Gen Con 2018 Recap – Part Two

You can read part one here.

Day 2 (Cont)

Eclipse Phase

There are two potential hurdles when playing new games:

You are unfamiliar with the mechanics of the system.

By that, I mean actually how to play. What stats do what thing. What should you roll if you want to attack or climb a wall or hide. Many times you can lean on your overall knowledge to get you by. Other times you may not be successful.

You are unfamiliar with the language of the game.

D&D is fantasy – most of the stuff is easy enough to understand. Vampire the Masquerade is set in the modern world. But when you start getting into some of the science fiction settings, the language gets… complicated.

So that was the issue with Eclipse Phase. It is a science fiction setting with a language all its own and a ton of stats and skills that don’t always jump out at you as “Use me to do X thing!” It was a 2-hour session that really needed to be 4 hours if they are hoping for you to “get it”.

Luckily, our friend Nate has promised to run a game of it for us at some point in the future – so the nail has not been put in this coffin by any stretch.

After Verse

Another sci-fi setting that was a bit easier to understand. The Game Master was actually the creator of the game (and is in the process of running a Kickstarter for the launch of the game if you want to check it out here!). The game ran fairly smoothly with only a couple of minor hiccups. During the course of the game, the GM (who was recording) had to leave a note to himself about a particular rule call. We were all interested in the potential for space combat (which sadly the adventure we played didn’t have) as he mentioned that he thought his system played pretty well on that front (everyone has something to do – as opposed to just having the pilot and maybe gunner being the only important jobs).

After the game, we chatted with him for a bit. He’s planning on running a few games at Dragon Con, so if you’re interested in checking out something completely brand new – check it out.

 

Day 3

Shadows of Esteren

Last year Lee mentioned that there was so much to see in the dealer’s room, that in order to actually make your way through it you had to have a high caliber for the artwork used to even bother checking out your project. However, even that doesn’t work because everyone has beautiful stuff adorning their booths, books, posters, and everything else. Shadows of Esteren has all of this in spades and we both lingered near their booth last year, but never pulled the trigger on buying any of their stuff.

Cut to this year, where we had a non-standard session. I believe one dice was rolled during the entirety of two hours. The conceit was that our session was actually one happening in the middle of a longer campaign, but that this particular session would be a spotlight on one character and their past. The other players at the table would then play other roles (in this case, a sister, a mother, a brother of the main character). The hope was through these various little scenes the main person would gain some insight about their charact, and the other players would become invested in that story.

Now for some people that might not work, but for Lee and I (Egg was detained elsewhere), it really got us thinking about stories, ideas for how to incorporate these type of scenarios in our home games. And while I wasn’t 100% on how the game was going to work (and since we really didn’t get to see the mechanics of the system, we may need to come back to this one at the next convention).

Legend of the Five Rings

It said “No experience necessary”, yet when we arrived there was a line to get into the room to play.

And people were grouping up together.

And various GMs were shouting things.

And Egg, Lee, and myself were confused.

“Are you new players?”

“Yes, it said no experience necessary.”

“That it did!”

It turns out that we found ourselves in the middle of the final battle of the weekend. Clan honor was at stake. A battle would rage at various tables… 3 rounds in fact. If you died, then you left the room. If you won your round, your team was awarded points, and those points were added to the total for your Clan.

Not knowing what we were in for (the fourth member of our table had only played twice before and one of those times might have been in the 90s), we opted for an easier scenario at first before ramping up each round. Around the room, you could hear tables roar out their approval at good plays. And while you were waiting for the next round to begin, people would go watch other games (not something you experience at most games).

Luckily, we were joined by 3 other players in time for the final battle who had a little experience playing the game (6 years running the game!). It worked out well as by that point I had a decent enough understanding of the rules, but one of the new players helped me understand a couple of other aspects I didn’t 100% catch previously.

While we may not have gotten a great feel for the world of Legend, we certainly were educated in how to play the mechanics… and they might have been my favorite overall of the games we’d played over the weekend. I can understand why it has such passionate fans.

 

Day 4

The Dark Eye

Apparently, The Dark Eye is the #1 game in Germany for the last 30 years. It is a fantasy game (so right in our wheelhouse). The GM did a great job with running the game, and I enjoyed the voices he used for the different characters.

However…

Within about 5 seconds of him explaining the system to us, I knew this wasn’t going to be “The ONE”. Most games you are asked to roll your dice to perform an action like climbing a wall. You roll one dice, add your bonuses and penalties and then see if you were successful. With Dark Eye you had to roll against 3 different skills… and if you failed one of those checks, then you failed the overall check.

I’m not sure how that works in the long run as I’d get too frustrated to bother. Just running simple odds would tell you trying to succeed at something 3 different times is probably going to fail a decent amount of the time. At some point, I’d like to seek out the players of the game and see if there is some good reason for the multiple checks (and hence why it might be in the game, to begin with).

***

Overall it was a great time at the convention. I was sore after all the walking, but made it through all the same. Got to see a couple of friends from the previous year, and somehow managed to hang out for 5 days and get along with my convention mates as we talked pretty much non-stop the whole drive back to Atlanta. So, until next year (hopefully)…

***

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

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.

 

* * *

 

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).

RPG News, Press Releases, and Deals – Fat Goblin Games and TinyD6, John Silence Open Call, New James S.A. Corey Expanse Short Story, and more

Yesterday I covered four RPG KickstartersTiny Supers, Spacecraft 2000 to 2100 AD, Art of War, and Power Outage here. Today, let’s look at some news, press releases, and RPG deals.

 

NEWS BITES

  • Are you a fan of The Expanse either the novel series or the TV series? If/when Green Ronin Publishing’s The Expanse Roleplaying Game reaches $300,000 and $400,000 in funding, the plan is to offer:

    “$300,000: James S.A. Corey Flash Fiction
    We will add a new flash fiction reward tier. Imagine if you could have Daniel and Ty write a one page story about your Expanse RPG character. A select number of backers will be able to do just that if we unlock this stretch goal. All backers who pledge $30 or more will get a PDF of these stories for free!

    $400,000: New James S.A. Corey Short Story
    The big enchilada! If we unlock this stretch goal, Ty and Daniel will write a brand new Expanse short story for the rulebook. It will be set in the period between Leviathan Wakes and Caliban’s War (the timeframe of our core rulebook) and feature new characters. How awesome is that?”These stories (getting official flash fiction is an amazing opportunity) will cement the RPG as canonical within the Expanse-verse.

    Status: Funding
  • Fat Goblin Games, recently we reported Rick Hershey’s public discussion about launching a new RPG stock art site. Well, that site is live to support all of your publishing art needs:Status: Live
  • I covered the Kickstarter for John Silence recently. After it successfully funded, they’ve started looking for submissions for an anthology. Do you have poetry or fiction for John Silence that you would like to submit by September 30th for paid publication? “The John Silence RPG & Anthology is a collective projective reinvisioning Algernon Blackwood’s “John Silence” short stories to focus on non-white/POC/ethnically and racially marginalized psychic detectives in an alternate American noir setting spanning the 1920s to the 1990s.” If so, they’re open to short submissions here.
    Status: Recruiting
  • New Agenda Publishing (Facebook link here, their website here, and check out the quickstart for their upcoming project, Orunhere) announced the list of writers that they hired from their open call for writers. On top of DC Comics writerRoute 3 creatorBlackSci-Fi.com EiC, and Tessera Guild member, Robert Jeffrey (Facebook), NAP selected David Castro, Samantha Day, Tim and Kristin Devine, Sharene Gilchrist, Kathryn Lee, Alexa Fae McDaniel, Thomas Manuel, Nell Raban, and Alex Whalen. Their bios are available here.

    Status: Writing
  • As John McGuire discusses (here), I had a chance to play Savage Worlds Flash Gordon at Gen Con 2018. It was excellent and if you’re interested in getting a copy, there’s still a few more days to do so (here).
    Status: Funding
  • Are you a fan of Fat Goblin Games? Did you back any of the TinyD6 Kickstarters or bought them from DriveThruRPG? FGG has signed “a licensing agreement with Gallant Knight Games to create roleplaying game supplements based on the popular TinyD6 Engine. … Fat Goblin Games has teamed up with Gallant Knight Games to expand on the amazing TinyD6 genre books with new supplemental material. … The first planned release will be Heritage Composer, a complete guide to creating new heritages for your TinyD6 games.” For more details, you can read the full press release here.
    Status: Funding
  • Have an original Mage: The Ascension product that you’d like to share with the world? The Storyteller’s Vault is now open to buy and sell 3PP Mage: The Ascension RPG products.
    Status: Creating
  • The Wraith: the Oblivion 20th Anniversary Edition is available via DriveThruRPG. Funded via Kickstarter, this is the celebration of Wraith and its history within the Storyteller world.

Status: Available

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PRESS RELEASES
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DEALS ON KICKSTARTER
  • MAIN GAUCHE – a ZWEIHÄNDER Grim & Perilous RPG supplement – Ends on Wed, September 5 2018 11:32 PM EDT.
    At the $1 Beggar’s Bowl level, you will receive a PDF of a hat… which, at first blush may seem odd, but it’s put to clever use as a hat that tracks your damage level in-game. Here’s an update describing it in more detail. Check out the full Zweihander campaign here.
    more of our former winners
  • Folklore: Creatures of Myth and Legend for Fifth Edition D&D – Ends on Thu, September 6 2018 6:04 PM EDT.
    This is a limited time, early bird deal. At the CA$ 10 (US$ 8) Loremaster (Earlybird) level, you will receive a PDF of this 5e supplement at half price. If you’re going to back this, early is the time to do it! Check out the campaign here.
    Folklore
  • Domina Magica – A Magical Girl RPG – Ends on Thu, September 6 2018 10:00 PM EDT.
    At the $1 Classmate level, you will receive:
    💙Classmate💙
    At this level you […] get a “FIGHT LIKE A MAGICAL GIRL” slap bracelet!!! […] Fight Like A Magical Girl Slap Bracelet (US backers only)
    How cool is it that they’re bringing back slap bracelets? Along with this, there’s a lot of good coming from this Kickstarter! Check out the full 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 – PATHFINDER PLAYTEST LAUNCHED

PATHFINDER PLAYTEST LAUNCHES TODAY

Download available for free on paizo.com!

REDMOND, WASHINGTON (August 2, 2018): Today, Paizo Inc. launched the worldwide playtest of Pathfinder Second Edition, an evolution of one of the world’s most popular tabletop roleplaying games. The free PDF bundle download of the Pathfinder Playtest RulebookPathfinder Playtest BestiaryPathfinder Playtest Adventure: Doomsday Dawn, and Flip-Mat Multi-Pack is available now on paizo.com.

“Overall feedback from the playtest reveals on the Paizo blog and through industry partners has been positive. We’ve made the rules more fun, easier to learn, and better for telling our favorite fantasy stories. Now, we need all your feedback to make Pathfinder Second Edition the best it can be,” said Erik Mona, Paizo’s Publisher and Chief Creative Officer.

Preordered print editions of the Pathfinder Playtest Rulebook, Pathfinder Playtest Adventure: Doomsday Dawn, and Pathfinder Playtest Flip-Mat Multi-Pack have been shipped to players and are available for preorder pick up at Paizo’s booth at Gen Con in Indianapolis, Indiana, August 2–5.

Softcover, hardcover, and deluxe special editions are available for purchase in the Paizo booth at Gen Con and at game and bookstores worldwide. Paizo will not reprint the playtest rulebook or adventure, so players who want print editions should act quickly.

Playtest 1: The Lost Star begins Tuesday, August 7 and runs through August 26, kicking off the massive multi-month free playtest.

Pathfinder Playtest Schedule:

  1. The Lost Star, August 7 – August 26
  2. In Pale Mountain’s Shadow, August 27 – September 9
  3. Affair at Sombrefell Hall, September 10 – September 23
  4. The Mirrored Moon, September 24 – October 8
  5. The Heroes of Undarin, October 9 – October 21
  6. Red Flags, October 22 – November 4
  7. When the Stars Go Dark, November 5 – November 18

Players are invited to visit PathfinderPlaytest.com to give feedback via online surveys for each of the 7 Doomsday Dawn adventure playtests and share opinions with others in the Pathfinder Playtest Forums on paizo.com. Paizo will be discussing the results of the Playtest surveys and changes they are implementing based on player feedback both on Paizo.com and on the Paizo Twitch channel (twitch.tv/officialpaizo). Players stay informed by signing up for email updates at paizo.com.

The worldwide Pathfinder Society organized play program has four more opportunities to playtest. Pathfinder Society Playtest #1: The Rose Street Revenge (August 7), Pathfinder Society Playtest #2: Raiders of Shrieking Peak (August 7), Pathfinder Society Playtest #3: Arclord’s Envy (August 7), and Pathfinder Society Playtest #4: The Frozen Oath (September 26) will all be available as free downloads.

Many Paizo official licensed partners are supporting the playtest. Players can immerse themselves in epic sounds with the Doomsday Dawn audio experience from Syrinscape. They can play with friends all over the world on Fantasy Grounds and Roll20 virtual tabletops. Players can also build their perfect character using Hero Lab. They can roll dice designed by Q Workshop to aesthetically compliment the Pathfinder Playtest Rulebook. Players can celebrate their participation with the deluxe enamel collector pin by Campaign Coins.  Links to all of this content are waiting for players on PathfinderPlaytest.com.

About Paizo

Paizo Inc. is one of the world’s leading hobby game publishers. Since 2002, millions of players have joined the goblin army by playing the Pathfinder® and Starfinder® roleplaying games across tabletops, at conventions, at their favorite local game store, and digitally on virtual tabletops. Paizo.com is an online retail hobby destination for millions of gamers that carries the latest products from top hobby game publishers. Players also find accessories, like dice and maps, miniatures, T-shirts, goblin plush toys, and the newest releases to quickly replenish those adventuring supplies for the next dungeon run.

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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 – MetaArcade Announces Cthulhu Chronicles Creators Initiative, Android Plans, New Campaign

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MetaArcade Announces Cthulhu Chronicles Creators Initiative, Android Plans, New Campaign at Gen Con
Contributors Can Sign Up to Create New Original Content for New Narrative Horror Game Using Company’s Adventure Creator Software; Cthulhu Chronicles Android Version Announced
SEATTLE – August 1, 2018 – MetaArcade, the developer of interactive fiction games, announced today it is significantly expanding the scope of its narrative horror game, Cthulhu Chronicles™, with three new initiatives following the game’s successful launch on the App Store:
  • First, starting today players can sign up for the new Cthulhu Creators program, where they can submit their own original interactive adventures for the game using MetaArcade’s proprietary Adventure Creator tool, the software the team uses to create adventures for the game.
  • Second, an Android version of Cthulhu Chronicles is now in development for Cthulhu fans who play on that platform, significantly expanding the game’s audience.
  • And third, the company today announced Mythos Across America, the game’s second Lovecraft campaign following today’s launch of Blackwater Creek, the ninth and final chapter of the game’s initial Investigations in Lovecraft Country campaign.
The Adventure Creator software, the new adventure, and a sneak peek at the upcoming campaign will all be on display at Gen Con 2018 in Chaosium’s booth, #829 in the Exhibit Hall.
“These three announcements mean the dreadful power of Cthulhu will soon be everywhere, fueled by the creativity of fans, powered by both iOS and Android devices, and charged with a darkly compelling new campaign from our team of cultists,” said David Reid, Founder and CEO of MetaArcade. “User generated content that taps into the storytelling potential of our audience has always been our plan and we’re excited to invite players to join the Cthulhu Creators program at Gen Con 2018.”
Created in partnership with Chaosium, creator of the popular tabletop RPG game, Call of CthulhuCthulhu Chronicles distills the essence of the award-winning roleplaying system into a story-driven, intuitive experience designed for mobile gamers, with individual stories forming larger campaigns. In the game, players can play as various archetypal investigator characters such as a policewoman or private detective to pursue missions involving crazy cults, sinister creatures, and horrors from beyond space. At key decision points, players will make choices that matter, as each story has multiple endings and numerous clues to uncover—which in turn unlock new storylines and outcomes as the campaign unfolds.
All scenarios in the game, including the newly released Blackwater Creek adventure, which provides a breathtaking conclusion to the game’s initial Investigations in Lovecraft Country campaign, are created with MetaArcade’s proprietary Adventure Creator tool, which allows creators to write branching scenarios with combat and decision points, images, and immersive music and sound effects. Players interested in being the first to submit their own original material to the game through the Cthulhu Creators program can apply at MetaArcade.com or visit MetaArcade at Gen Con.
Cthulhu Chronicles, which is now available for iOS as a free download with in-app purchases and will soon be available on Google Play thanks to player requests, is developed and published by MetaArcade. Keep in touch with the latest MetaArcade news by following @MetaArcade and facebook.com/MetaArcade.
About MetaArcade
Launched in 2016, MetaArcade is a Seattle area independent game company building a platform to allow players to create and publish their own interactive fiction experiences – with no technical experience required – for free. The company was founded by lifelong RPG fan and seasoned vet David Reid, who previously held high profile roles at Microsoft, NCsoft, Trion Worlds, and CCP Games. MetaArcade launched Tunnels & Trolls Adventures in 2017 for Android and iOS mobile devices, and launched the horror adventure title, Cthulhu Chronicles, for iOS on July 10, 2018. For more information, visit www.MetaArcade.com.
About Chaosium
Chaosium was founded by visionary game designer Greg Stafford in 1975. For more than forty years, Chaosium has captivated gamers, readers and mythic adventurers worldwide. Its award-winning roleplaying games, boardgames and fiction have been acclaimed as some of the most engaging and innovative of all time. For more information, visit www.chaosium.com.
About Call of Cthulhu
Chaosium’s Call of Cthulhu was created by gaming legend Sandy Petersen in 1981 and is the definitive horror roleplaying game. It has won over 80 awards since then, including being inducted into the Academy of Adventure Gaming Art and Design Hall of Fame. The current 7th edition of the rules won 9 awards at the 2017 ENnies.

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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 – 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.

 

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Spacecraft 2000 to 2100 AD (40th Anniversary Reprint) by Battlefield Press International (DriveThruRPG or Open Gaming Network)
Ends on Sat, August 11 2018 12:59 AM EDT.

“A Terran Trade Authority Handbook. Full color reprint of the original books by Stewart Cowley.

No one would have believed, in the closing years of the 1970’s, that science fiction was to experience a boom that would last through to the present day. The summer blockbuster had only just been invented. There was only one Star Wars movie. The voyage of the Battlestar Galactica had only just begun, and Buck Rogers had yet to conquer television. But between the pages of the Terran Trade Authority handbooks, enthralled readers were discovering a beautiful and brightly-coloured vision of the future, where wondrous spacecraft explored strange planets, navigated shimmering nebulae and fought desperate battles among the stars. Illustrated by some of the world’s greatest science fiction artists and written by Stewart Cowley, the handbooks told the tale of mankind’s expansion into the unknown and the trials and wonders they encountered. Conceived of as a “Jane’s Guide” for the future, the books made use of the stunning artwork produced for the paperback science fiction market at the time, reproducing them in lush colour and on glossy paper. Beginning with Spacecraft 2000-2100 AD in 1978, the Terran Trade Authority series went on to become a cult phenomenon, loved and fondly remembered by all who came across them. The Terran Trade Authority presented a bright vision of the future, optimistic about man’s place in the universe, and featuring a strong undercurrent of mystery, wonder and adventure. In recent years the volumes have become collectors’ items – expensive and rarely found, but never forgotten – and have gone on to influence creators around the globe. The setting has spawned two role-playing games and has been cited as a clear inspiration for the best-selling computer game No Man’s Sky. Within the pages of the books are a veritable who’s who of science fiction art, including such names as Jim Burns, Alan Daniels, Peter Elson, Fred Gambino, Colin Hay, Robin Hiddon, Bob Layzell, Angus McKie, Chris Foss, Chris Moore, Tony Roberts, and Trevor Webb. Now, with your help, we are proud to present a special 40th Anniversary Edition of the first of the TTA handbooks; Spacecraft 2000-2100 AD. It’s time to return to the future!

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).

PRESS RELEASE – Fat Goblin Games Licences TinyD6 from Gallant Knight Games

Fat Goblin Games Licences TinyD6 from Gallant Knight Games

Fat Goblin Games is pleased to announce a licensing agreement with Gallant Knight Games to create roleplaying game supplements based on the popular TinyD6 Engine.
 
TinyD6 is a minimalist RPG system published by Gallant Knight Games. With a great assortment of genre books (such as Tiny Dungeons 2nd Edition, Tiny Frontiers, Tiny Wastelands, and Tiny Supers currently on Kickstarter), the TinyD6 Engine is an ever expanding system with a dedicated and growing fanbase. Fat Goblin Games has teamed up with Gallant Knight Games to expand on the amazing TinyD6 genre books with new supplemental material.
 
“Rick was a huge fan of the TinyD6 games, and I loved seeing his posts about playing with his daughters!” says Alan Bahr, publisher at Gallant Knight Games. “When he asked if we could work together to allow Fat Goblin Games to create products for TinyD6 fans, I was excited to see what they do, and absolutely had to say yes!”
 
Fat Goblin Games will bring new supplements and expansion material to the TinyD6 Engine as well as several genre books. The first planned release will be Heritage Composer, a complete guide to creating new heritages for your TinyD6 games.
 
“We are really excited about working with Alan and Gallant Knight Games. I loved Tiny Dungeons 2nd Edition and picked it up to play with my daughters. Wasn’t long before my kids were playing on their own and Alan gifted them a complete set of game books and supplement material. It was an amazing gift to them and made me want to work with him and on TinyD6 games even more! I can’t wait to begin on the first book and believe the fans will love what we do with our supplements,” said Fat Goblin Games owner Rick Hershey.
 
Gallant Knight Games is a Utah-based roleplaying and publishing company dedicated to heroic, fun and high-quality RPG materials. They are best known for the TinyD6 line, while venturing out into new ideas with the Gallant Pocket Games, Venerable Knight Classics, and other game lines, such as the espionage thriller RPG, Cold Shadows.
 
Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game compatible products. With a focus on high quality production values and providing a creative environment for our team of freelancers (TheFat Goblin Hoarde), Fat Goblin Games has quickly become a recognized force in the world of Third Party Publishers of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but also supporting the vs. M Engine and releasing official products for Castle Falkenstein, originally published by R. Talsorian Games. With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games continues to provide exciting content and fantastic worlds in which gamers can immerse themselves.

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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).

Gen Con 2018 Recap – Part One

After the success of the trip last year (which you can read about here and here) (you know, none of us killed any of the others after being together non-stop for the better part of 5 days), Lee, Egg Embry, and I took a drive back to the land of corn and at one point Peyton Manning.

This year continued the idea of checking out all the gaming systems we’d never had the opportunity to play previously. In fact, much of the last year or we’ve played a handful of games just to get that different kind of exposure.

DAY 1

Thursday started off with a trip to the Dealers’ Room. I’m not sure if I mentioned it last year, but the room is enormous. Even if you were moving quickly and barely taking any time to look around it would probably be a couple of hours. Throughout the weekend we’d squeeze an hour here or an hour there to try to slowly move through the building and even then it was easier said than done. In addition, you have all the game demos going on, but if you are only in the room on a scattered basis, there is almost no way to fit it in. The best we can figure is MAYBE you set aside Thursday and not do anything but go through the room playing demos and squeezing everything you can out of that room and then basically be done with it.

However, we couldn’t do that, and after a couple of hours, it was on to the first game.

Flash Gordon (Savage Worlds)

While I’d like to claim that I have an in-depth knowledge of the old serials or the cartoons or even the comics, my brush with Flash Gordon is limited to three things:

  • The Queen Soundtrack
  • The 80’s Movie
  • And explaining to people that the Flash and Flash Gordon are two entirely different characters.

Savage Worlds is an interesting system in that the is probably just enough complexity to give those people who really like the more Crunchy systems, but for the most part, it was fairly easy to understand. We were introduced to the “Exploding Dice” mechanic which basically means that if you roll the maximum value on a dice you get to roll again (so a 6 on a d6 would mean a reroll and add it to the first result). I enjoyed the system enough that I wouldn’t mind seeing a bit more of it at some point.

Given that we were playing in a pulpy game setting with ray guns and short skirts and evil robots, Lee and Egg told me that I had to use my newsreel voice for whatever character I get (to get an idea of what that might sound like, think about the old movies where the news was also played along with the film and how the narrator might have sounded). I chose a Mad Scientist type character and put maximum effort into the voice. I hope that the other players had fun because I had a ball (as goofy as it might have been to say “What’s that dame up to now?” or “This just in, we need to get the hell out of here!”).

Rest easy, we stopped Ming’s latest plot to destroy the Earth, so you can thank me the next time you see me!

Wicked Pacts

I didn’t have any idea what Wicked Pacts might have been, but it was pretty easy to figure out as it plays in the Modern Day (Urban Fantasy, where the supernatural are all too real, and you get to play a magic user of some type). The system combined Tarot cards along with D10s. The DM did a great job, and the players seemed like they were having a good time as well. There were minor things that I wasn’t overly thrilled with in regards to the system, but there was plenty of good as well. I think that if you wanted to play a Dresden Files type of game this would be a good one to check out!

Day 2

Geist

We had it all figured out. A five-hour session playing Geist (a Storyteller/World of Darkness Game). We visited Onyx Press’s booth on Thursday and talked to one of the guys who had worked on the 2nd edition of the game. And promptly got screwed up… on the time and place of our game. He said he was running the demo at 10 AM and that was the time we had set up for our game. But it was actually in the dealers’ room – something none of us had done before. Still, we didn’t think anything of it until the game ended about an hour and a half… it was a five-hour session. At which point Lee double checked the ticket and realized we were in the wrong place!

The game just completed a Kickstarter for the 2nd edition we played. You can check that out here.

As to the game demo itself, I’ve now played Storyteller games a few times in the last year, so the familiarity is now there. I was more concerned with the story. I know nothing of the original 1st edition Geist, but this idea of people who deal with ghosts while dealing with the fact they’d come back to life in another way. Even as a simple short story, it suddenly clicked on how you could do a full campaign with the system and really have some fun with local ghost stories in your area.

Hmmm, research, where I have to visit creepy places in and around Atlanta, may not be the best idea…

***

Hope you enjoyed Part 1, Part 2 will be up next week.

***

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

PRESS RELEASE – World War Occult RPG Coming From Wet Ink Games, LLC

Wet Ink Games, LLC has partnered with artist Charles Ferguson-Avery to produce new tabletop roleplaying games based on his setting from the World War Occult art book which was successfully funded on Kickstarter in January of 2018.

World War Occult is a gritty horror setting where an eldritch hellscape flows over the battlefields in a fantasy World War, heavily inspired by the first-person accounts of the Great War.

The first book in the line “Never Coming Home: A World War Occult RPG” will detail the setting and the ongoing war effort, the soldiers caught up in the fight, and the strange magics that have begun coursing through the veins of humanity.

This full-color, 96-128 page book will contain all the rules and material needed to play the game, and will present a new narrative-focused, rules-light system based on Wet Ink Games’ innovative Compass System. It will release at Gen Con 2019, following fulfillment of a planned Q4 2018 Kickstarter.

 

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See the Kickstarter for the World War Occult Art Book here.

No automatic alt text available. 

PRESS RELEASE – Gen Con Reaches New Heights in 2018 with a Year of Firsts

Gen Con Reaches New Heights in 2018 with a Year of Firsts


INDIANAPOLIS (August 6, 2018) Gen Con, the largest and longest-running game convention in North America, has announced that its 2018 convention is the most attended ever, propelled by a record number of 4-Day badge sales, a 16% year-over-year increase in Saturday badge holders, and astounding 60% jump in year-over-year growth for both Sunday badge holders and children attending with wristbands.

“By any metric, Gen Con 2018 was an enormous success,” said David Hoppe, Gen Con President. “The combination of a record number of veteran gamers arriving from around the world with an amazing surge in first-year attendees illustrates the bright future of gaming. We were also delighted to welcome many game industry partners back to the convention, including Blizzard, Pokémon, and Magic: The Gathering, which celebrated its 25th birthday at Gen Con. We’re proud that while substantially more than 60,000 unique attendees were on-site over four days, the feedback from customers, sponsors, and exhibitors was that we provided a smoothly-run show and top-notch customer experience.”

Beyond attendance records, Gen Con also set philanthropic high marks in 2018, raising more than $50,000 for its charity partners, The Jack Vasel Memorial Fund and Second Helpings, through multiple on-site events. Since moving to Indy in 2003, Gen Con has now raised more than $300,000 for its charity partners.

In a year of firsts, Gen Con launched convention-long streaming of events on Twitch, the online gaming network, netting more than 300,000 unique viewers of its programming with more than three million minutes of watched footage. The convention also successfully released a successful beta test of its on-site electronic event ticketing system, supporting nearly 10,000 transactions with the intention of expanding that service in future conventions.

Gen Con’s Block Party debuted in 2018, expanding Gen Con’s outdoor, free, unbadged experience spanning Georgia Street, on to South Street, and with placements around the Indianapolis downtown. The 2018 Block Party included 65+ food trucks, two Sun King Beer Gardens, Hot Box Pizza stands, an activation from the Indianapolis Public Library, and a free concert with the bands Local H and Brother O’ Brother.

This year’s convention featured more than 520 game companies, more than 600 new games, 17,000 ticketed events, and a significant increase in programming in Lucas Oil Stadium. The convention plans to continue its development of Lucas Oil Stadium as a new hub of convention growth.

Gen Con will return to Indianapolis August 1-4, 2019.

Quotes about Gen Con 2018
“When Gen Con comes to Indianapolis, everyone leaves a winner,” said Mayor Joe Hogsett. “This year, a record-setting number of attendees enjoyed a quality convention experience, as well as our city’s world-class restaurants, hotels, entertainment, and amenities — resulting in a local economic impact of more than $70 million. Since 2003, the Indianapolis community has embraced this convention and we are excited to continue to break records and find new and better ways to host the Best Four Days in Gaming.”

“This year’s Gen Con was another epic experience for a record number of attendees and exhibitors, as well as for the city of Indianapolis,” said Leonard Hoops, president and CEO, Visit Indy. “We are proud to have hosted this incredible event for the past 16 years, and we look forward to hosting it more many years to come.”

“Gen Con lived up to its reputation as the Best Four Days in Gaming!” said Scott Gaeta, President, Renegade Game Studios. “Once again, it exceeded our expectations and we can’t wait to return next year!”

“Hot Box Pizza was honored to be the official pizza of Gen Con,” said Gabe Connell, Owner of Hot Box Pizza. “The engagement with tens of thousands of Gen Con attendees is exhilarating! We truly value our partnership with a first-rate organization and phenomenal group of visitors to our great city of Indianapolis.”

About Gen Con LLC

Gen Con LLC produces the largest consumer hobby, fantasy, science fiction, and adventure game convention in North America, Gen Con, The Best Four Days in Gaming!™. Founded in 1968 and acquired in 2002 by founder and former CEO of Wizards of the Coast, Peter Adkison, the company is headquartered in Seattle and takes place each August in Indianapolis.

RPG News, Sneak Peeks, and Deals at Gen Con 2018 – New Robotech RPG, Free Zweihänder Grim and Perilous, and Things to do at Gen Con

I’m headed to Gen Con 2018, excited to play games, see friends, and talk to publishers! As I’m headed up the road to Indianapolis, there are a few news items and deals worth mentioning.

 

* * * * * *

At EN World, Angus Abranson shares Strange Machine Games announcement that they’re launching a new Robotech RPG. In the 1980s, Harmony Gold licensed three Japanese anime series and bolted them together to create Robotech. This series spawned, among other things, The Robotech Role-Playing Game by Palladium Books (1986 to 1998, and 2008 to 2018). With the lapse of Palladium’s license, Strange Machine Games is picking it up and creating a new game. Which is a win for gamers! However, as Chris Helton (Dorkland Blog) pointed out, Harmony Gold’s Frankenstein-ime… er, license expires on March 14, 2021. [Here’s Karen Ressler’s article about that end here on Anime News Network.] They are hitting the ground running (From their Facebook page: “Hello Robotech Fans! If you want to see a hard copy preview of the Robotech RPG game, visit our booth at GenCon: 2963. We will have 1 or 2 on hand!”) That said, they have two-and-a-half years before the parent company’s license ends and that implies SMG’s Robotech RPG will have a limited run. Which begs the question, how much of the franchise will they be able to cover?

I contacted Strange Machine Games, however, Gen Con prep prevented us for connecting in detail but they are “happy to discuss the project”. Expect an interview/discussion post-con.

 

STATUS: Monitoring.

 

* * * 

From mid-June to early-July, New Agenda Publishing (Facebook link here, their website here, and check out the quickstart for their upcoming project, Orun, here) hosted an open call for writers and artists. In keeping with NAP’s founding mission, they listed three criteria:

  • Are you into tabletop RPGS?
  • Have you ever wanted to work on a game?
  • Are you a member of an underrepresented group in TTRPGs (Person of Color, Woman, Non-binary, Trans, Queer)?

Among the applicants was DC Comics writer, Route 3 creator, BlackSci-Fi.com EiC, and Tessera Guild member, Robert Jeffrey (Facebook). NAP selected Robert to freelance on their “Post Apotheosis Space Opera RPG”, Orun. As Robert shares below (screenshot from his Facebook page), I, too, am geeked as f&^% about this, NAP made a great choice and Robert is going to bring a lot of good to RPG.

STATUS: Congratulating.

 

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At Gen Con, on DriveThruRPG, and on Kickstarter there are DEALS to be had!

 

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Going to Gen Con 2018? Want a free PDF of the 2018 ENnie Award nominated Best Game and Product of the YearZweihänder Grim and Perilous RPG? “If you can find Daniel Fox or Adam Rose at the convention, they will give you a handout, good for either a free PDF or 15% off the print-on-demand hardcover of the two-time ENnie nominated ZWEIHÄNDER Grim & Perilous RPG!”

 

* * * 

At Gen Con, “Find Jerry, get a FREE MYTHIC D6 Book!” Jerry D. Grayson of Khepera Publishing (and New Agenda Publishing) will be looking for three folks that know the secret pass phrase of the day. If you see Jerry, give him the phrase, and get a free Mythic D6 book! A free physical book! Each day’s phrase is here.

 

* * * 

Ray Machuga of Higher Grounds Publishing is going to be wandering Gen Con. If you find him, take a picture, post it, and he’ll give you a copy of his game. Check out the details here.

 

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Gary Gygax Day – Zweihänder Grim and Perilous RPG

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Not going to Gen Con but you still want something free from Zweihänder? Introduced on Gary Gygax Day, Grim & Perilous Studios are offering a free Zweihänder Grim and Perilous RPG preview/supplement showcasing “our Henchman profession from the upcoming supplement Main Gauche. We’re also including the Dungeoneer, an expert profession from Zweihänder Grim & Perious RPG.” You can get the Gary Gygax Day – Zweihänder Grim and Perilous RPG as a Pay What You Want (“Suggested Price $0.00”) on DriveThruRPG here.

 

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On Kickstarter, Palegain Press is running a campaign to develop Flower of Heaven: Shrine of the Fallen Heroes, “An Asian themed module for the Universal Storytelling System: Second Edition“. The $10 backer reward, Mountain Spirits, gets you both a PDF of the module plus a PDF of the Universal Storytelling System: Second Edition.

Ends on Tue, August 14 2018 9:59 AM EDT. Find the campaign here.

 

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What Am I Playing At Gen Con 2018?

 

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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).

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).

SNEAK PEEK 3 – Wrath & Glory, Warhammer 40,000 Roleplay (Rules Previews)

Ulisses North America sent more sneak peeks of the Wrath & Glory, Warhammer 40,000 Roleplay Core Rules! This time there are four excerpts from the book (all below). Pre-orders are available at http://www.ulisses-us.com/wrathandglory/ or find the press release here or sneak peek number one here or sneak peek number two here.

  

  

PRESS RELEASE – Bloat Games is excited to announce Tales From Vigilante City!

Bloat Games is excited to announce Tales From Vigilante City! 

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 Journey & White 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 2.5K-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.

·         Deadline will be announced later, based on response.

 

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Disclosure: This article contains affiliate links.

PRESS RELEASE – Gen Con to Sell Out of 4-Day Badges this Week

Gen Con to Sell Out of 4-Day Badges this Week
Saturday Badges Also Expected to Sell Out Prior to Convention

INDIANAPOLIS (July 23, 2018) Gen Con has announced that it expects to sell out of 4-Day badges as soon as this week, setting a new record for the number of 4-Day badge holders. The convention also anticipates that Saturday badges will reach a sellout prior to the convention opening next week. Gen Con will alert attendees of any badge sellouts via Facebook, Twitter, and email newsletter. Those interested in attending all four days of the convention or on Saturday can purchase badges at gencon.com while limited supplies remain.

“So far in 2018 we’ve already sold more 4-Day badges than ever before in Gen Con’s 51-year history,” said David Hoppe, Gen Con President. “The team has honed our operations and event planning to allow for increased attendance while still maintaining the same level of comfort for everyone as they move about the convention. We want to allow the maximum number of attendees to experience Gen Con without diminishing the event’s quality one iota.”

This year, more than 80% of badges sold for Gen Con 2018 will be 4-Day badges. In addition to online sales, Gen Con plans to sell limited quantities of the remaining single day badges (Thursday, Friday, and Sunday) at the Indiana Convention Center, beginning at noon on Wednesday, August 1.

Gen Con returns to the Indiana Convention Center from Thursday, August 2 through Sunday, August 5. This year, Gen Con’s Sunday badges cost $15 and children 10-and-under may attend any day of the convention for free with a child wristband. All badges and child wristbands may be pre-ordered at gencon.com for Will Call pick-up at the convention while supplies last.

Last year, Visit Indy estimated that Gen Con provided $73 million in economic value for Central Indiana, and this year, the convention plans that number to rise. Gen Con’s sponsorship growth for 2018 has increased more than 24% year-over-year with partners including Lyft, Blizzard Entertainment, Square Enix, Pokemon, and Magic: The Gathering, which will celebrate its 25th year at the convention.

About Gen Con LLC
Gen Con LLC produces the largest consumer hobby, fantasy, science fiction, and adventure game convention in North America, Gen Con, The Best Four Days in Gaming!™. Founded in 1968 and acquired in 2002 by founder and former CEO of Wizards of the Coast, Peter Adkison, the company is headquartered in Seattle and takes place each August in Indianapolis.

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.
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).

8 ENnie Awards Dream Dates for Gen Con 2018!

Going to Gen Con? Need a “date” for the ENnie Awards on Friday, August 3rd 2018 at 8pm? Want a great seat for the event all while getting to know some of the premier publishers in the industry and some excellent swag? Then look no further, these RPG publishers and judges have you covered with the second annual ENnie Awards Dream Dates! [To read my review of last year’s ENnie Awards Dream Dates, click here.]

The best reason to go is the chance to talk gaming with some of the best creators in the industry and make a connection. But, if that does not move you to bid, keep in mind that the swag tends to be some of each publishers premier materials. Which publishers?

The ENnie Awards Dream Date Auctions on eBay “All proceeds from the Dream Date auction[s] are used to fund the production of the ENnie Awards each year.”

Want to “date” Cubicle 7 AND get swag? Here’s your chance!

What is Gen Con? “The largest gaming convention in the world held annually in Indianapolis, Indiana.” [August 2-5, 2018]

What are the ENnie Awards? “The Gen Con EN World RPG Awards (the “ENnies“) are an annual fan-based celebration of excellence in tabletop roleplaying gaming. The ENnies give game designers, writers and artists the recognition they deserve. It is a peoples’ choice award, and the final winners are voted upon online by the gaming public.”

Vote for the 2018 ENnie Awards here.

 

Cubicle 7 (with Egg [shorts]) at the ENnie Awards 2017 where C7 won the Silver ENnie (Best Rules) for Adventures in Middle-Earth Player’s Guide, and Egg *almost* got to bask in the spotlight of their success (literally… I tried elbowing poor Dominic out of the light…).

Cubicle 7 – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 5:30PM EDT

Come experience the excitement of the ENnie Awards with Cubicle 7!

Winner of this auction will receive the opportunity to join the Cubicle 7 team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd 2018 at 8pm at Gen Con! You may also receive a gift from the publisher.

 

Why do you wanna “date” Cubicle 7? They’re the publishers of:

  • Adventures in Middle-earth (for D&D 5e)
  • The One Ring Roleplaying Game
  • Warhammer Fantasy Roleplay Fourth Edition
  • Age of Sigmar Roleplaying Game
  • The Doctor Who Card Game
  • Doctor Who Roleplaying Game
  • Winners of multiple ENnie Awards, Origin Awards, and more
  • You may also receive a gift from the publisher
  • Last year, beyond the pleasant evening of hilarious stories, they rewarded me with every Adventures in Middle-earth book they had out at the time (hardcover and PDF) as well as maps. I was HAPPY with that but I was happier at Origins Game Fair 2018 (9 or 10 months later) when we had a chance to talk again and catch up. They are a lovely group of people and whoever gets to “date” them this year is in for a treat! 

You’ll be at the table with Cubicle 7 when they learn if they won an ENnie Award for:

 

Click here to bid on Cubicle 7 – ENnie Awards Dream Date 2018

 

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Chaosium Inc. – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 5:45PM EDT

“Come experience the excitement of the ENnie Awards with Chaosium Inc.!

Winner of this auction will receive the opportunity to join the Chaosium team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd 2018 at 8pm at Gen Con!

You will also receive your choice of one of the following:

RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and Glorantha Sourcebook + PDFs

OR Call of Cthulhu slipcase set + PDF

OR Masks of Nyarlathotep slipcase set + PDF

Khan of Khans special “dwarven metal” tin-box edition
—An additional slipcase you can fill with any of our current releases of your choosing.
Chaosium “tuxedo”black t-shirt

For over forty years, Chaosium has captivated gamers, readers and mythic adventurers worldwide. Its award-winning roleplaying games, board games and fiction have been acclaimed as some of the most engaging and innovative of all time.

Up for Best Free Supplement

Why do you wanna “date” Chaosium? They’re the publishers of:

  • Call of Cthulhu
  • Runequest
  • Khan of Khans
    I only listed three games but CoC has a depth of catalogue that can only be compared to D&D, which is to say it’s massive.
  • Winners of multiple ENnie Awards, Origin Awards, and more
  • The swag they’re offering is epic, especially the Khan of Khans special edition since it’s up for two awards that night

You’ll be at the table with Chaosium when they learn if they won ENnie Awards for:

Up for Best Free Product

 

Click here to bid on Chaosium Inc. – ENnie Awards Dream Date 2018

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Pelgrane Press Table One – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 5:55PM EDT

Pelgrane Press Table Two – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 6:15PM EDT

“Come experience the excitement of the ENnie Awards with Pelgrane Press!

Winner of this auction will receive the opportunity to join the Pelgrane Press team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!

You will also receive a signed, limited edition copy of the Fall of DELTA GREEN, along with an exclusive Fall of DELTA GREEN t-shirt from the Pelgane Press team.

Established in 2000, Pelgrane Press Ltd publishes award-winning tabletop roleplaying games, including 13th Age by Rob Heinsoo and JonathanTweet, Trail of Cthulhu and Night’s Black Agents by Kenneth Hite, and The Dying Earth, The Esoterrorists, Hillfolk and Ashen Stars by Robin D Laws.

Their groundbreaking GUMSHOE investigative roleplaying system shifts the focus of investigative play from finding clues (or worse, not finding them) to interpreting clues, solving mysteries, and moving the action forward.

Pelgrane Press is also the home of the webzine Page XX, The Birds comic, and RPGsoundtracks by James Semple and fellow composers.

Up for Best Rules

Why do you wanna “date” Pelgrane Press? They’re the publishers of:

  • #Feminism
  • 13th Age
  • Cthulhu Confidential
  • Dying Earth and Gaean Reach
  • The Fall of DELTA GREEN
  • TimeWatch
  • Trail of Cthulhu
  • The Yellow King
    [I apologize that I’m skipping so many of their best games]
  • Winners of multiple gaming awards
  • From either table you’ll get a “signed, limited edition copy of the Fall of DELTA GREEN, along with an exclusive Fall of DELTA GREEN t-shirt”

You’ll be at the table with Pelgrane Press when they learn if they won ENnie Awards for:

  • BEST RPG RELATED PRODUCT – #feminism
  • BEST RULES – Cthulhu Confidential, Authors: Robin D. Laws, Chris Spivey, Ruth Tillman [NOTE – Curious about Cthulhu Confidential and want to try a sample? Try it here.] 

 

Click here to bid on Pelgrane Press Table One – ENnie Awards Dream Date 2018 OR Pelgrane Press Table Two – ENnie Awards Dream Date 2018 (it’s the same reward for each, just different tables).

 

Up for Best Rules. Try the free sampler here.

 

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ENnie Awards Judges Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 6:11PM EDT

“Come experience the excitement of the ENnie Awards with the 2018 ENnie Award judges!

The winner of this auction will receive the opportunity to sit with this year’s panel of judges at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con! Sean McCoy, Reece Carter, Kurt Wiegel, and Brian Nowak spent this past year reviewing over 500 different submissions to determine the nominee list.

You will also receive a swag bag of RPG related items!

 

Why do you wanna “date” the 2018 ENnie Award judges?

  • These are the individuals that decide the ENnie nominees
  • To talk about 2017/2018 RPGs with some of the best informed individuals in the industry (after all, they looked at over 500 submissions)
  • To learn more about the process and decide if you want to be a judge
  • I’m going to combine two quotes and let you decide what it portends – “over 500 different submissions” [PLUS] “You will also receive a swag bag of RPG related items”
    I’m not in the know, I’m not saying that you’ll get amazing stuff, but there exists some possibilities…

 

Click here to bid on ENnie Awards Judges Dream Date 2018

 

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Modiphius Entertainment – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 6:18PM EDT

Come experience the excitement of the ENnie Awards with Modiphius Entertainment!

Winner of this auction will receive the opportunity to join the Modiphius Entertainment team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!  [You will also receive copies of both the Star Trek and Conan corebooks both signed by their team at Gen Con!]

Modiphius Entertainment is a British Entertainment publisher partnering with global creative talent to develop unique creative properties. 

Modiphius Entertainment has a wide range of worlds to explore, including their own terrifying vision of World War Two – Achtung! Cthulhu, a roleplaying setting for Call of Cthulhu and Savage Worlds.They have re-booted the fantastic sci-fi dieselpunk world of Mutant Chronicles with the 3rd Edition of the roleplaying game and the new edition of the Siege of the Citadel board game. They launched the official RPG for Corvus Belli’s Infinity universe, the Thunderbirds co-op board game by Matt Leacock, Airfix Battles, a new introductory wargame, Robert E. Howards CONAN -Adventures In An Age Undreamed Of! and Star Trek Adventures, the 4th edition of this fantastic roleplaying universe. Fallout: Wasteland Warfare is launching soon, a miniatures game set in Bethesda’s fantastic video game universe and now the official Kung Fu Panda board game!

Why do you wanna “date” Modiphius? They’re the publishers of:

  • Star Trek Adventures
  • Achtung! Cthulhu
  • Mutant Chronicles
  • CONAN -Adventures In An Age Undreamed Of!
  • Tales from the Loop as well as other Free League games
  • Vampire: The Masqurade 5th Edition from White Wolf
  • Winners of multiple gaming awards
  • You’ll receive a signed copy of the Star Trek Adventures: Core Rulebook and a signed copy of the Conan core rulebook

You’ll be at the table with Modiphius when they learn if they won an ENnie Award for:

 

Click here to bid on Modiphius Entertainment – ENnie Awards Dream Date 2018

 

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Gaming Paper – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 6:38PM EDT

Come experience the excitement of the ENnie Awards with Gaming Paper!

Winner of this auction will receive the opportunity to join the Gaming Paper team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!  You will also receive a massive prize pack of Gaming Paper swag!

Gaming Paper started as a single product -an inexpensive, reusable, and disposable 30 sq. ft roll of 1″ squares  paper. They have since grown into a variety of products that include additional color options, 8-½” x11″ single sheetswrapping paper, dry erase gaming tiles, and our own roleplaying adventures!

Why do you wanna “date” Gaming Paper?

  • If you play tabletop RPGs around the, you know, tabletop, their products make for a more fun experience
  • If you’re looking for some direction on how to enter the gaming market with something other than a game, this company has blazed that path and, I’m guessing, have some advice to share
  • You will also receive a massive prize pack of Gaming Paper swag!

You’ll be at the table with Gaming Paper when they learn if they won an ENnie Award for:

 

Click here to bid on Gaming Paper – ENnie Awards Dream Date 2018

 

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Magpie Games – ENnie Awards Dream Date 2018
Ends on July 22nd, 2018 – Sunday, 6:53PM EDT

Come experience the excitement of the ENnie Awards with Magpie Games!

Winner of this auction will receive the opportunity to join the Magpie Games team at a specially designated table right in front of the stage at the 2018 ENnie Awards, held August 3rd, 2018 at 8pm at Gen Con!  

The winner will also receive a choice of a pack of one of Magpie’s main product lines, for example: 

Bluebeard’s Bride pack – a copy of the core book, Book of Rooms, and the play materials, which include a silkscreened playsheet, tokens, and a set of Bluebeard’s Bride branded dice, 

or

The Masks pack – a copy of the core book, Halycon City Herald Collection, choice of either the Deck of Influence or the Deck of Villainy, and a set of Masks branded dice.

Magpie Games is a game development and production company devoted to creating interesting, innovative,boundary-pushing, and most of all high-quality games across a wide variety of genres and styles. The majority of Magpie’s productions are tabletop roleplaying games, ranging from games designed to recreate disaster movies, to games designed to tell the stories of baby dragons on adventures, to gritty games about supernatural criminals and power brokers.  Since its inception, Magpie Games has released many games, including Urban Shadows, Epyllion: A Dragon Epic, Masks: A New Generation, and Bluebeard’s Bride.

Why do you wanna “date” Magpie Games? They’re the publishers of:

  • Epyllion: A Dragon Epic
  • Bluebeard’s Bride
  • Masks: A New Generation
  • Urban Shadows
  • And other award winning games
  • You’re going to go home with everything you need to enjoy Bluebeard’s Bride or Masks and, either way, that’s a crit!

You’ll be at the table with Magpie Games when they learn if they won an ENnie Award for:

Click here to bid on Magpie Games – ENnie Awards Dream Date 2018

 

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Don’t need a “date”? With a badge to Gen Con, tickets to the ENnie Awards are free (click here to secure yours). There’s also a silent auction – ENnies Cocktail Reception & Silent Auction – just before the awards ceremony available here. And, again, vote for the ENnie Awards here.

 

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This arrived in my inbox from Pelgrane Press just as I went to press:

The innovative noir-themed one-player, one-GM game Cthulhu Confidential and award-winning RPG anthology #Feminism are available at 25% off unti the end of July.

Both books have been nominated for ENnie awards, and we’d love you to consider voting for them. Voting ends at 11 PM EST on July 21st.

Cthulhu Confidential drops your hero into the noir nightscape of hardboiled Los Angeles, New York, or Washington, D.C. Meet powerbrokers and politicians, and rub shoulders with Hollywood studio bosses and fiery evangelists. But beneath it all, under the scrim of all this human endeavour, lives corruption so old and inhuman you’ll need all your courage and resourcefulness to face it. Download sampler>>

Written by feminists from eleven different countries, #Feminism offers bite-sized takes on contemporary feminist issues. Each of the 34 nano-games in this collection requires between three and five participants, simple (if any) props, and up to an hour of play time. Download sampler>>

 

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Disclosures: I freelance for EN World, host of the ENnie Awards. However, I am not involved in the ENnie Awards.

This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN World, Knights of the Dinner Table, Open Gaming Network, and the Tessera Guild.
Want your RPG Kickstarter reviewed? Want to share news? 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).

RPG News, Sneak Peeks, and Deals – DriveThruStockArt?, Geist 1e Deals, and More

I receive, or uncover, a number of tabletop RPG news bites, sneak peaks, and deals (and rumors) through social media, message boards, IMs, and my in-box that are worth reporting on. What follows is a collection of these rumors (take them all with a grain of salt) as well as short hype pieces (sneak peek it and I’ll leak it). From time-to-time I’ll run these notes as a column.

 

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Stock Art from Fat Goblin Games

Rick Hershey of Fat Goblin Games (DriveThruRPG link / Open Gaming Store link) provides tabletop gaming companies with a boatload of the stock art that’s used in their publications. On Facebook, he discussed his desire for OneBookShelf (DriveThruRPG/RPGNow, etc) to create a stock art specific website. Based on his comments, prior to his FB post, Rick “sent the suggestion several times over the last few years. Not sure if it received anyone’s attention or not [at OBS].” As well, Rick noted “the percentages OBS takes on stock art is too high – just saying.”

During the discussion, John Reyst of the Open Gaming Store, a competitor of OBS, expressed interest in discussing this with Rick as did Chris Perrin who is developing a stock art and photography sales site. Alan Bahr of Tiny d6 offered the publisher perspective – “A different site would add extra steps for me and make me less likely to use it.”

Meredith Gerber – “DriveThruRPG Pub Relations” – posted that “I am reaching out to [Rick] right now about it, actually :)” Will Rick’s posting lead to a change for the tabletop stock art industry?

STATUS: Monitoring.

 

Disclosures: I freelance for Open Gaming Network, a subsidiary of John Reyst’s Open Gaming, LLC as is the Open Gaming Store. I use affiliate links to DriveThruRPG. I’ve bought and plan to use stock art from Fat Goblin Games.

 

Below is an abridged collection of screenshots of the discussion.

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Bryce Whitacre of Baker Street fame is actively developing a new game, Gnomes and Gnazis. He sent me an early draft of it and he announced it publicly on his Facebook (reprinted below).

STATUS: Developing.

Egg’s Note: This goes without saying, but I unabashedly condemn the original Nazi movement and it’s Neo-Nazi rebirth.

 

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This week, I had several RPG articles go live across the interwebs on:

  • Open Gaming Network: An interview with Grimtooth of Trapsylvania about his trap… er, Kickstarter, Grimtooth’s Trapsylvania. This is easily one of my favorite interviews and can be read here.
  • EN World: A review of the 7th Sea RPG Explorer’s Society PDF, Thomas G. Harrison’s Bloody Misadventures: Dramatic Battles on the High Seas, a 27-page manual detailing ship-related action sequences. Read it here.
  • Tessera Guild: A look at the OSR Kickstarters for Secrets of the Nethercity, Grimtooth’s Trapsylvania (second article this week), City of Brass, and SURVIVE THIS!! Vigilante City. Read it here.
  • Tessera Guild: Our second sneak peek for Wrath & Glory, Warhammer 40,000 Roleplay Core Rules See the art here.

 

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On Kickstarter, there are DEALS to be had!

 

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PATHFINDER RPG DARK FANTASY ADVENTURES COLLECTED – LVLS 1-14 – Back this campaign for a $1 (the $1-THE GHOUL WELL-PDF backer level) to get a PDF adventure:

THE GHOUL WELL-PDF
15 page Pathfinder adventure for beginning characters. Specially created for 1st level players. Not too easy, not too hard. It is made as a low-risk, short adventure that is designed to get new players hooked onto the Pathfinder RPG system. (this adventure is a complete, standalone adventure with no attachments to the core 7 adventure product)

Ends on . Find the campaign here.

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Neoclassical Geek Revival – Back it for a CA $1 (the NPC backer level) to get an art free PDF of the game, or back it for CA $5 (the Starting adventurer backer level) to get the PDF of the game with art.

Ends on . Find the campaign here.

A trio of books for the Neoclassical Geek Revival Roleplaying Game

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Once Geist: The Sin-Eaters 2nd Edition Kickstarter reaches $87k, the $10 level (the Lemure backer’s level) will nab you 10 Geist: The Sin-Eaters 1st Edition PDFs. For $5 more, you can add the Chronicles of Darkness core rulebook PDF. $15 gets 11 PDFs!

  • Geist: The Sin-Eaters 1st Edition PDF
  • Ready-Made Characters 1E PDF
  • Quickstart – Return of Mr. Monster 1E PDF
  • Through the Ebon Gate 1E PDF
  • World of Darkness: Book of the Dead PDF
  • Nightmare on Hill Manor 1E PDF
  • Dem Bones 1E PDF
  • House Always Wins 1E PDF

At $87,000 in funding – Underworld Reflections Historic Addition – Dark Eras: God’s Own Country PDF (Geist: The Sin-Eaters 1E set in post-WWII New Zealand) and Dark Eras: Three Kingdoms of Darkness PDF (Geist: The Sin-Eaters 1E set in China following the collapse of the Han dynasty) will be added to the Underworld Reflections 1E PDF Bundle.”

Ends on . Find the campaign here.

 

UPDATED [2018-07-14] – They passed the funding stretch goal and have made it official in this update (read it here).

 

 

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Disclosure: This article contains affiliate links.

Egg Embry, Wanna-lancer™
Freelancer for EN World, Knights of the Dinner Table, Open Gaming Network, and the Tessera Guild.
Want to share news? Rumors? Sneak peeks? Deals? Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

SNEAK PEEK 2 – Wrath & Glory, Warhammer 40,000 Roleplay Core Rules (Art, Map, and More)

Ulisses North America sent another sneak peek of the Wrath & Glory, Warhammer 40,000 Roleplay Core Rules! This time we’ve got entire art, a map, and a blurb (all below). Pre-orders are available at http://www.ulisses-us.com/wrathandglory/ or find the press release here or sneak peek number one here.

 


Rulebook Artwork

 


An Ork Workshop from one of the bundle adventures

 


Xeno

 

You can preorder Wrath & Glory, Warhammer 40,000 Roleplay here.

4 OSR Kickstarters You Should Back – Secrets of the Nethercity, Grimtooth’s Trapsylvania, City of Brass, and SURVIVE THIS!! Vigilante City

OSRs [Old School Revival/Renaissance], they’re fun and, sometimes, controversial. Playing SURVIVE THIS!! Zombies! at Origins, and my last OSR article, put me in a mood to visit some new OSR Kickstarters. What follows is old school madness.

 

Secrets of the Nethercity by Autarch
Ends on .

“An immersive dungeon sandbox designed for the Adventurer Conqueror King System and other D20 OSR RPGs.

For three thousand years, the secrets of the Nethercity have been hidden. Now the delving of man has breached the ruins, and the lore and treasures of the ancients wait in the darkness below for those bold enough to seize them. But an inhuman evil slumbers in that darkness, and the time of the Awakening is at hand….

We’re excited to announce Autarch’s eighth Kickstarter project: The Secrets of the Nethercity™, an immersive dungeon for the Adventurer Conqueror King System™ and other D20 fantasy role-playing games.

With Secrets of the Nethercity you get:

  • An epic “kilodungeon” with 240 location entries spread across 20 different dungeon sub-regions that can be explored in a nonlinear fashion over the course of your campaign
  • 12 new monsters, including the chryselephantine statue, faewyrd, hydropian, and terror of death
  • 30 new magic items, including the bag of faerie seeds, the funerary barge of the cults, horn of the eagles, scepter of sacred power, and shadowcowl robe
  • 4 new character classes, including the elven cultist, hierophant, and warlord
  • A special appendix providing step-by-step worksheets to adapt the Nethercity to your favorite campaign setting
  • A home base (the city of Cyfaraun) for use by your adventurers in between dungeon delves. The city is presented in summary format in the adventure itself, and the city and the sewers below it are presented in more detail in a supplement called Capital of the Borderlands (available at $20 and above pledge level). With every bonus goal, we’ll expand the city and sewer levels!

The Nethercity, the city, and the sewer level in between are all beautifully mapped by the incredible cartography of Dyson Logos and Simon Forster. You get maps of the city, sewers, and Nethercity, as well as zoomed-in sectional maps of each major area. With every bonus goal we hit, we’ll add more maps.

We’ve tapped artist Michael Syrigos to create rich, gorgeous full-color art for the adventure. Not every image will be full color at the base level, but all of the backer-supported art will be.

The entrance to the nethercity lies hidden in the sewers of Cyfaraun
The entrance to the nethercity lies hidden in the sewers of Cyfaraun

Full color, you ask? Yes! This will also be our first product developed for and printed in full-color. We’re working with layout artist Todd Crapper to update our house style for full-color presentation. Below is a sample full-color layout he prepared as a demo for Heroic Fantasy Handbook. (The final layout for Nethercity is, of course, still being developed – partly through this Kickstarter!)

A Sample Layout of a Full-Color Page
A Sample Layout of a Full-Color Page

What do you mean by kilodungeon?

The Nethercity is bigger than an ordinary dungeon (like Sinister Stone of Sakkara) but not as big as a megadungeon (like Dwimmmermount). Get it? Kilo instead of mega… Let’s just read on.

What levels is the adventure for?

Secrets of the Nethercity is designed for a party of experienced mid-level adventurers and is stocked with sufficient monsters and treasure to advance them by four to six levels. As such it serves as a mid-level environment in which the adventurers can acquire the wealth and power they need to advance into high-level play.

Where is the adventure set?

The adventure takes place in the Auran Empire campaign setting, the default setting for ACKS. The eponymous Nethercity lies below the city of Cyfaraun, just fifty miles northwest of Türos Tem, making it a perfect sequel to our introductory adventure The Sinister Stone of Sakkara. But if you don’t play in the Auran Empire, don’t worry – a special appendix in the book offers advice on how to adapt the adventure for use with our Kanahu setting or with your own favorite campaign world. The Nethercity can be placed under any long-inhabited urban settlement that’s changed hands between law and chaos over the centuries.

How much detail is offered on the city of Cyfaraun?

In the tradition of classic TSR adventure scenarios such as The Keep on the Borderlands and The Village of Hommlet, Secrets of the Nethercity gives you the information you need to use Cyfaraun as a home base for adventurers in your campaign. The level of detail in the city itself will be similar to that provided for the city of Harat in our Barbarian Conquerors of Kanahu supplement. But as we unlock Bonus Goals, Cyfaraun will get even more detailed, with the sewer level below the city transformed into a whole additional play area.

Cyfaraun: The Capital of the Borderlands
Cyfaraun: The Capital of the Borderlands

What are the Bonus Goals?

If we raise more than our target, we’ll expand the amount of information we provide on the city of Cyfaraun and flesh out the extensive sewers and ruins directly beneath it.

The Cyfaraun Sewer Level - Unlocked with Bonus Goals
The Cyfaraun Sewer Level

 

Egg’s Thoughts:

Are regular dungeons too small? Are megadungeons too big? Is your party looking for a size that’s just right? Well, Goldi, welcome to the kilodungeon of Nethercity! The map of the sewer level above, that’s a nice map, and its detail makes me want to try these old school challenges!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Grimtooth’s Trapsylvania (DCC Sourcebook) by Goodman Games
Ends on .

“The legendary locations of Grimtooth’s Traps revealed! A DCC supplement that lets you confront Grimtooth himself in his own lair!

Listen up, puny humans! Grimtooth the Troll here. You sorry souls have been dying from my traps for decades. And in all that time, not one of you miniscule mortals has attacked me in my lair! Well, I’ve decided to take pity on you. For the first time ever, I’m going to show you my realm. You’ll finally get to see – Trapsylvania!

Updated June 24: We just cleared our first stretch goal! Trapsylvania will include fancy custom-printed endsheets!

This Kickstarter supports the publication of Grimtooth’s Trapsylvania, a 144-page campaign setting and sourcebook! It will be available in print (softcover or hardcover) and electronic (PDF) format. It is fully illustrated, with color cover and B/W interior art. The publisher is Goodman Games, under license from Flying Buffalo. The book is written in a systems-neutral style like all Grimtooth books, with DCC RPG stats compiled in an appendix at the back.

Grimtooth’s Lair

This Kickstarter also offers a rare collectible treasure: the “lost 8th Grimtooth book.” Flying Buffalo published a total of 7 Grimtooth books. At the Origins Game Convention in 1983, an independent publisher released their own unauthorized bootleg adventure called Grimtooth’s Lair. Today, only a single copy of this adventure is known to exist. Thanks to collector Bill Meinhardt, we have been able to scan the adventure for publication. It is being offered as an add-on for this Kickstarter (see below).

The only known copy of Grimtooth's Lair - now available as a reprint exclusively through this Kickstarter!
The only known copy of Grimtooth’s Lair – now available as a reprint exclusively through this Kickstarter!

At last – the legendary locations of Grimtooth’s Traps revealed!

For over 30 years, Grimtooth’s numerous Traps books have horrified players and inspired game masters with hundreds of dangerous devices, deadly deathtraps and hilarious hijinx! Now Grimtooth (with a little help from kid sister Grimtina) will take you on a personally guided tour of his realm and the central hub of his vast Traps empire.

Run your own Grimtooth campaign, or pick and choose locations you can use in your own adventures. Explore Grimtooth’s caverns, visit his Inner Sanctum, escape the Deathmaze Testing Center, attend Warthog’s School for Trolls, take a ride on Grimtooth’s Airship, tour Grimtina’s Petting Zoo or get lost in many more gigantic places of doom, like the Infinite Corridor of Hallways. Each of these infamous locations includes maps, descriptions, non-player character details, scenarios, and lots of art. Plus there are more traps (of course) and plenty of things with which to endanger your characters.

Like all Grimtooth books, Grimtooth’s Trapsylvania is written in a systems-neutral format, and published in a way that it is fully compatible with the Dungeon Crawl Classics Role Playing Game (DCC RPG). A series of appendices at the back provide quick and easy stats for DCC RPG games, covering all the creatures, characters and items described in the book. It’s very easy to fill a graveyard with the corpses of your DCC player characters! (Because once you enter Trapsylvania – you won’t leave! Suckers.)  

Trapsylvania is written and illustrated by S. S. Crompton, the legendary “voice of Grimtooth” who has been working on Grimtooth products for Flying Buffalo for more than 30 years. We’ve rounded up the entire roster of historical Grimtooth contributors to illustrate the book, so you’ll find art not just by S. S. Crompton, but also by Liz Danforth, Micheal Von Glahn, Scott Jackson Phil Longmeier, and Jeff Dee – all the artists who have contributed to Grimtooth products over the years! The new traps are written by Grimtooth alumni S. S. Crompton, Ken St. Andre, Bear Peters, Rick Loomis, Paul O’Connor and Debora Kerr. The DCC stats are provided by Terry Olson, with editing by Jen Brinkman.

Trapsylvania is chock full of useful gaming material! How much is there? Well, here’s the exact count!

  • 1 whole country! (Grimtooth’s, that is!)
  • 15 large locations, all described and mapped
  • 48 scenario ideas
  • 60 traps or trapped items
  • 86 creatures (with DCC stats in the Appendix)
  • 26 NPCs (with DCC stats in the Appendix)
  • 23 items (with DCC stats in the Appendix)
  • And loads of laughs!

What is Grimtooth’s Traps?

Originally published by Flying Buffalo, Grimtooth’s Traps is one of the most popular RPG accessories ever produced, with more than 250,000 copies in print since 1981. Flying Buffalo published seven Grimtooth’s books, all of them usable with any RPG. In 2015, Goodman Games compiled all of these into a massive hardcover compilation, and also published two additional DCC-compatible Grimtooth adventures. Grimtooth remains an eternally relevant character and his popularity has only grown since then.

The hallmarks of Grimtooth-style traps are wacky humor combined with deadly danger, plus, of course, extremely useful material that can be integrated into any dungeon-crawling RPG!”

 

Egg’s Thoughts:

I interviewed the trapmeister himself, Grimtooth, over at the Open Gaming Network. It was one of the most fun interviews I’ve ever done. Don’t waste your time here, go read it 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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SURVIVE THIS!! Vigilante City Tabletop Roleplaying Game by Bloat Games
Ends on .

“SURVIVE THIS!! Vigilante City is an RPG heavily influenced by the 90s cartoons Batman: The Animated Series, X-Men, Spider-man and TMNT!

Editor's note: These guys are far more talented than they let on in their Bios. Their talent greatly exceeds my own and I'm very lucky to have them as part of my creative team! - Eric B.
Editor’s note: These guys are far more talented than they let on in their Bios. Their talent greatly exceeds my own and I’m very lucky to have them as part of my creative team! – Eric B.

 

Egg’s Thoughts:

At Origins Game Fair 2018, I played SURVIVE THIS!! Zombies! with Eric Bloat. After the game, Eric shared a preview of this Kickstarter and talked about what he hopes to accomplish with it – a street level superhero game using a system that you already know. He has plans to cover every type of grim and gritty comic book superhero archetype and I can’t wait to try it out. Add to that, one of the contributors is Alan Bahr of Tiny d6 fame (among others) who I got to interview some time back, and this is a lock!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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City of Brass: Epic Adventure for 5e and Swords and Wizardry by Frog God Games
Ends on Tue, July 24 2018 6:22 PM EDT.

“City of Brass: A Legendary Adventure for 5e and Swords and Wizardry! Based on the 2006 Necromancer Games classic!

From his gleaming palace, the Sultan of Efreet turns his cruel gaze upon the Lost Lands …

The Sultan bids you welcome...
The Sultan bids you welcome…

Good folk have vanished. Those who were once disparaged and forgotten now wield power unlike anything seen before. Rulers and sages turn a blind eye to the disturbing events unfolding around them. In every corner of the Lost Lands, the Cult of the Veiled One spreads unchecked.

Prophesizing a cleansing jihad of flames and the coming of the Burning One, the cult has erected its brazen spires in every land. What follows depends on the wit and courage of mighty heroes who must rise to the occasion and take the fight to the enemy in its very stronghold. Will they succeed, or will they succumb to the temptations of the Veiled One’s court and join in the conquest of their home world? A fabled city of wishes on the edge of an eternal flame. The City of Brass is a rich combination of sand-box style role playing adventure, planar exploration, and twisted dungeons designed to test even the most seasoned adventurers.

Beginning with low-level challenges in the familiar confines of the Lost Lands, the adventure leads characters on a thrilling journey through multiple planes of existence culminating in the exploration of the City of Brass itself. The gleaming towers and floating platforms of the city hold terrors and wonders such as the Great Repository and the Minaret of Screams. Characters may choose to take a turn in the Circus of Pain, raid the floating Pyramid of Set, or join the resistance to the Sultan’s oppressive rule and lead an assault on the palace itself! A phoenix rises fully formed from the ashes of the past. The City of Brass is re-imagined for the new renaissance of fantasy role playing games, brought to you in the epic style of old school fantasy campaigns of yesteryear.

From the design team that brought you Bard’s Gate and Sword of Air, the City of Brass is an adventure unlike any other. With full color art and maps, new content and new organization, the City of Brass returns bigger and better than ever! An Adventure Sourcebook for characters level 1-20. New versions for Swords & Wizardry and the Fifth Edition of the world’s most popular role-playing game.

Example of one of the over 100 maps in the City of Brass.
Example of one of the over 100 maps in the City of Brass.

City of Brass 2018

One of the original books from the City of Brass by Necromancer Games
One of the original books from the City of Brass by Necromancer Games

So what’s new in this release compared to the original Necromancer Games Boxed Set? 

This new release of The City of Brass includes all new color maps by Alyssa Faden and Robert Altbauer. Plus amazing new color art by Colin Chan, Adrian Landeros, Terry Pavlet, Michael Syrigos, C. J. Allan Marsh, and Artem Shukaev.

The original City of Brass was divided into 3 books and has been revised and reorganized throughout with 150,000 new words of adventures and material.

Section1: Cult of the Burning One – Now includes the following adventures:

  • Lornedain the Secret Flame: An introductory adventure for characters Levels 1-3.
  • Freegate: the Brazen Spire (For Levels 4-6), giving new details to the Lost Lands city of Freegate as the characters investigate the arrival of a new cult and its magical tower.
  • The Sea of Baal: (For levels 5-8). Adventures in the Titian Isles, the Elemental Plane of Air and Beyond as they travel across the Sea of Baal to the continent of Lybinos!
  • Numeda a Caliphate in Flames: (For levels 6-9). Arriving in Lybinos the characters discover that the city of Cirtius in the Caliphate of Numeda is over-run by the forces of the Sultan of Efreet. Help free the survivors or join the Sultan in his conquest of the Lost Lands!
  • The Path of the Prophet: (For Levels 8-10). Rewritten from the original with new content.

Section 2: The City of Brass is now newly organized with details on factions, new locations in the Plane of Molten Skies.

Section 3: Tales of Brass 

New Adventure Locations including:

  • Ard’s Sanctuary: An adventure location for 11-14th level characters.
  • Freeman’s Tower: An ultra-dimensional apartment complex and home base located in the lower city. Conquer the tower and live rent free under the Sultan’s nose! For 11th-14th level characters.
  • The Apartment of Ra Po Jejh!: An old enemy makes a surprise return. Find his phylactery and finish him off once and for all! For 16th-18th level characters!
  • Cathedral of the Lightbringer: The cathedral of the Lord of Infurnace’s minions serving as his consulate in the City of Brass. Steal the Sword of the Lightbringer if you Dare!”

 

Egg’s Thoughts:

Before looking at the game, let’s mention, and link, an incident from 2017 – Bill Webb has a history that includes at least one public, and disgusting, act of harassment, and he’s the CEO of Frog God Games, the company running this campaign.

That said, let’s look at the game. The book itself will be of a spin-busting size (hence it’ll be put together using “library binding“) with tons of amazing art and interesting ideas. The fact that you can get it for 5e or FGG’s OSR, Swords and Wizardry, makes this a versatile project that offers some options for your gaming table. The book will be nice without a doubt.

 

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

You can support this Kickstarter campaign here.

 

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

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

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

 

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Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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

4 Cyberpunk RPG Kickstarters You Should Back – Velvet Generation, Dark Times, The Host, and Blackwind Project

Officially, these are not four cyberpunk RPGs on Kickstarter… I mean, three of them are, but the fourth is a looser connection to that genre. That said, here’s four cyberpunk RPGs using everything from Fate to original systems to share their tales of future rebellion.

 

The Host – A cybernetic setting guide for Warsong by Higher Ground Publishing
Ends on .

“A detailed sourcebook for artificial life in Warsong: Second Edition!

It started with an idea.

“What are the consequences of our actions?”

The idea that fate was malleable was the founding concept of Warsong 2nd Edition. The idea that our actions really do matter. It was a concept that I felt was neglected in other role-playing games. Fate was something I wanted to explore thoroughly in Warsong. And as the setting grew into its own unique life form, another creature began to emerge.

Artificial Sentient Life.

They are the products of man-made ingenuity and madness. Years of knowledge and sorcery culminating into a tool to be used. What happens, then, when that tool becomes aware of its purpose? What happens when the tools we use to make our lives easier become aware that they are slaves to their creators?

Warsong 2nd Edition explores the infamous Machine War that followed in the wake of The Source, an interconnected web of technology throughout Lemuria, becoming self-aware.

Warsong: The Host explores Lemuria from the artificial eyes of living machines.

The Host includes:
• 
Rules for creating and playing artificial life such as Awakened machinesliving programs and advanced Synths.
 New rules, powers and abilities for the machines and cybernetic implants in humans.
 New setting information and revelations regarding the Emperor and the Treaty of Parnassus.
 Setting information for the City of Kojo – a machine settlement governed by The Source.
• New information regarding The Host, a group of living machines born directly from The Source when it tried to calculate morality.

What Are The Host?

The best way to answer that question is to ask another: “What would happen when a machine tries to calculate human morality?”

The Host are a very small portion of the machine population, but are arguably the most widely known, and rightly feared among their species. They are the seraphim and devils of Lemuria. They can be winged saviors of humanity, or horned corruptors who seek only the desolation and destruction of everything around them.

They are, in a sense, every facet in the spectrum of human morality given life and form.

Why The Host?

The Host represents a turning point in the setting of Warsong Second Edition and this book will help bring to life an entirely new species of creature within the setting. It will give players a new and valuable outlook of the world from the view of the machines and even give players new revelations directly from The Source itself.

The book will include more detailed information on the Treaty Of Parnassus and what exactly happened when the Emperor and The Source forged peace at the end of a seven year long Machine War. It will also give Game Masters valuable tools to use if they wish to include The Emperor’s whereabouts in their own games.

The book is called The Host because, while The Host themselves comprise only a small part of the machine population, they are arguably the most well-known and feared.”

 

Egg’s Thoughts:

I completed a review of Warsong 2e that will be published soon. This RPG is an ambitious Fate-based game built around a unique idea/setting – Sengoku Punk. Sengoku Punk combines the ideals (and technology and wardrobe) of cyberpunk with an ancient Asian world. The setting is very stylistic and worth checking out – try out the quickstart rules here if you need some encouragement – and, once you are a convert, you’ll want to add this expansion to increase the world’s depth.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Blackwind Project: A new plot-driven tabletop RPG by Elisa Mignemi
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“Blackwind brings the plot back in the spotlight with modern rules, dynamic mechanics and unmatched creative freedom.

The Blackwind Core Manual is the foundation of our project: it is a new core system that improves on many aspects of tabletop roleplay, designed to make the game easier to understand, fun to play, and full of exciting adventures. The Blackwind system works with any setting, from classic tabletop to the worlds of games, movies and novels, and allows you to play any concept that fits the tone of the story.

The two main features are plot-making tools and dynamic mechanics. Game Masters (called Directors) assemble the story like a jigsaw, allowing to create complex plots with ease and to keep the story flexible. The strength of characters may vary, sometimes dramatically, depending on their contribution to immersion, general amusement, narrative, beating in-built challenges and interaction with key plot points, keeping their statistics fluid.

Cover Mockup and Layout
Cover Mockup and Layout

Regardless, even the weakest characters will be able to attempt incredible feats, and will be rewarded in case of success. On the other hand not even the strongest characters will be completely immune to failure. Likewise, no character death will be misplaced or pointless as plot armour will apply early in the game, but not even the main protagonists will be completely safe during showdowns.

We balanced out the roles of Directors and Players: the latter will have a greater impact in casting the foundations of the story, as well as shaping it. Players will decide what kind of adventure will be played, the adventure genre, context, theme, plot type, story structure, story ticket, casting list, may introduce their own subplots and NPCs and generally have more narrative wriggle room.

Spread with Illustration
Spread with Illustration

Difficulty checks take into account a few additional things: who is attempting what? What kind of story are you playing? What is the context? Hurling a person-sized boulder across a room will be impossible in a realistic thriller, and ordinary routine in a superhero adventure.

For more information visit https://blackwindrpg.wordpress.com/. You may find out more about the game, articles and additional information: keep checking for updates, articles and previews!

Arena, a Space Opera adventure
Arena, a Space Opera adventure

Additionally, you may find the link to download our FREE starter adventure on the main page of our website. Arena is good example of the simplest, most straightforward way to play Blackwind.

The game is ready, the rules are tested, and the largest modules are under development. Then, what do we need your help with? Simple: we want to offer the best modules, expansion rulebooks and quality add-ons we can, as often as possible. Your support would allow us to upgrade our equipment, publish content faster, and to polish the final product to a mirror sheen.

The Treasure of Maracaibo, our first pirate-themed module, is complete. We are working on editing and polishing around 100 pages of scurvy adventures. We planned seven additional modules (Noir, Steampunk, Fantasy, Post Atomic, Thriller, Western, Cyberpunk) and the only reason we decided to remove voting is that some of them are already in an advanced stage of development.”

Euromorph, upcoming Cyberpunk module
Euromorph, upcoming Cyberpunk module

 

Egg’s Thoughts:

While this is not just cyberpunk, Blackwind Project is a core rulebook that will include modules that cover Pirates, Noir, Steampunk, Fantasy, Post Atomic, Thriller, Western, and Cyberpunk. This system is meant to be incredibly versatile allowing for a variety of settings and options. With art that is stylistically similar enough to give the entire package a uniform feel that allows you to envision a campaign in one setting that jumps to another genre. If you’re looking for more details, check out Dan Davenport’s Q&A with the creators here. If you’re ready for more cyberpunk (and most genre) options, go on and back it!

 

You can support this Kickstarter campaign here.

 

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Velvet Generation by XIG Games
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“The Starchildren came looking for the home of rock music, only to find it outlawed. Fight back in the RPG of rock & roll revolution!

A century ago, radio transmissions from Earth passed through a strange ripple in space, causing rock music to fall upon the mystified ears of an alien world. For five glorious years, the aliens grew to love the magical planet they believed to be on the other end of that beautiful signal. When the music cut off as mysteriously as it began, the aliens embarked on a generational pilgrimage to discover the source of that music.

Nearly a century later, the aliens have arrived, but Earth is not what they expected. Humanity has taken a dark turn, silencing music, the arts, literature…any kind of expression they believed could inspire “dangerous” thoughts. The Ministry of Music looms large over the entire world, stamping out rebellious culture with steel-sheathed jackboots.

With nowhere to go but forward, the Starchildren descended, joining the few Earthlings still carrying a spark of rock and roll. They catalyzed a new rock & roll revolution that will break the Ministry’s chains on the soul of humanity.

This is the Velvet Generation.

“One of the most quietly influential card-based RPGs ever…Starchildren: Velvet Generation, is back 1.6 decades after its original publication. And… um, it doesn’t have cards any more, but that’s okay. Regardless, in an age with concentration camps on US soil, it could not be more topical. Check it out.” – Mike Selinker

“I was very impressed with the first edition way back when and it’s only gotten better since then.” – Kenneth Hite

Velvet Generation is the new iteration of 2002’s Starchildren: Velvet Generation, a role-playing game unlike any other. The original 2002 creative team is back with a fresh look at the music-starved dystopia in which the Starchildren find themselves stranded. The new custom rules engine is tightly focused on group collaboration, intra-band relationships and musical performances that will take your band from the garage to global superstardom. The campaign rules let your band use their fame against the oppressive Ministry of Music, while those same authoritarian forces hunt them down for the crime of expression.

The Starchildren came on the scene in the form of dreamlike rock idols: luminescent, androgynous and mysterious beings that seem to float in an electric haze of glamour. They do their best to blend in with the drab creatures Earthlings have become since they lost the gift of music. Their very presence on the planet sent a shockwave through the collective subconscious, awakening something long since buried, and neither species will ever be the the same again.

Players portray the renegade rockers of the Velvet Generation, whether they be the alien Starchildren or the Earthlings pining for their lost rock & roll. Start your campaign out as unknown outlaw rockers, seeking out space to rehearse and play while evading the watchful electric eye of the Ministry of Music and spinning lies to get time off from your day job. Join the revolution by allying with the idealistic visionaries of Velvet or the violent hardliners of the Blue Army. Ascend to the leadership of regional and national cells as your band becomes a household name, finally toppling the Ministry of Music with the power of rock & roll.

This iteration uses a completely new rules engine from the 2002 original. The rules allow your group to riff off of one another onstage and off, and the revolutionary campaign system lets you build from game session to game session to fight back against the Ministry of Music to carry out a global rock and roll revolution.

A Little Help From Your Friends

In Velvet Generation, whenever your band is together, they’re collaborating on their goals, whether that’s to play a solid show, to sneak past a security guard or fighting off a gang of anti-rock yahoos. Each player rolls a pool of six-sided dice for themselves, trying to find matched sets (two, three or more dice with the same number showing). But every time you go, you either get to leave one of your dice on the table for your comrades, or you get to pick up dice that match the ones you’re playing to do even better. If that’s not enough, the social relations between band members help more. Give a die to your lover or your friend; steal a die from your rival…develop these relationships within your group to work together even better.

Hazy Cosmic Jive

The real action in Velvet Generation happens in front of crowds of underground fans, getting their rock fix wherever they can hide away from the Ministry’s prying eyes. Your band taking the stage is the focus here as much as fighting or kicking down doors is in a lot of other games. Use the full range of your talents to create the show: vocals and instruments of course, but also dance, stage presence and the roadie’s skills at setting up and running the tech. Everyone in the group has a part to play in the show; while the crowd may go home remembering the lead singer’s wail or a shredding guitar solo, your rhythm section makes that possible by giving the leads something to build off of, and the techs are there to cover the occasional screw-up. Every show gives you a shot at hitting the next level of fame, until you really take off.

It’s a dangerous game, though. There’s always the temptation to grab a little more of that glory for yourself by upstaging your bandmates. While you’re all working together onstage, someone is always the Star of the Show, even if different characters spend their own time in the spotlight. Rep-hungry rockers might build themselves up at the expense of the group itself. That can breed jealousy among the group, and that’s a force that can tear apart the greatest of bands.

Rock the Planet

The Ministry of Music has plenty of ways to keep you down. They alienate you from the safe and sterile society of everyday life. They push propaganda against rockers and marginalized people. They use the full surveillance state to keep a close watch on dissidents. They try to subvert your allies and contacts. And there is always the threat of violence at the hands of the regime. But as your band grows in fame and recognition, you can strike back against the Ministry of Music with the new revolutionary campaign system.

The fight against the Ministry happens between game sessions over the course of your entire Velvet Generation campaign. As you grow in fame, the authorities target you with more extreme tactics of oppression, but you use your fame against them in revolutionary praxis of your own. Distribute illicit samizdat works of art and music. Build solidarity with allies in other marginalized communities. Create subsistence networks to provide aid and comfort for those outside polite society. Poison the regime’s intelligence networks with disinformation. Or dazzle the public with a brazen spectacle so they can’t ignore you anymore. Every blow you strike against the Ministry leaves the regime a little bit weaker, until the entire thing comes crashing down to the wail of electric guitars.”

 

Egg’s Thoughts:

Music is dead and aliens have come to Earth to save it! If that pitch doesn’t get you, then read the campaign or check out the PWYW first edition or the free ashcan for this game.

Sometimes the reason I check out an RPG on Kickstarter is a creator recommendation. At AndoCon, I played Pugmire with DriveThruRPG’s Chris Tang and his character work was master class level. Chris rarely pushes a specific RPG online (his job with DTRPG likely requires he be more impartial), so when he gave something of a testimonial for Velvet Underground, I stood up and took notice. I’m glad I did. Add the art to the game’s idea – it’s like a wave of music artwork that never was, stylized, fun, and musical – it speaks to the possibilities of this world.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Dark Times- Cyberpunk/Supers RPG by The Polyhedral Knights
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“A Role-Playing game in a Cyberpunk setting where corporations have created Superhumans and see them as company property.

The trains don’t run through this part of town anymore. Not since someone stood on the tracks and tried to rob one.

Thirteen years ago, he would’ve just ended up in the obituaries, but instead he melted the engine with an energy blast from his hand and thirty seven people were injured. 

 Downtown, they have “Peacekeepers” to prevent that. Dressed in their corporate power armor, they stand on every street corner, looming over the pedestrians. Waiting for an excuse. 

 Here, things work a little differently. People pay their protection money to crooked supers. Folks grumble about it, but when a man who can shoot lighting from his fingers floats down from the sky and demands you call him king, you call him king. 

 The corporations say they are doing their best to round up the renegade creations they made, but there are a few good Enhanced out there too, caught between the corps and their own kin.

Blaster Archetype
Blaster Archetype

This is the world of Dark Times: a tabletop roleplaying game about superheroes in the corporate slum that has swallowed up most of the United States.

Twenty six years ago a man named Dr. Anton Valasakis changed everything with the discovery of a gene that unlocked superhuman powers. He started his experiments at pharmaceutical supergiant Prometheus Medical, working first on “willing volunteers”, and soon he was sanctioned by the government.

By this time Prometheus Medical was already a powerful corporation and had its hooks deep in controlling many politicians. Many of the first test subjects were prisoner who were on death row. This was a chance for them to gain a chance at life. Many died, and not much is known about this few who survived.

The experiments continued and soon a rash of industrial espionage broke out. Many large corporations, seeing the potential in customized superhuman technology, were now in a race to have their own Enhanced on their payroll. These laboratory creations were treated as slaves and many fled their masters, hiding in the slums. Some of the ones that got away even had kids.

Now there exists a second generation of Enhanced and still the corporations view them as company property. By now the laws had been warped to protect the rights of the corporations and their “investments” and not the people.

This is just the tip of the iceberg.

Hunted Mutant
Hunted Mutant

In Dark Times, players work together with their powers, protect their people, and build their community, all under the shadow of a corporation that has replaced the government and seeks to enslave them since they are viewed as “company property”.

With a little bit of cyberpunk, a little bit of noir, and a whole lot of superpowers, Dark Times mixes old-school and new-school design to create a game that is fast, pulpy, immersive, and fun to play.

PDF Expansions

In addition to the core book for Dark Times, we will also produce the following PDF expansions. These expansions will be available to any backer level that receives them as part of their rewards.

Merc Work – This book is made of up fully detailed scenarios, designed to introduce a gaming group to the world of Dark Times.

Villains, Allies, and Corporate Files – This book will include a variety of people that could be good, bad, or neutral as well as corporation write ups. These characters will have stats, plot hooks, and other ways to use them in your campaign.

Steele City Sourcebook – This book will open up and detail more of Steele City. A valuable resource for many adventures and filled with a lot of information.

Solar System Book – The corporations understood they already have drained a lot of earth’s resources and look to conquer the solar system. This book talks about the colonization and industry that exists in our own solar system.”

 

Egg’s Thoughts:

I covered Wicked Pacts here (and have a review of it coming up in a future issue of Knights of the Dinner Table) so I’m predisposed to like this. Superheroes and cyberpunk sounds like an interesting combination – the ultimate group that cares about society juxtaposed to the group that cares the least for the status quo. It should be an interesting game as you work within and outside of the system.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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

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

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

 

* * * * * *

 

Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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

PRESS RELEASE – Wrath & Glory Warhammer 40,000 Role Playing Game

 

June 28, 2018 Wrath & Glory Warhammer 40,000 Role Playing Game Press Release

The much-anticipated Wrath & Glory Warhammer the 40,000-roleplay game, as announced in August 2017, is on preorder now. The RPG is crafted by award winning game designer Ross Watson and published by Ulisses North America. Go to www.ulisses-us.com/wrathandglory for all the details. The adventures in Wrath & Glory take place in the new era of Warhammer 40,000 that was introduced with the 8th Edition of Warhammer 40,000 miniatures game. This is a galaxy torn asunder by a great warp storm that altered reality itself forever bringing the great rift.

Pre-Order Campaign – What You Get The Wrath & Glory preorder campaign is not a Kickstarter or crowd funding. This campaign gives fans the opportunity to purchase bundles of the new products at significant savings. They are the first to get the new game, expansions, and supplemental items, months before they become available in stores for the general public. Along with the preorder, Ulisses North America is adding bonus material for fans plus other spiffs on the Pre-Order Campaign.

What’s New? Wrath & Glory is first and foremost a role-playing game. What’s new and different about the Wrath & Glory RPG from other RPGs? Lots! Here are some examples.

Simple yet Satisfying Wrath & Glory game mechanics are easy to grasp but detailed enough to make characters clearly distinct for other characters. Baked right into the game are rules and benefits for doing things that your character is particularly good at that gives great opportunities for role-playing. For example a commissar may have the objective of threatening someone with execution for being a coward while a priest must bring up a famous martyr and the effect of his death on the players. Wrath & Glory is built to be encompassing to different styles of play, different type of characters (both archetypes and races). Unlike the previous version of Warhammer 40,000 there will be no new systems or rules to learn as new campaigns and settings come out. While the system is simple and effective enough for a novice to learn, it offers the expert an opportunity to face varying degrees of challenge and adventure.

Character Spotlight Warhammer 40,000 has spawned countless novels, novel series, board games, video games, hundreds of miniatures, incredible artwork. In total more than any other game setting published. Players can create their own stories in this grim and dark far future. The character design and play style of the Wrath & Glory RPG makes every character player a key to the success of any scenario.

The Grim 41st Century Setting Fans of the 40,000 Warhammer universe understand the grimness of this far future and will find Wrath & Glory an immersive experience into the setting that’s true-to-lore with depth of detail experienced in character play.

Role-playing Game players who have never played Warhammer 40,000 miniatures game or don’t know the game setting will quickly be immersed into an incredible setting that’s ripe for role-playing. It is a fun and quick moving RPG allowing players many opportunities to participate in the game to build the strength and resources of their character.

 

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About Ulisses. In a few short years, Ulisses North America has earned its reputation as a publisher of very high quality roleplaying games. It was founded by Markus Plötz. Markus is also the CEO of Ulisses Spiele, headquartered in Germany, which supports more RPG lines in active print than any other company in the world.

The Ulisses North America design studio consists of high caliber, award-winning game designers with decades of experience who have worked on some of the best selling RPGs in history and some of the most popular intellectual properties in the world. They are led by Timothy Brown, multi-award winning designer and creative design director veteran with over 40 years of experience in the industry. In 2017, Ulisses North America was selected to create an immersive RPG for exploring the grim dark universe of Warhammer 40,000.

Ross Watson is the lead designer and product line manager for Wrath & Glory, Warhammer 40,000 Roleplay. Ross is an award-winning designer who, among numerous other credits, oversaw development of the Dark HeresyRogue Trader, and Deathwatch roleplaying games. His game design acumen and vast knowledge of the Warhammer 40,000 universe makes him the perfect choice for taking Warhammer 40,000 Roleplay into the Dark Imperium.

 

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Tessera Guild Editor’s Note – Some edits, formatting, and additions were made to this press release.

4 RPG Kickstarters Ending This Week – Quest, Champions Now, 5th Evolution, and Secret Agents of CROSS

There are a number of excellent RPG Kickstarters that end this week but I want to focus on four of them. From superheroes to fantasy, original systems to Savage Worlds, these four campaigns are worth your time.

 

Champions Now by Hero Games
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“Recovery and re-imagining of first-generation Champions role-playing.

The first wave of role-playing design was its own Renaissance, marked by greatness of all kinds. If you were playing then, you’ll remember. And if you weren’t, you’d be amazed at what that wave held. One of them was Champions, the Super Role-Playing Game.

Hero Games is proud to present Champions Now, to be created by pioneering game designer Ron Edwards, author of Sorcerer and co-founder of The Forge. Ron will revisit the original three editions of first-generation Champions (1981 to 1988), recovering the power of this foundational era of superhero roleplaying.

We know that time and tides went elsewhere. Fourth edition Champions and the Hero System have their own storied history beginning 1987-1989. Steve Long revised and expanded this body of work into the Hero System Fifth Edition in 2001, and then revised and expanded it again in 2009. There were lots of good books, lots of great games, and lots and lots of superheroing.

And that’s fine. Things change. Only… there is one little point, one observation, one wholecreative superhero subculture left back there in the past. One that just happened to rock the hobby to its foundations and train a whole generation of play and design, including a bunch of Big Ass Names who wrote the Big Ass Games you know well.

So our goal for Champions Now? To show you why the original Champions created by George MacDonald and Steve Peterson was actually just that good. To celebrate and recover that explosive quality. The final work will include best practices for the original rules and a new rules-set to bring their strengths forward, as well as practical essays about superhero comics and gaming.

It will also include you. See these people playing this game?

Right here is a very sketchy yet usable playtest document. We’re playing this thing right now and so can you. We want to know what you do with it! Pledging playtesters get serious props right there in the text, saying what they said and what it means.

Halfway there breaking news! Hero Games is providing the PDFs for Champions 3rd edition and for the supplements Champions II and Champions III to all backers at named tiers at the completion of the campaign. The playtest document was written assuming you’d have these in hand, and now you totally will, as of July 1.

That’s why you see that long delivery period – so you can play. This isn’t a pre-order for a prefabricated product that would have been pumped out anyway. The point of crowdfunding is inclusion, and this is how that happens.

Another example are Ron’s short videos, like this one, which initially appear as updates and are archived into a public resource at Adept Play. What you tell us about how you play and what happened – that’s what upcoming videos are made to address. If you want, you might even get to be in one!

Ron Edwards is a wanderin’ Californian who has wound up in Sweden. He is the co-founder of the legendary website The Forge, a creator-owned-game publisher site, and the author of some notions about role-playing. His previous works include Sorcerer, Trollbabe, Spione, and Circle of Hands. He won the second Diana Jones Award for “excellence in gaming” in 2002, and is the author and creator of this project.

Steven S. Long is a role-playing game author and one of the owners of Hero Games. He has written for numerous companies, including White Wolf Publishing, Pinnacle Entertainment Group, Steve Jackson Games, Last Unicorn Games, and Chameleon Eclectic. He has written, co-authored, edited, or developed over 200 RPG products. Steve will be assisting in the development and playtesting phase of this project.

Jason S. Walters is an author, essayist, and publisher best known for running Indie Press Revolution (IPR), a distributor of micro-published roleplaying games. He is also one of a small group of investors that purchased Hero Games in 2001, and serves as its CEO. He is the developer of numerous roleplaying games, including Champions Complete, Fantasy Hero Complete, and At The Hands of An Angry God. Jason is the publisher for this project.

Ruben Smith-Zempel was made in Oregon. He showed his creativity at an early age, charging his 3rd grade classmates 25 cents for paper and cardboard army vehicles (for the G.I. Joe’s, of course). Thus was born an artist who would never shy away from creating things important to his hobbies. Ruben has served as head graphic designer on dozens of RPG projects and will be handling layout and graphic design for this project.”

 

Egg’s Thoughts:

 

As a kid, the ads for the historic versions of these games always captured my attention creating a nostalgia for this campaign as much as the game itself. I want to see how this game plays today (and how this campaign plays 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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Quest: the roleplaying adventure game for everyone by The Adventure Guild
Ends on Sat, June 30 2018 12:00 AM EDT.

“Everything you need to begin an exciting adventure with your friends that you won’t forget

Quest is the roleplaying game for everyone.

If you’re completely new to this type of game, we’ll have a friendly conversation with you about how to play. Quest is fast, fun, and easy to learn. We hope to show you how intuitive and immersive storytelling games can and should be. And if you’re already an experienced player, you’ll find a surprisingly deep game with a refreshing set of modern rules.

This is a game about becoming an extraordinary person in a dangerous world. You’ll explore wondrous places, meet fascinating and mysterious people, witness magical events, and answer the call to go on an exciting adventure. What happens in this world is based on the choices you and your friends make.

Curious? Excited? Ready?  

Let’s begin.

Quest is a way to tell an exciting story with your friends. You don’t have to be an improv actor or a mathematician to be good at it – you just need to open your mind and use a little imagination. The rules of the game are intuitive and help you imagine where the story might go.

These are just some of the ways Quest will help you quickly begin your adventure, and potentially carry it with you for years to come.

The Friendly Guide. Everyone deserves to feel like a hero with their friends at the table, so we wrote a book that feels inviting. It’s not a textbook – it’s a conversation. Along the way, you’ll see a running dialog from a fictional group of players, to help you see how the rules of the game are used to tell the story.

The way it works is simple. Read the left side of the player’s guide to learn the basics, and if you want to learn a little more, see the right side of the book. Here’s what it looks like:

A page spread from the Quest Game Book
A page spread from the Quest Game Book

The Essential Deck. Quest features a deck of cards with all of the game’s special moves, so that you can reference them at the table without having to flip through a book. The Essential Deck makes it easy and fun to grow as a character. When you begin the game, you’ll start with a few moves that make your character special. As you grow during your adventure, you’ll get to collect more cards that tell you how to do amazing things.

Essential Deck cards showing Quest's 8 hero roles
Essential Deck cards showing Quest’s 8 hero roles

The Story Engine. Quest only uses a single (but powerful) die – the twenty-sided die, or “d20.” When the stakes are high in your adventure, rolling the die will help you imagine what happens. Sometimes you’ll use it to walk a tightrope, make a sweet move, or witness the results of an unpredictable spell.

You only need to roll once to see what happens. And if you’re really good at something, you’ll get a bonus. Then, you’ll check to see what the consequences are from an easy-to-remember set of outcomes.

The story engine keeps the game moving fast by letting you succeed a lot. But when you fail, the consequences will be meaningful. Every choice you make matters.

If you’re an experienced player and want to know more about Quest’s rules, check out our Kickstarter FAQ. Or visit our website for even more advanced details about our rules. 

“Quest breaks from the war gaming history of more classic tabletop RPGs to bring a more narrative driven approach both in and out of combat. I love D&D, but it is structurally, by the design and history of war gaming that it comes out of, a game that encourages players into the murderhobo mindset. Quest feels like a game that is trying push back on that inclination systemically. A lot of the spells and skills tend to be a bit more narrative driven which gives a lot more room for encounters that aren’t about just about killing monsters.”

– Andrew Simone, game tester

Spells that tell tales. We think everything you can do in a tabletop roleplaying game should be surprising and delightful. So we created skills and abilities with a focus on narrative and fun. Quest’s skills and spells – the special things your adventurer gets to do – are meant to inspire your own silly, dramatic and unexpected ideas. Here are a few examples:

There are over 300 spells and skills in Quest that you can learn and use. Follow us on Twitter to see more examples, where we’ll be posting more previews of Quest’s spells, abilities, and items every day.

Play a little, or a lot. You can play Quest just once, or a few times, with groups of any size. You don’t have to make a long-term commitment to play, and with our first adventure format, you’re not obligated to play every time your group meets; you can easily rejoin the story down the road, if you want. But for groups that want to tell an epic story over months or years, Quest is deep enough to let your character learn and grow over time.”

 

Egg’s Thoughts:

 

An easy, inclusive fantasy RPG that has, as of this writing, around 1,200 backers. I think they’ve found the secret sauce and that level of excitement alone is reason enough to check this out. Want more details? Dan Davenport hosted a Q&A with T.C. Sottek about Quest and has a copy here: https://gmshoe.wordpress.com

 

You can support this Kickstarter campaign here.

 

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5th Evolution: New Genres for Your 5E Game! by Limitless Adventures
Ends on Sat, June 30 2018 12:59 AM EDT.

“5th Evolution (5Evo) takes the wildly popular 5E game mechanics and applies them to new genres: super heroes, WW2, and 80s horror.

What is 5th Evolution?

5th Evolution (5Evo) takes the wildly popular 5e game mechanics and applies them to new genres. 5Evo products are a marriage of comics and roleplaying.

Learn more about 5Evo with this explainer comic!

Why 5E?

5th Evolution is intended for gamers who enjoy the 5E game engine and would like to use it in other genres. 5E is wildly popular, has been extensively play-tested, and is easy for new players to learn. Many players familiar with 5E are hesitant to learn a new system, and 5Evo allows them to explore new worlds and genres of play seamlessly.

What does this Kickstarter Contain?

This project is made up of three separate graphic novel-sized softcover books in three different genres: WW2, Super Heroes, and 80’s Horror. Each book contains three parts:

  • Part 1: the comic. Each 5Evo book opens with a comic that GMs will share digitally with their players prior to the gaming session. These comics serve to introduce the genre and setting, as well as to get players invested in the coming adventure.
  • Part 2: the adventure. The second section of each 5Evo book is a one-shot adventure, complete with pregenerated characters, that picks up where the comic left off.
  • Part 3: the source guide. Finally, the third section of each 5Evo book is a source guide that gives the GM the monsters, equipment, and characters to create their own adventures in that particular genre.

The Books

World War II – Set in North Africa in 1942, you’ll crew an M5A1 Stuart tank on a special mission during Operation Torch. This book contains the adversaries, equipment, characters, and vehicles to run a WW2 North Africa campaign with or without supernatural elements.

Source guide includes:

  • 4 American WW2 solider archetypes
  • Period specific tanks and trucks
  • Meticulously researched, period specific firearms
  • Customizable enemy combatants

Super Heroes – Set in Carbide City in the present day, you are part of a team of the super heroes trying to stop a gang of super villains wreaking havoc downtown. This book contains the super villains, equipment, and player archetypes to run a supers campaign.

Source guide includes:

  • 13 of Carbide City’s worst super villains
  • Customizable non-super enemies
  • Future tech equipment
  • 10 character archetypes

80s Horror Films – Set in the small town of Woodhaven  in 1985, you and your friends get in over your heads and uncover a dark plot while seeking a party. This book contains the monsters, equipment, and teen hero archetypes needed to run a horror campaign set in the 1980s.

Source guide includes:

  • 10 1980s horror movie monsters
  • Customizable non-monster threats
  • 6 teen hero archetypes & 6 variants
  • Variant rules for younger characters

Sample(s)

Download “No Going Back”, our free sample comic and adventure PDF.
Download "No Going Back" - a sample comic and adventure PDF
Download “No Going Back” – a sample comic and adventure PDF
View Boost full size by clicking the image below:
Meet "Boost" - A 5Evo NPC!
Meet “Boost” – A 5Evo NPC!

Note: This is not a stand alone game, these books still require DnD5e core books or rules from the SRD. We recommend 5thSRD.org.”

 

Egg’s Thoughts:

 

The 5e mechanics you [likely] already know applied to superheroes, soldiers, and 80s horror. If you’re a 5e fan, this will expand your table options!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Secret Agents of CROSS for Savage Worlds by Blessed Machine 
Ends on Sun, July 1 2018 12:59 AM EDT.

“Secret Agents of CROSS is a tabletop RPG where Catholic agents protect the flock from supernatural horrors, demons, and terrorists.

CROSS is a clandestine spy agency also known as the Catholic Response Organization to Strategize and Strike. CROSS was created by rogue Cardinal James McDonnell to take the Pope’s prayers and convert them into actions.  He and his command staff create missions to protect the flock from evil using cutting-edge technology coupled with saintly magic honed over 2000 years of history.

The CROSS organization was originally created as part of a Champions game years ago.   When I decided to create a setting around it, I wanted to capture my vision of an organization that only includes agents that are the best of the best.  They are the only people suited for the types of adversaries that they will face.  I wanted the players to feel like they were playing competent characters from the start.  When I discovered Savage Worlds, I felt that the exploding dice aspect of Savage Worlds along with the bennies system modeled that feeling. After a few sessions at Garycon, I knew this was the system for Secret Agents of CROSS.

Please note, you will need a copy of Savage Worlds to play Secret Agents of CROSS. You can find out more about Savage Worlds here.

You will receive the Secret Agents of CROSS book, a Savage Worlds setting in full color with approximately 170 pages of never-before-seen content.  This book is your guide on how the world of CROSS operates, how to make player characters, and how to run CROSS missions that are steeped in secret spy stuff, religious history, modern terrorism, and the supernatural.

For Players and GMs:

  • A brief history of Biblical events that affect the modern world of CROSS.
  • A detailed history of the creation of CROSS and the entire command staff.
  • 10 Roles for players to choose from to promote CROSS’s setting feel.  Optional rules to expand, create, or change Roles.
  • New Edges and Hindrances to help capture the setting feel of Catholic secret agents.
  • Over 40 unique weapons created by the engineers of CROSS.

For GMs:

  • Suggestions for how to handle the nature of supernatural things and how they are affected by normal and supernatural powers.
  • Suggestions for the use of CROSS in various genres including Fantasy, Horror, and Superhero settings.
  • Suggestions on how to provide the best gaming experience for each archetype.
  • Double-secret-GM’s-eyes-only section of secrets not revealed in the other chapters.
  • Over 30 powerful relics and artifacts to place into missions.
  • Over 30 adversaries to interact with your agents.  Some good, some bad, some hard to tell.
  • 3 complete missions for your agents to begin defending the flock.
  • A detailed mission generator.
  • High-quality color pdf and printing fulfilled with DriveThruRPG in standard 8.5″ x 11″ size.”

 

Egg’s Thoughts:

 

Pete Ruttman of Blessed Machine reached out over a month before this campaign began to share his enthusiasm for his game. The concept – literal warriors of Christ – is an obvious idea (D&D Paladins brought to today), yet it has only been lightly explored in the [largely secular] gaming industry. Since the engine is Savage Worlds, the question of deciding whether to back this or not becomes if you like that system and this setting for it.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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

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

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

 

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Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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

Origins Game Fair 2018 Article Roundup and Esper Genesis

To coincide with Origins Game Fair 2018 (June 13 to 17, 2018), I wrote articles spotlighting some of the games and personalities that were at Origins. Below is a collection of those articles as well as a shout out to Esper Genesis for 5e and Christopher Negelein (I didn’t get over to see the game but I still wanted to share it here because it looks amazing and easy to pick up for all D&D 5e players).

Esper Genesis

Esper Genesis for 5e from Alligator Alley Entertainment

“Esper Genesis is a versatile science fiction RPG and setting that uses the 5th edition rules of the world’s greatest roleplaying game.

Galaxies at war, high-tech gadgets and weapons, robots, aliens, starfighters, space cruisers, and ancient machines with the power to shape reality – All of these and more make up the core of Esper Genesis. Brace yourself for high adventure in hyperspace as you strive to make your mark within the great expanse!

 

Esper Genesis is a science-fiction tabletop roleplaying game powered by the 5th Edition rules engine and inspired by sci-fi greats such as Star Wars, Mass Effect, Phantasy Star, and Ghost in the Shell. Taking on the role of a galactic hero, you can forge your destiny within a universe of advanced technologies and hidden mysteries. Beyond just a bunch of mechanics, Esper Genesis is a powerhouse of awesome sci-fi that’s fully compatible and interchangeable with any official 5E product.

Heroic Sci-fi Roleplaying is the heart of this game. Like the core of 5E, Esper Genesis is just as focused on amazing adventures as it is with fast and easy mechanics. Exotic personalities, alien cultures, and galactic lore are woven together into the setting’s rich history. With a universe that’s immersive from beginning to end, every one of your characters is already part of a fantastic setting you can use to build your own cool sci-fi legend.

Create extraordinary personas from soldiers and spies with high-powered gadgets, to engineers wielding specialized rigs and robotics. Though there is no magic, gifted adepts known as “Espers” channel their cosmic energies through powerful devices, producing spectacular feats of gravity control, psychic ability, and the power to shape the very fabric of space-time.

And that’s only the beginning! Esper Genesis has a unique, adaptable rules system for starship combat. Strap in and blast through the stars in a ship of your own or as part of an ace crew in your party-owned and operated vessel. We’ve also developed an extended list of new weapons, armor, gear, and enhancements, all tailored to provide you with a full scale sci-fi experience.”

 

Egg’s Thoughts:

 

I missed this Kickstarter when it was going on, but 336 backers that pledged $24,313 did not. The short pitch – D&D 5e rules used for an epic sci-fi/space opera. If you know 5e, this is an option to take the rules from the dungeon and up into the heavens. If you don’t know 5e, the advertisements assure that “[y]ou do not need the D&D rulebooks or any other 5E product in order to play.” The core rulebook is available now as well as four free samples over at DriveThruRPG and they’re worth looking into.

 

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

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

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

 

* * * * * *

 

Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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

PRESS RELEASE – Gen Con Approaching Badge Sellout for Second Consecutive Year

Gen Con Approaching Badge Sellout for Second Consecutive Year
More than 90% of Convention’s 4-Day Badges Gone


INDIANAPOLIS (June 19, 2018) Gen Con, the largest and longest-running gaming convention in North America, has announced that it expects certain types of badges to sell out in the coming weeks as sales have surpassed the 90% threshold for its badge offering four days of admission to the show. The sellout of 4-Day badges will mark only the second time that this has happened in Gen Con’s 51-year history with the first sellout occurring in 2017. Prospective attendees are encouraged to purchase 4-Day badges quickly while limited supplies remain.

“Our goal at Gen Con is to provide the highest-quality experience possible for as many gamers as possible,” said David Hoppe, Gen Con President. “We continue to refine our operational planning for Gen Con each year, which has allowed us to increase the total quantity of 4-Day badges available. That said, we expect to sell out of these badges soon.”

The majority of Gen Con attendees purchase 4-Day badges; while single-day offerings provide more economical options to attend the show, including the convention’s new $15 Sunday-only badge. Children ages 10-and-under can attend for free with a child’s wristband option.

Gen Con 2018 returns to the Indiana Convention Center Thursday, August 2 through Sunday, August 5. Last year marked a historic milestone for the convention as it celebrated its 50th show, setting record attendance numbers and selling out for the first time in its history.

About Gen Con LLC
Gen Con LLC produces the largest consumer hobby, fantasy, science fiction, and adventure game convention in North America, Gen Con, The Best Four Days in Gaming!™. Founded in 1968 and acquired in 2002 by founder and former CEO of Wizards of the Coast, Peter Adkison, the company is headquartered in Seattle and the convention takes place each August in Indianapolis.

Media Contact for Gen Con LLC
Stacia Kirby, (206) 363-1492, stacia@speakeasy.net

4 OSR Kickstarters – NSFW – The Black Hack 2e, No One Warps for Free!, Advanced Labyrinth Lord, and The Peasants’ Fell Bargain

I just returned from Origins 2018. It was a blast meeting the folks that I write about, joining in the community, and gaming! One of the many games I played there was Eric Bloat’s OSR, Survive This!! Zombies! That inspired me to look at what OSRs are currently on Kickstarter where I found a few winners.

 

NSFW – This article is Not Safe For Work. OSRs are fun but they’re not without controversy and NSFW art so, dive in at your own risk.

 

The Peasants’ Fell Bargain: DCC™-Compatible RPG Adventure by Gaming Honors
Ends on .

“Role-Playing Game (RPG) Adventure Module Inspired by Classic Tales of Horror. Dungeon Crawl Classics(TM)-Compatible Zero-Level Funnel.

The Peasants’ Fell Bargain is a zero-level adventure compatible with the Dungeon Crawl Classics™ Role-Playing Game. Available in print or PDF and featuring twenty-eight action-packed pages, this fully-illustrated adventure inspired by classic horror tales will put your peasants to the ultimate test as they search for the Lord Stenorian’s missing son.

A Bargain of Fire and Blood

For generations your village has lived and worked in the shadow of the Stenorian estate, which sits perched like an ancient bird of prey on a promontory at the edge of the mountains. You eked out a hard living through logging, mining, or planting the rocky Stenorian lands. Each year you made the three-mile trip up the mountain to pay rent and tribute to the men-at-arms standing watch at the keep’s gate….The years went by, and nothing changed.

Now the Lord Stenorian himself has come, begging for your help. “My men are slain, my father is missing, and I have nowhere else to turn. My son! My son Michael is still hiding somewhere in the keep. Find him! Save him! Do this for me, and I will reward you beyond your wildest imaginings.” His eyes burn with a frightening intensity. “Hear me. Return my boy to me, and ask what you will. I promise you, if it is in my power, I will grant it.” These last words seem to echo inside your minds as visions of a new future for you and your family float before you.

Meaningful Choices and Motivations

The Peasants’ Fell Bargain invites you to be a hero—you are ten-year-old Michael’s only hope—or a mercenary. After all, Lord Stenorian promises you rewards beyond your imaginings: all you have to do is find the boy. No matter the motive, agreeing to serve Stenorian will bring you power you’ve never known.

But as the stories tell us, power always comes at a price, promises can be impossible to keep, and even the purest motives can lead to unspeakable evil…

An Adventure of Mayhem and Mystery

In the best tradition of Dungeon Crawl Classics™, Goodman Games’ incomparable system of classic RPG adventure, The Peasants’ Fell Bargain pits hapless gongfarmers and blacksmiths against monsters from their worst nightmares. You will test your pitchforks and slings against new and deadly adversaries.

At the same time, you will need to examine clues in the Stenorian manor to uncover the horror hiding behind the keep’s high stone walls. The mystery of the Stenorian family unfolds as your party explores the scene and pieces together the evidence. Handouts allow you to discover the story as you go—and what you learn may very well force you to reconsider your assumptions, your plans…

And perhaps even your promises.

Deals with the Devil: A New Game Mechanic

Like many classic tales, The Peasants’ Fell Bargain turns on a pact made between the PCs and a figure of awesome power. Adventurers who choose to strike a bargain with Lord Stenorian will be rewarded with powers determined by a d20 roll on the custom “Fell Bargain Table.”

This funnel also provides an alternate “Monkey’s Paw Table” for use in other adventures and campaigns. Like the story from which it gets its name, the “Monkey’s Paw Table” can extract a high price for the boons granted.

It is not for the faint of heart.

(Art in progress)

A Module Crammed with Content

The Peasants’ Fell Bargain is packed with 28 pages of adventure, illustrations, and game supplements, including “Encounter Cards” that judges can photocopy, cut out, and use to run combats.

Back our Kickstarter, and see what surprises await. With your help, The Peasants’ Fell Bargain will be a funnel you and your party will never forget.

So what do you say?

Do we have a bargain?

Say, what is this Dungeon Crawl Classics™ of which you speak?

Dungeon Crawl Classics™ is the amazing role-playing game from Goodman Games that takes you back to those all-night odysseys in your parents’ basement, when all a good adventurer needed was a map, a sword, and some guts, and all a player needed was paper and pencil, some dice, and imagination. Magic is mysterious and powerful, monsters are menacing and unpredictable, and Luck matters—A LOT more than min-maxing and statistical analysis. DCC takes the best parts of the game you remember and combines it with the wisdom gained from over fifty years of role-playing to create the one-of-a-kind experience that got you rolling dice in the first place.  If you haven’t checked out the rulebook, what are you waiting for?”

 

Egg’s Thoughts: 

 

At MomoCon 2018, I picked up Dungeon Crawl Classics from the Goodman Games boothDCC is an OSR that is gonzo awesomeness! Getting to start at zero-level with this adventure is worth checking out because it lets you really stretch your creative legs and build something fun.

 

You can support this Kickstarter campaign here.

 

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No One Warps For Free! by Kort’thalis Publishing 
Ends on .

“Yet another adventure for the Alpha Blue roleplaying game! Sleazy space opera that parodies many existing scifi franchises.

Hi.  I’m Venger As’Nas Satanis, author of classics such as The Islands of Purple-Haunted Putrescence, How to Game Master like a Fucking Boss, and Adventure Writing like a Fucking Boss.  What’s up?

I’m Kickstarting the Alpha Blue supplement Alien Ass, Hydrogen Gas, or Cosmic Grass… No One Warps For Free!  

Yes, it’s a silly title (a prominent member of the Kort’thalis Publishing g+ community, MoonSylver, came up with it), but it’s the kind of inappropriate, over-the-top, ridiculously awesome kind of thing that Alpha Blue excels at.

This book will be full-color and feature fantastic artwork.  I got the taste for color with Blood Dark Thirst and Battle Star: Trek Wars… now, there’s no going back!

Here’s a look at the interior layout for both the PDF and (CreateSpace / Amazon) softcover by Glynn Seal of MonkeyBlood Design.  He does awesome work and Kort’thalis Publishing is fortunate to have his services at our slimy pink and blue disposal.

What is Alpha Blue?  As I look around me, it seems the vast majority of RPG rules/mechanics are being swallowed up by either old standbys or the new hotness.  Well, this particular game is one of the few holdouts that hasn’t become a D&D clone, Fate thing, Apocalypse Powered, or Savage World.  And yet, Alpha Blue is vaguely similar to D&D, has a few story-game elements, and wild dice-swinging action.

Alpha Blue has been my most successful RPG line (that includes Crimson Dragon Slayerand The Outer Presence) – numerous supplements have been created over the last 3 years.  It’s rules-light (traditional and contemporary hybrid with d6 dice pools), juvenile, and a lot of fun.

Still curious?  Play a little choose your own adventure:   http://www.sleazyscifi.com/#/

For the most part, it’ll be adventures that parody established scifi franchises.  The amount of raunchy, gonzo comedy depends on individual tastes.  Not everyone is going to want to playAlpha Blue like a Star Wars porn parody – and that’s ok.  Many gamers only want a hint of 70’s era exploitation.  And not that you need it, but you’re given “permission” to mix and match less-hard scifi, such as Ice Pirates, Flash Gordon, and Heavy Metal with familiar pop-cultural icons.

Besides several scenarios (see the next few paragraphs), there will be tons of random tables – ice cream, menstruation, tattoos, and so much more!  Random tables are kind of my thang and nobody does them better (plus, I get crowd-sourcing help from dozens of contributors who love Alpha Blue and everything it stands for).  These tables can be used in multiple adventures, campaigns, and the comedic / gonzo / sleazy RPG of your choice.

  • Among others, the zenobites will be back in a Hellraiser tribute scenario called “Skinless and Horny.”
  • It’s spring break somewhere in the Federation, and college kids need transport from Margaritaville to Pina Coladaburg.  Wouldn’t it be a shame if convicts from a women’s prison broke out and tried to commandeer the PCs’ ship?  That’s a sexy mission if ever there was one.
  • Terrorists within the Interstellar Caliphate are strapping themselves with suicide vest explosives on their way to the space station of love – Alpha Blue.  Admiral Ackbar!  Let’s go kill those freedom hating, bastards!!!

There will be pre-generated characters for quick-start games like introductory demos, virtual tabletop, conventions, etc.

Optional rules, helpful suggestions, and neat mechanical bits and pieces will be interspersed throughout the text in sidebars.

Plus, new “classes.”  Really, these are just character concepts that will give you some idea of where your strengths and weaknesses lie. Here’s a quick overview…

Primitive Screw-head – you’re a savage barbarian and dumb as a box of space rocks.  But you can smash real good, intimidate those low-muscle cerebral types to the point of “pee fright,” and get in the way of delicate high-tech operations like nobody’s business.

Quantum Sorcerer – you travel the universe, casting spells for fun and profit.  Yep, you’re a magic-user among the stars.  Several new spells will be offered, though the system is so light-weight and malleable that official “spell lists” are unnecessary.

Bard – yes, that’s right.  The most useless adventuring profession in the universe – and you can play one!  Learn an instrument… or a thousand instruments (doesn’t matter, you’re still going to die horribly) and join the Guild of Performing Arts.  The GoPA will assign your bard to a special crew of hand-selected spacers who probably won’t eat you if the food runs out andmight not consider your instrument a portable latrine.

Space Ranger – you’re part of an elite team of highly unorganized cops protecting the innocent and hunting down the worst of the worst.  At one time, the space rangers were affiliated with the Federation – not any more.  The Federation has grown too corrupt to police itself, let alone the entire universe. You’re a vigilante with a badge!

This book will be 30 pages at a minimum.  See the stretch goals for possible extras…”

 

Egg’s Thoughts: 

 

Looking for a sleazy sci-fi RPG? Something simple system-wise, but full of sex tropes from the 70s and 80s? Venger Satanis, as always, has you covered. Since the Trinity of Awesome Returns, I’ve covered Venger’s Kickstarters. While he’s a font of RPG business wisdom and he’s published some of my first RPG work, he’s also said things I cannot co-sign, so promoting his OSR work – which is an unashamed system-light RPG love letter to the 70s/80s era of low-budget, sleazy sexploitation fantasy and sci-fi movies – goes from let’s-do-it to am-I-going-to-lose-friends-for-this. [For whatever it’s worth, Venger writes me pretty often to see if I’m still upright and drawing breath.] With that, let me share this RPG and let you make your own decision about his subset of OSR – he’s dubbed it “O5R” – that’s “[s]leazy space opera that parodies many existing scifi franchises”.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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The Black Hack RPG Second Edition by Gold Piece Publications
Ends on .

“The award winning, super-streamlined, oldschool fanstasy roleplaying game returns with its expanded, content packed second edition.

The Kickstarter for the original edition of The Black Hack funded in just 5 days, raising over 1000% of its goal amount – more importantly however, it marked the moment a small set of house rules evolved into a fully-fledged DIY rpg movement. Today, I’m proud to launch this new Kickstarter as another evolution in the life of The Black Hack — turning it into the most comprehensive and lightweight old school system available — with all the gorgeous layout, artwork and trappings that it deserves.

The engine and design behind The Black Hack (TBH) is a simple, straightforward game written in a logical conversational tone. It provides all the experiences you’d expect a traditional fantasy RPG to deliver without clunky rules getting in the way of the action and the emerging character stories.

TBH doesn’t force a trite grand fantasy setting upon the players either. Instead it comes accompanied by a full-suite of tools flavoured with old school fantasy sensibilities – culminating in a game that provides a foundation of preparation or improvisation for the imaginations of the GM and the players.

Peter Regan of Squarehex/Gold Piece Publications has assembled a legendary team to support the writing and design of the game. Artists Karl Sternjberg, Sean Poppe and Jeff Call will be providing detailed, evocative, old school art to fuel the readers’ imaginations and Pookie will be providing editing duties to ensure the writing and rules are water tight.

The beta document has been written, laid out and is going through final playtesting sessions – now all we need to do is have it looked over by an editor, commission the final pieces of monster artwork and print it, which we aim to have done by October. If you pledge at a level that comes with print version of the main rulebook you will gain access to the production ‘beta’ document as soon as the project funds are transferred (normally 2 weeks after the project funding period ends). Thank you for taking the time to read this, but most of all thank you for sharing and supporting this campaign and the DIY RPG movement.

– David Black

The Black Booklet – ‘Quickstart rules for players’ 300gsm matt laminated cover, 170gsm silk art pages.

The Black Hack – ‘All the rules, all the things’ Hardback matt laminated cover, 120gsm internal pages, black end papers.

The Black Hack – ‘All the rules, all the things’ Hardback with cloth/silver foiled cover, 120gsm internal pages, black end papers. Kickstarter Exclusive.

GM’s Screen – ‘Inspiration and GM tools’ 3xA5 panels 300gsm matt laminated card.

Illustrated Character Sheets – Double sided a4 OSR style playbooks, one for each class.

The Black Box – ‘Goodies’ Matt black 1.5mm board with a silver foil printed lid. Dimensions are: 230x165x50mm. Dice are opaque black with white numbering. The dice pouches are black velvet. The pencils are matt black with black wood and black erasers printed in white.”

 

Egg’s Thoughts: 

 

I reviewed the Basic Hack, which is born from the Black Hack. My editor at EN World, Chris Helton, reviewed the first edition of the Black Hack and praised it. I’ve read endless good things about it and talked to Eric Bloat about it during Origins where he said he is backing the new edition. When a successful OSR publisher backs your product, it speaks volumes.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Advanced Labyrinth Lord by Goblinoid Games
Ends on .

 

“Fans have been demanding a combined Labyrinth Lord/Advanced Edition Companion book for a long time…here it is!

Advanced Labyrinth Lord

Labyrinth Lord was first published in 2007, and for over 10 years has been one of the premier old-school “retro-clone” games. Its wildly popular supplement, the Advanced Edition Companion, adds all of the “advanced” first edition options for Labyrinth Lord, all while keeping compatibility with the B/X basic fantasy game.

For the first time, Labyrinth Lord and the Advanced Edition Companion will be seamlessly combined into one volume! Fans have been asking for this for several years, and it is my pleasure to make it happen! All of the basic and advanced options, magic items, and monsters will be brought together under one cover for easy reference.

Here are some facts about the combined book:

  • This is not a new game.
  • This is simply a combined book.
  • You will still be able to separate “basic” from “advanced” game options.
  • Much interior art will carry over from the original books, but new interior art will be featured in addition.
  • This combined book does not replace the current separate books. Those books will remain in print.

 

Egg’s Thoughts: 

 

This book is a combination of two OSR books, not a new edition of LL or a new game. Clearly, there is a market for this as fans are pledging. Never heard of Labyrinth Lord and want to try before you buy? Find free versions of Labyrinth Lord: Revised Edition (no-art version) and Advanced Edition Companion (Labyrinth Lord, no-art version) here so you can decide for yourself.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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

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

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

 

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Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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

Origins Game Fair Spotlight – Halls of the Nephilim

There’s a game creator and <gasp> blogger out there, playing RPGs with Eric Bloat at Origins Game Fair 2018 and writing posts about using Bloat Games Survive This!! Zombies! with the movie The Stake Land, or stat’ing at the monster from the short film, The Birch. Be on the lookout for Justin Ryan Isaac of the PunVerse blogspot and Halls of the Nephilim as he’s got some clever ideas for games for fans and can be a solid promoter for game creators.

 

 

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

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

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

 

* * * * * *

 

Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

 

* * * * * *

 

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

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

Origins Game Fair Spotlight – Amora Game

Greg LaRose, owner of Amora Game, and TentacleGreg on Open Gaming Network (where I write some articles), is roaming the halls of Origins Game Fair 2018 looking for games to consume. I did an interview with Greg during his Art of War Kickstarter. Check out previews of AoW for 5e here and for Savage Worlds here as this Kickstarter will be relaunching with some nice improvements in the near-future. And, if you’re at the con, find Greg and talk to him about AoW and his other games.

 

 

Have You Seen This Man? Greg LaRose is armed with a dice bag and the Art of War

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

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

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

 

* * * * * *

 

Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

 

* * * * * *

 

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

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

Origins Game Fair Spotlight – Fates of Madness, an RPG Card Game

It’s another day of Origins Game Fair 2018 and another game worth checking out! This time Legendary Games and Mythica Games are showcasing Fates of Madness on Kickstarter [below] and at Origins. Are you at Origins? Because designer Jimmy Sanders is demo’ing FoM there. As well, there are sessions of the Legends of Draxia card game and the Draxia RPG from Mythica Games.

 

Fates of Madness, an RPG Card Game by Legendary Games and Mythica Games
Ends on .

“A cooperative RPG adventure card game based on the Gothic Campaign Compendium. Plays Solo or up to 5 Players!

Fates of Madness is a cooperative role-playing light adventure card game based on the popular Gothic Campaign Compendium by Legendary Games with game design by Mythica Gaming.

This diceless game is varied by the use of Fate cards and skill level to determine success or failure. This horror themed adventure is the first joint project between Legendary Games and Mythica Gaming.

The game is comprised of two sizes of cards, Tarot sized and Poker sized. You will find the following in the base game but we hope to reach all stretch goals.

Tarot Size Cards

  • 6 Character Cards
  • 4 Character Hit Point Tracker Cards
  • 13 Location Cards (7 Scenarios and 6 Monsters)
  • 5 Boss Monsters Cards
  • 1 Monster Hit Point Tracker Cards

Poker Size Cards

  • 27 Fate Cards
  • 16 Equipment Cards
  • 20 Potion Cards
  • 14 Treasure Cards

Characters in the game

  • Agrimar Vaskel, Male half-orc paladin
  • Dominnia Vorsaife, Female human wizard
  • Eilinica Ziorec, Female elf cleric
  • Ereviss Cierdel, Male elf bard
  • Jevalt Ardain, Male human inquisitor
  • Merenso Kull, Male half-elf ranger
  • STRETCH GOAL LOCKED: Xiuj Hak Leyng of the Seven-Ghost-Needles, Male middle-aged human alchemist
  • STRETCH GOAL LOCKED: Ysabot Vaskel, Female human Witch

Locations in the game

  • Abandoned Laboratory
  • Crumbling Gazebo
  • Crypt
  • Derelict House
  • Graveyard
  • Grimoire
  • Ruined Castle
  • Swamp, Foul Needler
  • Cave, Adomination
  • Misty Grasslands, Barghest
  • Abandoned Dress Shop, Possessed Manikin
  • Ancient Battlefields, Animated Armor
  • Deep Forest, Jabberwock
  • STRETCH GOAL LOCKED: Farmer’s Field, Barbed Devil

Boss Monsters

  • Black Behemoth
  • Body Thief
  • Devil Beast
  • Drider
  • She Devil
  • LOCKED: Alternative Boss Monster”

 

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

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

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

 

* * * * * *

 

Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

Interested in being a wanna-lancer? Start with the official Wanna-lancer Checklist t-shirt or wall clock or ice tea glass!

* * * * * *

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

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