So we are about a week past the end date of our submission for Kickstarter’s ZineQuest 3. How did it end up?
I think Stress was the watchword on this project with most decisions that we made focusing on how to limit the amount of stress we would have in running the Kickstarter, hitting our goals, and fulfilling the Kickstarter. So you’re going to see that word a lot in the recap below.
As I noted in my Kickstart the Game post, we reached our goal in about 5 hours which made it a lot less stressful (see, there’s that word!) than our first attempt at doing a Zine back during ZineQuest 1. During that campaign, we funded in the last hour or so which meant that for the entire duration of the Kickstarter we were constantly checking and double-checking the webpage. Now, this is a normal part of a Kickstarter… or at least for me it is, but it can’t be both distracting and at times deflating. You get the little highs when you check and the number goes up, but it is almost worse when the number just sits there, mocking you.
In comparison, Loves’ Labour’s Liberated’s (LLL1) goal was set at $1000 and Love’s Labour’s Liabilities’ (LLL2) goal was set at $400.
Why the difference in goals? Well first was the hope that we might fund earlier in the process and not get down to the last few minutes not knowing whether it was going to fund or not. The second was that we knew more about the process. Going into LLL1, between the 3 of us, only I had run a Kickstarter before and that was for the Gilded Age Graphic Novel. This was an RPG-related item that we were still figuring out. And we wanted to set what we thought was an achievable goal… technically we weren’t wrong. But with LLL2, we had learned what to do and what not to do.
Finally, there was the biggest reason for only having a $400 goal. We gave away LLL2 (pdfs) to all the LLL1 backers for free. Why did we do that? Well, we were late on delivering LLL1.
Really, really, really (add about 100 more “really”s and you start to get the point) late. We all dropped the ball on that and really there was no excuse for it.
This giveaway was an additional attempt to make up for all those delays. However, this created a different sort of problem: If you give away the zine to your previous backers then you are going to have to pretty much find all new backers for the new Kickstarter. Normally, when you do sequels to previous Kickstarters, you are counting on some percentage of backers to follow you to the next project. During LLL1 we had 81 backers. Doing things this way meant we were kind of starting from scratch with this one.
I should note that about a dozen backers for LLL2 had also backed LLL1, so it didn’t completely eliminate some repeat customers.
Of course, we didn’t know what to expect, so the $400 with a potential for some stretch goals made a ton of sense. And again, funding so quickly really let us focus on getting the word out rather than worrying so much on the $$.
This brings us to the single biggest difference between LLL1 and LLL2, we had completely finished LLL2 before the campaign went live. Obviously, we needed to have it done to deliver to LLL1 backers, but it was a conscious decision by all of us that we needed to get out in front of this so that there would be no question in anyone’s mind whether they’d have to wait a year or more to receive what they’d paid for. In fact, as we look to the future, I believe this is the best way to do any additional Kickstarters we run.
When LLL2 was all done, we actually eclipsed LLL1 in both total backers and total dollars:
LLL1 – 81 Backers for $1018
LLL2 – 86 Backers for $1134
This amount allowed us to unlock 3 stretch goals which were Bonus Art X-Cards for use at your gaming tables.
We delivered the updated LLL2 pdf immediately upon the campaign ending, and are now in the process of getting the dedications put into the pdf before it gets sent out to the printers. After that, the three of us will get together and pack up the zines and stretch goals to send out to the backers (which looks like it will happen the first weekend in March). All of this means that potentially everyone will get their Zines within about 5-6 weeks of the campaign ending.
We’ve started talking about what a LLL3 might look like. I know Egg is looking to do another non-5e Zine at some point down the road on his own. And recently I’ve become enamored with the idea of maybe branching out from a 5e zine and looking at some of the other systems. Not sure exactly when any of those will be done, but I’m looking forward to working on them!
For all of you who backed either Kickstarter, I just want to thank you again for placing your faith and your hard-earned dollars behind these projects. The ability to do this is really the fulfillment of some dreams that we’ve all had since we first discovered roleplaying games.
John McGuire is the writer of the sci-fi novel: The Echo Effect.
Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.
He can also be found at www.johnrmcguire.com
Aether Studios has set a new standard for STL publishers of tabletop gaming. SKY ISLANDS, the studios 3rd Kickstarter, takes fans above the clouds and into the steampunk metropolis of Aethertowne. To celebrate the launch, they are giving away a free 3d printable skyship, The Corsair, to all who check out the campaign on Kickstarter.
Studio co-founder Will Walker said of the project: “Our team has been working on this project for almost 3 years. Colin Christenson, our cofounder, started this project in 2018 shortly after we founded the studio. Along the way he helped his wife Liz bring their son Alex into the world. As our studio has grown, so has little Alex. All of us at Aether Studios are committed to making this project a success for him.”
SKY ISLANDS is filled with 3d printable terrain for cliff peaks that reach above the clouds, cities of steam, and skyships to pierce the heavens. The Kickstarter includes hundreds of models, including 30 miniatures in the core set. All of the models print without supports.
This is Aether Studios 3rd Kickstarter. Their two previous Kickstarter projects dealt with Swamp and Jungle settings from the World of Aach’yn series. Those two previous efforts raised a combined $40,000 for the studio and their design partners. Those numbers appear well on the way to being dwarfed by the current campaign, which generated over $10,000 on the first day.
The Kickstarter features several lines of miniatures, including a diverse human-birdfolk tribe, cosmopolitan miniatures for the city, and elemental creatures of sky, rock, and air. To cap off the miniatures in the core set, they also have a giant Cloud Dragon from Greek sculptor Nasos Maloudis
“This is the biggest project I’ve ever worked on” said Nasos Maloudis, the primary miniature sculptor for the Kickstarter. “The opportunity to bring so much of our best work to our fans and make them happy is why we do this.”
You can check out the Kickstarter and get the Corsair skyship free at https://www.kickstarter.com/projects/aetherstudios/sky-islands-3d-printable-terrain
“A cooperative tabletop miniatures game for 1-5 players by Mark Latham.”
Los Angeles, CA – Feb 3, 2021.
The world of Aetha was free of evil throughout its history. Since the Unthroning—when the gods were bound to the world through divine treachery—the power of Light was conceived, and in turn the Shadow was born, ushering in the malign force of evil to corrupt and inspire those mortal beings desperate enough to give in to its call. It is now the dawn of a new age, and the lands of Aetha are held under sway by the new struggle between good and evil, Light and Shadow. The call to adventure is ringing out louder than ever, and those brave enough to stand against the legions of Shadow will be the heroes of lasting tales for ages to come.
Blacklist Games is thrilled to announce Lasting Tales, a cooperative tabletop miniatures game for 1–5 players. Designed by acclaimed game designer Mark Latham (The Walking Dead: All Out War, The Elder Scrolls: Call to Arms), Lasting Tales lets players create their own heroes and embark on an epic campaign, linking game sessions together to create a rich story set in a classic fantasy world.
Inspired by pen-and-paper roleplaying games and tabletop skirmish games, Lasting Tales is a fully cooperative experience in which every player is the hero in their own tale, battling the enemy on their own or with their friends, and crafting their legend through the variety of events they’ll stumble upon during their journeys.
The Lasting Tales book contains all the rules you need to play the game, including hero creation, adversary profiles, campaign rules, scenarios, as well as a full narrative campaign—or Tale—and pre-made heroes to get new players right into the action! A game of Lasting Tales will also require a handful of standard six-sided dice, a tape measure or ruler, and miniatures. Fortunately, Lasting Tales is a miniatures-agnostic game, meaning players can use any fantasy miniatures in their collection.
Alternatively, Blacklist Games offers official miniatures for Lasting Tales in the form of our Fantasy Series miniatures line. Additionally, official Lasting Tales terrain will be available through Black Site Studios.
Lasting Tales launches its Kickstarter campaign on March 30, 2021, at 12:00pm EST and will offer exclusive price points and stretch goals for backers worldwide, as well as an optional set of compatible miniatures in the form of Fantasy: Series 2, the next in Blacklist Miniatures’ line of popular miniatures sets.
Visit https://www.blacklistgamesllc.com/lastingtales for more information and previews as we lead up to launch day.
Starting Feb 1st on KS, The 13th Fleet is a sci-fi RPG of dark humor and treachery.
Using a standalone version of the Forged in the Dark system, it’s the story of questionable starship Captains and their dwindling supply of Redshirts trying to stay alive behind enemy lines, despite a pursuing armada and their own backstabbing.
The comedic setting and structured rules facilitate an occasionally adversarial game, where the only way Captains can relieve dangerous Stress is to cause each other Entanglements.
It’s a mix of Jack Campbell’s Lost Fleet series, Blades in the Dark, Paranoia, Junta, and a Mirror Mirror FASA Star Trek setting.
While ZineQuest3 rules require a black and white saddle stitched booklet, additional pledge levels include digital assets of illustrated card decks to replace several charts in the game for playing on Roll20 (like we kind of all should be). ZineQuest also stipulates that the KS campaign can only run for two weeks, so the window to back this project is relatively narrow.
I’ve included samples of the KS header, order of play, and some samples of digital assets. While ZineQuest tends to run a little NSFW, I promise that Insult card is as adult as this game gets.
The campaign is at https://www.kickstarter.com/projects/639598290/the-13th-fleet
Under the Seas of Vodari Kickstarter Launching February 3rd, 2021
Dive into a world full of action and adventure set beneath the waves of Vodari or your
own 5th Edition campaign world.
Under the Seas of Vodari is Tribality Publishing’s follow-up to the successful The Seas of Vodari Kickstarter. This full-color, 200+ page book will be available in both hardcover and PDF. Gamemasters will find support to run a single adventure or entire campaign in an underwater world full of interesting locations, NPCs, factions, adventure hooks, and monsters. Players will find tons of options for creating undersea characters or equipping their surface-dwelling adventurer for a single adventure.
The Undersea World of Vodari
Long ago, in the world of Vodari, a vast continent was annihilated and all but the outer edge of the continent sank to the bottom of the sea. The devastation left only a scattered few to start rebuilding civilization on a ring of islands and in the seas beneath…
Under the Seas of Vodari shares the swashbuckling inspiration of the original The Seas of Vodari book, but moves the stories underwater. You’ll find all the iconic things you expect in a fantasy setting, but the familiar becomes surprising, alien, and even terrifying.
● Dungeons are found below the waves, in the form of caves, shipwrecks, and lost temples.
● You’ll find variety and wonders, ranging from sprawling trade cities stretching from the seafloor to above the waves to the unexplored Wild Seas full of strange creatures and other dangers.
● The underwater world is a challenging environment where danger can come from any direction,
especially in the crushing pressure, frigid water, and inky darkness of the Midnight Depths.
● The most dangerous monsters are found below the waves, adapting to this alien environment in ways that will surprise and terrify players.
The undersea world holds the coral-spired homes of the vodas, the deepsea trench mines of the dwarves, the kelp forest villages of the elves, the carved seabed homes of the merfolk, and the sprawling cosmopolitan cities of Avalsi. It also has war camps full of sahuagin reavers, the trophy-marked territory of the merrow, gargantuan sea monsters, and ancient dwellers of the deeps.
Vodari’s underwater world is deep and full of people and places to visit as you leave the coast and descend through the Sunlit Seas, Twilight Waters, and Midnight Depths. The world beneath the waves is full of factions, characters, locations, and adventures. Just like The Seas of Vodari, all undersea locations are modular by nature and the book is designed for you to use as a detailed setting or to pick and choose what you like for your own game world.
What’s In the Book
Under the Seas of Vodari will provide you with tons of material to run an entire undersea campaign or just a single adventure…
An Undersea World to Explore
● A gazetteer full of factions, NPCs, locations, and adventure hooks providing you with countless
people and places for your players to interact with.
● 12 race/lineage options including cecaelias, sea dragonborn, sea dwarves, grindylows, merfolk,
selkies, sirens, tiburons, and vodas.
● 13 subclass options including the Path of the Wild Seas, College of the Deep Dreamer, College of The Sunlit Seas, Ocean Domain, Circle of the Sea, Way of the Dancing Current, Oath of the Waves, Leviathan Hunter (Ranger), Dreadmask (Rogue), Scavenger (Rogue), and the School of Bloodbinding.
● Undersea themed backgrounds and feats.
Undersea Equipment, Vehicles, & Mounts
● Armor (seaweave, sharkskin, chitin, and more) and weapons (spearguns, harpoons, and more).
● Undersea gear, tools, trade goods, and trinkets.
● A collection of undersea vehicles which include sleds, chariots, and submersibles.
● An expanded undersea mounts list including dolphins, giant seahorses, manta rays, killer whales,
● New spells geared towards underwater combat and exploration for both surface-dweller and
● Undersea themed magic items, including powerful ancient relics.
Allies & Adversaries
● NPCs for your players to befriend as allies or face as adversaries.
● Stat blocks for 17+ undersea beasts including fish, dolphins, jellyfish, otters, seals, stingrays, and
● Monsters to challenge, amuse, and terrify your players including brain coral, deep anglers, sea
serpents, and strangling seaweed.
● Ancient and gargantuan leviathans of legend with high challenge ratings.
● Random tables for exploring undersea settlements and the wild seas between.
● Rules and advice for underwater combat and chases.
● Underwater hazards such as frigid water, crushing pressure, poisonous waters, air pockets,
currents, volcanoes and vents, and more.
The Sunken City of Zuroth
● Our dersea adventure designed for heroes from above or below the waves.
● Designed for levels 3 to 5 with notes for scaling provided.
Under the Seas of Vodari is already 80% complete! Everyone who backs this book will receive a copy of our 168-page Under the Seas of Vodari Quickstart Guide and won’t have to wait until the final book is ready to get started.
Visit the Under the Seas of Vodari Kickstarter page and begin your undersea adventure.
City of Flesh is a tarot-based femmecore roleplay zine set in the rotting womb of a dying colossus. Launching on Kickstarter for ZineQuest3 on Thursday February 4th!
Nagara, the City of Flesh, is old and dying, and you are the only one who can ward off its Doom.
City of Flesh is a tarot-based roleplay game where you play one of the Midwives, a person imbued with primordial energy, tasked with staving off the end of the world as you know it. With your group and a tarot deck, you create the city of Nagara and its unique locations. Each session the characters inch ever closer to a Doom they’re working tirelessly to prevent, but must inevitably face as the chronicle ends.
The game has the dark horror feeling of a dungeon crawl, while focusing on mechanics that drive in-game drama and push personal stories. You’ll get embroiled in the various wars raging between guilds in the city and try to secure a bit of personal peace, before all your efforts crumble around you.
Delve into a game that takes inspiration from grimdark fantasy combining it with feminine imagery to create an immersive gore-splattered roleplay experience where you delve into the dreams of a sleeping colossus and tear through fleshy reality to make your own fate.
City of Flesh was created by Steffie de Vaan and Elizabeth Chaipraditkul. They are looking for €1,500 to bring this project to life. The zine will be 50+ pages, A5 sized, with a full colour cover and black and white interior.
Steffie de Vaan is a Dutch author and developer of role playing games and short stories. She developed the Legendlore RPG and V5: Fall of London, and has written for many other settings including Vampire the Masquerade, Changeling the Lost, Exalted, and Harlem Unbound.
Elizabeth Chaipraditkul is the owner of Angry Hamster Publishing and her new game Afterlife: Wandering Souls won an Indie Groundbreaker Award for best setting in 2020. She was the lead developer of the Crescent Empire book for 7th Sea by John Wick Presents, and has written for companies such as Onyx Path Publishing, Chaosium, and Modiphius Entertainment.
Albuquerque, NM–February 03, 2021–Magpie Games has secured a multi-year licensing agreement with ViacomCBS Consumer Products to produce a tabletop roleplaying game set in the world of Nickelodeon’s animated series Avatar: The Last Airbender and The Legend of Korra.
“The stories of Avatar are so moving for us because they are joyous and heartbreaking,” says Mark Diaz Truman, CEO of Magpie Games. “We’re incredibly excited to bring the tales of brave benders and loyal friendships to tabletop roleplaying games; we know so many fans of both series have been waiting years for this moment! We’re also thrilled to have the opportunity to work with Asian designers like James Mendez Hodes to bring the world of Avatar Aang and Avatar Korra to life in a way that’s true to the authentic, diverse spirit of both shows.”
“We believe Magpie Games is the ideal partner to develop a roleplaying game based on Avatar: the Last Airbender and The Legend of Korra” says Pam Kaufman, President, Global Consumer Products, ViacomCBS. “Their commitment to supporting diverse content from diverse creators along with their exceptional game product made them the right choice to bring the world of Avatar to tabletop roleplaying games.”
This roleplaying gameis a unique opportunity for fans of the show to return to a beloved setting—this time as the heroes of the story! Rising to meet their destiny, players will make characters using playbooks—templates that help players build and play compelling protagonists in the world of Avatar: The Last Airbender and Legend of Korra. Together they might protect local merchants from the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a child taken into the Spirit World, negotiate peace between feuding communities within the Earth Kingdom, or pursue mysteries (and villains) that arise throughout their adventures!
The roleplaying game’s Core Book is slated for a February 2022 release with two supplements to follow in August 2022 and February 2023 titled Republic City and The Spirit World respectively.
We live, we love, and sometimes we lose. All are part of life, and yet the last part is the thing that will not only knock us to the ground but put so much weight on our chest that we may never find a way to get back up again.
So I am a part of a new Kickstarter…
And for the first time, it is a sequel to something I’ve already contributed to:
Love’s Labour’s Liabilities.
We launched on Monday around 11 AM and by the time I’d gotten back from a doctor’s appointment at 2:30 PM, we had funded! It was a modest goal this time of $400, but there is definitely a huge sigh of relief when you hit your goal. It makes it so that you can actually enjoy the ride a little bit more. We’ve now begun to focus on Stretch Goals which will be a bonus X-Card for use at your table.
This year marks the 3rd annual (I’m assuming) Kickstarter Zine Quest for the month of February. What’s Zinequest you might ask? Well, if you cast your mind back to the 60s or 70s or 80s when you would go into a record shop or comic shop or gaming store and had those pamphlet looking things sitting there that were put together by hand… that’s basically what a Zine is. Yes, today we have programs that allow it to be done a bit easier, but the goal is the same. These are ideas that have been percolating since our successful Kickstarter of Love’s Labour’s Liberated during Zine Quest 1, and that Do-it-Yourself attitude has gotten to us again.
But we learned from the last Kickstarter. This time the whole thing is completely done and ready to go. So the only thing you will have to wait on is the actual printings, but the day after the campaign ends, you’ll have your pdf!
This time we are focusing on more of a darker part of the love relationships… the loss part… the obsession part…
It seems like when I’m thinking of ideas for the backstories for any characters I play, I drift toward those who might have a little bit of darkness in them. Perhaps there was an unrequited love, perhaps there was something more devious at hand. That’s what we’ve tried to provide for players in this Zine. A Broken Hearted Monk. An elemental force of nature obsessed with it’s Warlock. New spells, magic items, and much more. All options for bringing even more depth to your 5th Edition games.
Like I said on the first Zine Quest we did, you never know who is going to potentially read your work. My hope is that everyone who gets it and reads it is able to use at least one thing from it in their home games.
I hope you take the opportunity to check out the Kickstarter!
John McGuire is the writer of the sci-fi novel: The Echo Effect.
Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.
He can also be found at www.johnrmcguire.com
Backwater is a southern-gothic horror tabletop roleplaying game in the style of survival horror. Its Kickstarter campaign launches on January 25th, 2021 at 8:00 PM CST. In Backwater, you play as a warden—a roaming peacekeeper—in the post-apocalyptic South. You’re tasked with keeping order at civilization’s southern reach: Backwater ward, a post-apocalyptic region that spans the Old World’s Louisiana, Mississippi, and southern Arkansas. Your job is to wander among the bogs, quell conflicts between towns and families, and keep monsters at bay.
A warden encountering a swampfiend at dusk. Art by Natalie de Corsair
The game’s southern gothic genre places characters in a southern U.S. setting, where the decaying structures and deteriorating aristocratic families reflect society’s superficial values and moral degradation. Outside civilization, monstrosities—abnormally large and aggressive beasts—roam, and mysterious monsters haunt Backwater, including conventional creatures of gothic horror as well as original creatures, like Gores, skinless humanoids who hunt unsuspecting travelers at night, and Hollow Men, slow-moving humanoids covered in in fungal growths who travel in hordes.
A hungry Hollow (left) and a wounded Gore (right). Art by LA Draws.
The game system is original, and it was designed for streamlined D20 rolls, flexible yet thorough character creation, and an abundance of skills that they can use. Characters are not nearly so invincible as they are in fantasy games, and they’re not so limited as in cosmic horror. Players can choose between four types of wardens: Savants (the brains and the faces), Seekers (the explorers and thieves), Seers (the psychics and magic users), and Slayers (the ranged and melee fighters). Their wardens quickly become more proficient in skills every time they level, and they gain new abilities every four levels. Characters can also advance by completing “achievements,” minor bonuses that they gain by accomplishing specific tasks during gameplay.
Left to Right: A Seeker and her wolfhound companion, a Seer and his whisper lantern, a Savant with a book and a bonesaw, and a Slayer with a bayonet. Art by Natalie de Corsair
Pledges are rewarded with the core rulebook (interactive, hosted eBook) and early access to the Systems Reference Document (SRD). Backers can also purchase add-ons, which include the hardcover core rulebook and the Backwater Adventures modules, among other enticing items.
The following paragraphs are taken from the campaign page:
A Statement on Race and Racism
We plan to use Kickstarter funding to commission sensitivity readers to edit for racist and ableist content. Much southern gothic fiction has confronted the South’s ugly history of racism. It has sought to undermine idealized, antebellum values relating to slavery, reflecting society’s moral decay in crumbling buildings and conflict-filled families. It’s a pointed focus of more recent works within the genre, as some early literature reinforced racism in the process of confronting it. Racism is not a theme in Backwater. Backwater seeks a careful balance: to establish a setting in which everyone can comfortably roleplay, without erasing or ignoring centuries of oppression.
The American Lands emerged from the apocalypse just as racially and ethnically diverse, by modern day’s standards, especially in New Orleans where many residents descend from African American and/or Haitian, German, French, or Spanish, Vietnamese, and Native American ancestry. Many stereotypes and inequities built around skin color and regional ancestry faded after The Old World ended in Backwater—they are not built into the game. Of course, figurative ghosts of slavery and racial oppression haunt the American south as a setting, including its structures, monuments, and cemeteries. We cannot forget this history or pretend that it did not happen, and we strongly encourage game masters to carefully consider the implications of custom settings before running a game. If a game master is uncertain, we suggest they converse with their players first and use a technique like John Stavropoulos’s X-Card system to edit out uncomfortable or triggering content.
A Statement on Disability
Backwater departs from southern gothic fiction in its treatment of characters with deformity, disfiguration, and disabilities. Although characters with short or tall stature, missing limbs, and affected cognition are commonly represented in southern gothic literature, some fiction including southern gothic, sci-fi, and fantasy depicts deformity and disability in the style of the “grotesque,” which invites audiences to gaze with fear, pity, or disgust. A common theme in southern gothic dictates that bodily disability is an external manifestation of an inner or regional corruption of morals. More recent literature seeks to disrupt these ableist notions. We hope Backwater can do the same while representing a diversity of people with disabilities.
As in reality, the people of Backwater have disabilities; many of these disabilities are invisible; and they make people unique without necessarily defining them. Physical, cognitive, and psychological disabilities are even more ubiquitous as a result of The End and the American Lands’ harsh environment. Backwater represents a world where disability does not necessarily equate to suffering and people with disabilities are consciously represented—not only as victims and villains but also as heroes and everyday characters. We recognize that our efforts do not explicitly confront ableist notions or perform advocacy, but we do hope the game represents disability respectfully. We encourage game masters to carefully consider how/whether they incorporate these themes in Backwater, perhaps beginning a discussion with the players and ensuring that they do not accidentally represent disability or deformity as the “grotesque” of bygone art and literature. Again, a game master and participants may wish to use a method like John Stavropoulos’s X-Card system to edit out uncomfortable content.
Grab your free preview of Crystalpunk, a magic-fueled future for D&D 5e
Plus Three Press recently announced the launch date of their upcoming Kickstarter project – Crystalpunk, a futuristic D&D campaign setting where spells, souls, demons, and infused crystals fuel brutal, unique technology. There are two free previews of Crystalpunk that you can get right now for free: a new class perfect for creating cyborgs and mutants called the Evolutionist, and a short story set within the world: the Soul Thief.
The campaign setting launches on Kickstarter February 3rd and aims to answer the question – “What would a fantasy setting look like in a dark future?” It will include a unique neo-noir world with corporate cults and magic-powered megacities, new character options including races, subclasses, spells and equipment, and everything else you’ll need to run campaigns in a magic-fuelled future. You can learn more about Crystalpunk at Plus Three Press’s website.
Free League Publishing
Free League Publishing – Oct 27, 2020 14:00 GMT
“I can’t lie to you about your chances, but … you have my sympathies.”
Space is vast, dark, and not your friend. Now you and your crew can explore the ALIEN universe through virtual tabletop gaming. The award-winning official ALIEN RPG was launched today on two VTT platforms: Roll20 and Fantasy Grounds.
At Roll20, you can find a virtual tabletop version of the ALIEN RPG Starter Set, including all the rules you need to play and the full-length cinematic scenario Chariot of the Gods, written by scifi author Andrew E.C. Gaska. On the platform you can also find the scenario Destroyer of Worlds, a sequel to Chariot of the Gods also written by Gaska and requiring only the Starter Set to play.
All modules are fully integrated with the VTT platforms, with online maps and diagrams, player handouts ready to share, online character sheets, customized virtual dice roller, and more.
The core rulebook for the official ALIEN roleplaying game was released in December 2019 in partnership with 20th Century Studios. The game immediately sold out its first print run and swiftly entered the Top-5 list of best-selling tabletop RPGs in the fall of 2019. It won the ENNIE Award for Best Game 2020 and the People’s Choice Award for Best RPG at the UK Game Expo. The game is currently being translated into seven languages.
The award-winning Tales From the Loop RPG was the first Free League title to launch on Roll20, and the Symbaroum dark fantasy RPG is available on Fantasy Grounds. More games from the game portfolio will be launched on virtual tabletop platforms in a near future.
[For review copies or interview requests, please email to email@example.com]
Join the Gen Con Halloween Gaming Weekend, Oct 30-31!
Watch a live play of ALIEN: The Roleplaying Game, get spooky at the Gen Con watch party, and play the Alien RPG on the Gen Con Discord. https://www.twitch.tv/gencont
Alien RPG – Review quotes:
“Move over, Dungeons & Dragons, Swedish publisher Free League has released Alien: The Roleplaying Game, and it is as great as it is terrifying.”
“The real horror of Ridley Scott’s seminal sci-fi flick Alien has always been the creeping, slithering fear of the unknown. It’s impressive, then, that Free League has been able to craft a tabletop roleplaying game that can conjure up that same pitch-dark dread from the safety of your kitchen table.”
Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published a range of award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.
Our game portfolio include the official ALIEN The Roleplaying Game (Gold ENNIE for Best Game 2020), the Nordic horror roleplaying game Vaesen, the pitch-black apocalyptic fantasy RPG Mörk Borg, the alternate ’90s Things from the Flood, the alternate ’80s Tales from the Loop (winner of five ENNIE Awards 2017, including Best Game), the sandbox retro fantasy Forbidden Lands (winner of four ENNIE Awards 2019), the postapocalyptic Mutant: Year Zero (Silver ENNIE for Best Rules 2015), the space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017) and the dark fantasy game Symbaroum.
We have also published the art books Tales from the Loop, Things from the Flood and The Electric State by internationally acclaimed visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by the praised French artist François Baranger.
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“They say whoever controls the flow of history, can write the future. For centuries, The Council has curated the past. But now they are silent, the Reclamation Act ratified, and history once again open to study. The future has yet to be written and the pen is in your hands.”
What is Acheron?
- At its core Acheron is about sacrificing your humanity, both temporarily and permanently, to fight against the horrors that inhabit the world. Whether they be cultists, madmen, beasts, or the strange Outsiders.
- Mystery, monsters, and magic collide in this 1930s era setting where The Government controls the path of History, Factions war for resources, and The Wall looms forever upon the horizon.
- We think tabletop role-playing should be just as focused on Roleplay as it is on combat.
- To that end we have implemented a free-form progression system that allows players to build nearly any character they can imagine, from a blind telekinetic to a Demon infested pacifist.
- Merits and Flaws allow players to spend or receive experience to gain major, character defining bonuses or detriments.
- A realistic Sanity system allows characters to experience three major categories of trauma: Moral, Violent, and Supernatural. It also allows them to regain sanity through different means such as comradery with friends and psychological treatment.
- Our Sanity system reflects the fact that this is a mature game with mature themes. It’s important that Players and Game Masters have the opportunity to explore these themes but should also be aware of their potentially triggering nature.
- There is a huge range of the types of characters that can be created and how they may progress and evolve throughout a campaign will always be different.
- Simplified Realism informs all parts of Acheron. This has led to the implementation of deadly, gritty combat and creation of a believable world and cultures.
- On average a player starts with 6 health, and a 9mm pistol deals 1d10 damage.
- Cover and armor play a large roll in combat. Without taking them into account one will surely parish.
- Many weapons can penetrate armor and cover can be destroyed.
- A large variety of statuses, both physical and mental, can change the flow of combat and a game session.
- No one enjoys their character dying due to an unlucky roll, however. So, we’ve implemented a Die Hard system where players can choose to take permanent flaws to keep their character alive.
- Magic and Mancies (Mancies are akin to sorcery in other settings), are an integrated part of the world and can be used for both Roleplay and combat.
- Call of Cthulhu, Lovecraft, and Cosmic Horror
- Bloodborne is an amazing game with an amazing atmosphere. It inspired a major faction in the world (The Hunters Guild) and many of the more classical monsters in our world.
- Call of Cthulhu has had many iterations but it’s use of Sanity as a primary concern for players inspired us to iterate and bring it to the forefront of Acheron.
- Lovecraft and other Cosmic Horror was the basis for the Wall, planes of Magic, and Outsider enemies within the world. Giving our setting a strangeness that cannot be understood or fathomed by normal people without suffering madness.
- Strong foundation from Dungeons and Dragons 3.5
- 3.5 D&D set the standard for d20 based tabletop roleplaying games. It influenced our core stats and the way skills function and progress in the game.
- World of Darkness/Chronicles of Darkness
- World of Darkness was the foundation of our free-form progression system and using experience points to create and advance your character.
- Dishonored and the SCP foundation
- Dishonored has an atmosphere we wanted to give to our world, where even the city streets can be oppressive yet there is still a wealth of culture, history, and sense of discovery.
- The organizations and large body of work the SCP foundation has produced inspired a lot of the secretive aspects of our Government and other factions.
- Both Dishonored and SCPs were huge influences on our Outsider enemies which can at times be stranger than the Eldritch horrors which roam the world.
- The Witcher 3
- The monsters in the Witcher all have a weakness you can exploit if prepared, we wanted to emulate this fact to give the enemies you fight more depth.
- Value of simplicity in gaming and putting the focus on Roleplay.
- Numenera also influenced the way characters level up in Acheron. Instead of getting experience from every monster killed or objective performed you gain it for completing milestones along a quest.
- Science and History
- Our core team is composed of a Biologist, Engineer, and Anthropologist. For these reasons we have focused on crafting systems and lore that are realistic and believable. Many historical events, such as the Civil Rights movement, suffrage movement, and Anarchism movement of the early 20th century as well as the governmental reaction to those movements were huge influences on the world of Acheron. As were the industrial revolution and tycoons of the time.
- Acheron is set in a 1930’s era world dominated by a singular Government and many powerful factions.
- The totality of the world is surrounded by a massive Wall, thought impenetrable until the Breach which erased centuries of progress and loosed countless horrors into the world.
- The world is broken up into Districts, all ruled by the Government. However, each has its own Governor, laws, culture, and systems of governance.
- At the center of the world, in the Central Districts, most do not believe in magic or monsters while those on the fringes of society know the truth about magic, or at least a part of it.
- History has been covered up and curated since the Breach. Now is the first time it is legal to study the past. This has led to a new age of adventure and societal renaissance. The Reclamation Act, our inciting incident, is the driving force for this shift in culture.
- Magic has grown stronger in the world after the Breach. All domains of which have their own flavor.
- Arcane – Anti-magic, direct damage, and buffs for allies. Uses the Arcane energy found in Ley Lines which crisscross the world.
- Fay – Situational and sly. Controls the lines of fate and allows for trickery and rerolling failed checks.
- Spirit – As varied as nature. Spirit magic allows for many play styles and has three modifiers for every spell based on the leaves, trunk, and roots of the world tree.
- Demonic – Fast and dirty. Demonic magic is about hurting the enemy more than you hurt yourself.
- Eldritch – Terrifying for both the caster and enemy. Sap Sanity and tear at the mind of your enemy ignoring the mundane defenses people surround themselves with.
- Mancies are inhuman abilities that allow seemingly normal men and women set fire to buildings, persuade even the most stubborn enemy, and move objects with their minds.
“Though the majority of citizens don’t even believe in magic, magical ability is possessed by many in the world of Acheron. Many different organizations and peoples have differing ideals concerning the use of magic. Some say it’s not real but are still cautious and hateful of anything they can’t understand while others believe in its existence but believe it is a corrupting force used for evil.”
Diverse of heredity and place of birth but largely uniform in overarching culture since the Governments rise to power.
Creative and curious humans have an eye constantly towards the future.
Humans have many outliers and no singular direction of action unlike other pedigrees such as the Ellsons.
An ancient, tribal people who manage to retain slivers of their unity even under the boot of the Government.
War Born honor and express their heritage though they know little of it.
War is ingrained into every facet of their society from dance and storytelling to education and play.
The most diverse of all great families, the Greys believe in passion. Marrying, generation after generation, to the most brilliant and ingenious minds of the age.
Estranged and odd compared to their counterparts, the Greys are generally seen as outsiders by the masses despite their diversity.
A great stain blemishes the Grey bloodline, the opening of the Breach by one of it’s once most enlightened ancestors.
Older than the Breach and Government, the Ellson house has stood the test of time.
Closed off and suspiciously similar of feature, this family has kept itself in power by controlling the majority of banking across nearly all districts in Acheron.
Aristocrats often thought to be stuck in a bygone age, the Ellsons play for future reward, never allowing themselves to be bogged down by today’s issues.
Gripes of the Church:
Gripes are children born to those in the Twin God’s clergy.
Raised as servants of the Church they may become priests to spread the holy word or Pariahs to protect the faithful.
Those among the Gripes with gender neutral features are prized and hermaphrodites honored as the highest human form of Nyx, goddess of chaos, and Darium, god of order.
Exalted were once outcasts, lepers, plague victims, outlaws, and banished. Their exile under the shadow of the Wall has twisted and mutated them for generations. Now they are barely recognizable as human in origin.
Often Exalted will form conclaves and extensive “families” that perform the dirty work in civilized society others shy away from. Primarily this takes the form of great executioner lineages.
Now, with the Reclamation Act passed, Exalted may walk city streets freely for the first time in memory and become a greater part of the society they’ve been shunned from for so long.
Colorful of skin and personality, Fae Darkleechers are often outgoing and boisterous which their subculture reflects.
Known as the most exotic Darkleechers the Fae often integrate freely into human society where invited or live among Darkleechers as artists, philosophers, and intellectuals.
Their natural connection with Fae magic and Line of Fate make them quite crafty and drawn to mysticism such as horoscopes and fortune tellers.
Spirit Darkleechers are as diverse both in looks and culture as nature itself.
Often these Darkleechers are known for their wisdom but are also known as feral and dangerous among many closed-minded human groups.
A deep connection with the natural world and spirit realm give them a great amount of empathy for all living things but can also lead to a stoic cold heartedness for humankind.
The most human, both in looks and culture, Demonic Darkleechers are often seen mixing freely between both Human and Darkleecher society.
Generally they work as businessmen, lawyers, accountants, and managers. But they are also known for propping up the Freeman family with their hard, back breaking work in factories and fields.
Connection with the Demonic plane has given these Darkleechers a strong constitution and that constitution has allowed them to garner a strong sense of community.
The most alien of all Darkleechers, the Eldritch cousins are often positioned deep within Darkleecher society or at the fringes of Human society. Although this is often not by choice.
Sly and suspicious due to their connection with the Eldritch plane they also have great insight into people, places, and all things unseen by other eyes.
These Darkleechers see themselves as doing the dirty work others do not in many cases, acting as fixers, assassins, and smugglers. However, this is just as often not the case.
Soulmenders are not truly a race of their own and instead are born by capturing a soul within a Soulmetal phylactery. This soul can belong to a Human or Darkleecher.
Once the soul is captured however, the being loses all memory of who they were and what they have done. Some skills remain but the mind is blank of all connections.
This blankness leads many to call Soulmenders monsters while others welcome those saved from death as dear family and friends.
“Darkleechers appeared shortly after The Breach; hundreds of thousands washed up upon the shores without any memory of where they had come from or who they were. The Human population was split on the issue of what to do with them in many places, while others chose to treat them as a pest to be eradicated. Most people thought that Darkleechers were a dark omen, marking great misfortune to come. There were riots in the streets, mass lynchings, inhumane experiments by science cults, and a wave of mass hysteria. Eventually, the Government intervened, resulting in the First Race War. This treatment molded Darklenchers to distrust, to hate, and to become more cunning than the humans who terrorized them.
The Government: The Government is run in name by the National Republic House, which consists of five representatives from each District (Anarchist or otherwise). In reality it is ruled by the Council of Thirteen, never seen but always felt. The Council influences everything though Cerberus, the heads of the Agents, National Police, and Paranormal Research division. On the whole people trust the Government in the Central Districts, however Anarchy brews everywhere, and allegiances to the Government are weak in Districts dominated by other factions. The Government would never admit openly that many place their loyalty elsewhere and does what they can to curb dissenters at every level. The Government fights against disorder, watches the Mages, chains the Mancers, and makes sure the nightmares of the world remain at its fringes.
Church of the Twin Gods: When the Martyrs gave their lives for Unity no one thought the Church of the Twin Gods would be the result. However, hundreds of years later the followers of Nyx, Goddess of Chaos, and Darium, God of Order, find themselves sharing the same roofs and working side by side to spread the teachings of the Twin Gods. These teachings are canonized in the Central Districts but more fringe Darium and Nyxian cults can be found in many townships and cities preaching radical beliefs. On the whole the Church values balance of person, where both God and Goddess have equal influence. Therefore, many within The Church try to make themselves more androgynous and hermaphrodites are praised and groomed with care by clergy.
Greys: A lineage born out of pragmatism, the Greys are a family who have become the leaders in industry, science, medicine, philosophy, art, and more. It is through marriages to the most brilliant and dedicated people, generation after generation, that this dominance has occurred. Grey’s attempt to breed with whoever is a protege in their field, no matter what that field is. For this reason, the Grey family is highly mixed in race and social origin. Even Darkleechers and Exalted have made their way into the Grey family. Pragmatic, brilliant, odd, eccentric, dedicated. All these words can be used to describe the Greys. Brutal, absentminded, and unethical are also words that describe many in the family.
Ellsons: An old family, so ancient in origin their history has been lost even to themselves. Ellsons own the majority of banks in all Districts. This gives them the finances to stay in power, even in places where they are unwanted. Generationally minded, they’ve invested in mining precious stones and metals, acquiring art and artifacts, and most recently historical research. Many branches spread out from the Ellson tree, but they all share the same trait of cold calculation that has kept them on top for centuries. They enact their power through their banks, schools of Mathematics, and Tax Collectors – persons trained since childhood to calculate risk and reward on a deadly level and see that debts are paid in gold or blood.
Freemen: The Freemen fought long and hard for their place in the world. Darkleechers who unified after several bloody wars with humanity, the Freemen hold the major crop producing Districts in Acheron. With permission from the Government of course. They value their space, preferring to live a more rural lifestyle. Art, history, and a varied culture are important to the Freemen who feel they have been suppressed for generations. Segregationists mostly, the Freemen live their lives outside the Central Districts farming, fishing, shipping, and more. This, and their innate connection to the magical planes, makes them more likely to partake in magical rituals, spirit healing, and other customs many Humans generally don’t believe in.
Historians of Galilee: An ancient cult of Historians and Researchers. They are perhaps the only group as Dogmatic about studying ancient artifacts and technology as the Greys. While the study of history was banned for generations the Historians of Galilee disobeyed, researched, discovered, and were executed for it. Now that the Reclamation Act has passed and History is open to study once more, many have joined the ranks of the Historians. Universities of all types employ their ranks as professors and researchers, many of which had never been a part of the group, at least officially, until recent years. Their dogmatism is feared by many who think history should be laid to rest, and the Church of the Twin Gods see them as a religious cult. On an individual level however, the Historians seem to want one thing above all else, truth.
Hunters Guild: Many in the world think monsters are just bedtime stories, things that people made up because of too many nights spent in the dark. But Hunters know beasts roam the world and do everything they can to fight against them. Those from all walks of life become Hunters. Many Greys, Ellsons, Servants, and Farmers have walked the same halls, hunted the same game, all without care for their previous station. Hunters keep the world safe in a way the Government attempts to, but too often fails at. Many powerful people fund the Guild or are a part of it. They operate within the law, mostly, but don’t let anyone stand in their way if a Beast needs to be slain.
Wexler Investigation Agency: A relatively new faction on the playing field. The Wexler Investigation Agency gives smaller factions the strong-arm big players have always enjoyed, for a price of course. Their ranks are ex-cops, private investigators, magicians, Mancers, and even Exalted. The pay is good and morals loose. While they would never admit it, the Wexlers deal in death just as much as security and investigation. However, many of their rank still have clean hands and those who don’t get lost in the crowd, buried in bureaucratic anonymity and red tape only Government Agents can cut through with ease.
Game Size and Content
- Acheron’s Core Rulebook aims to be an all-encompassing package.
- This includes what would normally be found in a “Players Handbook”
- What would normally be found in a “Game Masters Guide”
- And what would normally be found in a “Bestiary”
- A dozen pre-generated characters
- And at least one Module and game hooks to get players started.
- We would like to include more extensive expansions in the future but are focused on making a complete package out of our core rule book.
- We also aim to deliver gorgeous character art, environmental art, and maps.
- In addition to all the above content we have a list of extensive, optional rule which can increase and decrease the difficulty of different aspects of the game according to what Game Masters and Players prefer.
- In the same vein, we have done our best to make sure different mechanics, such as Magic and Mancies, could be cut away completely while still allowing Players and Game Masters a complete experience. We did this because we know many like to play games in their own worlds and while the setting is ingrained with our systems, we also wanted to make our systems portable.
Types of Games Acheron is Suited For
- Acheron, as mentioned above, is a mature game. This is due to the themes that are in the world. However, we also focus on fun and think a lot of different game types can be enjoyed by players in our world.
- Adventure: History is open to rediscovery! This opens a lot of doors for daring, Indiana Jones like adventures where you’re trying to beat other groups, or even whole factions, to the punch.
- Mystery: Magic, Mancies, and even typical abilities lead to many options for mysteries. We have ghosts, artifacts, monsters, murders, organized crime! If it can be investigated, we have it covered.
- On this note our abilities, monsters, magics, etc. can all be mistaken for others by design. This makes it necessary for players to investigate even if it’s a quest as simple as “a monster is terrorizing this village.”
- Horror: There are a lot of different settings and creatures in the world. Many cults and madmen. Horror of almost any type can be played in Acheron and the Sanity system, we believe, does a good job of allowing whole campaigns to be Horror based with little to no combat.
- Thriller/Spy: With the many factions, abilities, and roleplay options in Acheron we think that thriller and spy games are a great fit! While PvP is not necessarily promoted in our system we do keep it in mind while balancing so double or triple crosses can happen while playing games where factions are at war, even if the war is cold.
About Dark World Studios
Dark World Studios is an independent game developer with a small core team of three individuals. We are a Biologist, Engineer, and Anthropologist. Our backgrounds inform the worlds and systems we create. We also have a support network that includes several artists/play testers with their own informative backgrounds such as ex-military and geology. While Acheron is our first major project, we’ve had experience designing other, forever unknown worlds and systems, both independently and together. It is our hope to deliver an intriguing and fresh experience to both new players and veterans alike.
Concord, CA — October 1, 2020 – Randy Angle launches the Gruesome Ghoulies™ RPG Kickstart campaign, visit www.gruesomeghoulies.com. Gruesome Ghoulies™ is the spooky tabletop role-playing game of cartoon hijinks. Be a ghoul. Solve mysteries. Drive a hot rod. Play in a rock & roll band. Inspired by the cartoons and kid’s sitcoms popular in the 1960s and 1970s.
Originally a one-page RPG submission for a gamejam on Itch.io, this 64+ page version will have more gameplay, adventures, and spooky artwork and only possible with the support of Kickstarter backers. You can play the FREE one-page RPG version this Halloween – link on the Kickstarter page
This funny, non-violent game of slapstick cartoon hijinks uses a fast resolution system called, VERSES ROLL. It is easy to generate a new ghoulie character and be playing in a schtick (a cartoony adventure) in minutes. This makes Gruesome Ghoulies™ RPG the perfect holiday one-shot game, pick-up game when a party member is missing, or for convention fun.
About Randy Angle
Randy Angle, the Grand Poobah of Hoppsbusch, is a game designer and imagineer on over 100 video games, toys, and tabletop role-playing games. In a career spanning more than 40-years and working on brands like: Star Trek: The Next Generation, Top Gun, LEGO, Lord of the Rings, Dungeons & Dragons, Nicktoons, CLUE, SpongeBob, Scooby Doo, Zorro, Deal or No Deal, 1 vs 100 and many original titles. Hoppsbusch was founded 37-years ago and is Randy’s self-publishing business where he makes tabletop RPGs that are SMAFF: Smaller, Faster, and Funnier. For more information please visit www.hoppsbusch.com.
Kansas City, MO (October 5, 2020) – Andrews McMeel Publishing (AMP) announces the launch of a Kickstarter campaign for Flames of Freedom: Grim & Perilous RPG, effective October 5 – November 4, 2020. Backers of the campaign will have the opportunity to gain early access to game material, play in their own quickstart scenario, and contribute to Flames of Freedom custom incentives. An American Gothic horror role-playing game, Flames of Freedom is powered by ZWEIHÄNDER RPG.
“We are excited to be a part of this collaborative venture, with Daniel D. Fox leading an exceptional, diverse team of developers to bring Flames of Freedom to life,” said Kirsty Melville, president and publisher of AMP. “The Kickstarter campaign will enable us to enhance the immersive experience, generate engagement and excitement with players, and augment the experience beyond the publication of the book, slated for release in August 2021.”
Flames of Freedom is set at the dawn of the American Revolutionary War of 1776, as a tangled web of conspiracy spans North America. In the war for survival, creed, color, culture or gender do not matter – all stand together – as the Rebels take up arms against the British Empire. But even as the Revolution has begun, something far more mysterious is brewing in this treacherous world.
Agents of the occult entreat both the Continental Army and Loyalist Red Coats. Freemasons conspire in the City of Brotherly Love. Maryland is in the throes of a witch hunt by the Knights Templar. Amid the chaos, other grim fairy tales have emerged populated by witches, devils, ghouls, and an ancient enemy seeking to consume all. In this land, players’ grim & perilous tale hangs in the balance – to conquer – or be conquered.
Thoroughly researched by Richard Iorio and enhanced by an exemplary development team led by Fox, Flames of Freedom explores a range of cultures beyond traditional European influences of early America. With considerable attention and diligence, the game was designed, developed and produced by a multicultural team of diverse identities, beliefs and orientation, with Black cultural consultants, Indigenous writers of the nations represented in the work, and RPG safety and trauma experts contributing to its creation.
About Andrews McMeel Publishing
Andrews McMeel Publishing is a division of Andrews McMeel Universal, a global, independent and integrated media partner to creators of inspirational content, comics, and illustrated humor. It distributes creator content through global syndication; book, calendar and greeting card publishing; digital consumer experiences; and entertainment licensing. For more information, please visit andrewsmcmeel.com.
DISTINGUISHED PROFESSIONAL TO LEAD COMPANY’S ROLEPLAYING GAME LINE-UP!
SAN DIEGO, CA. – October 5, 2020 – Renegade Game Studios is thrilled to announce Elisa Teague has joined the company full time as Senior Producer for the company’s growing stable of roleplaying games.
With over 20 years in the tabletop games industry, Teague has worked on over 100 titles including the Geek Out! party trivia game line, Betrayal at House on the Hill: Widow’s Walk, the Apocrypha Adventure Card Game, and Talisman: Kingdom Hearts Edition. She is also a recurring special guest DM and game designer at conventions around the world, including Gen Con, Origins, Gary Con, and D&D in a Castle.
A distinguished tabletop game industry veteran, who has previously designed the Wardlings Campaign Guide published by Renegade Game Studios in partnership with Wizkids, and was a contributing designer on upcoming Dungeons & Dragons supplement Tasha’s Cauldron of Everything published by Wizards of the Coast, Teague will be leading initiatives to design, develop, and grow the company’s stable of roleplaying games.
“Elisa is a remarkable talent in the tabletop game industry and we’re thrilled she’s joined our team,” said Scott Gaeta, President and Publisher at Renegade Game Studios. “With her expertise in roleplaying games, game design, and working with much-beloved licenses, we can’t wait to bring fans into the universes they love with exciting roleplaying experiences.”
“I love the Renegade team, and my experience working with them on Wardlings was fantastic. When Scott Gaeta approached me with the position of Senior Producer of Roleplaying Games, it was an offer I couldn’t refuse,” said Elisa Teague. “We already have a lot of exciting games planned that are going to knock everyone’s socks off, and I have already begun to plan cool brand extensions and products that will bring Renegade’s presence into the RPG marketplace to a whole new level.”
As previously announced, the publisher recently acquired the rights to publish roleplaying games for several well-known franchises including, Power Rangers, My Little Pony, GI Joe, and Transformers.
PARABLE GAMES MEDIA ALERT
Introducing ‘SHIVER’ by Parable Games
Shiver: Core Rulebook – $40 / €35 / £30
Shiver: Tales of the Shiververse – $25 / €22.5 / £20
Shiver: Dice Pack – $20 / €17.5 / £15
Shiver: Art Book – $20 / €17.5 / £15
Shiver: Directors Screen – $20 / €17.5 / £15
SHIVER is launching on Kickstarter October 27th.
SHIVER takes inspiration from Horror and Pulp movies and TV shows to lets players bring their very own cult classic to the tabletop. Put together your cast of characters and delve into your favourite worlds and settings. SHIVER is the perfect sandbox where you can play stories in any time, any place, and as anyone.
SHIVER uses a unique symbolic dice system and stripped back rule set alongside familiar stories and settings to make it the perfect tabletop RPG for new players to get to grips with role playing games without losing any of the depth to give experienced players something to really sink their teeth into.
The SHIVER Core Book is a beautiful hardback tome containing 192 full colour pages jam packed with gorgeous art and rules for characters, enemies, items and everything you could need to tell strange stories in the Shiververse. It is a comprehensive guide for both players and Directors (Game Masters).
The Cursed Library Overview:
The Cursed Library is a gorgeous A4 hardcover volume with even more stunning illustrations to set player’s imaginations going. This book contains pre-generated stories for players to delve into as well as more monsters, items and details about the worlds of Shiver. This book also houses all the unlocked content from Kickstarter in one simple place with it’s own unique cover.
Shiver: Dice Pack Overview:
Shiver uses a unique symbolic dice system which removes all that tedious number crunching to keep players immersed in the game. The Shiver Dice pack contains:
– 10 Skill Dice – Black D6 with coloured faces for each core skill in SHIVER
– 4 Talent Dice – Cream D8s with Talent and Strange symbols
Shiver: Art Book:
A look into the art behind the worlds of SHIVER including comments by the artist on the development of some of the pieces in the book as well as some pieces that are exclusively in the art book.
A imposing 3 panel screen with a full art cover on the player facing side and all of the information and quick references you could want on the side of the Director to make running games even easier.
“Cornwell Consolidated, tech giant, world leader in scientific research, has the resources and wealth to make dreams come true. Medicine, technology, weapons, robotics, they dominate in all fields. Getting to be the best though is a tricky business and the company is rife with secrecy. Their base of operations echoing this, a source of their success, the well spring of ideas. The Hollow.
Deep underground, the Hollow is hidden from prying eyes, its location a well guarded subterranean secret where the bulk of the company’s research takes place. Scientists, engineers, chemists and many other great minds are buried deep in their work, toiling towards a better future. Mostly. Some secrets are more secret than others and the company hierarchy fiercely enforces this.
Which brings us to you, the players. Some employees are high fliers, some are getting by, you however are at the bottom of the barrel. The Rock Bottoms, aptly named as your base of operations in the lowest depths of the Hollow. From dead end experiments to sanitation, this is where careers go to die. Some have accepted their fate and continue to work away whilst others still try to climb the corporate ladder to the higher levels.
The lower levels receive the least funding and care which is what has led to the current situation. Something terrible has gone wrong on the upper floors, an experiment gone awry, something the company doesn’t want getting out. The Rock Bottomers, however, have no idea this has happened, as the alarm system is out of order and not been fixed in some time. The upper floors are evacuated, something has been unleashed, and it’s time for the Rock Bottomers to climb that corporate ladder to survive.”
Written and designed by Charlie Menzies and Barney Menzies Art by Ben Alexander
WHEN: Launching October 27, 2020 on Kickstarter
Our Website – https://shiverrpg.com/
Our Kickstarter pre launch page – https://pxlme.me/1XuNUOSa
Our Quickstart Guide download – https://pxlme.me/Q80KX3Cb
Our Facebook – https://www.facebook.com/ShiverRPG
Instagram – @shiverrpg
Twitter – @GamesParable
WYVERN GAMING TO LAUNCH KICKSTARTER FOR STARGATE ROLEPLAYING GAME
INSPIRED BY HIT TELEVISION SERIES, SG-1TM
Kickstarter to Launch, with Product Release to Follow at Wonder Con 2021
“Things will not calm down, Daniel Jackson. They will in fact calm up.” – Teal’c
September 15, 2020 —
MGM, a leading entertainment company focused on the production and global distribution of film and television content including major franchises such as Rocky, James Bond, Fargo, Vikings, The Handmaid’s Tale and Pink Panther, and game design company Wyvern Gaming are collaborating on a new tabletop roleplaying game based on the popular Stargate SG-1™ TV series.
Fans will have the opportunity to become early backers of the project and provide direct feedback to its development with the launch of the Kickstarter campaign on October 6, 2020 at 2:00 PM UTC. The game has been in public playtest since February and will remain so through the Kickstarter campaign, allowing fans to help polish the game mechanics and story along the way. The finished product will launch and be available to the public in April at Wonder Con 2021.
Brad Ellis, CEO at Wyvern Gaming, said, “As fans of the Stargate franchise, we want to make the best Stargate Roleplaying game possible. That is why it is important for us to include the fans in the development process with Kickstarter as the feedback engine. It is a game for the fans, so it is critical that we get their input in its development.”
In the new Stargate Roleplaying Game, players will explore the galaxy and aid in the fight against the Goa’uld System Lords. The core rulebook will contain all the information needed to create a character and join the Stargate Command (SGC). Players will choose from a set of playable races and classes as they learn the skills, feats, equipment, and technologies needed to make their character thrive as an SG team member as they complete Stargate Missions. The book also covers being a Gatemaster (GM). With the players, GMs steer the story and the non-player characters that interact with the player characters. Players may be asked to capture a point of interest, explore new worlds, retrieve important artifacts, rescue important VIPs, or capture high-value targets.
In addition to the Stargate RPG Core Rulebook, Wyvern Gaming has launched the “Stargate: Phoenix – A Living RPG Series,” a living campaign with additional “Episodes” to expand play with the Stargate RPG Core Rulebook. In these Episodes, your character will live inside a Stargate canon universe series called “Stargate: Phoenix.” Your success and failures will shape the story that plays out over a course of a “Season” of Episodes released over a year, culminating at Gen Con 2021!
For updates on the Stargate Roleplaying Game, sign up at https://stargatetherpg.com/
MGM’s licensing agency, Brandgenuity, is managing the development and roll out of the Stargate licensing program and brokered the agreement between Wyvern Gaming and MGM.
Beyond the Stargate Roleplaying Game, MGM and Brandgenuity continue to grow the Stargate SG-1 licensing program, including an upcoming fan convention from Creation Entertainment and collectible figures from Chronicle Collectibles.
Stargate SG-1 the television series, produced by MGM Television, picks up where the blockbuster film left off. Colonel Jack O’Neill (RICHARD DEAN ANDERSON) and his SG-1 team; Daniel Jackson (MICHAEL SHANKS), Teal’c (CHRISTOPHER JUDGE), and Capt. Samantha Carter (AMANDA TAPPING), set out to explore the mysteries of the Stargate. Each mission through the gate takes the SG-1 team to new worlds in a seemingly boundless universe.
About Wyvern Gaming
Wyvern Gaming is a game design company whose mission is to create “Approachable Games For Everyone.” The company has been producing games since 2015 and have a track record of producing easy to learn card and board games for the hobby game industry. We have the drive to build games that people can enjoy. We love gaming of all types, everything from tabletop role-playing games to 3D virtual reality shooters. Our hopes are to turn our passion into a few gaming classics. For more information, visit wyverngaming.com
RPG Geek: https://rpggeek.com/rpgitem/279302/stargate-roleplaying-game
Wyvern Gaming website: http://wyverngaming.com/
Stargate Roleplaying Game website: https://stargatetherpg.com/
About Metro Goldwyn Mayer
Metro Goldwyn Mayer (MGM) is a leading entertainment company focused on the production and global distribution of film and television content across all platforms. The company owns one of the world’s deepest libraries of premium film and television content as well as the premium pay television network EPIX, which is available throughout the U.S. via cable, satellite, telco and digital distributors. In addition, MGM has investments in numerous other television channels, digital platforms and interactive ventures and is producing premium short-form content for distribution. For more information, visit www.mgm.com.
Brandgenuity is a leading global independent brand licensing agency headquartered in New York, with offices in London, Munich and Hong Kong and ranked amongst the top 15 licensing agencies worldwide. The agency’s clients include BMW, Church & Dwight (ARM & HAMMER), White Castle, Edgewell (Edge, Banana Boat, Hawaiian Tropic, Playtex), Carmen Sandiego, MGM Studios (The Addams Family, Rocky, Pink Panther, Stargate), ABI (Budweiser, Corona), NFLPA, and others. For more information, contact firstname.lastname@example.org.
Destroyer of Worlds is Here
New Cinematic Scenario and Starter Set for the ALIEN RPG
Explore the Isle of Mischief & Mystery
Many have heard of the island of Neverland. Stories of pirates, mermaids, and Peter Pan are told by parents around the world to send their children off to a happy, dreaming sleep. But it’s been a long time since the Darlings first flew to Neverland, and a new story is about to be told. Your own.
Journey into the world of Peter Pan and its mysterious inhabitants in Neverland: A Fantasy Role-Playing Setting ($24.99, October 2020). Created by award-winning designer Andrew Kolb, lost boys and girls alike will find endless adventure, lovingly adapted from the tales of Peter Pan and tailored for an older audience. Each hex is self-contained, brimming with lore from Peter Pan and the Darlings’ escapades.
It’s time to craft your own Neverland fantasy, filled with pirates, mermaids, and children who can fly.
About the Author
Andrew Kolb is an illustrator, artist, and designer. His first picture book, Edmund Unravels, was a Canadian Children’s Book Centre Best Book for Kids. Kolb has received strong praise in publications such as Publishers Weekly, Kirkus Reviews, and School Library Journal.
The After is a setting of savage frontier action (think The Revenant or Jeremiah Johnson) in a sci-fi post-apocalyptic world (think Annihilation or The Quiet Place). It uses the newly retooled Savage Worlds Adventure Edition.
The After is set in the wild reaches of the broken North American continent. You play survivors of the shattered human race trying to rebuild their world after nearly a century of alien predation and war. In The After, the powerful aliens that overwhelmed humanity have moved on. The war is over. Now it’s a gritty battle to reclaim the Earth. The damage is severe and only in the most sparsely populated areas have people survived at all.
The After is a full-color, 244 page book with detailed, provocative artwork by Jon Gibbons and written by Sean Nokes. The book features new playable races, new Arcane Backgrounds, new Edges and Hindrances as well as additional rules to evoke the unique feeling of the setting – including scavenging, item decay and deterioration, a Bestiary of foes and an extensive Gazetteer of the Wind River region of Wyoming, where the action takes place. In addition, The After has its own sort of unearthly items – Remnants – left behind by the alien races who used Earth as a battleground. These unique and powerful items are sought out by survivors to give both themselves and their communities a fighting chance to make a better life.
The After is a collaboration between Jade Monkey Studios and Fainting Goat Games.
Free League Publishing
Free League Publishing – Aug 12, 2020 14:19 BST
The Kickstarter for the edition of the classic roleplaying game Twilight: 2000 was launched today by Free League Publishing. The new retro-apocalyptic edition goes back to the roots of the franchise with a boxed set for sandbox roleplaying in the devastation of the World War III That Never Was. The Kickstarter reached its base funding goal in just seven minutes.
A classic roleplaying game returns. The new edition of Twilight: 2000, published in partnership with Game Designers’ Workshop (GDW) and Amargosa Press, will be the fourth in the series, the first being released by GDW in 1984. Just like the original version, the new edition is set in a year 2000 devastated by war – now in an alternate timeline where the Moscow Coup of 1991 succeeded and the Soviet Union never collapsed.
In the game, players take roles of survivors in the aftermath of World War III – soldiers or civilians. Their goal, beyond surviving for another day, can be to find a way back home, to carve out their own fiefdom where they are, to find out more about the mysterious Operation Reset, and maybe, just maybe, make the world a little bit better again.
The core gameplay uses a “hexcrawling” system established in the post-apocalyptic Mutant: Year Zero and survival fantasy Forbidden Lands RPGs (both Silver ENNIE winners for Best Rules, in 2015 and 2019), developing it further to fit the gritty world of Twilight: 2000. The core rules are built on the Year Zero Engine used in those games (as well as in the ALIEN RPG, winner of the Gold ENNIE for Best Game 2020), but heavily adapted to fit Twilight: 2000 and its focus on gear and gritty realism.
Free League Publishing is a Swedish publisher dedicated to speculative fiction. We have published a range of award-winning tabletop role-playing games and critically acclaimed art books set in strange and wondrous worlds.
Our game range include the alternate ’80s Tales from the Loop (winner of five ENNIE Awards 2017, including Best Game), sandbox retro fantasy Forbidden Lands (winner of four ENNIE Awards 2019), postapocalyptic Mutant: Year Zero (Silver ENNIE for Best Rules 2015), space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017), dark fantasy Symbaroum, and the official ALIEN RPG (winner of the Gold ENNIE for Best Game 2020).
We have also published the art books Tales from the Loop and Things from the Flood by visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by French artist François Baranger.