that resulted in it taking Best Game and Product of the Year at the ENnies. This follow-up expansion, MAIN GAUCHE, looks no less ambitious and worth checking out!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Domina Magica – A Magical Girl RPG by Third Act Publishing
Ends on Thu, September 6 2018 10:00 PM EDT.

 

“Welcome to Domina Magica, the RPG about becoming a Magical Girl and fighting the forces of evil!

Domina Magica is a tabletop role-playing game designed to emulate an episode of a Magical Girl Anime. You will create and role-play a School Girl in either Elementary, Middle or High and run through the typical scenario of everyday school life. You will make friends, you might make enemies, and hopefully make your next class on time. When you and your friends encounter strange happenings around the school, it is revealed that you are the next generation of Magical Girls!!!! You have been selected to help fight the forces of evil, and only the power of love and friendship that you posses will send these dark beings back to wherever it is they came from…….and all before dinner time.

You are walking down the aisles of your local game shop, running your fingers over the corners of board games and the spines of RPG books. Your hand stops on a small but brightly colored pink book with a design of a heart and wings on the cover. You pull it off the shelf and notice it has chains running across the front page. Curious you open it…. and then a strange iridescent light fills the room as a feminine voice booms into your ears “I have been waiting for you! Are you ready to make a contract to become a Magical Girl?”

We designed this game as a fun, light-hearted way to engage with all the iconic tropes of the Magical Girl Genre. Magical Girls is a sub-genre of the Japanese fantasy manga and anime, featuring girls with magical abilities, or who use magic to transform. This sub-genre dates back to the 1950’s and has become increasingly popular due to the magical renaissance featuring shows such as Sailor Moon and Cardcaptor Sakura! When you open Domina Magica this book will guide you through the transformation from school girl to Magical Girl. Through this beautiful illustrated book you and your friends will play through a day in the life of a school girl turned Heroine.

Domina Magica is designed to play in one session, with each game generating a different experience. One person will play as the Narrator who will help facilitate the game and control the various forces of evil. The other players will each form a team of magical girls who will discover their true identities and overcome both mystical and mundane challenges. This game has a custom made rules system, designed by Emily and Jim, that will encourage players to express their inner Magical Girls.

If this Kickstarter successfully funds, the game book will be a Digest size, hardcover, embossed and foil stamped, premium addition to your game shelf. If we meet some of our stretch goals we will have the ability to improve the book with things like full color interior printing and additional art. With your help we would love to make this a true mythical tome to be passed down from one magical girl to the next.

Now about these Slap Bracelets…

You might have seen these things spread all over social media, and if you have, great! That’s what we are going for! In an effort to raise awareness about this project, and women designers in general, we are giving every single backer a “Fight Like a Magical Girl” slap bracelet. Nothing says Magical Girl, or the 90’s, like a good slap bracelet.

As part of this promotion we are going to be sending these out to backers RIGHT AWAY. Not during fulfillment, not once the kickstarter is over, but as soon as you back, you are getting a Fight Like a Magical Girl Slap Bracelet sent out to you. In return we are only asking one thing… you have to post a picture of yourself wearing it in your best Magical Girl Pose. We want to spread the word and the only way to do that is with your help. No Magical Girl can win the fight against evil without the other scouts!!!

Unfortunately… there are some exceptions

The realities of shipping, and the tight budgets of a kickstarter, means there are certain limitations that we unfortunately have to apply. All US backers at any level will get a slap bracelet sent to them right away as described above. For our international backers, it is just too cost prohibitive to send the slap bracelets as their own shipment. Instead, international backers who back at a physical reward level, will have the slap bracelet included with their book at fulfillment. We really wish we could send everyone the slap bracelets right away, but it just is not achievable.

Our game has many unique aspects that you wont find in a typical RPG. The magical girl experience is not a typical play style for tabletop role-playing games and we wanted to make sure the game delivered on that approach. We have spent countless hours designing, play-testing and incorporating the feedback of these mechanics into this game.

Here are just some of the many unique mechanics of Domina Magica

Dual Sided Character Sheets 

In Domina Magica your character sheet has 2 sides, one for your School Girl and one for the Magical Girl Persona. As you play the game, the actions and decisions you make as a School Girl (the first side) will directly affect your Magical Girl (the second side). Playing your school girl will actually build your Magical Girl!  When it comes time for your special transformation you will physically flip the sheet from one side to the other and play with the character you have built.

Early Character Sheets (Still in Progress)
Early Character Sheets (Still in Progress)

The Cootie Catcher

In the beginning of the game you and your friends will build a “cootie catcher” or “fortune teller,” that will help determine the events of the game as it progresses. At the start of the game players will work together to establish details about their unique episode. These aspects are used to fill in the cootie catcher’s various sections, and players will write in the theme, season, names, and more. Once the players have built the world their game will take place in, each player will add a secret trial on the hidden parts of the paper. At various points in the game, the cootie catcher will be triggered which will randomly activate one of the hidden trials the players created.

Dark Energy Circle 

The Dark Energy Circle (or DEC) is used to track the growth of negative energy in the world. Throughout the course of the game, player actions will determine where the evil energy first appears and how it spreads. The players will be able to see this growth on the DEC, and watch as the forces of evil get stronger. When it’s time to confront the Big Evil, players will use this as their battle map during the final showdown. The DEC is one of a kind  because it will organically develop the ending boss fight of each play session.”

Battle Map (Still in progress)
Battle Map (Still in progress)

 

Egg’s Thoughts:

 

Want to play a Magical Girl ala Sailor Moon or Cardcaptor Sakura? This game will take you there! It has the look, style, and feel of what you want in that genre. The creator has made the game with veteran players in mind, but set it up so new players with a love of Magical Girl animes will find it appealing! Need to know more? I interviewed Emily Reinhart of Third Act Publishing and the creator of Domina Magica over at the Open Gaming Network (here) about the game and she shares a lot of thoughts about why it’s a good one to own.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Entromancy: A Cyberpunk Fantasy Roleplaying Game by Nightpath Publishing
Ends on Fri, September 7 2018 12:00 AM EDT.

 

“Dive into a cyberpunk urban fantasy world filled with magic, espionage, hacking, and gunslinging action!

Entromancy is a tabletop roleplaying game set in San Francisco in the late 21st century. In our world, a quarter of the earth’s power now runs on ceridium, a newly discovered element that has had the unintended consequence of spawning a new race of people, and several forms of magic that were once thought to have been forgotten.

In Entromancy, you’ll take the role of a character in a futuristic, technology-driven, magic-rich world complete with espionage, spellcasting, hacking, and engaging action sequences.

The core system of Entromancy is based on the world’s most popular roleplaying game, and will allow you to choose from five diverse races and five unique classes to create your character and begin your story. You’ll progress your character by taking on challenging missions and eventually embracing one of the game’s five brutally powerful destinies, which are like prestige classes.

Want to stealth hack your way into enemy territory as a Vanguard, enhancing your faction standing with the underrace nation of Aurichome? You can do that. Interested in putting together a crew of NIGHT Agents to clean out San Francisco’s Presidio of zombie-like ragers?  We’ve got you covered.  Striving to climb the ranks of the Unaligned so that you can unlock the ferociously powerful, chaos-based magic of the Entromancer? No one’s stopping you…other than the other two power hungry factions standing in your way.

  • Cyberpunk Fantasy Roleplaying. Enter a futuristic, magic-rich world where technology is ever-present and several forms of forgotten magics have resurfaced — for better and worse.
  • Unique Characters. Choose from five diverse races and five unique classes — from the dual-pistol wielding Revolutionary to the magic-savvy Technomancer — to create your character and begin your story. Progress your character by taking on challenging missions and eventually embracing one of five brutally powerful destinies.
  • d20 Mechanics. Experience a streamlined gameplay system based on the Fifth Edition of the world’s most popular roleplaying game, simultaneously allowing for exciting action and storytelling while providing for a great deal of depth.
  • Action Gameplay. Get into the game quickly with easy onboarding for new players and engage in action-packed gameplay with spellcasting, hacking, cybernetics, and much more.
  • Faction-Based Espionage. Increase your standing with Entromancy’s three competing factions of NIGHT, Aurichome, and the Unaligned, while attempting to make your mark on a world that has become fractured after years of population explosion, socio-economic tension, and magic-based warfare.

In Entromancy, you’ll create a character by selecting from five diverse races and five unique classes, customizing them by selecting feats and talents and/or spells. The five starter classes include:

  • NIGHT Agent. NIGHT Agents are special agents of the highest order, members of a paramilitary force that is called upon to enforce peace among aurics and humans — sometimes using extreme measures. As a Night Agent, you’re skilled in espionage and magical combat, and will have to decide between the paths of dark and light for your archetype.
  • Revolutionary. Revolutionaries are allied to the underrace nation of Aurichome, sacrificing the comforts of the status quo for the promise of equality for all underraces. As a Revolutionary, you’re trained in all manner of ranged combat, and are unparalleled in your understanding of modern vehicles.
  • Technomancer. Technomancers are gifted to the extreme in hacking, robotics, and manipulating any type of machinery. As a Technomancer, your training allows you to get closer to the metal with feats and spells than any other class.
  • Terramancer. Terramancers have dedicated their lives towards communing with nature, drawing their inspiration from the flora and fauna around them. As a Terramancer, your proficiency with healing magic is unmatched, as is your ability to throw projectiles with deadly effect.
  • Vanguard. Vanguards thrive in the shadows, specializing in the arts of stealth, assassination, and subterfuge. As a Vanguard, your skills in remaining unseen and getting the drop on your opponents is unparalleled.

Once you’ve completed five or more missions, you’ll unlock one of five powerful destinies, provided that you have the appropriate faction standing to do so. These include:

  • Aurikar Elite. Guns and spells have their places, but you prefer to get your hands dirty. You’ve mastered the art of hand-to-hand combat through training with King Thog’run’s special forces, and have sworn fealty to the crown as one of Aurichome’s elite defenders.
  • Entromancer. You’ve spent time, energy, and no small amount of personal sacrifice chipping away at the mysteries of the universe. Ever so slowly, entropy begins to respond to your will.
  • Infiltrator. When a job requires subtlety, they call for an assassin. When it requires a ghost, they call you.
  • Inquisitor. You’ve entered the elite ranks of NIGHT leadership, empowered with some of the most devastating –- and manipulative — spells known to humankind.
  • Weapon Master. Some heroes are born; others are forged through discipline and forbearance. You have become a master of arms, dedicating your life to the study of weaponry.

For a design sample of what the interior layout of the Entromancy RPG will look like, please click here.”

 

Egg’s Thoughts:

 

This is bright, shiny cypherpunk! Set in San Francisco, you’re in a time of good power sources and magic, and yet, there are still bad folk aplenty to contend with. Also, it’s based around D&D 5e so the ruleset in a modification, not a brand-new design. If you want near-future, magic-meets-science yet the world did not fall to darkness using a system you know the root of, Entromancy has a place at the table for you. Add to that, Craig Campbell of Nerdburger Games acted as a mentor to the creator on this project and I think highly of Craig so it’s just extra winning.

 

You can see examples of their work at DriveThruFiction here.

You can support this Kickstarter campaign here.

 

* * *

 

CREATE YOUR OWN FANTASY RPG ADVENTURE – RPG RESOURCES BOOKS by Dark by Dezign (DriveThruRPG or Open Gaming Store)
Ends on Fri, September 14 2018 2:00 PM EDT.

Disclaimer: I am a creator on this project.
“Contributing authors James Ward, Lenard Lakofka and more share some of their pro tips on how to create your first fantasy RPG adventure”
Looking for advice on how to create your tabletop RPG along with stock art to get you going? Learn from ” industry greats and legends James M. Ward, Lenard Lakofka, as well as exceptional talents such as Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.” I’m excited to be a part of this project and offer my insights into the world of crowdfunding!

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

* * * * * *

 

Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

5 RPG Kickstarters Worth Checking Out – Iron Edda Accelerated, L’gat’s Tome of Amazing Creatures, Necrotopia, Confluence, and BLOODY-HANDED NAME of BRONZE

There are three ways I pick out the RPG Kickstarters that I intend to cover:

  • They fall under a theme – Amazing numbers, all-5e, OSR, whatever
  • They are ending soon and it’s cover’em now or never
  • I’ve been pinged by someone (lots of fans, sometimes the creators) and asked to check out the work.

This week, it’s fan review and there are some excellent games to check out!

 

Iron Edda Accelerated by Encoded Designs
Ends on Thu, August 23 2018 9:00 AM EDT.

“A new version of the Iron Edda RPG, powered by Fate Accelerated™.

Ragnarok is here! The Dwarven Destroyers bear down on your holdfast. A cult dedicated to Loki foments deadly mischief within your walls. The local seer envisions young warriors throwing off clan ties, merging with the spirits of giants to save their holdfast. Fight, bleed, sacrifice, and save your people for as long as you can. Welcome to Iron Edda Accelerated!

Backers get access to the Early Release version of the rules (edited but not laid out) as soon as they back this campaign.

Iron Edda Accelerated is a roleplaying game about the heroes of a Viking holdfast during Ragnarok. They battle threats from outside and within for honor, glory, and clan. The game draws strongly from Norse mythology — although its focus on holdfasts allows for telling a variety of stories:

  • Epic Norse Action. Pick up your axe and shield to fight the metallic hordes of the Dwarves as they come to raze the world. Look through the roots of the World Tree to the Lands of the Gods and find the most opportune place to strike. Bring together your people and lead them against threats both outside and within your holdfast. Be the blazing heart of a dead giant fighting the metal monstrosities. Stand against the Dwarves who come from below to reclaim what was once theirs…or so Loki tells them.
  • Heroes of the Holdfast. You’re the heroes of this age, dealing with the chaos and glory of Ragnarok: a time for legends to be born. Fight hordes of Dwarven spiders, convince fractured factions to fight together, travel the planes to bring aid in the form of magical artifacts to save clan and loved ones. Ragnarok seeks to end everything, but you have the power to keep it from destroying your holdfast for a little while longer.
  • Internal Holdfast Politics. While external threats are daunting, insidious ones from within are equally deadly. People look for opportunities to gain power, even as Armageddon approaches. Convince your Jarl to make peace with the other holdfasts instead of war. Rally your warriors and keep their spirits high in the face of terror. Root out dissidents seeking to unbalance the power structure of your holdfast. Stabilize your own homes if your Jarl loses control. Keep your community strong or the Dwarves easily overrun your holdfast.

The Dwarves of Svartalfheim invade the surface with metal machines, monstrous and terrible. The gods fight against the end of existence. Holdfasts burn. The seers foretell the coming of the Bonebonded: young folk who’ve thrown clan aside to merge with the spirits of deceased giants, providing the power to retaliate against the Dwarves in the form of skeletal giants. The Runescribed use their terrible powers to keep everyone alive a little longer. Other holdfasts seek any advantage in these desperate times. The world hurtles toward a chaotic ending, while a smiling Loki sits in the shadows watching Yggdrasil burn. What will your story be during the end times?

Iron Edda Accelerated invites a wide variety of stories against the backdrop of Ragnarok. The Holdfast Creation system lets you take the elements presented, ask questions about the holdfast, and uncover the rest through play. While answering those questions you also draw a map of your holdfast, providing a visual representation of your experiences. The map functions as a play aid and reminder of your holdfast’s environs, the problems arrayed against you, and the places you’ve decided are important.

Iron Edda Accelerated explores the problems of an oncoming apocalypse against a backdrop of mythic storytelling and Norse culture where clan is thicker than blood. The heroes of the holdfast feel pressure from everywhere as they solve the problems assaulting the holdfast.

To make that happen, Iron Edda Accelerated uses a variation of the Fate Accelerated™ system, by Evil Hat Productions. Fate Accelerated makes the characters instantly competent and dramatic through approaches and aspects. In addition, story stress tracks help the GM weigh and present various problems assaulting the holdfast.

Other mechanisms help promote the kind of play Iron Edda promises:

  • Scale – Giant metal monstrosities, heroes larger than life, magical runes usable against enemies, and weapons of legend. Rules are provided to determine the weight of these elements in play.
  • Destinies – A number of mythic Norse-inspired destinies, including the Bonebonded, Runescribed, Seer, and even the Farmer, help players make characters fit into the setting.
  • Holdfast Creation – This system creates your holdfast through a series of questions and a hand-drawn map. When completed, the players have a series of problems that assail the holdfast and the characters’ paths are clear — and legendary stories unfold quickly.

The Iron Edda Accelerated book is planned to be 6″ x 9”, 140 – 160 pages, with greyscale interior art. The text is already done, and we have art assets. The Kickstarter pays the team for their hard work, purchases additional new art assets for the book, and puts money into creating additional content for Iron Edda Accelerated.”

 

Egg’s Thoughts:

Ragnarok: Fate Accelerated™ by Tracy, Barnett, Chris Sniezak, Shawn Merwin, Robert M. Everson, Tim Jones, John Arcadian, Phil Vecchione, and Matt Morrow. If that system and setting and those creators don’t move you, the gods will.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Necrotopia: Handbook to the Apocalypse by Keenan Dunham
Ends on Sun, August 26 2018 11:02 AM EDT.

“Necrotopia is a pen and paper role-playing game. We are releasing a complete 30 page color rule-set book with original artwork. #RPG

Necrotopia is an Apocalyptic RPG where you and your friends battle through multiple Apocalypses. Faced with invasion of evil forces through portals, travel across worlds after you master use of portals. Original story and art with unique characters and settings.

Uses a D6 game system with move creation that is simple and highly customizable. Create a character in 5 minutes and play a session within an hour. Fun for veteran RPG players and new players.

Necrotopia is a role playing game written and developed by Keenan Dunham. This is an independent project of a combination of ideas and stories Keenan has created. Our goal is to release the first 30 page stand alone rule-set book, and expand the Necrotopia Universe after that with more campaign books.

With the limited time-frame of the first kickstarter we will only be releasing the 30 page rule-set book along with some special bonuses. Artists are being paid up front for original art used, not from promises of future money.  Some art used is public domain.

The game itself is meant to be a beginners pen and paper role-playing game that can appeal to anyone. It is simple and highly customizable. Here is a sample of the story from book one: “Necrotopia’s story begins with sparks of an invasion of demonic and inter-dimensional forces attacking Earth, initiating a battle for survival and conquest. There is a battle between Heaven and Hell brewing and you and your friends are caught in the middle. What happens depends on you with one person taking the role of Game Maestro and the rest taking the roles of role playing characters.” We hope you and your friends have a ton of fun with this game!

Keenan Dunham is the writer and creator of Necrotopia: Handbook to the Apocalypse. The idea actually came from a book he was planning to write and the game will include many characters from those ideas. The book may get written if Necrotopia is successful. Other writing projects Keenan was working on got merged all into a greater world of Necrotopia, and it makes for a lot of fun. Expect a growing universe of characters and places to come. Thank you!”

 

Egg’s Thoughts:

I covered the first run of this Kickstarter here. In the new iteration, it has a higher goal and has raised more dollars towards it.

Check out the Kickstarter page. I didn’t copy it, but the pages shares a lot about the game’s mechanics so you can find out exactly what you’re getting with your pledge.

 

You can support this Kickstarter campaign here.

 

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Joshua A.C. Newman’s BLOODY-HANDED NAME of BRONZE by Glyph Press
Ends on Thu, August 30 2018 11:59 PM EDT.

“Bronze-Age Sword and Sorcery roleplaying, inspired by TORAH and ILLIAD, GILGAMESH and ACHILLES, CONAN and THE DYING EARTH.

Udebed, who has promised her donkey Ahf to help her find a suitable mate; and has promised her ktesh, Kalil, perpetual fresh meat. By Simon Roy
Udebed, who has promised her donkey Ahf to help her find a suitable mate; and has promised her ktesh, Kalil, perpetual fresh meat. By Simon Roy

Joshua A.C. Newman’s The Bloody-Handed Name of Bronze is a tabletop roleplaying game of those who speak the secret Language of Names that spoke the world into existence. When you portray one such Namedealer, you will make treaties with anything bearing a name — and you will thrive and suffer from the consequences of those promises.

…And it is a game of fated heroes, driven by their long-dead ancestors — and their own great passions — to pursue their destiny for the benefit of the dead, and to die bathed in glory.

Ashahu Nine Finger is saved once again by the bronze sword, Adakim, given to her by the tortoise Dubud in thanks for removing it from his flesh. by Jabari Weathers
Ashahu Nine Finger is saved once again by the bronze sword, Adakim, given to her by the tortoise Dubud in thanks for removing it from his flesh. by Jabari Weathers

It is a game of passions and cunning, of tricksters and hard-found justice.

Zikru, a man of renowned beauty who challenged a Great Name to a contest of poetry. And won. By Joshua A.C. Newman
Zikru, a man of renowned beauty who challenged a Great Name to a contest of poetry. And won. By Joshua A.C. Newman

It is a game of pursuing what you desire. It is a game of getting what you want from your companion characters when you have no reason to trust them, and about using those you don’t trust to aid you in your pursuits.

It is a game about flight from the consequences of your promises, and the power that comes from both lies and the truth.

It is a game about charging toward that against which you have been commanded, and the power one has to turn against an abuser.

From PROPHET. by Simon Roy
From PROPHET. by Simon Roy

The World of Names

Above the World is the Vault of Heaven, holding back the Waters of Heaven.

Beneath the World flow the Waters of the Underworld.

Between them is the World, and all in it is made of clay, given being with names, spoken into existence with the first breath.

All that has a name, has a will. Every child, every river, every constellation, every fang of bronze discovered in the rib cage of a storm-revealed skeleton, scoured by the desert. Seek and explore, for in the quest lies your destiny and your doom; your redemption and your failures.

Baruk fled far into foreign lands, shearing his hair and beard as do the foreigners. Now as he returns through the swamp Yogash that offers him safe passage, it grows in as he approaches the City of Hu where he would complete past business. by Shel Kahn
Baruk fled far into foreign lands, shearing his hair and beard as do the foreigners. Now as he returns through the swamp Yogash that offers him safe passage, it grows in as he approaches the City of Hu where he would complete past business. by Shel Kahn

Jabari Weathers – Not art from the game but a great example of Jabari’s work.

 

Egg’s Thoughts:

The game sounds interesting as an experiment. The Kickstarter is intimidating, meant to show its artistry and poetry to give a solid feel for the setting (I feel I get the setting based on the imagery that is shared in the art and writing). Yet, the campaign keeps its mechanics shrouded in mystery. As best I can tell, you’ll draw from two pools and roll them together to accomplish your goal. If the fantasy of these previews can be infused through the book, this will be a winner.

Add to that, there’s Jabari Weathers art! I met Jabari online, loved their art, and, ran into them at Gen Con 2018 twice (we happened to be in the same hotel). Jabari is an exceeding friendly individual and I wished I’d had time to sit in on one of their games at the convention. With this project, I’m eager to see all of Jabari’s work cause it will build this setting.

 

You can support this Kickstarter campaign here.

 

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L’gat’s Tome of Amazing Creatures – Volume 2 by Power Up Games (PUG)
Ends on Thu, August 30 2018 11:59 PM EDT.

 

“L’gat’s Tome of Amazing Creatures Volume 2 is Power-Up Gamer’s next supplement containing homebrew and reskinned monsters for DND 5e.

Crystal Golem
Crystal Golem

What are we doing here?

L’gat’s Tome of Amazing Creatures Volume 2 is the next release in a trilogy set of 5th Edition Dungeons and Dragons supplements. Produced by Power Up Gamers Roleplayers for Accessibility, artwork will be done by the talented Jon Pintar.

Cacticorn
Cacticorn

What’s in the book?

Much like the first volume, we plan on releasing 26 homebrewed and re-skinned monsters with rich lore, culture, and history sections, several tables including a d100 magic item roll table, and a section containing 12 locations with sights, sounds, and sensations specifically designed  to cater disabilities. Each Location will also have a trap, a puzzle and a riddle along with monsters from the series that might be found there.The Supplement will have a full color cover with black ink sketches of the monsters inside.”

NOTE – Cacticorn and the Crystal Golem are “pre-edits,pre-rewrites, and pre-playtests”.

 

Egg’s Thoughts:

 

This is “26 new, flavourful creatures for the fifth edition of Dungeons & Dragons, this time focusing on the fantastical non-hostile denizens of L’Gat’s Prime Material Plane.” So, you’re getting the nice creatures and you’ll need to see volume one for the bad folk. These are monsters by Disabled DM Jarin DND, who reached out, sent a press release, and has been very accommodating of my questions. One of the main ones I had was about the Writer’s Room Visit, a part of the $35 and up rewards that include PDFs of both volumes of L’gat’s Tome of Amazing Creatures and more. If you’re curious what the Writer’s Room Visit involves, Jarin from Power Up Games shared this:

“The Writer’s Room Visit is where our backers can sit down with our production team with an idea of their own and we will help them with the process of taking a basic idea and writing it out into a usable pdf format…of course with time being limited, we obviously can’t teach them all the ins and outs in one session but we will teach the basics of the process as well as give some guidance for resources etc. We currently plan on these sessions being between 2 and 8 hours per session depending on what the supporter needs.”

For $35 (or more), you’re getting 5e games, updates, and a chance to talk gaming ideas with individuals that have already taken the plunge and published their creations!

Over and above the gaming, PUG is on a worthwhile mission to create “ways of making their games more accessible to a wider variety of people, especially those with sensory impairments and learning disabilities. This is done by suggesting language and methods that evoke the senses as well as outright descriptions of the beasts and their habitats.” Their mission is inclusive and it’s done in a way that benefits all gamers – by offering more detailed monsters. This is product is going to be a win!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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UPDATE – The Kickstarter for Confluence – Cosmic Mirror Games Core Rulebook by Cosmic Mirror Games has been cancelled. 

Confluence – Cosmic Mirror Games Core Rulebook by Cosmic Mirror Games
Ends on Wed, August 29 2018 12:53 PM EDT.

“10 Worlds. 1 Game. Endless Possibilities. Confluence is the core rulebook for the Cosmic Mirror Games settings and systems.

Confluence is the 9th of 14 eras on the Cosmic Mirror, a flat world with 4 suns. Cosmic meddling has caused the world to collapse in on itself, prompting beings from the other 13 eras to pour into it. Now, their cultures, their races, their creatures are all colliding. This is Confluence.  

The Core 10 Races of Confluence
The Core 10 Races of Confluence

LINK TO PLAYTEST COPY

10 Worlds, 1 Game. In Confluence, players will take up the roles of denizens who have come from these disparate worlds, thrown together into one world of ancient history and extreme technology. Each of the 10 playable races brings a unique experience from their own game worlds, and each comes with their own levels of difficulties, allowing experienced players to play alongside new players while facing different difficulty levels in character creation and management.

With 10 core races and 40 NPC races, as well as unique items, technology, equipment, and magic from each of the worlds, Confluence is a world made to be explored. You can play a horror game with the undead hordes of the 7th Era, engage in political intrigue with the beings of the 12th, and hunt down ancient relics of incredible power from the 13th. Will you fall into worship of the Fallen Gods, or will you find power from the being that resides within the world itself? Your journey awaits.

NOTE: The Worm The Early Birds Want is the tier you want to get– get a PDF at the 25$ price and get a FREE hard copy! Only 50 slots, get them while they last!

Promotion days: Day 1 (July 30th)- Free cover and world map posters to all who pledge at the $25 level or higher!

Day 15 (Aug 13th)- Bump your pledge by $5, and you’ll get a free PDF of Generations! Bump by $15 and you can nab a hardcopy! That’s half the price of a PDF on Drivethru right now.

Day 22 (Aug 20th)- Bump your pledge by $5, and you’ll get a free PDF of NuAEther! Bump by $15 and you can nab a hardcopy! That’s half the price of a PDF on Drivethru right now.

I keep good records, so don’t drop your pledge later to try and trick me into giving you the pdf at the end. I’ll tally it up when it wraps up! : )

Past Kickstarter: We want to be forward. Confluence had an attempted Kickstarter back in June last year, where it was paired up with two of our small book games. The Kickstarter failed, but we didn’t stop for a second. Work continued, art kept coming in, and we’re coming back stronger than ever.  

The Game
The Game

Confluence is the core rulebook for a series of game books set to come out each year. It also acts as the core setting. Future books will rely on these core mechanics as expounded upon in the Confluence book, but will offer new worlds and settings, along with new races, items, magic systems, and much more. Because this core setting is made up of elements from the other worlds, each of these new setting books will be backwards compatible, all their contents usable in the core world. The book is slated to reach 650 pages.

The core of Confluence is built on a simple d6 dice pool system. To perform an action, you will add your relevant Attribute to any relevant Specialty your character has for the particular action. You then roll that many d6, and succeed on 5’s and 6’s. Unique race powers, character traits such as Talents and Abilities, and a wide array of item options from across the worlds enhance and enjoyably complicate the game for players, and help make each game new and exciting.

What’s in here? 

LINK TO PLAYTEST COPY

This game book is actually at your fingertips to give a look over right now. The playtest copy contains all the elements needed to pick up and play right now, including all the information needed to create any of the 10 unique character races, unique character traits to help set your character further apart, as well as 20 pages of item options to ensure you are properly equipped for your journey. Information on combat and survival are here in their entirety as well, letting your group pick up and play from this playtest document alone. In addition, the book looks ahead at the variety of offerings still in store for World information, continent and city descriptions, additional NPCs, monsters, and more. There is a lot of info missing from this copy, over half the book, but that’s to make sure that there’s plenty of worthwhile stuff for you to still find ahead in the final version!

To ensure the world feels real, alive, and expansive, it has been beautifully mapped with the use of the Inkarnate program. Additional area maps are still forthcoming, ensuring that even a game that remains in one area or around one city will be able to find plenty to engage players for many games. Additionally, information on each city and area of the world, as well as towns and cities are described in the book that can be set anywhere in a particular region, ensuring your players always have a place to rest their head, or find a new story hook.”

 

Egg’s Thoughts:

By Dane Asmund, this game’s system involves adding “your relevant Attribute to any relevant Specialty your character has for the particular action. You then roll that many d6, and succeed on 5’s and 6’s.” It’s a simple system and they’re offering a playtest copy to try it out. Give it a go and if you like it, come back to the campaign.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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CREATE YOUR OWN FANTASY RPG ADVENTURE – RPG RESOURCES BOOKS by Dark by Dezign (DriveThruRPG or Open Gaming Store)
Ends on Fri, September 14 2018 2:00 PM EDT.

Disclaimer: I am a creator on this project.
“Contributing authors James Ward, Lenard Lakofka and more share some of their pro tips on how to create your first fantasy RPG adventure”
Looking for advice on how to create your tabletop RPG along with stock art to get you going? Learn from ” industry greats and legends James M. Ward, Lenard Lakofka, as well as exceptional talents such as Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.” I’m excited to be a part of this project and offer my insights into the world of crowdfunding!

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

* * * * * *

 

Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

PRESS RELEASE – L’gat’s Tome of Amazing Creatures – Volume 2 on Kickstarter

Power Up Gamer (PUG) is proud to announce the launching of its second Kickstarter for the next volume of its series of monster manuals, L’Gat’s Tome of Amazing Creatures series.  Continuing from volume one, new product will include 26 new, flavourful creatures for the fifth edition of Dungeons & Dragons, this time focusing on the fantastical non-hostile denizens of L’Gat’s Prime Material Plane. The book will also carry the company ethos of supplying gamers with ways of making their games more accessible to a wider variety of people, especially those with sensory impairments and learning disabilities. This is done by suggesting language and methods that evoke the senses as well as outright descriptions of the beasts and their habitats.

Power Up Gamer started in 2015 as a single YouTube channel for the company chairman, Jarin DND the Disabled DM, as a place for him to talk about is experience as a disabled roleplayer. This quickly grew to become a Facebook group where others shared their experiences as well. All facets of Power Up Gamer hold two clear goals:

  • To provide a place for disabled players to feel safe in discussing how their disabilities affect their gaming in Tabletop Roleplaying Games

  • To strive to bring awareness of disability issues to the larger RPG community.

In November 2017, the Kickstarter for volume one of L’Gat’s Tome of Amazing Creatures launched and was successfully funded. At present, the Kickstarter for volume two is 52% funded with 13 days remaining.

To support this Kickstarter, click here. To see other works by Power Up Gamer, check out their page on DriveThruRPG here.

[UPDATE – Samples of L’gat’s Tome of Amazing Creatures – Volume 1 are below, not volume 2.]

Breezeborn

L’gat’s Tome of Amazing Creatures – Volume 1 Monster – Breezeborn

Tomb of The Faceless One

L’gat’s Tome of Amazing Creatures – Volume 1 Location – The Tomb of the Faceless One

PRESS RELEASE – Forbidden Lands Released to all Backers – Last Chance to get Early Access to the Cursed World!

Free League Publishing

​Forbidden Lands Released to all Backers – Last Chance to get Early Access to the Cursed World!

Free League Publishing – Aug 16, 2018 13:00 BST

Adventurers that backed the Forbidden Lands RPG may now enter the cursed world.
New explorers have a final chance to make a late pledge and gain entrance.

All backers have received digital access to Free League Publishing’s upcoming fantasy RPGForbidden Lands and may enter the cursed world today. The tabletop-RPG Forbidden Lands is a brand-new take on classic fantasy roleplaying. 

New explorers have one last chance to make a late pledge and gain early access to Forbidden Lands. The Pledge Manager closes its gates at September 1st. Backers who make a Late Pledge will receive the game in advance of the retail launch in November.

The open world of Forbidden Lands created by Free League Publishing allows players to freely explore the dangerous realm and venture into the unknown, while still taking part in the epic campaign to decide the fate of the cursed lands.

In Forbidden Lands, you and your friends will be playing raiders and rogues bent on making your own mark on a cursed world. Discover lost tombs, fight horrifying monsters, wander the wilderness and, if you live long enough, build your own stronghold to defend. The unique rules created by Free League for exploration, survival, base building and campaign in Forbidden lands play can also easily be ported to any other game world.

The core boxed game set includes the Player’s Handbook and the Gamemaster’s Guide – two hardcover books with leather and gold covers, totalling over 450 pages – along with a large full-color map, a sheet of map stickers, and a booklet of tables.

Forbidden Lands is a legacy game, in which the players’ actions will permanently change the game map, turning it into a living chronicle of the players’ adventures.

For all backers – venture forward and gain information on Forbidden Lands access here:

https://www.kickstarter.com/projects/1192053011/forbidden-lands-retro-open-world-survival-fantasy/posts/2262108

If any explorers out there were trapped in the wilderness and never saw the fires lit on high mountain tops and therefore didn’t back the Kickstarter, all hope is not lost. One last chance remains to make a late pledge, gain early access and enter the unknown lands.

New explorers have one last chance to make a late pledge and gain early access to Forbidden Lands, the Pledge Manager will close its gates at September 1. Make a Late Pledge here:

https://fria-ligan.pledgemanager.com/projects/forbidden-lands-retro-open-world-survival-fantasy/participate/

Link: Forbidden Lands trailer

Forbidden Lands was recently named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars from thousands of backers across the world and was the third most successful RPG Kickstarter in the world 2017.

Forbidden Lands is the forth English tabletop RPG from the Swedish developers Free League. With art by the internationally acclaimed artist Simon Stålenhag and iconic fantasy artist Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers such as Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon and Tales from the Loop.

Free League’s latest RPG Tales from the Loop won no less than five Gold ENnies at Gencon last year, including Best Game and Product of the Year. The post-apocalyptic Mutant: Year Zero was awarded a Silver ENnie for Best Rules 2015 and has been translated into French, Spanish and Portuguese and German. The sci-fi adventure Coriolis – The Third Horizon was awarded a Judge’s Spotlight Award at Gencon 2017.

Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published several award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.

Our first game, the post-apocalyptic Mutant: Year Zero was awarded a Silver ENnie for Best Rules 2015. The sci-fi adventure Coriolis – The Third Horizon, was awarded a Judge’s Spotlight Award at Gencon. And we are proud to say that our latest roleplaying game Tales from the Loop RPG based onSimon Stålenhags iconic artbooks made a grand slam at the ENnie Awards 2017, winning five Gold ENnies – among them Best Game.

Our upcoming fantasy RPG is Forbidden Lands, with art by critically acclaimed artist Simon Stålenhagand iconic Swedish fantasy artist Nils Gulliksson, lore by fantasy author Erik Granström and game design by the team that created Mutant: Year Zero, Coriolis: The Third Horizon and Tales from the Loop RPG. Forbidden Lands was the third most successful RPG Kickstarter in the world 2017 and was recently named one of the most anticipated RPGs of 2018 by EN World.

We have also released the critically acclaimed art books Things from the Flood and Tales from the Loopby artist Simon Stålenhag. His third book The Electric State has been released by Free League Publishing exclusively to the backers of the kickstarter campaign.

Website: www.freeleaguepublishing.com
Facebook: www.facebook.com/FriaLigan
Instagram:http://instagram.com/frialigan/
Twitter: http://twitter.com/FriaLigan

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​Forbidden Lands Released to all Backers – Last Chance to get Early Access to the Cursed World!

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FORBIDDEN LANDS – PLEDGE MANAGER

Related material

Press Releases

Forbidden Lands RPG raising over $250,000 on Kickstarter

Oct 10, 2017 16:26 BST

​With just days left of the Kickstarter, Free League Publishing’s retro fantasy sandbox RPG Forbidden Lands has raised well over a quarter of a million dollars from thousands of backers across the world.

Grand Slam at the ENnies for Tales from the Loop RPG

Sep 05, 2017 12:55 BST

Tales from the Loop RPG by Free League Publishing won no less than five Gold ENnies at the recently concluded Gencon 2017 convention. The tabletop roleplaying game, based on acclaimed scifi artist Simon Stålenhag’s artbook with the same name, was named Best Game and Product of the Year.

3 One-Hundred-Thousand-Dollar RPG Kickstarters You Should Back – The Expanse, The Fantasy Trip, and Your Best Game Ever/The Cypher System

On Kickstarter there are three RPG campaigns that have surpassed $200,000 in pledges with over a week to go as of this writing. Let’s look at the heavy hitters like The Expanse, The Fantasy Trip, and Your Best Game Ever!/Cypher System Rulebook!

 

Unfortunately, this goes live just a few hours before the $100,000 Atlas Games’ Over the Edge: A Roleplaying Game of Weird Urban Danger Kickstarter ends (Tue, August 14 2018 2:00 PM EDT) so I did not cover it, but the RPG is worth checking out.

 

The Expanse Roleplaying Game by Green Ronin Publishing (DriveThruRPG or OpenGamingStore)
Ends on Wed, August 22 2018 9:00 PM EDT.

“The Expanse Roleplaying Game brings James S.A. Corey’s award-winning series of science fiction novels to the tabletop.

Check out the free Quickstart PDF right now!
Check out the free Quickstart PDF right now!

Venture Into The Expanse!

The Expanse Roleplaying Game brings James S.A. Corey’s award-winning series of science fiction novels to the tabletop. Using the Adventure Game Engine (AGE) rules found in Fantasy AGE, Blue Rose, and Modern AGE, The Expanse takes players to a far-future solar system where humanity is divided: Martians, Belters, and the people of old Earth struggle for political power and resources, but even older, alien, forces are stirring in the universe, and human history is about to take an unexpected new turn. The Expanse applies the fast-playing and action-based AGE rules to spaceships, solar colonies, and adventure and intrigue in the far-future, where the actions of the characters may change the course of history!

As long time fans know, The Expanse was a roleplaying game campaign long before it was a series of novels or a TV show. We are delighted to bring it full circle with this game! And here’s the best thing about The Expanse RPG: we’ve been working on this for well over a year and rules are done! They’ve been through multiple iterations and playtesting, and we’ve worked closely with Ty Franck and Daniel Abraham (together, James S.A. Corey) throughout to ensure we are getting The Expanse right. Now let’s hear from Daniel and Ty themselves!

 project video thumbnail

Want to check the game out RIGHT NOW? Download The Expanse RPG Quickstart today! This is a 40-page PDF that includes stripped down rules, pre-generated characters, and an adventure you can play right away. The download is free.

The Expanse RPG Features

The Expanse is based on the exciting new Modern AGE rules-set, and includes many of its features, such as customized character building using Backgrounds and Professions, Drives for character engagement, and an abstract resources system. It also makes use of the Modern AGE approach to action, exploration, and social encounters, complete with stunts and systems for all of them. To get a closer look at Modern AGE, you can download the Quickstart here.

The following are some of the unique features of The Expanse in comparison to other AGE games:

  • Fortune: Rather than Health, characters have a Fortune score that measures lucky near-misses, close scrapes, and trivial hits before the character takes serious harm. Fortune is also useful for modifying die rolls and offering players some narrative control but, watch out! Spend too much of it and your luck could run out when you get caught in a crossfire!
  • Conditions: In addition to a running Fortune total, characters use various conditions to measure things like injuries and fatigue as well as tactical challenges like hindered movement or sensory abilities.
  • Interludes: The interludes in between encounters are given their own treatment, allowing players to make use of their “down-time” (including long hauls between destinations in the System) to recover, do maintenance, build their connections with others, or pursue their own projects.
  • Spaceships: The Expanse RPG features a system to model and create spaceships and its own system for space combat, including the assault on Thoth Station as an example of the system in action!
  • The Churn: The Expanse also offers something for the Game Master with the Churn: A ticking counter that measures the crew’s progress through a story and just when things are going to suddenly go sideways and become even more complicated!

Two Editions to Choose From!

We are offering the core rulebook of the Expanse RPG in two formats:

The Standard Edition is now (thanks to unlocked stretch goals) a 224 page full color hardback with a poster map of the solar system. This is the version that will stay in print after the Kickstarter has been fulfilled.

The Special Edition is a deluxe version of The Expanse RPG. It features the same beautiful full color interior of the Standard Edition with a black leatherette hardcover and a ribbon bookmark. This version is a Kickstarter exclusive, so it will not be available after the close of this campaign. Thanks to an unlocked stretch goal, the Special Edition now includes a dust jacket featuring the game’s gorgeous cover art!

The Expanse Game Master’s Kit

This Kickstarter also includes The Expanse Game Master’s Kit, which will ship alongside the book. It currently includes the following, but may expand with the unlocking of stretch goals:

  • A three-panel landscape format GM Screen with vital game system reference tables on one side and three panels of Expanse art on the player-facing side.
  • A set of game reference cards, including an initiative tracker, stunt references, and action references useful for players at the table.
  • Now includes pre-generated characters after a stretch goal unlock!
  • Now includes an adventure after a stretch goal unlock!

Abzu’s Bounty

Abzu’s Bounty is the first campaign for The Expanse  Roleplaying Game. This series of six linked scenarios will let you kick off your adventures in The Expanse in style. All six parts were unlocked as stretch goals so the full campaign is a go! Best of all, if you back the Kickstarter for $30 or more, you get a PDF of Abzu’s Bounty for free!

Design Team

We assembled a great team to design The Expanse Roleplaying Game. Steve Kenson is the lead designer. You may know Steve from our Blue Rose and Mutants & Masterminds RPGs, or from any of the dozens of RPG books he’s worked on over the last two decades. He had the able assistance of Seth Johnson, Ian Lemke, Rich Lescouflair, Rob McCreary, Jason Mical, Neall Raemonn Price, Zack Walters, Nicole Winchester, and of course James S.A. Corey!

 

Egg’s Thoughts:

 

James S.A. Corey’s The Expanse, the book series and TV series [with poorer pacing than the books (call it what it is)] started life as a homebrew game. With this Kickstarter, it’s coming around full circle using Green Ronin Publishing AGE System (Dragon Age, Fantasy AGE, Blue Rose, and Modern AGE) as the engine (I enjoy the system overall). Add to that, there are stretch goals to let fans get their characters written up by James S.A. Corey (Daniel Abraham and Ty Franck) and even include a fresh short story (reported on here). This campaign is well worth checking out.

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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THE FANTASY TRIP – Old-School Roleplaying! by Steve Jackson Games
Ends on Fri, August 24 2018 6:05 PM EDT.

 

“Help us bring back Steve Jackson’s first tabletop RPG.

In 1977, Steve started work on his first roleplaying game, The Fantasy Trip. It was published by Metagaming, and for a brief time it even rivaled D&D for popularity. The Fantasy Trip (TFT) was published first as a series of microgames and, later, expanded with full-size books.

Steve’s TFT works, published between 1977 and 1980, included:

  • Melee (1977): A microgame of fantasy combat and the first release in the series. At $2.95,Melee was inexpensive and formed the core of the line.
  • Wizard (1978): Spellcaster battles! Wizard, the second TFT game, was originally slightly more expensive at $3.95 and provided the line’s magic rules.
  • Death Test (1978): Steve’s first solo adventure — ever! — and designed for use with Meleeand/or Wizard. To learn more about solo adventures, see “Writing a Solo Adventure” atthefantasytrip.game website.
  • Death Test 2 (1980): A sequel to Death Test and a chance to explore a second dungeon using only the Melee and/or Wizard microgames.
  • Advanced Melee (1980): Originally designed as part of the TFT boxed roleplaying game,Advanced Melee was split by the publisher from its planned format and released to a separate book of expanded combat rules.
  • Advanced Wizard (1980): Also snatched from the never-released TFT box set, this title presented more magic rules for use with the series.
  • In the Labyrinth (1980): The roleplaying rules for TFT and what would have been the core of the planned box set, In the Labyrinth included character rules, GM advice, monsters, and more.
  • Tollenkar’s Lair (1980): An adventure for TFT.

Steve left Metagaming after completing his work on In the Labyrinth and the other titles that were planned as parts of a never-to-be-published TFT box set. After his time at Metagaming, Steve published The Space Gamer magazine and founded Steve Jackson Games.

The Fantasy Trip continued at Metagaming, under the guidance of line editor Guy McLimore (author of the excellent Grail Quest TFT solo adventure) and others. Several adventures were released . . . then Metagaming closed its doors, and The Fantasy Trip was unavailable for nearly 40 years.

Fast forward to 2017. Steve regained rights to his work! He’s now working on the Legacy Edition . . . what TFT should have been when it was first published 40 years ago.

The Fantasy Trip is an “old-school” RPG, with easy character design, realistic tactical combat, and an emphasis on story. It is unabashedly focused on dungeon crawls and arena battles. It’s a great introduction for your friends who are new to roleplaying, because it’s so easy to get started.

 

Egg’s Thoughts:

 

I was *briefly* GM’ed (in a round robin) by Steve Jackson at Dragon*Con in the 90s and met him again, briefly, at Origins 2018. Like that event in my life came around for me, Steve Jackson is returning one of his original properties to the players after decades. This is worth checking out for that old school nostalgia and a still-original game. Check out the philosphy of the game here – easy character design, realistic tactical combat, and an emphasis on story – then head to the campaign and back it!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Your Best Game Ever! [Cypher System] by Monte Cook Games
Ends on Fri, August 24 2018 8:00 PM EDT.

“A tool book for tabletop roleplayers. No matter what game you play or how long you’ve been playing–have your best game ever!

Your Best Game Ever is not your typical RPG sourcebook. It’s not a book with adventures, spells, creatures, or magic items. It’s not a book for characters at all, but a book for players! If you play or run roleplaying games, this book is for you. Inside this gorgeous hardcover book, suitable for your coffee table or your gaming table, you will find advice and suggestions for enhancing your RPG experience at the table and away from it. This is an insider’s look at everything that goes into the hobby—finding a group, making a character, running a game, creating adventures, finding all the right ideas, hosting a game…and that’s just for starters.

If You’re an Experienced Gamer
You’ve been gaming for a while now. Maybe even years. You get the concepts, and you understand the rules. No one needs to explain the dice to you. Your Best Game Ever embraces the hobby you love, and provides real tips, immediately usable advice, and hands-on pointers you can use at your game table. You’ll find everything here from enhancing immersion, tips for running games online, creating characters with depth, worldbuilding, designing rules, dealing with personality conflicts that arise at the table, and more!

If You’re Fairly New to Gaming
Your friends play RPGs. You’ve maybe watched some streaming games, or given it a try a few times. You get the general idea, but where do you go from there? How do you really get into this hobby the way so many others have? This book will give you everything you need to learn how to choose the right game, how to fit into your game group or start your own group, and get you going on the fast track to being a great gamer.

Not a Rule Book, But a Tool Book
Your Best Game Ever is divided into three major sections: general game topics, being a player, and being a game master. There’s even a section on designing your own game, and getting it published. And this isn’t just a stuffy book on theory, either. You’ll find actual suggestions you can use to create better characters with character arcs, real recipes you can make for game night (and even spruce them up for your genre of choice), specific suggestions for music and ambiance depending on genre, plot ideas, character ideas, and other ready-to-use material.

This 224-page book will enable you to become a better gamer. You’ll find ways to create and manage a great game group, tricks for game prep (and what to do if you haven’t prepared!), understanding and managing game balance, and taking everything around you and incorporating it as inspiration for your game.

Monte Cook, the principal author, has been playing RPGs for 40 years, and working on them professionally for 30 years. The MCG team, all of whom will be contributing, are an extremely seasoned group with a combined total of over 250 years of RPG experience. But we wanted to get an even wider and diverse set of experiences and points of view in this book, so we’ve recruited a team of folks that will provide feedback as well as their own contributions for the book. This dream team of consulting experts includes:

Eric Campbell
Matt Colville
Luke Crane
Stacy Dellorfano
Tanya DePass
Ajit George
Jennell Jaquays
Eloy Lasanta
Tom Lommel
Matthew Mercer
Susan J. Morris
Alina Pete
John Rogers
Monica Valentinelli

The book will also feature comics and cartoons from:
John Kovalic (Dork Tower)
Vickie Lee (Dungeons and Doggos)
Aviv Or (Up to Four Players)
Brian Patterson (d20 Monkey)
Len Peralta (Geek-a-Week)
Alina Pete (Weregeek)
Stan! (10x10Toon)

(Scroll down for more details on Your Best Game Ever)

In 2011, Monte created Numenera, and with it, a game system called the Cypher System. This game system has won awards and has been lauded by gamers everywhere as a wonderfully different way to play games of any genre. In 2015, we created the Cypher System Rulebook (CSR) to help gamers use the system for any type of game they wanted to play—fantasy, science fiction, horror, superheroes, and so on. You can get a copy of that book in this Kickstarter campaign, but we’re also Kickstarting a new version that will come out in 2019. The new version will incorporate lots of new options for players, but perhaps best of all it will take the concepts from Your Best Game Ever and apply them directly to the Cypher System. These two books will work hand-in-hand to create the best Cypher game ever!

(Scroll down for more details on the new Cypher System Rulebook)

If you’re new to the Cypher System and are curious about how it works, you can download the free Cypher System Rules Primer for an idea of how the game plays.

Now that the Kickstarter has funded, our stretch goals will focus on the development of various genre-focused books that will take the concepts found in the new CSR and take them one step further, with specific examples. Each of these additional books will include an entirely new and original campaign setting as well as lots of material and advice for making your own in the realms of science fiction, fantasy, and more.

You’ve read the effusive descriptions above. Is Your Best Game Ever really for everyone? More importantly, is it for you? Maybe it would be better to just show you what’s in the book. Here’s a brief listing of some of the topics we’ll cover:

Click here for a closer look! 

Our goal with this book is to make every game your best game ever. But we know–as GMs, players, and designers ourselves–that every game and every experience is unique. What’s the hardest struggle you have with creating great games, either as a player or as a GM? Looking for some GM or player advice? Let us know at this link. (Once the KS is complete and we’ve started working on the book, we’ll look through your comments to make sure the book covers players’ biggest issues and concerns.)

When we were finishing the new Numenera books, Discovery and Destiny, one of the first things that playtesters asked us was, are you going to incorporate some of the cool new material in these books into the Cypher System?

A valid question. And it got me (Monte) really thinking about the Cypher System Rulebook as a whole. I didn’t want to change the rules—I love the Cypher System, and wouldn’t touch the mechanics. But developing Numenera Discovery and Destiny showed me that there was a lot we could add in terms of player abilities and flexibility, and what the CSR really needs is flexibility. The idea that you can create any campaign in any genre is fundamental to the whole idea. And I realized we could take some steps to push that idea a lot further.

So we’re Kickstarting a brand new, revised 416-page Cypher System Rulebook. Before I go any further, though, let me say right now, if you’ve got the existing Cypher System Rulebookand you’re happy with it, great! These new ideas don’t change the way the rules work. You still roll a d20, you’ve still got difficulties 1⎼10, you’ve still got characters with descriptors, types, and foci. NPCs have levels. PCs use effort to decrease the difficulty. Everything is still fully compatible with everything Cypher-related that we’ve ever published. You’ll be able to play a game with half the characters from the original CSR and half from the new CSR all at the table at the same time. The difference isn’t in how the game is played, but in the choices players get to create and run their characters.

What I’m most excited about are the ways I’ve thought about over the last few years to make things more customizable so that you could even more easily use these rules in any setting. To that end, in this book we’re dramatically streamlining the chapter on character focus, so that you can customize your character’s focus to perfectly match the setting and your character concept. So if you’re making a starship pilot, a superhero, or an occult investigator, you don’t choose the one that fits best from a list of foci—you take your character concept and tailor your focus so that it really fits what you want to do.

Based on player feedback, we’re also making what we call subtle cyphers—cyphers that aren’t tied to a specific object—the default for all genres, and we’ll be including way more of them. (You’ll still be able to have cyphers as objects too.) This will make applying the concept of cyphers, which is obviously core to the system, easy no matter what kind of game you’re playing.

And of course, there’s all those new additions from Numenera Discovery and Destiny that add a lot of new options that just make the game better. They’re not really changes, they’re additions—new character abilities, more choices, player intrusions in addition to GM intrusions, and more. These will all be incorporated into the new CSR. And let me say again, it’s still all entirely compatible with existing Cypher System material, whether it be from theCSR or one of our settings like Gods of the Fall, Predation, or Unmasked (and of course, Numenera and The Strange).

Further, we’ll also be incorporating suggestions from Your Best Game Ever directly into this book. So, for example, Your Best Game Ever will talk about creating character arcs to enhance play, while the specific material for creating Cypher System character arcs as a mechanic will be included in this book.

Lastly, we’ll include even more genres you can use, in addition to fantasy, horror, and so on. We’re going to break science fiction into hard sci-fi and space opera/science fantasy, and we’ll add coverage for romance, historical gaming, and more! Learn more about the changes we’re planning to make here. 

Your Best Game Ever: This 160-page beautiful hardcover book is suitable for your coffee table as well as your game table! Decades of gaming advice and insight all in one tome. If you love RPGs, you need this book. Also available as a PDF.

Cypher System Rulebook: This 416-page, lavishly illustrated, hardcover corebook is fully compatible with the original Cypher System Rulebook, and all Cypher System products like Numenera, The Strange, Gods of the Fall, Predation, and Unmasked! It contains everything you need to play a Cypher System game of your own. Also available as a PDF.

 

Egg’s Thoughts:

Your Best Game Ever! is going to be an epic tool dealing with something that is not always covered in gaming, philosophy. When the rules are covered, the setting is immaculate, the game is scheduled, then this book deals with the connecting tissue between those elements, what will take them from a checklist of needs to a fun night of dice slinging. And it is written by some amazing writers!
I’m a fan of the Cypher System. Over on EN World, I write reviews for the Cypher System Creator Program (Monte Cook Games crowd sourcing RPG option that allows creators to produce and sale original content for the Cypher System) so I am eager to see the changes/non-changes coming in the revised Cypher System rulebook.

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

* * * * * *
UPDATE 2018-08-14 2:00 PM:
Ends on Fri, September 14 2018 2:00 PM EDT.
“Contributing authors James Ward, Lenard Lakofka and more share some of their pro tips on how to create your first fantasy RPG adventure”
Looking for advice on how to create your tabletop RPG along with stock art to get you going? Learn from ” industry greats and legends James M. Ward, Lenard Lakofka, as well as exceptional talents such as Johnn Four, Rick Hershey, Lucus Palosaari, Kevin Watson, Bobby Nash and Egg Embry.” I’m excited to be a part of this project and offer my insights into the world of crowdfunding!
Check out the campaign here.
* * * * * *

 

Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen 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).

4 RPG Kickstarters You Should Back – Tiny Supers, Spacecraft 2000 to 2100 AD, Art of War, and Power Outage

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 Superhero Roleplaying by Gallant Knight Games
Ends on Fri, August 10 2018 7:25 PM EDT.

“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!)

The Iconic Hero and paragon of the GallantVerse, Gallant! Art by Nicolas Giacondino
The Iconic Hero and paragon of the GallantVerse, Gallant! Art by Nicolas Giacondino

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!

Ryker Swift, aka Velocity! One of our Iconic GallantVerse Heroes. Art by Nicolás Giacondino
Ryker Swift, aka Velocity! One of our Iconic GallantVerse Heroes. Art by Nicolás Giacondino

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.

Pulsewave, one of our GallantVerse Iconics! Art by Nicolás Giacondino
Pulsewave, one of our GallantVerse Iconics! Art by Nicolás Giacondino

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!

Bastion, one of our GallantVerse Iconics! Art by Nicolás Giacondino
Bastion, one of our GallantVerse Iconics! Art by Nicolás Giacondino

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 SuperSpeed (Alan’s favorite power.) SuperSpeed has 3 Tiers. The first time a Trait choice is spent to select SuperSpeed.

  • 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!

Darklight, one of our Iconic GallantVerse Villains! Art by Nicolás Giacondino
Darklight, one of our Iconic GallantVerse Villains! Art by Nicolás Giacondino

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!

The Eagle! One of our GallantVerse Iconics. Art by Nicolás Giacondino
The Eagle! One of our GallantVerse Iconics. Art by Nicolás Giacondino

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!

Asher Solomon, the Immortal Magus and GallantVerse Iconic! Art by Nicolás Giacondino
Asher Solomon, the Immortal Magus and GallantVerse Iconic! Art by Nicolás Giacondino

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.

Montebank, an Iconic Occult Villain! Art by Nicolas Giacondino
Montebank, an Iconic Occult Villain! Art by Nicolas Giacondino

As we continue along, we’ll be previewing bios of our fantastic freelancers and writers here!”

Egg’s Thoughts:

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.

 

* * *

 

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!

ACM 113, Fatboy
ACM 113, Fatboy

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.

Nomad Industrial Complex
Nomad Industrial Complex

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

Colonial III, Angus McKie
Colonial III, Angus McKie

Add-Ons

RPG Add-on

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. 

Promotional Opportunity 

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.

Book Specs

  • 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 

Stretch Goals

  • $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.

Cyclops, Colin Hay
Cyclops, Colin Hay

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.

 

Egg’s Thoughts:

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 see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

You can support this Kickstarter campaign here.

 

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Art of War for Savage Worlds by Amora Game (DriveThruRPG or Open Gaming Network)
Ends on Thu, August 16 2018 5:31 PM EDT.

“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.

Mock up only. Cover arrangement may change.
Mock up only. Cover arrangement may change.

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.

Tropes & Races
Tropes & Races
  • 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.
Not the final map.
Not the final map.

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?

Art Montage 1
Art Montage 1

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.

Art Montage 2
Art Montage 2

 

Egg’s Thoughts:

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:

Download Goodies:

 

You can see examples of their work at DriveThruRPG here or at the OpenGamingStore here.

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.

STREAMLINED CHOOSE-YOUR-OWN-ADVENTURES

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!

Mrs. Robotto
Mrs. Robotto

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.

Product Information

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.

Power Outage 1.4 Cover
Power Outage 1.4 Cover

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.
RoboTrouper
RoboTrouper

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.

Power Outage Character Sheet Redesign
Power Outage Character Sheet Redesign

My Designer and Editor will be Rosanna Spucces of https://www.rsdesignsnyc.com/

My Artist is Abhishek Ghimire”

 

Egg’s Thoughts:

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 WorldKnights of the Dinner TableOpen 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).

4 RPG Kickstarters You Should Back – HeartBeat Pride Dice, John Silence, Behind the Masc Zine, and Interstitial: Our Hearts Intertwined

It’s Gen Con week, and I’m looking at four inclusive games. Since Gen Con is the largest tabletop gaming convention in the world, it feels like it’s the perfect time to look at some games that encompass all groups.

 

John Silence by Ginger Goat
Ends on Thu, August 2 2018 9:47 AM EDT.

“A complete rpg plus a shared-universe story/poetry anthology about psychic people of color saving the Earth from invisible monsters

The forthcoming book John Silence from Ginger Goat Press is an original RPG and shared universe collection of short stories and poems. Your John Silence game is about people of color who are psychic detectives committed to saving Earth from planar creatures invisible to most humans.

The story is set in the United States between the years 1938 and 1998. This universe is an updated version of the one in Algernon Blackwood’s 1908 novel, John Silence, Physician Extraordinary.

This game is inspired by the mechanics of D&D and various OSR games. However, attacks and combat have been replaced with rhetoric and conversation. You are not rolling to kill the monster. You’re rolling to convince them to do what you tell them. Unlike in most RPGs, violence is not the best way to achieve your goal.

Core concept

The John Silence universe is about black, indigenous, and/or people of color (BIPOC) psychic detectives. It is set in the United States at some time between 1938 and 1998. TV shows like The Dead Zone and Heartless fit the tone of this game, but we want a more diverse cast of characters.

Genre

John Silence is Weird Fiction or noir, but reinvented to be non-racist, non-sexist, and mostly non-violent. During a game, players are forbidden to use hate speech or slurs. Stories must not contain non-consensual sex or glamorized violence.

Stories might, for example, feature radios, cars, angels, witches, aliens or poltergeists. However, they will not feature smartphones, tablets, giants, or dragons.

GMs and players might want to explore these themes during a John Silence adventure.

  • Psychic powers are interdimensional. They involve other planes. Psychic monsters are attracted to human psychic activity.
  • Friendship, kindness, and forethought are heroic virtues.
  • Humans with psychic powers feel obligated to defend humans without.

The Book

The John Silence book is a complete roleplaying game (no other books needed) designed by Josh T. Jordan and his team. The book is also an anthology of several poems and short stories by writers of color. It will be full-color, 6×9 inches, and an estimated 160 pages long. We plan to make a pdf version, a softcover, and a Kickstarter-Exclusive hardcover version with a unique cover. This hardcover version will only be available to Kickstarter backers.”

 

Egg’s Thoughts:

 

Looking for a game with an option to talk through situations instead of planning ambushes? Looking for a yesteryear (1938 to 1998) setting where “black, indigenous, and/or people of color (BIPOC) [are] psychic detectives”? All while using modified D&D and OSR rules? John Silence is trying new mechanics that benefits game design while creating a setting that offers original thoughts.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Behind the Masc Zine by Brie Sheldon
Ends on Sun, August 5 2018 4:28 PM EDT.

“A game zine re-envisioning masculinity through the eyes of non-cisgender masculine creators.

Behind the Masc is a game zine using historical and cultural archetypes to re-envision masculinity through the eyes of non-cisgender masculine creators. The creators include experienced game designers and illustrators as well as newer people to the game industry. The project hopes to draw attention to indie creators in tabletop games who are still marginalized people, but can fall into the ether when it comes to representation and people campaigning for their work to be seen.

This game zine is a collection of game materials for a variety of systems. It will be available digitally and in print as a short-run booklet with half-letter (US) size pages.

What’s inside, and who is doing it?

Behind the Masc will include a variety of game materials, including a new Monsterhearts skin, a Twine narrative game, and some great illustrations! Illustrations will be half-page (so one page in the zine), black and white, with a brief on the concept. Game materials will fill up to three zine pages and have a brief discussing how their design expresses their concept of masculinity.

For culturally related topics, we’ll have a sensitivity reader review the content before publication. The editor is Brie Sheldon, who is also the curator of the project and a contributor.”

Our logo!

Our logo!

Eli Eaton is a trans-masculine person residing in Ontario Canada. He currently just runs and plays games, but has been dabbling with game design here and there for the past year or so. This is his first publication. His contribution to Behind the Masc will be a character skin for a PbtA game (to be determined) modeled after benign trickster characters from mythology and folk heroes. He does not have an official website, but he does most of his gaming talk on G+ and Facebook.

Patrick Lickman is a writer and designer from Sheffield, UK. They work at a board games cafe, where they run various roleplaying projects in a variety of systems, aimed to be accessible to newcomers to the hobby. They are a Forever GM, only playing their first RPG three years after running one. They will contribute The Demi, a godlike skin for Monsterhearts 2.

Raiden Otto is eager to be working on Behind the Masc. He is a nonbinary masc that uses he/him/his pronouns. While he is new to the video game design scene, for years he has been making art available on InstagramTumblrArtStation, and his portfolio sites. For this project, he will be creating a character concept sheet for an FtM man based in the Ming Dynasty of China with the use of Paint Tool SAI.

Adrian Heise is a writer and generalist/narrative game designer from British Columbia, Canada. He has contributed in the past to games such as Plants vs Zombies Garden Warfare 2, The Long Dark, and the cancelled Visceral Star Wars project. For Behind the Masc, he is producing a short interactive Twine narrative exploring the role of the “protector” as it applies to masculine-identifying queer people.

Lemmo's contribution is the Harlequin, presented in illustration. Here's an ink draft of the work!
Lemmo’s contribution is the Harlequin, presented in illustration. Here’s an ink draft of the work!

Lemmo Pew (him/he, pan/fluid/non-binary) is an artist, illustrator and game designer from Minneapolis, MN. Lem’s art spans the indie gamut from self-publishing comic books and anthologies, to illustrations for independently published games and gaming websites, stretching from ’99 to the present. His most current web presence is the online streaming channel, HotSoup.TV, and can be found on Twitter at @Lemmo.

Alex McConnaughey (@variant_games) likes to design games that make your heart race, that make you laugh or shout or cry. They think games can be a great tool for learning and growth, but they mostly just try to engage the players around the table in an experience as quickly and deeply as possible. They have designed games for contests, including their first game, As We Know It, a Golden Cobra honorable mention, but last year they broke into formal (paid) design with The Imposters anthology. They’re designing a Minotaur Skin for Monsterhearts, for the obvious maze metaphor of understanding their gender and trying to navigate masculinity, as well as the role of existing solely as a challenge for someone else to conquer.

Lawrence Gullo (He/Him) is an Illustrator, comic writer, and playwright currently developing an exorcism dating sim. He enjoys larps that generate empathy and doing D&D homebrew. He’s spoken on trans and queer topics at cons for years, including Gen Con and Flame Con. He explores the spectrum of masculine experience in the sect of male Bacchae he’s designing for Behind the Masc, serving as a spiritual origin or location in an RPG setting. Find him @hismajesty on Twitter and bashback on Tumblr.

Brie Sheldon is a queer game designer, journalist, and editor and is a genderfluid nonbinary-masculine person. They are the creator of Script Change, Let Me Take a Selfie, and a number of other small products, and have worked on larger professional projects like Firefly Smuggler’s Guide to the Rim and Bubblegumshoe. They have managed the Thoughty Blogfor over 5 years and do interviews, create free games released through their Patreon, and also created Leading with Class, a leadership show teaching through games. Their passions are asking questions, selfies, and exploring exciting ideas in games. For this project, Brie is creating question pages, curating materials, doing layout and design, and filling in spaces where needed.

Tracy Barnett is a genderqueer (they/them) game designer (School Daze, Iron Edda Accelerated) and podcast producer (TheOtherCast). By working with other publishers and producing their own content, they hope to make game design and podcasting their full-time work. For Behind the Masc, Tracy will be exploring masculine physical presentation and non-traditional masculine behaviors through a D&D 5e Sorcerer you can use in your home games.

 

Egg’s Thoughts:

 

Let’s list this project’s positives:

  • It’s a zine (I love them)
  • It has an interesting theme that may prove eye-opening (“re-envision masculinity through the eyes of non-cisgender masculine creators”… Being dead-level-honest here, I don’t know what that means, but I’m interested to read about it as it relates to gaming because I feel I’ll gain a great deal from it)
  • What inspires me the most, though, is it lets some of the most innovative creators out there create the content that they’re passionate about. For as little as $5 (the “Behind the Masc PDF” pledge level), we’ll get content from Eli Eaton, Patrick Lickman, Raiden Otto, Adrian Heise, Lemmo Pew, Alex McConnaughey, Lawrence Gullo, Brie Sheldon, and Tracy Barnett for D&D 5e, Powered by the Apocalypse, Monsterhearts 2, and more.

It’s a lot of good creators doing their thing with a low cost of entry and I’m eager to see it happen!

 

You can support this Kickstarter campaign here.

 

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HeartBeat Pride Dice by HeartBeat Dice
Ends on Mon, August 6 2018 1:33 PM EDT.

“A variety of layered Pride themed polyhedral dice sets for board games & RPG games.

Hello, we’re HeartBeat Dice and with your help we’d like to help bring your Pride to the gaming table with these 6 Pride Sets!

After the overwhelming success of HD’s Rainbow Dice Set we decided to expand our range of colors so that everyone could have a set to call their own but with a unique twist. In lieu of the 20 on the d20 we’ve made it a heart, because love always crits!

This first Kickstarter project will be very simple and straightforward. Below are the 6 sets we’ll be offering for this campaign and yes, Lesbian Dice are going to be included in this roster. The final design will be shared once our prototypes are in-hand.

  • Rainbow Pride Set
11pc set
11pc set
  • Transgender Pride Dice
11pc set
11pc set
  • Pansexual Pride Set
11pc set
11pc set
  • Asexual Pride Set
11pc set (As an additonal note the purple will be darker in the final design)
11pc set (As an additonal note the purple will be darker in the final design)
  • Bisexual Pride Set
11pc set
11pc set
  • Lesbian Pride Set
11pc set
11pc set

With your help and support we can continue to expand our line of dice to include more Pride Flags and other themed sets in the future.

UPDATE** As a thank you to everyone who has backed our project we’d like to also announce every order of dice will include a free HeartBeat Dice Bag!”

Egg’s Thoughts:

 

These dice look perfect for any game, and they’re inspiring. I appreciate the set including 4d6. For gaming, that’s what I want to see in every dice set! I am glad to see this project receiving so much attention (it’ll exceed $100,000 easily).

 

You can support this Kickstarter campaign here.

 

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Interstitial: Our Hearts Intertwined (An RPG of friendship!) by Riley Hopkins
Ends on Mon, August 13 2018 10:48 AM EDT.

“A PbtA Tabletop RPG about traveling to other worlds, the bonds we have with other people, and how we’re stronger for them.

Interstitial: Our Hearts Intertwined is a tabletop RPG about our connections with other people, the power we draw from those connections, and traveling to different worlds.

For those that don’t know, a Powered by the Apocalypse Engine game is a roleplaying game that utilizes playbooks for characters, rolls using 2d6 plus your stat, and is generally a more narrative then crunchy roleplaying game. See Monster of the Week, Monsterhearts, or The Sprawl for other examples.  

In Interstitial, you will travel through the barriers between Worlds with your party. You’ll meet new friends, enemies, teachers and learn about yourself. You will also be able to visit and partake in events in your favorite intellectual properties or your own worlds ala Kingdom Hearts. In short; Take two worlds that don’t fit each other, smash them together, wipe away the dust and find out how they do.

Think of this game as a vehicle for you to play out Fanfiction. You control the story, either with your self-insert or another canon character from a different property just smashed into this other one.

The stories this game tells are invoking the tone and emotions of Kingdom Hearts, Super Smash Bros Brawl’s Subspace Emmisary, and Comic Crossovers/Events.

The Link System is the load-bearing mechanic of this game. It is used to represent the connections we have with others, and it boils them down into four different categories: Light, Dark, Mastery, and Heart.

Light link is all about positive relationships we have with others. They’re our friendships, our loves, some of our families, and anyone who helps lift you up in times of need. An example of this would be Luke and Leia.

Dark links are representative of rivals, enemies, and relationships that are overall negative. People who approach you in an antagonistic way, bullies, some of our families. They try to drag you down to their level. An example of this would be Harry Potter and Draco Malfoy.

Mastery links paint the picture of teacher-student relationships. Anyone trying to teach or learn has Mastery Links. Students, journeymen, cruel witches, and henchmen are all examples of those in a mastery link relationship. Mr. Miyagi and Daniel would have a Mastery Link.

Finally, Heart  links are the most complicated of all. They are how we view ourselves and things we decide about our own being by watching other people. If you looked at someone’s failure and said “I won’t make that same mistake.”, that’s a Heart link. If someone came to you in a time when you were faltering and watching them made you make the right decision, then that’s a Heart Link. Bucky has a Heart link with Captain America.

Art by Shannon Manor for The Mystic, Minit.
Art by Shannon Manor for The Mystic, Minit.

You gain links in play by rolling the Make a Link move, and adding the stat that you want to classify the link as. So if you met an NPC and after a first impression the two of you are bickering, you’d roll a Dark link.

These links don’t need to be the same in both directions, relationships are complicated things, and not everyone sees them in the same way. They can change over time, sometimes grow stronger and sometimes fade away entirely. But while we have a link with another person, we can draw power from it.

In game, you can spend Links to activate moves, gain advantage on rolls, and all in all mimic how you and other players know each other and react to each other. Each individual playbook also has a Link Move, so every time you successfully make a Link, your Link Move goes off, and effects the game in some way.

The game comes with 9 Playbooks to start. Each playbook will have playbook specific moves and their Link move.

This is a WIP shot of the Playtest materials. It does NOT SHOW THE FINISHED PRODUCT
This is a WIP shot of the Playtest materials. It does NOT SHOW THE FINISHED PRODUCT

The Playbooks are all dramatically different yet can work together in any combination you put them in. Interstitial comes with the following nine unique playbooks:

The Chosen: The class that is your base form “protagonist”. The mechanics of this book help you assist your friends in big set pieces and fights.

The Connected: This represents the allies you’d gain from world to world, and allows you to change your character in each new worldshould you choose to.

The Dark: Every party needs a dark force looming over them, and sometimes you want to play that force. If manipulation is your game, or if maybe you are a three-stage boss fight, this is the book for you.

The Discarded: If there’s a chosen, there’s someone who feels like they were looked over for the role. They take that disappointment, that resentment, and channel it into their combat.

The Displaced: As worlds sink into the darkness, people get taken and removed from their homes. These people end up somewhere different, and are trying to get their wits about them.

The Friend: Just like every story needs a hero and a villain, it needs a friend. Someone to be there and help strengthen the party in times of stress and help them overcome their fears.

The Light: The Light is all about creating Heart links with others and leveraging those. They anchor people down and help them find their way home in the darkness.

The Mystic: You know what’s best for everyone, even if they don’t quite know it themselves. The Mystic is all about keeping secrets, saving people, and sometimes making the hard choices no one else wants to make.

The Other: You aren’t the original one, you aren’t the first. People discount you and don’t believe in you and push you to the sidelines. This playbook comes with a feature that gives you a Counterpart that is the real you.”

Character Art for the Dark by Shannon Manor, Auxiliary Concern.
Character Art for the Dark by Shannon Manor, Auxiliary Concern.

 

Egg’s Thoughts:

 

This game is open to everyone, it’s fueled by interpersonal relationships using the Powered by the Apocalypse system. There’s a lot of potential to create unique worlds and situations without the stress of ensuring your characters are high enough level to dish out the violence. This is adventures over brawls. As with the other products on this list, this game allows everyone to play and have a good time.

 

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? 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).

Indiegogo the Comic – Fallen Ones

Werewolves, Vampires, Zombies… while I haven’t done much in my own writing with either of those, I am a consumer of such things. Always looking for a different approach or something that uses them in a slightly different way.

Fallen Ones might scratch that itch…

***

Fallen Ones

Writers – Balint Bank Varga & James Grey

Illustrator – Mate Vadas

Designer – Balazs Bodnar

Communications Manager – Orsolya Toth

Executive Director – Peter Hornyak

This project has already funded and is a part of Indiegogo’s Indemand Service, which means it is still available to order!

***

The Pitch:

An outcast werewolf, a lonely inventor, and a beautiful assassin. You would think that they live in separate worlds, having nothing in common but their fate still brings them together to form an alliance against the scheming of a demonic dark sect. Will the Fallen Ones rise again or are they doomed forever?

The Story:

The series is set in a dark fantasy universe, the Unseen Domains.

It is the middle of the 17th century. Magic has awakened, and its deadly impact along with the raging plague of the undead have obliterated Europe, changing the known world forevermore. Entire nations have disappeared, and its people are scattered all over the continent. The old traditions can now only be found at small cultural refuges.

Those who wish to survive must adapt to the age of witch plague. New heroes rise, answering the call of changing times, as creatures long thought to be vanished now crawl out from their lairs. People realize that things thought to be nothing more than myth and superstition have always existed, only their necessary magical sense was missing to see them.

If these times had cartographers, they’d draw very strange maps. Landscapes without borders, only zones around the Haven. Enclosed valleys still capable of sustaining life, and regions less roamed by the undead hordes. Everywhere else is desolation and barren lands- the realm of the dead.

John’s Thoughts:

Like I said above, a world gone dark. Where the things which go bump in the night might be the very creatures humanity will need to embrace if they are to survive. I like the idea of wondering who are the monsters and who might be the heroes.

The Perks:

The main Perk is at $25 for the hardcover edition collecting the first 5 issues of the series, or $5 if you are interested in only the pdf. However, if you are looking for something a little special, at $45 you can get an autographed Limited Edition Fallen Ones with an Indiegogo exclusive cover!

The Verdict:

This is a book that has already funded, so that’s an automatic plus right there. You don’t have to do the whole shuffle of wondering whether the creators are actually going to finish things up or even print the comic. Plus, it’s a Monster book set in a very Dark Universe… which should have anyone into horror stories that much more intrigued.

***

To find out more about Fallen Ones, check them out here.

***

John McGuire has co-written, along with his wife, two Kindle Worlds novellas set in the world of Veronica Mars: Theft & Therapy and There’s Something About Mac.

He is also the creator/author of the steampunk comic The Gilded Age. The Trade paperback collecting the first 4 issues is finally back from the printers! If you would like to purchase a copy, go here!

Want to read the first issue for free? Click here! Already read it and eager for more?

Click here to join John’s mailing list.

His other prose appears in The Dark That Follows, Hollow EmpireBeyond the Gate, and Machina Obscurum – A Collection of Small Shadows.

He can also be found at www.johnrmcguire.com

4 Gaming Kickstarters Ending July 31st – Geist: The Sin-Eaters 2e, Animal Adventures, Delta Green, and Neoclassical Geek Revival

“[E]xample of [an] adorable doggie” from Animal Adventures Tales of Dungeons and Doggies.

On July 31st, just before the start of Gen Con 2018, a stack of RPG Kickstarters end. I’m looking at some of the bigger ones while, due to space, omitting some of the other winners. That said, I at least want to include links to the ones I can’t cover so you can see just how many gaming Kickstarters end on that day – The SuperverseTowns & Dungeons RPG DecksOccult Secrets of the Underworld, or Deck of Magical Mystery: Tier 3, 5e Compatible. Now, let’s look at four campaigns that are attracting a great deal of backer-love.

 

 

Geist: The Sin-Eaters 2nd Edition by Onyx Path Publishing
Ends on Tue, July 31 2018 11:59 AM EDT.

“Contribute to help create a Prestige Edition of Geist: The Sin-Eaters 2nd Edition and get the book into stores!

Death is not the end

You learned that firsthand when you died, and in the darkness you made a deal that brought you back — but not alone. Now, bound inextricably to a geist — a shade, a monster, a tragic, broken soul — you stand between the world of the living and the world of the dead. You stand between the dead and the hungry dark that would devour them. You give a voice to the voiceless and tear down cosmic systems of oppression. You will make a better world, and if you die trying… well, you came back once, and you can do it again.

In Geist: The Sin-Eaters, you play a person who died with a powerful burden on their soul — something they didn’t accomplish in life, or something they never found. On the other side of the veil, they made a bargain with a powerful being called a geist, which returned them to the world of the living and to their own body, at the cost of a permanent bond between them and the geist. Now your character stands as a medium, with one foot in the world of the living and one in the world of the dead. Will you bend your efforts toward the cosmic injustice of the Underworld, that consumes all who become trapped in its inky depths? Will you turn your wrath on the necromancers, the ghost-eaters, the two-bit frauds who exploit dead and living alike for their own enrichment? Will you reach out to the strange shade bound to you, to try to find the person beneath the inchoate fury and bring them peace? Will you bring a new faith to the masses and teach the living to welcome the dead into their lives? Or will you use all your newfound supernatural might to accomplish what you could not in life?

Originally released in 2009, Geist: The Sin-Eaters was a sleeper hit for the Chronicles of Darkness, finally bringing “life” to the realm of ghosts and death. And now this game of second chances gets a second edition, with Geist: The Sin-Eaters 2nd Edition, offering a revised and updated rules system and an expanded setting.

This Geist: The Sin-Eaters 2nd Edition Kickstarter is designed to enable us to create a prestige hardcover edition designed to match the look and feel of our other Chronicles of Darkness core rulebooks such as Vampire: The Requiem, Werewolf: The Forsaken, or Mage: The Awakening

We want to create an 8.5″ x 11″ hardcover with a beautifully designed, symbolic cover image printed on a metallic under layer, and featuring an emboss/deboss of the logo. We estimate the book to be more than 280+ pages, with a two-color interior and endpapers on high quality paper stock.

Geist: The Sin-Eaters 2nd Edition includes all the rules you need to play as one of the Bound: Five Burdens reflecting the cause that pulled you back from the grave, five krewe Archetypes for building your own mystery religion, and the Haunts, Keys, and Ceremonies that provide the Bound with their macabre powers.

It also includes the Chronicle of the Dead, featuring the Sin-Eaters’ struggle against the all-consuming Underworld and a variety of terrifying threats. In addition, for the first time in the Chronicles of Darkness line, ghosts are presented as playable characters.

Chapters include:

  • The Quick and the Dead: the five Burdens (the reason a Sin-Eater comes back from the dead and what draws a particular geist to them) and krewe Archetypes (the common cause that draws a krewe of Sin-Eaters together).
  • The Road Back: On death and coming back, and why Bound make the Bargain, including possible consequences.
  • One Foot in the Grave: Character creation, with sections on both geist and krewe creation, Anchors, Merits, Synergy, Plasm, Abilities, Haunts, Keys, Ceremonies, and Mementos.
  • Old Laws: the core Chronicles of Darkness rules, with special rules for playing Sin-Eaters, as well as information on subsystems for krewes, ghosts, and the Underworld, including Avernian Gates.
  • Antagonists: villains for your Geist chronicle, including Reapers, Eaters of the Dead, necromancers, enemy Bound, and Kerberoi.
  • The Quiet Places: Setting information and story hooks for playing your Geist chronicle in specific times and places in history., from 16th-century Brazil to modern-day Edinburgh, Scotland to Mobile, Alabama in 1910, as well as information on Dominions.
  • Ghost Stories: Storyteller advice and information for running a Geist chronicle, including designing Remembrances, how to set theme and mood, story seeds, and various ways to play out the end of a game.
  • Appendix: The Absent: This Appendix details the Absent, playable ghosts, including Memories, new Merits, and a collection of possible ghost characters to expand on and use in your chronicle.
  • Appendix: Conditions and Tilts: Geist-specific Conditions and Tilts, including ephemeral Influence Conditions and Manifestation Conditions for ghosts, as well as Haunt Conditions and Tilts.

Throughout this Kickstarter campaign, we will be posting complete previews of the Geist: The Sin-Eaters 2nd Edition manuscript as backer-only updates.

The primary goal of this Kickstarter campaign is to create the best version of Geist: The Sin-Eaters 2nd Edition that is possible. Your support allows us to fund the best production, use the most appropriate components, and possibly even contract more art for the core book. We hope to not only deliver a beautiful hardcover book to all of our backers, but also fund at least one print run to be sold through distribution and into book and hobby stores that are so vital to our community.

Beyond that primary goal, we hope to gain additional funding to explore more of the world of Geist, expanding into rules companions and other Storyteller and player tools and accessories. The greater our funding for this project, the more resources we are able to explore this (Under)world.

Thirdly, we want to celebrate the quiet legacy of Geist: The Sin-Eaters by offering an affordable bundle of first edition PDF titles. The Underworld Reflections bundle is a quick-and-easy way to dive into the world of Geist and revisit those ideas and concepts as we move forward with our new edition.

Beyond all of those campaign-specific goals, we hope to do what our games have always done — open a path to a new world; a setting for our community to build new stories and entwine imaginations. Every person who participates in this campaign is joining with the goal of giving this game physical form — and like our protagonists, we all become Bound with common purpose. When you back this project, you join our krewe and we journey into the new edition together.”

 

Egg’s Thoughts: 

I’ve been on a Storyteller buying spree lately. I backed Geist. I’m signed up to play one of the Geist: The Sin-Eaters 2nd Edition sessions at Gen Con. And I covered this Kickstarter in my first deals article highlighting their $10 for [now-12] PDFs of Geist: The Sin-Eaters 1e (plus the Chronicles of Darkness core rulebook PDF for $5 more). I’m in and eager to see this series return to life.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Animal Adventures: Tales of Dungeons and Doggies by Russ Charles
Ends on Tue, July 31 2018 3:00 PM EDT.

“A range of highly detailed dogs compatible with role-playing systems.

Animal Adventures brings intelligent animal characters to your favourite fantasy roleplaying game! Dungeons and Doggies is the first in a planned series of Animal Adventures releases! It is a set of highly detailed miniatures combining some favourite dog breeds with the different classes of the fifth edition of the world’s greatest roleplaying game!

Tedric, Cornelius and Montague prepare for a new adventure.
Tedric, Cornelius and Montague prepare for a new adventure.

This set features not only the miniatures in preassembled ready-to-play or paint PVC, but also a bespoke set of fifth edition compatible rules for using your Animal Adventure miniatures and playing as dogs in ANY campaign setting.

You will be able to mix canine characters with your regular adventuring party or create an entire doggy team of heroes to save the world! The miniatures also make perfect companions and familiars for your existing characters in any fantasy setting or game!

Cornelius the Golden Retriever Wizard
Cornelius the Golden Retriever Wizard

Our range of canine characters are true dogs, four legged companions true of heart and pure of soul! We have chosen to develop a range of ‘non-humanoid’ minis to offer as much of a unique play experience as we possibly could.

Each dog has been lovingly designed and sculpted, by some serious dog fans, to be bursting with personality and detail. From the panpipes of Monty, the bard, to the magical spell bones of Cornelius, the Wizard, care has been taken to add flavour and fun to every model.

Nightingale the Pomeranian Monk
Nightingale the Pomeranian Monk
Tedric the Chihuahua Rogue
Tedric the Chihuahua Rogue
Montague the Cocker Spaniel Bard
Montague the Cocker Spaniel Bard

 The Fetch! Pledge $35/£27

Because this is Painting and Polygons’ first independent Kickstarter project (despite our experience on other projects), we have chosen to keep things as simple as possible to make it easy for us to support, while ensuring smooth delivery.

The Fetch! Pledge brings you 13 doggy miniatures along with the Rules and Adventure Companion PDFs, as well as art prints from our artist, April Prime.

Rather than include stretch goals that would complicate the process, in an attempt to encourage more participation, we are keeping things really easy with only one pledge level, that gets you everything we can cram into this campaign!

We have many more ideas for the future too, including more doggies (and maybe even kitties) so don’t panic if your favourite breed isn’t here! The world of Animal Adventurers is just opening up, and with your support, we hope to be able to make this our first step on our journey into it!

The dogs are designed on 25mm and 20mm bases and scaled to fit in with existing RPG miniatures ranges. And, although we are providing full rules to create your own doggy adventurers, each miniature comes with its own pre-generated character, complete with character sheet and short story! Whether you fancy being Hartley, a gruff and stoic fighter or Freya, a noble guardian druid, there’s a dog for every player.

We are proud to be able to support the excellent online comic Dungeons and Doggos! As part of our collaboration with them, every backer will receive as part of their pledge, a Kickstarter exclusive cross-over miniature; Tonka, the Mastiff Bard.

You can read all about Tonka, and the rest of our fearless canine friends, by joining in with the adventure, as depicted by V Lee Illustrations, every Friday at dndoggos.com.

Alongside our range of miniatures, we are proud to present and include in our campaign a full set of digital rules and a unique adventure that provides a perfect setting for a great one-shot RPG experience, for absolutely free!

Our rules set contains OGL fifth edition racial rules for creating an intelligent dog, unique canine feats and class options, notes on a canine deity for divine doggies and magic items specially tuned for dog use (which of course, are chew proof as well!).

The accompanying adventure, titled “Who’ll let the Dogs Out?”, is designed to be played either with the characters included in the rules or with any party of equivalent level and tells the fateful tale of sinister magics, dark druids and a chance for some brave dogs to save themselves, their canine cousins and the local village from a terrible fate!

Both the adventure and the rules pack feature stunning artwork from professional illustrator and dog lover April Prime, who’s previous work includes the excellent Baby Bestiary for Metal Weave Games.

Alongside the free rules PDFs, we are excited to be able to offer some of April’s illustrations as art prints, included as part of the campaign for free for every backer!

If you want to find out more about April’s work, you can do so at: www.artstation.com/april-prime, or by following her on Twitter, @April_Prime.”

 

Egg’s Thoughts: 

Do you need magical dog miniatures for your campaign? Do you play Pugmire (a 3PP D&D variant where dogs and cats rule the world) and want to have your characters be quadrupeds? Just need a miniature of a dog in a hat and some 5e adventures? This project is likely for you then.

 

You can support this Kickstarter campaign here.

 

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Delta Green: The Labyrinth by Arc Dream Publishing
Ends on Tue, July 31 2018 7:00 PM EDT.

“Delta Green co-creator John Scott Tynes presents a sourcebook of threats, allies, and mysteries to deepen the terrors of your campaign.

Delta Green: The Labyrinth takes Delta Green agents beyond the beltway and deep into the fissures of America in the new millennium. From Silicon Valley startups to industrialist Super-PACs, from Oregon anarchist collectives to alt-right activists, from the depths of Reddit to this morning’s livestreams, American life has entered a labyrinth of twisty passages all alike. And while there are many ways in, there is no way out.

Written by Delta Green co-creator John Scott Tynes, this all-new collection of organizations presents ready-made sources of allies, enemies, mysteries, and surprises for your Delta Green campaign. Each group has its own story arc, progressing through three stages as it encounters Delta Green agents and the evils they fight. Some groups corrode, wither, and die. Others gain hideous strength and uncover profound new horrors. Each has connections to other groups, ensuring that players find fresh hells at every turn. But all are destined to change — and the journey each one takes holds up a mirror to the agents themselves.

Because things fall apart. The center cannot hold. And once you enter the Labyrinth, you will never escape.

Discussion

John Scott Tynes discusses The Labyrinth with Ross Payton of Role Playing Public Radio

Delta Green: The Labyrinth will be a sourcebook for Delta Green: The Role-Playing Game, about 192 pages long, hardback, in full color. Written by John Scott Tynes, illustrated by Dennis Detwiller, designed by Simeon Cogswell, edited by Shane Ivey, and published by Arc Dream Publishing, The Labyrinth will join the ever-growing line of beautiful and terrifying sourcebooks for Delta Green.

The Labyrinth will contain brand-new factions for players to encounter. Some will be sources of friendlies, allies, and aid. When their exposure deepens due to contact with Delta Green agents, however, those people’s lives and realities will corrode. A group that begins as an ally may end as a foe. Others will be enemy cults and monstrous exploiters of reality. Even those that start small may metastasize under investigation, gaining power and influence.

While this is a faction book, the combinations of story arcs for each faction, and the connections between factions, mean that it can also serve as a de facto campaign. For groups with more self-directed players who like to chase down their own clues, The Labyrinth will be a narrative sandbox they can explore in multiple directions at once.

Throughout, the point remains the same: the mosaic of American life is schisming before us and when exposed to the unnatural, and to the best intentions of Delta Green, it weakens and shatters. The Labyrinth portrays America’s march towards the End Times in microcosm.

“Deception is a right. Truth is a privilege. Innocence is a luxury. Born of the U.S. government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day — but often at a shattering personal cost.”

In Delta Green: The Role-Playing Game, the cosmic horror of the Cthulhu Mythos meets modern-day technothriller conspiracy. Delta Green postulates a secret group of men and women dedicated to investigating and neutralizing inhuman and supernatural horrors, misappropriating the resources of the U.S. government to wage a war that they must at all costs keep hidden. Delta Green has explored this world of secret horrors in dozens of game books, novels, and anthologies for over 25 years, winning awards and acclaim all along the way. Delta Green: The Role-Playing Game and the sourcebook A Night at the Opera were nominated for seven ENnie Awards in July 2018.

Learn more about Delta Green in the free quickstart rulebook, Delta Green: Need to Know.

John Scott Tynes founded Pagan Publishing and the magazine The Unspeakable Oath in 1990. He first wrote about Delta Green in “Convergence,” a groundbreaking scenario that appeared in The Unspeakable Oath issue 7 in 1992. The idea of Delta Green immediately seized the imaginations of gamers around the world. Tynes expanded it with co-creators Dennis Detwiller and Adam Scott Glancy in the sourcebooks Delta Green (1997) and Delta Green: Countdown (1999), both of which won Origins Awards. Tynes’ novel Delta Green: The Rules of Engagement also won an Origins Award in 1999.

Tynes continued to advise the Delta Green creative team over the years as Pagan Publishing and Arc Dream Publishing created Delta Green: Eyes Only (2007), Delta Green: Targets of Opportunity (2010), and Delta Green: The Role-Playing Game (2016 to present). Tynes also wrote Arc Dream Publishing’s Origins Award-nominated RPG Puppetland, and co-created Atlas Games’ RPG Unknown Armies.

In an encrypted message left in an unlisted voicemail drop, John told us: “After completing the new edition of Puppetland for Arc Dream last year and contributing to the new edition of Unknown Armies for Atlas Games, I found myself haunted by strange dreams of an America plagued by discord, ruled by monsters, and slouching towards one of several moral or literal apocalypses. Fortunately, none of that is happening in the real world, so this seemed like the perfect time to explore these completely fictional ideas in the world of Delta Green.”

We’re very excited to have John back in the world he was so fundamental in shaping.

In late 2015, Arc Dream Publishing ran a successful Kickstarter campaign to launch Delta Green: The Role-Playing Game. For the first time, Delta Green is its own game system, fully customized for the uniquely suspenseful and fearful experience that Delta Green scenarios offer. That campaign funded a long line of sourcebooks and adventures, many of which have now been published. We have produced over a thousand pages of new material for Delta Green since that Kickstarter project ended.

The final shape of Delta Green: The Role-Playing Game inspired John Scott Tynes to write The Labyrinth, his first new game material for Delta Green in many years. At the same time, illustrator Dennis Detwiller’s most substantial work from that Kickstarter, writing the King in Yellow campaign Impossible Landscapes, will be done by the time John has finished The Labyrinth. The timing lines up perfectly. Other books—Deep State, PISCES, Falling Towers—and scenarios are in development by other writing teams.

Funding for Delta Green: The Labyrinth will pay for its writing, editing, illustration, and design, and for printing it as a full-color, hardback book with the same high quality as the Agent’s Handbook, the Handler’s Guide, and other books in the Delta Green RPG line.

We love working on Delta Green. We want every new book or scenario to be even better than the ones that came before. This campaign gives us a chance to do just that.”

 

Egg’s Thoughts:

Delta Green started life as a setting for Call of Cthulhu. It grew from a 3PP setting of one game to be a game onto itself while the new material remains backwards compatible with CoC. “Delta Green’s percentile-based rules are compatible with 20 years’ worth of Delta Green scenarios and sourcebooks.” As the pitch above states, if you’re looking for “allies, enemies, mysteries, and surprises for your Delta Green campaign”, this book is for you.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Neoclassical Geek Revival by Josh Rottman
Ends on Tue, July 31 2018 11:59 PM EDT.

“A trio of books for the Neoclassical Geek Revival Roleplaying Game

What is Neoclassical Geek Revival?

Neoclassical Geek Revival
Neoclassical Geek Revival

Neoclassical Geek Revival (NGR) is a fantasy roleplaying game. Many reviews of it have been completed over the years, but the core purpose that differentiates it from things like retroclones (beyond that it is not an OGL game) is that it is focused on player driven shenanigans. It has different mechanics for class, conflict, stealth, magic, and experience which create a wildly different play experience while maintaining the old school adventure vibe.

Some examples of play are found here

“This is possibly the best FRP I’ve read in decades, as much for what it simplifies as for what it enhances.” – Kyrinn S. Eis, Alternate Reality Games

“When playing the game quite a few things stand out to me as brilliant” – The Magician’s Manse

  “My opinion? Neoclassic Geek Revival is WIN! Buy a copy!” – Paolo Greco, The Lost Pages

“Overall rating: 9½ out of 10 stars.” – Anthony Hunter, Sleeping Griffon Productions  

“I would definitely recommend NGR.” – Murky Pool Roleplaying Advice and Fiction

“It was this introduction that made me fall in love with NGR and Kowolski’s distinctive writing style.” – James Maliszewski, the Black Gate

There are also special versions which features art by a number of different artists.  Scrap Princess, Dyson Logos, Alex Mayo, and Chris Huth all have or will have their own versions. Luka Rejec is the next artist to unlock via our stretch goals.

From the Scrap Princess Version
From the Scrap Princess Version
From the Dyson Logos Version
From the Dyson Logos Version

What is the Adventure Omnibus?

Zzarchov's Adventure Omnibus Vol 1
Zzarchov’s Adventure Omnibus Vol 1

Getting a hard copy of one of Zzarchov’s adventures has usually been reserved for those published by another company or getting lucky with one of his rare small print runs. Zzarchov has created a compendium of all his dual stat NGR/OSR adventures in one large volume that is nearly 300 pages in size.  This includes “The Roots of Bitterness” which is not available for sale and Down in Yon Forest which is only available seasonally.  Included in the Omnibus are the following adventures:

A Thousand Dead Babies

“It is efficient, engagingly written, mechanically solid, and there’s a sense of…anticipatory and ominous giggling?” – Playing D&D with Porn Stars

“This would also be a good module to use to introduce your non-D&D friends to D&D” – Goblin Punch  

“The highest compliment I can give to any product is that I intend to use it in my own campaign…and I intend to find a cool little spot on a map for Corroc and wait for the day they players wander to that neck of the woods.” – Gothridge Manor  

“I can’t wait to run it myself.” – Dyson Logos  

” I love this thing. Simple. Short. Sticky.”  – Bryce Lynch of TenFootPole.org

“this is probably one of the darkest modules I know.” – Endzeitgeist

The Gnomes of Levnec

“The Gnomes Of Levnec is a dank twisted little affair which I imagine will leave adventures some how feeling dirty no matter how they handle it. Well done sir, well done.” – Scrap Princess

“Good adventures about gnomes are rare, but this one by Zzarchov Kowolski checks both boxes. It’s short, peculiar, and perfect for an old school D&D game; I’d happily drop it into a campaign with an evil smile on my face.” – Gnome Stew  

“First impressions…this is a adventure is disturbing and hilarious. I got a lot of entertainment reading it.” – Gothridge Manor  

“you will begin to fathom the warped genius of the module’s writer.” – Hero Press  

“There were a few times I caught myself laughing during the read through, and immediately knew I’d slot this adventure into any upcoming low level campaign.” – Dreams of the Lich House  

“I smiled, I cringed, smiled some more and nearly did a dry heave (well, maybe not that far, but certainly more than a cringe).” – Tenkar’s Tavern  

“a fantastic “so you are lost in the woods” table. Based on the map, and the awesomeness of the table, I would make sure that I roll on that table the first time they head into the woods. And at least one more time.” – Take On Rules  

“The Gnomes of Levnec is a great little adventure that is worth getting to read, get a new table idea, or possibly screw with your players some. I think it is totally worth it, even at almost $6….which is saying a lot for me.” – Frugal GM  

“I’m a fan of this though. I will sometimes say a product is pretty close to my cutoff line, either pro or con. Not this one.” – Bryce Lynch of Tenfootpole.org

“The Gnomes of Levnec is an amazing 1st-level module (or 0-level funnel for DCC) that manages more in its couple of pages than many modules with twice that page-count” – Endzeitgeist

Scourge of the Tikbalang

“No one writes adventures like this.” – The Cuticle Chewer’s & Well-Pisser’s Fantasy Report

Under the Waterless Sea

“There is very little art in the scenario, but somehow there are two pictures of the penis tower in addition to a vertical map of it.” – Fictive Fantasies

“All in all this is interesting, well made and value for money with a good amount of sandbox and possibly replay value.” – Thomas W.

Trail of Stone and Sorrow

“Personally, I believe it warrants your support with a donation.” – Paul Baldowski

“it’s highly engaging and strangely challenging” – Ahimsa (Knight Owl Publishing)

“Zzarchov Kowolski provides an interesting, fun sidetrek here, one that has a truly intriguing fallout potential” – Endzeitgeist

The Gem Prison of Zardax

“after trying to think of different ways to make dungeons with interesting metapuzzles for year, the Gem Prison of Zardax created a set of tools that made it really easy to think up fun variants. So, yeah, recommended.” – Playing D&D with Porn Stars  

“So basically a great quick adventure that you can use for probably a single night with the recommended party level. ” – Quiet in the Dungeon

The Price of Evil

“This generator is very well done and its got tons going for it. I’m a fan of generators of this type in general and this is an especially well done style of product. ” – Swords and Stitchery

“anyone and everyone running a horror game should buy this product.” – Stefan B

The Temple of Lies

” It’s a nice little urban adventure”. – Bryce Lynch of TenFootPole.org

The Roots of Bitterness

This one had a very limited release so there aren’t many reviews about.

Down in Yon Forest

” Now, I really enjoyed this module, due to completely different reasons than most Christmas modules; because it is kind of anti, but without resorting to a full-blown inversion or spitefulness; it is a tale of the holidays in a world, where the meaning behind such a celebration may well spell the difference between life and death.” – Endzeitgeist

What is City of Tears?

City of Tears
City of Tears

The City of Tears is a desert themed dungeon adventure clocking in at 64 pages. It is set in the burned out basement of the Sultan’s palace after a plague killed the entire population of a the titular City of Tears. Now bandits and scavengers camp outside the gates and the haunted lower levels of the Sultan’s palace are the last source of valuables. This adventure also features enough details of the surrounding area that it would be a great start to a new campaign.  It features art by the talented Jez Gordon, maps by Dyson Logos, and layout by Jensen Toperzer.

Who are we?  

Zzarchov Kowolski is an award winning game designer from Ottawa, Canada. He has a number of roleplaying game adventures published by Lamentations of the Flame Princess, ZERO/Barrier, DIYRPG, and by his own private label. He also developed the Pioneers of Mars board game. Zzarchov is the author of all the works in this project. Joshua Rottman is a project manager from Ottawa, Canada. He has managed the previously successful Pioneers of Mars kickstarter and runs Neoclassical Games. Joshua will be handling the business and logistics aspect of this project.”

 

 

Egg’s Thoughts: 

I don’t have much to add to this one that is not covered in the AMAZING number of reviews quoted above. If the volume of praise does not move you, how about this – I recently covered this Kickstarter’s best deals – CA $1 for an art-less PDF version of this or CA $5 for the PDF with the art.

 

You can support this Kickstarter campaign here.

 

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Disclosures: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN WorldKnights of the Dinner TableOpen Gaming Network, and the Tessera Guild.
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