PRESS RELEASE: Acheron on Kickstarter

Acheron

“They say whoever controls the flow of history, can write the future. For centuries, The Council has curated the past. But now they are silent, the Reclamation Act ratified, and history once again open to study. The future has yet to be written and the pen is in your hands.”

Kickstarter Link – https://www.kickstarter.com/projects/acheronrpg/acheron-a-grimpunk-tabletop-rpg

What is Acheron?

  • At its core Acheron is about sacrificing your humanity, both temporarily and permanently, to fight against the horrors that inhabit the world. Whether they be cultists, madmen, beasts, or the strange Outsiders.
  • Mystery, monsters, and magic collide in this 1930s era setting where The Government controls the path of History, Factions war for resources, and The Wall looms forever upon the horizon.

Mechanics

  • We think tabletop role-playing should be just as focused on Roleplay as it is on combat.
    • To that end we have implemented a free-form progression system that allows players to build nearly any character they can imagine, from a blind telekinetic to a Demon infested pacifist.
    • Merits and Flaws allow players to spend or receive experience to gain major, character defining bonuses or detriments.
    • A realistic Sanity system allows characters to experience three major categories of trauma: Moral, Violent, and Supernatural. It also allows them to regain sanity through different means such as comradery with friends and psychological treatment.
      • Our Sanity system reflects the fact that this is a mature game with mature themes. It’s important that Players and Game Masters have the opportunity to explore these themes but should also be aware of their potentially triggering nature.
    • There is a huge range of the types of characters that can be created and how they may progress and evolve throughout a campaign will always be different.

 

  • Simplified Realism informs all parts of Acheron. This has led to the implementation of deadly, gritty combat and creation of a believable world and cultures.
    • On average a player starts with 6 health, and a 9mm pistol deals 1d10 damage.
    • Cover and armor play a large roll in combat. Without taking them into account one will surely parish.
    • Many weapons can penetrate armor and cover can be destroyed.
    • A large variety of statuses, both physical and mental, can change the flow of combat and a game session.
    • No one enjoys their character dying due to an unlucky roll, however. So, we’ve implemented a Die Hard system where players can choose to take permanent flaws to keep their character alive.
    • Magic and Mancies (Mancies are akin to sorcery in other settings), are an integrated part of the world and can be used for both Roleplay and combat.

Inspirations

  • Call of Cthulhu, Lovecraft, and Cosmic Horror
    • Bloodborne is an amazing game with an amazing atmosphere. It inspired a major faction in the world (The Hunters Guild) and many of the more classical monsters in our world.
    • Call of Cthulhu has had many iterations but it’s use of Sanity as a primary concern for players inspired us to iterate and bring it to the forefront of Acheron.
    • Lovecraft and other Cosmic Horror was the basis for the Wall, planes of Magic, and Outsider enemies within the world. Giving our setting a strangeness that cannot be understood or fathomed by normal people without suffering madness.
  • Strong foundation from Dungeons and Dragons 3.5
    • 3.5 D&D set the standard for d20 based tabletop roleplaying games. It influenced our core stats and the way skills function and progress in the game.
  • World of Darkness/Chronicles of Darkness
    • World of Darkness was the foundation of our free-form progression system and using experience points to create and advance your character.
  • Dishonored and the SCP foundation
    • Dishonored has an atmosphere we wanted to give to our world, where even the city streets can be oppressive yet there is still a wealth of culture, history, and sense of discovery.
    • The organizations and large body of work the SCP foundation has produced inspired a lot of the secretive aspects of our Government and other factions.
    • Both Dishonored and SCPs were huge influences on our Outsider enemies which can at times be stranger than the Eldritch horrors which roam the world.
  • The Witcher 3
    • The monsters in the Witcher all have a weakness you can exploit if prepared, we wanted to emulate this fact to give the enemies you fight more depth.
  • Numenera
    • Value of simplicity in gaming and putting the focus on Roleplay.
    • Numenera also influenced the way characters level up in Acheron. Instead of getting experience from every monster killed or objective performed you gain it for completing milestones along a quest.
  • Science and History
    • Our core team is composed of a Biologist, Engineer, and Anthropologist. For these reasons we have focused on crafting systems and lore that are realistic and believable. Many historical events, such as the Civil Rights movement, suffrage movement, and Anarchism movement of the early 20th century as well as the governmental reaction to those movements were huge influences on the world of Acheron. As were the industrial revolution and tycoons of the time.

The World

  • Acheron is set in a 1930’s era world dominated by a singular Government and many powerful factions.
  • The totality of the world is surrounded by a massive Wall, thought impenetrable until the Breach which erased centuries of progress and loosed countless horrors into the world.
  • The world is broken up into Districts, all ruled by the Government. However, each has its own Governor, laws, culture, and systems of governance.
  • At the center of the world, in the Central Districts, most do not believe in magic or monsters while those on the fringes of society know the truth about magic, or at least a part of it.
  • History has been covered up and curated since the Breach. Now is the first time it is legal to study the past. This has led to a new age of adventure and societal renaissance. The Reclamation Act, our inciting incident, is the driving force for this shift in culture.
  • Magic has grown stronger in the world after the Breach. All domains of which have their own flavor.
    • Arcane – Anti-magic, direct damage, and buffs for allies. Uses the Arcane energy found in Ley Lines which crisscross the world.
    • Fay – Situational and sly. Controls the lines of fate and allows for trickery and rerolling failed checks.
    • Spirit – As varied as nature. Spirit magic allows for many play styles and has three modifiers for every spell based on the leaves, trunk, and roots of the world tree.
    • Demonic – Fast and dirty. Demonic magic is about hurting the enemy more than you hurt yourself.
    • Eldritch – Terrifying for both the caster and enemy. Sap Sanity and tear at the mind of your enemy ignoring the mundane defenses people surround themselves with.
  • Mancies are inhuman abilities that allow seemingly normal men and women set fire to buildings, persuade even the most stubborn enemy, and move objects with their minds.

“Though the majority of citizens don’t even believe in magic, magical ability is possessed by many in the world of Acheron. Many different organizations and peoples have differing ideals concerning the use of magic. Some say it’s not real but are still cautious and hateful of anything they can’t understand while others believe in its existence but believe it is a corrupting force used for evil.”

The Races

Three “Races” inhabit the world of Acheron: Humans, Darkleechers, and Soulmenders. Each with their own pedigrees.

Humans:

  • Diverse of heredity and place of birth but largely uniform in overarching culture since the Governments rise to power.

  • Creative and curious humans have an eye constantly towards the future. 

  • Humans have many outliers and no singular direction of action unlike other pedigrees such as the Ellsons.

War Born:

  • An ancient, tribal people who manage to retain slivers of their unity even under the boot of the Government. 

  • War Born honor and express their heritage though they know little of it.

  • War is ingrained into every facet of their society from dance and storytelling to education and play. 

Grey Blood:

  • The most diverse of all great families, the Greys believe in passion. Marrying, generation after generation, to the most brilliant and ingenious minds of the age.

  • Estranged and odd compared to their counterparts, the Greys are generally seen as outsiders by the masses despite their diversity.

  • A great stain blemishes the Grey bloodline, the opening of the Breach by one of it’s once most enlightened ancestors.

Ellson House: 

  • Older than the Breach and Government, the Ellson house has stood the test of time.

  • Closed off and suspiciously similar of feature, this family has kept itself in power by controlling the majority of banking across nearly all districts in Acheron.

  • Aristocrats often thought to be stuck in a bygone age, the Ellsons play for future reward, never allowing themselves to be bogged down by today’s issues.

Gripes of the Church:

  • Gripes are children born to those in the Twin God’s clergy.

  • Raised as servants of the Church they may become priests to spread the holy word or Pariahs to protect the faithful.

  • Those among the Gripes with gender neutral features are prized and hermaphrodites honored as the highest human form of Nyx, goddess of chaos, and Darium, god of order.

Exalted:

  • Exalted were once outcasts, lepers, plague victims, outlaws, and banished. Their exile under the shadow of the Wall has twisted and mutated them for generations. Now they are barely recognizable as human in origin.

  • Often Exalted will form conclaves and extensive “families” that perform the dirty work in civilized society others shy away from. Primarily this takes the form of great executioner lineages.

  • Now, with the Reclamation Act passed, Exalted may walk city streets freely for the first time in memory and become a greater part of the society they’ve been shunned from for so long. 

Fae Darkleecher:

  • Colorful of skin and personality, Fae Darkleechers are often outgoing and boisterous which their subculture reflects.

  • Known as the most exotic Darkleechers the Fae often integrate freely into human society where invited or live among Darkleechers as artists, philosophers, and intellectuals.

  • Their natural connection with Fae magic and Line of Fate make them quite crafty and drawn to mysticism such as horoscopes and fortune tellers.

Spirit Darkleecher:

  • Spirit Darkleechers are as diverse both in looks and culture as nature itself.

  • Often these Darkleechers are known for their wisdom but are also known as feral and dangerous among many closed-minded human groups.

  • A deep connection with the natural world and spirit realm give them a great amount of empathy for all living things but can also lead to a stoic cold heartedness for humankind.

Demonic Darkleecher:

  • The most human, both in looks and culture, Demonic Darkleechers are often seen mixing freely between both Human and Darkleecher society.

  • Generally they work as businessmen, lawyers, accountants, and managers. But they are also known for propping up the Freeman family with their hard, back breaking work in factories and fields.

  • Connection with the Demonic plane has given these Darkleechers a strong constitution and that constitution has allowed them to garner a strong sense of community.

Eldritch Darkleecher:

  • The most alien of all Darkleechers, the Eldritch cousins are often positioned deep within Darkleecher society or at the fringes of Human society. Although this is often not by choice.

  • Sly and suspicious due to their connection with the Eldritch plane they also have great insight into people, places, and all things unseen by other eyes.

  • These Darkleechers see themselves as doing the dirty work others do not in many cases, acting as fixers, assassins, and smugglers. However, this is just as often not the case.

Soulmender:

  • Soulmenders are not truly a race of their own and instead are born by capturing a soul within a Soulmetal phylactery. This soul can belong to a Human or Darkleecher.

  • Once the soul is captured however, the being loses all memory of who they were and what they have done. Some skills remain but the mind is blank of all connections.

  • This blankness leads many to call Soulmenders monsters while others welcome those saved from death as dear family and friends.

“Darkleechers appeared shortly after The Breach; hundreds of thousands washed up upon the shores without any memory of where they had come from or who they were. The Human population was split on the issue of what to do with them in many places, while others chose to treat them as a pest to be eradicated. Most people thought that Darkleechers were a dark omen, marking great misfortune to come. There were riots in the streets, mass lynchings, inhumane experiments by science cults, and a wave of mass hysteria. Eventually, the Government intervened, resulting in the First Race War. This treatment molded Darklenchers to distrust, to hate, and to become more cunning than the humans who terrorized them.

Factions

The Government: The Government is run in name by the National Republic House, which consists of five representatives from each District (Anarchist or otherwise). In reality it is ruled by the Council of Thirteen, never seen but always felt. The Council influences everything though Cerberus, the heads of the Agents, National Police, and Paranormal Research division. On the whole people trust the Government in the Central Districts, however Anarchy brews everywhere, and allegiances to the Government are weak in Districts dominated by other factions. The Government would never admit openly that many place their loyalty elsewhere and does what they can to curb dissenters at every level. The Government fights against disorder, watches the Mages, chains the Mancers, and makes sure the nightmares of the world remain at its fringes.

Church of the Twin Gods: When the Martyrs gave their lives for Unity no one thought the Church of the Twin Gods would be the result. However, hundreds of years later the followers of Nyx, Goddess of Chaos, and Darium, God of Order, find themselves sharing the same roofs and working side by side to spread the teachings of the Twin Gods. These teachings are canonized in the Central Districts but more fringe Darium and Nyxian cults can be found in many townships and cities preaching radical beliefs. On the whole the Church values balance of person, where both God and Goddess have equal influence. Therefore, many within The Church try to make themselves more androgynous and hermaphrodites are praised and groomed with care by clergy.

Greys: A lineage born out of pragmatism, the Greys are a family who have become the leaders in industry, science, medicine, philosophy, art, and more. It is through marriages to the most brilliant and dedicated people, generation after generation, that this dominance has occurred. Grey’s attempt to breed with whoever is a protege in their field, no matter what that field is. For this reason, the Grey family is highly mixed in race and social origin. Even Darkleechers and Exalted have made their way into the Grey family. Pragmatic, brilliant, odd, eccentric, dedicated. All these words can be used to describe the Greys. Brutal, absentminded, and unethical are also words that describe many in the family.

Ellsons: An old family, so ancient in origin their history has been lost even to themselves. Ellsons own the majority of banks in all Districts. This gives them the finances to stay in power, even in places where they are unwanted. Generationally minded, they’ve invested in mining precious stones and metals, acquiring art and artifacts, and most recently historical research. Many branches spread out from the Ellson tree, but they all share the same trait of cold calculation that has kept them on top for centuries. They enact their power through their banks, schools of Mathematics, and Tax Collectors – persons trained since childhood to calculate risk and reward on a deadly level and see that debts are paid in gold or blood.

Freemen: The Freemen fought long and hard for their place in the world. Darkleechers who unified after several bloody wars with humanity, the Freemen hold the major crop producing Districts in Acheron. With permission from the Government of course. They value their space, preferring to live a more rural lifestyle. Art, history, and a varied culture are important to the Freemen who feel they have been suppressed for generations. Segregationists mostly, the Freemen live their lives outside the Central Districts farming, fishing, shipping, and more. This, and their innate connection to the magical planes, makes them more likely to partake in magical rituals, spirit healing, and other customs many Humans generally don’t believe in.

Historians of Galilee: An ancient cult of Historians and Researchers. They are perhaps the only group as Dogmatic about studying ancient artifacts and technology as the Greys. While the study of history was banned for generations the Historians of Galilee disobeyed, researched, discovered, and were executed for it. Now that the Reclamation Act has passed and History is open to study once more, many have joined the ranks of the Historians. Universities of all types employ their ranks as professors and researchers, many of which had never been a part of the group, at least officially, until recent years. Their dogmatism is feared by many who think history should be laid to rest, and the Church of the Twin Gods see them as a religious cult. On an individual level however, the Historians seem to want one thing above all else, truth.

Hunters Guild: Many in the world think monsters are just bedtime stories, things that people made up because of too many nights spent in the dark. But Hunters know beasts roam the world and do everything they can to fight against them. Those from all walks of life become Hunters. Many Greys, Ellsons, Servants, and Farmers have walked the same halls, hunted the same game, all without care for their previous station. Hunters keep the world safe in a way the Government attempts to, but too often fails at. Many powerful people fund the Guild or are a part of it. They operate within the law, mostly, but don’t let anyone stand in their way if a Beast needs to be slain.

Wexler Investigation Agency: A relatively new faction on the playing field. The Wexler Investigation Agency gives smaller factions the strong-arm big players have always enjoyed, for a price of course. Their ranks are ex-cops, private investigators, magicians, Mancers, and even Exalted. The pay is good and morals loose. While they would never admit it, the Wexlers deal in death just as much as security and investigation. However, many of their rank still have clean hands and those who don’t get lost in the crowd, buried in bureaucratic anonymity and red tape only Government Agents can cut through with ease.

Game Size and Content

  • Acheron’s Core Rulebook aims to be an all-encompassing package.
    • This includes what would normally be found in a “Players Handbook”
    • What would normally be found in a “Game Masters Guide”
    • And what would normally be found in a “Bestiary”
    • A dozen pre-generated characters
    • And at least one Module and game hooks to get players started.
    • We would like to include more extensive expansions in the future but are focused on making a complete package out of our core rule book.
  • We also aim to deliver gorgeous character art, environmental art, and maps.
  • In addition to all the above content we have a list of extensive, optional rule which can increase and decrease the difficulty of different aspects of the game according to what Game Masters and Players prefer.
  • In the same vein, we have done our best to make sure different mechanics, such as Magic and Mancies, could be cut away completely while still allowing Players and Game Masters a complete experience. We did this because we know many like to play games in their own worlds and while the setting is ingrained with our systems, we also wanted to make our systems portable.

Types of Games Acheron is Suited For

  • Acheron, as mentioned above, is a mature game. This is due to the themes that are in the world. However, we also focus on fun and think a lot of different game types can be enjoyed by players in our world.
  • Adventure: History is open to rediscovery! This opens a lot of doors for daring, Indiana Jones like adventures where you’re trying to beat other groups, or even whole factions, to the punch.
  • Mystery: Magic, Mancies, and even typical abilities lead to many options for mysteries. We have ghosts, artifacts, monsters, murders, organized crime! If it can be investigated, we have it covered.
    • On this note our abilities, monsters, magics, etc. can all be mistaken for others by design. This makes it necessary for players to investigate even if it’s a quest as simple as “a monster is terrorizing this village.”
  • Horror: There are a lot of different settings and creatures in the world. Many cults and madmen. Horror of almost any type can be played in Acheron and the Sanity system, we believe, does a good job of allowing whole campaigns to be Horror based with little to no combat.
  • Thriller/Spy: With the many factions, abilities, and roleplay options in Acheron we think that thriller and spy games are a great fit! While PvP is not necessarily promoted in our system we do keep it in mind while balancing so double or triple crosses can happen while playing games where factions are at war, even if the war is cold.

Kickstarter Link – https://www.kickstarter.com/projects/acheronrpg/acheron-a-grimpunk-tabletop-rpg

About Dark World Studios

Dark World Studios is an independent game developer with a small core team of three individuals. We are a Biologist, Engineer, and Anthropologist. Our backgrounds inform the worlds and systems we create. We also have a support network that includes several artists/play testers with their own informative backgrounds such as ex-military and geology. While Acheron is our first major project, we’ve had experience designing other, forever unknown worlds and systems, both independently and together. It is our hope to deliver an intriguing and fresh experience to both new players and veterans alike.

PRESS RELEASE: Get Spooky this Halloween, back the Gruesome Ghoulies™ RPG Kickstarter

Concord, CA — October 1, 2020 – Randy Angle launches the Gruesome Ghoulies™ RPG Kickstart campaign, visit www.gruesomeghoulies.com. Gruesome Ghoulies™ is the spooky tabletop role-playing game of cartoon hijinks. Be a ghoul. Solve mysteries. Drive a hot rod. Play in a rock & roll band. Inspired by the cartoons and kid’s sitcoms popular in the 1960s and 1970s.

Originally a one-page RPG submission for a gamejam on Itch.io, this 64+ page version will have more gameplay, adventures, and spooky artwork and only possible with the support of Kickstarter backers. You can play the FREE one-page RPG version this Halloween – link on the Kickstarter page

This funny, non-violent game of slapstick cartoon hijinks uses a fast resolution system called, VERSES ROLL. It is easy to generate a new ghoulie character and be playing in a schtick (a cartoony adventure) in minutes. This makes Gruesome Ghoulies™ RPG the perfect holiday one-shot game, pick-up game when a party member is missing, or for convention fun.

About Randy Angle

Randy Angle, the Grand Poobah of Hoppsbusch, is a game designer and imagineer on over 100 video games, toys, and tabletop role-playing games. In a career spanning more than 40-years and working on brands like: Star Trek: The Next Generation, Top Gun, LEGO, Lord of the Rings, Dungeons & Dragons, Nicktoons, CLUE, SpongeBob, Scooby Doo, Zorro, Deal or No Deal, 1 vs 100 and many original titles. Hoppsbusch was founded 37-years ago and is Randy’s self-publishing business where he makes tabletop RPGs that are SMAFF: Smaller, Faster, and Funnier. For more information please visit www.hoppsbusch.com.

PRESS RELEASE: Andrews McMeel Publishing Launches Flames of Freedom Kickstarter Campaign

Kansas City, MO (October 5, 2020) – Andrews McMeel Publishing (AMP) announces the launch of a Kickstarter campaign for Flames of Freedom:  Grim & Perilous RPGeffective October 5 – November 4, 2020. Backers of the campaign will have the opportunity to gain early access to game material, play in their own quickstart scenario, and contribute to Flames of Freedom custom incentives.  An American Gothic horror role-playing game, Flames of Freedom is powered by ZWEIHÄNDER RPG.

“We are excited to be a part of this collaborative venture, with Daniel D. Fox leading an exceptional, diverse team of developers to bring Flames of Freedom to life,” said Kirsty Melville, president and publisher of AMP.  “The Kickstarter campaign will enable us to enhance the immersive experience, generate engagement and excitement with players, and augment the experience beyond the publication of the book, slated for release in August 2021.”

Flames of Freedom is set at the dawn of the American Revolutionary War of 1776, as a tangled web of conspiracy spans North America. In the war for survival, creed, color, culture or gender do not matter – all stand together – as the Rebels take up arms against the British Empire. But even as the Revolution has begun, something far more mysterious is brewing in this treacherous world.

Agents of the occult entreat both the Continental Army and Loyalist Red Coats. Freemasons conspire in the City of Brotherly Love. Maryland is in the throes of a witch hunt by the Knights Templar. Amid the chaos, other grim fairy tales have emerged populated by witches, devils, ghouls, and an ancient enemy seeking to consume all.  In this land, players’ grim & perilous tale hangs in the balance – to conquer – or be conquered.

Thoroughly researched by Richard Iorio and enhanced by an exemplary development team led by Fox, Flames of Freedom explores a range of cultures beyond traditional European influences of early America. With considerable attention and diligence, the game was designed, developed and produced by a multicultural team of diverse identities, beliefs and orientation, with Black cultural consultants, Indigenous writers of the nations represented in the work, and RPG safety and trauma experts contributing to its creation.

About Andrews McMeel Publishing
Andrews McMeel Publishing is a division of Andrews McMeel Universal, a global, independent and integrated media partner to creators of inspirational content, comics, and illustrated humor. It distributes creator content through global syndication; book, calendar and greeting card publishing; digital consumer experiences; and entertainment licensing.  For more information, please visit andrewsmcmeel.com.

Interview with Wishful Thinking’s Jack Raines

A little while back I ran across a comic on Kickstarter that just spoke to me: Wishful Thinking. The story was about a ex-Genie who becomes a wish consultant. That Kickstarter went on to fund, and now Wishful Thinking is back with their second issue on Kickstarter.

Jack was kind enough to take a few minutes and let me pester him with questions.

At what point did you sit down and think “I want to be a comic writer?”?
When I was a senior in high school I finally got my license. It was during the same year I learned my small southern town had a comic shop! I hadn’t read a comic in years, at the time I was more interested in manga just cause it was more available online at the time. So when I stepped into my LCS for the first time I was greeted with a wealth of cape comics (superhero comics are my FAVORITE), most notably Mark Waid’s Daredevil, Scott Snyders Batman, and Matt Fractions Hawkeye. Their ability to weave imagery with narrative made it hard to put those books down. When I learned Scott Snyder would be in Charolette for HeroesCon I just had to go.
There I met so many creators both professional and independent that were more welcoming than I could believe. Everyone was so down to Earth and there to showcase/talk about what they loved. It was then I learned that anyone could be in this business, and that’s when I started practicing turning my story ideas into comic form.
I’m a big fan of all those comics, too! And Mark Waid’s run on The Flash is by far and away my favorite run on the character. Who inspires you? Or do you have a favorite writer/artist or creator?
Scott Snyder has been both my favorite creator and biggest inspiration. Everything connects in these wild stories he puts out in such a complete way, all while being a total class act with his readers!
How do you manage your daily/family life with your creative work? Is this your 9 to 5 or is this your 10 to 2?
It’s hard, especially now that I’ve started working 3rd shift and going to school. My biggest key to success is writing down a list of things to do each day. I try to go for 4 things max, and plan my week accordingly. I have a white board next to my desk for this purpose. If it’s been written down I get a sense of satisfaction from crossing it out, and it keeps me from feeling overwhelmed. Doubt I could do what I do without a calendar of some sorts!
I do much the same thing with my to do tasks, but sadly the thing that probably is the hardest to figure out is promotion. It’s often difficult to get word out about independent comics. What do you do to market and promote your books? Anything work really well or really poorly?
Social media is tough for me. I’m moreso a lurker than anything else so it’s been a challenge getting myself out there. So far my biggest success social media-wise has been on Instagram, but even then it’s hard to fight against the algorithm to get the word out there. My mailing list has been the best and my most favorite way to connect with readers. It feels more personal which allows me to write more about what these projects mean to me as well as what I’m up to.
What’s your process look like when you’re writing? Do you go with the full outline? Or are you a fly by the seat of your pants type?
Little of column A and a little of column B. Often my story can change depending on how the pages look. I like leaving character appearance to the artist’s discretion. I’ll write about their personality and demeanor, then it’ll be up to Trigo to handle the rest. When seeing how he frames each panel and designs these characters I find new avenues to take the story. So even if I am a few issues ahead I usually end up rewriting it by the time we get there.  The collaboration between my crew (Carlos, Ester, and Justin) makes writing fresh and exciting!

Wishful Thinking Issue 2, Page 1

I love the idea of Wishful Thinking! What inspired you to write Wishful Thinking?
Thank you! I was introduced to urban fantasy through The Dresden Files. It’s really fun to think of how fantasy creatures would interact with our society. I knew that I wanted my story to be under the same genre, but didn’t know the specifics.
I then began thinking about what I wanted to write about. What kind of feeling did I want to convey? During the time of Wishful Thinkings’ inception, I was around 23, working as a custodian, and not having a solid idea of how I wanted to tackle my goals. I didn’t have much of a grasp on myself either, so the thing I wanted to write about most was identity. It was something everyone struggles with, and I wanted to personify that conflict through comic form.
Around that time I caught wind of a 6-page story contest. The top 3 would get looked at by an editor from some indie publisher (it’s been too long I can’t remember!). I’m not entirely sure what I was looking at when I came up with this, but I remember thinking of how if a djinn was a human it’d be Jim. Why would a genie need a human name? Well, I guess if he wasn’t a genie anymore. What would he do if he wasn’t a genie? Probably the only thing he knows how to do, help with wishes. When I told my buddy this he gave me the name for Jim’s business, Wishful Thinking, and the rest was history.
What’s been the reaction to the book?
So far I’ve heard nothing but compliments!  This project has been in development for 3 years, and seeing that work pay off in the form of satisfied readers has been a blessing. It makes all the stress worth it lemme tell ya! This issue dives more into the fantasy side of things and is a bit of a bigger story than the first one. Very curious on how it’ll be received!
Are there themes and/or subjects you find yourself drawn to again and again in your work?
Definitely identity, as it’s still something I’m figuring out.  It’s a thing everyone must go through on their own, and can only be found with complete honesty of one’s self. I think Wishful Thinking and my webcomic, Spectre Protector (illustrated by Sarah Burgess) talk of different methods of searching for that identity.
You ran your first Kickstarter for issue #1 and funded. I’m interested in the idea that you weren’t using the Kickstarter to fund the comic but instead used it to “introduce” yourself to the greater comic community. Do you feel like you succeeded in that goal?
Yes, I believe it did a good job. It definitely exceeded my expectations for my first Kickstarter! I tried to play it as safe as possible so that I can just get used to running a campaign.
I intend to carry that energy through future Kickstarters. In my opinion, it’s only to fair to fund as much of the book myself before going to Kickstarter. I want you to know this is a story I believe is worth telling! It also helps speed up the fulfillment process which is a plus.

Wishful Thinking Issue 2, Page 2

I’ve found that the difference between having the book done or still waiting on the book to finish after the Kickstarter can be stressful, so I’m going to try and have any future issues done before then. Now that you’ve just launched your second issue on Kickstarter, what have you learned about the process of Kickstarter? Something that afterward you “wished” you knew?
The biggest thing I learned was the process of shipping these books out. I haven’t heard any complaints about damages or packages that never showed up so I’m glad all was well on that front. It was pretty nerve-wracking, but now that I’ve done it once I feel more comfortable with all that’s involved in shipping, and now that I know all the steps I can better plan out how to go about them without any need for stressful crunch time.
What’s the overall plan with Wishful Thinking? Do you have an overall target for the number of issues?
I’m shooting for 7 issues, each one being roughly 32-36 pages long. I have other stories to tell in this world, and if it continues to gain support I wouldn’t mind diving into that. For now though 7 issues is the plan!
Comics is an amazing collaborative medium. Tell me a little about working with Carlos Trigo, the artist on Wishful Thinking.
He’s been amazing throughout the whole process! I tend to give my artists a lot of space in the design department (the only character I’ve been picky on is Jim), and he’s given new light to each character he touches. For instance, the bank teller in this story doesn’t have a name. I just refer to her as Teller given that she’s just a side character. Actually, she used to be a he until Carlos suggested otherwise. After seeing what he’s done with the teller and how her personality comes alive in the panels I was inspired to write her a bigger role in the next issue! His experience has helped greatly when it came to refining how I structure my panels. I feel with each new issue I grow a bit more as a writer thanks to his, Ester, and Justins collaborative efforts.
If you could go back in time ten years, what advice might you have for your younger self? Something you wish you knew?
Honestly, I don’t have anything to tell 16-year-old Jack. Maybe ask if we can switch places? All he had to do was play video games and go to school. No bills no nothin…lucky dog.
Anything else that you’d like people to know about you (Hobbies? Passions? Favorite TV Show)?
Unfortunately, I don’t have much time for them now, but I do really love fighting games. That community has the same vibe as comics. I ran an online tournament with a friend called Bapmasters and met so many cool people! That lead me to go to Chicago to see a tournament live, it was an amazing experience. I’m not too good at them (yet) but I love figuring them out.
Other than that I’m into the gym and hiking. Both are great ways to clear my head. I would recommend either of them to anyone going through a tough time right now. I promise getting your body moving will provide some excellent mental results! Especially when you see physical improvements.
Thanks for taking the time to answer my questions. Where’s the best place to find out more about Wishful Thinking and maybe any other projects you have in the pipeline?
The best place would be my email list! During campaign times I try to post once a week. Non-campaign times every other week. That’s if you want to see progress on my work. If you just want to chat with me feel free to find me on twitter @mysticmike8 or instagram @zach_brains.
I have a webcomic that’s free to read titled Spectre Protector. It’s about a ghost named Vera accidentally becoming the superpowers to a high schooler named Liam. Link is below!
Jack Raines is a comic book writer based in Greenville SC. When he’s not writing stories such as Wishful Thinking or Spectre Protector, you can find him writing mile-long notes trying to understand networking.
***
Thanks again, Jack! You can check out Jack Raines latest Kickstarter for Wishful Thinking #2 right here!

Variant Cover by artists Ted Brandt (@ten_bandits) and Ro Stein(RoStein404)

***
Also, just a reminder that my newest book, The Echo Effect is newly released and only $0.99 for the first week! Check it out here!
***

John McGuire is writer of the sci-fi novel: The Echo Effect.

He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!

Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.

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: Introducing ‘SHIVER’ by Parable Games

PARABLE GAMES MEDIA ALERT

Introducing ‘SHIVER’ by Parable Games

WHO: Parable Games, a newly established publisher established by brothers Charlie and Barney Menzies.

PRICE:

Shiver: Core Rulebook – $40 / €35 / £30

Shiver: Tales of the Shiververse – $25 / €22.5 / £20

Shiver: Dice Pack – $20 / €17.5 / £15

Shiver: Art Book – $20 / €17.5 / £15

Shiver: Directors Screen – $20 / €17.5 / £15

WHAT:

SHIVER is launching on Kickstarter October 27th.

SHIVER takes inspiration from Horror and Pulp movies and TV shows to lets players bring their very own cult classic to the tabletop. Put together your cast of characters and delve into your favourite worlds and settings. SHIVER is the perfect sandbox where you can play stories in any time, any place, and as anyone.

SHIVER uses a unique symbolic dice system and stripped back rule set alongside familiar stories and settings to make it the perfect tabletop RPG for new players to get to grips with role playing games without losing any of the depth to give experienced players something to really sink their teeth into.

Shiver Core Book Overview

The SHIVER Core Book is a beautiful hardback tome containing 192 full colour pages jam packed with gorgeous art and rules for characters, enemies, items and everything you could need to tell strange stories in the Shiververse. It is a comprehensive guide for both players and Directors (Game Masters).

The Cursed Library Overview:

The Cursed Library is a gorgeous A4 hardcover volume with even more stunning illustrations to set player’s imaginations going. This book contains pre-generated stories for players to delve into as well as more monsters, items and details about the worlds of Shiver. This book also houses all the unlocked content from Kickstarter in one simple place with it’s own unique cover.

Shiver: Dice Pack Overview:

Shiver uses a unique symbolic dice system which removes all that tedious number crunching to keep players immersed in the game. The Shiver Dice pack contains:

– 10 Skill Dice – Black D6 with coloured faces for each core skill in SHIVER

– 4 Talent Dice – Cream D8s with Talent and Strange symbols

Shiver: Art Book:

A look into the art behind the worlds of SHIVER including comments by the artist on the development of some of the pieces in the book as well as some pieces that are exclusively in the art book.

Shiver Director Screen:

A imposing 3 panel screen with a full art cover on the player facing side and all of the information and quick references you could want on the side of the Director to make running games even easier.

Quickstart Overview:

“Cornwell Consolidated, tech giant, world leader in scientific research, has the resources and wealth to make dreams come true. Medicine, technology, weapons, robotics, they dominate in all fields. Getting to be the best though is a tricky business and the company is rife with secrecy. Their base of operations echoing this, a source of their success, the well spring of ideas. The Hollow.

Deep underground, the Hollow is hidden from prying eyes, its location a well guarded subterranean secret where the bulk of the company’s research takes place. Scientists, engineers, chemists and many other great minds are buried deep in their work, toiling towards a better future. Mostly. Some secrets are more secret than others and the company hierarchy fiercely enforces this.

Which brings us to you, the players. Some employees are high fliers, some are getting by, you however are at the bottom of the barrel. The Rock Bottoms, aptly named as your base of operations in the lowest depths of the Hollow. From dead end experiments to sanitation, this is where careers go to die. Some have accepted their fate and continue to work away whilst others still try to climb the corporate ladder to the higher levels.

The lower levels receive the least funding and care which is what has led to the current situation. Something terrible has gone wrong on the upper floors, an experiment gone awry, something the company doesn’t want getting out. The Rock Bottomers, however, have no idea this has happened, as the alarm system is out of order and not been fixed in some time. The upper floors are evacuated, something has been unleashed, and it’s time for the Rock Bottomers to climb that corporate ladder to survive.”

Author Details

Written and designed by Charlie Menzies and Barney Menzies Art by Ben Alexander

WHEN: Launching October 27, 2020 on Kickstarter

MORE INFO:

Our Website – https://shiverrpg.com/

Our Kickstarter pre launch page – https://pxlme.me/1XuNUOSa

Our Quickstart Guide download – https://pxlme.me/Q80KX3Cb

Our Facebook – https://www.facebook.com/ShiverRPG

Instagram – @shiverrpg

Twitter – @GamesParable

PRESS RELEASE: WYVERN GAMING TO LAUNCH KICKSTARTER FOR STARGATE ROLEPLAYING GAME INSPIRED BY HIT TELEVISION SERIES, SG-1 TM

WYVERN GAMING TO LAUNCH KICKSTARTER FOR STARGATE ROLEPLAYING GAME

INSPIRED BY HIT TELEVISION SERIES, SG-1TM

Kickstarter to Launch, with Product Release to Follow at Wonder Con 2021

“Things will not calm down, Daniel Jackson. They will in fact calm up.” – Teal’c

September 15, 2020 —

With a Kickstarter campaign launching soon, things will certainly “calm up” for the new Stargate Roleplaying Game in development from Wyvern Gaming and Metro Goldwyn Mayer (MGM).

MGM, a leading entertainment company focused on the production and global distribution of film and television content including major franchises such as Rocky, James Bond, Fargo, Vikings, The Handmaid’s Tale and Pink Panther, and game design company Wyvern Gaming are collaborating on a new tabletop roleplaying game based on the popular Stargate SG-1™ TV series.

Fans will have the opportunity to become early backers of the project and provide direct feedback to its development with the launch of the Kickstarter campaign on October 6, 2020 at 2:00 PM UTC. The game has been in public playtest since February and will remain so through the Kickstarter campaign, allowing fans to help polish the game mechanics and story along the way. The finished product will launch and be available to the public in April at Wonder Con 2021.

Brad Ellis, CEO at Wyvern Gaming, said, “As fans of the Stargate franchise, we want to make the best Stargate Roleplaying game possible. That is why it is important for us to include the fans in the development process with Kickstarter as the feedback engine. It is a game for the fans, so it is critical that we get their input in its development.”

In the new Stargate Roleplaying Game, players will explore the galaxy and aid in the fight against the Goa’uld System Lords. The core rulebook will contain all the information needed to create a character and join the Stargate Command (SGC). Players will choose from a set of playable races and classes as they learn the skills, feats, equipment, and technologies needed to make their character thrive as an SG team member as they complete Stargate Missions. The book also covers being a Gatemaster (GM). With the players, GMs steer the story and the non-player characters that interact with the player characters. Players may be asked to capture a point of interest, explore new worlds, retrieve important artifacts, rescue important VIPs, or capture high-value targets.

In addition to the Stargate RPG Core Rulebook, Wyvern Gaming has launched the “Stargate: Phoenix – A Living RPG Series,” a living campaign with additional “Episodes” to expand play with the Stargate RPG Core Rulebook. In these Episodes, your character will live inside a Stargate canon universe series called “Stargate: Phoenix.” Your success and failures will shape the story that plays out over a course of a “Season” of Episodes released over a year, culminating at Gen Con 2021!

For updates on the Stargate Roleplaying Game, sign up at https://stargatetherpg.com/

MGM’s licensing agency, Brandgenuity, is managing the development and roll out of the Stargate licensing program and brokered the agreement between Wyvern Gaming and MGM.

Beyond the Stargate Roleplaying Game, MGM and Brandgenuity continue to grow the Stargate SG-1 licensing program, including an upcoming fan convention from Creation Entertainment and collectible figures from Chronicle Collectibles.

Stargate SG-1 the television series, produced by MGM Television, picks up where the blockbuster film left off. Colonel Jack O’Neill (RICHARD DEAN ANDERSON) and his SG-1 team; Daniel Jackson (MICHAEL SHANKS), Teal’c (CHRISTOPHER JUDGE), and Capt. Samantha Carter (AMANDA TAPPING), set out to explore the mysteries of the Stargate. Each mission through the gate takes the SG-1 team to new worlds in a seemingly boundless universe.


About Wyvern Gaming

Wyvern Gaming is a game design company whose mission is to create “Approachable Games For Everyone.” The company has been producing games since 2015 and have a track record of producing easy to learn card and board games for the hobby game industry. We have the drive to build games that people can enjoy. We love gaming of all types, everything from tabletop role-playing games to 3D virtual reality shooters. Our hopes are to turn our passion into a few gaming classics. For more information, visit wyverngaming.com

RPG Geek: https://rpggeek.com/rpgitem/279302/stargate-roleplaying-game
Wyvern Gaming website: http://wyverngaming.com/
Stargate Roleplaying Game website: https://stargatetherpg.com/
Facebook: https://www.facebook.com/WyvernGaming.TableTop/
Twitter: https://twitter.com/WyvrenGaming

About Metro Goldwyn Mayer

Metro Goldwyn Mayer (MGM) is a leading entertainment company focused on the production and global distribution of film and television content across all platforms. The company owns one of the world’s deepest libraries of premium film and television content as well as the premium pay television network EPIX, which is available throughout the U.S. via cable, satellite, telco and digital distributors.  In addition, MGM has investments in numerous other television channels, digital platforms and interactive ventures and is producing premium short-form content for distribution. For more information, visit www.mgm.com.

About Brandgenuity

Brandgenuity is a leading global independent brand licensing agency headquartered in New York, with offices in London, Munich and Hong Kong and ranked amongst the top 15 licensing agencies worldwide. The agency’s clients include BMW, Church & Dwight (ARM & HAMMER), White Castle, Edgewell (Edge, Banana Boat, Hawaiian Tropic, Playtex), Carmen Sandiego, MGM Studios (The Addams Family, Rocky, Pink Panther, Stargate), ABI (Budweiser, Corona), NFLPA, and others. For more information, contact info@brandgenuity.com.

Press Release: Kickstarter for Twilight: 2000 by Free League Funded in Seven Minutes

Free League Publishing

Free League Publishing logotype

 

Kickstarter for Twilight: 2000 by Free League Funded in Seven Minutes

Free League Publishing – Aug 12, 2020 14:19 BST

 

The Kickstarter for the edition of the classic roleplaying game Twilight: 2000 was launched today by Free League Publishing. The new retro-apocalyptic edition goes back to the roots of the franchise with a boxed set for sandbox roleplaying in the devastation of the World War III That Never Was. The Kickstarter reached its base funding goal in just seven minutes.

A classic roleplaying game returns. The new edition of Twilight: 2000, published in partnership with Game Designers’ Workshop (GDW) and Amargosa Press, will be the fourth in the series, the first being released by GDW in 1984. Just like the original version, the new edition is set in a year 2000 devastated by war – now in an alternate timeline where the Moscow Coup of 1991 succeeded and the Soviet Union never collapsed.

In the game, players take roles of survivors in the aftermath of World War III – soldiers or civilians. Their goal, beyond surviving for another day, can be to find a way back home, to carve out their own fiefdom where they are, to find out more about the mysterious Operation Reset, and maybe, just maybe, make the world a little bit better again.

The core gameplay uses a “hexcrawling” system established in the post-apocalyptic Mutant: Year Zero and survival fantasy Forbidden Lands RPGs (both Silver ENNIE winners for Best Rules, in 2015 and 2019), developing it further to fit the gritty world of Twilight: 2000. The core rules are built on the Year Zero Engine used in those games (as well as in the ALIEN RPG, winner of the Gold ENNIE for Best Game 2020), but heavily adapted to fit Twilight: 2000 and its focus on gear and gritty realism.

[Link to the Kickstarter.]

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

Our game range include the alternate ’80s Tales from the Loop (winner of five ENNIE Awards 2017, including Best Game), sandbox retro fantasy Forbidden Lands (winner of four ENNIE Awards 2019), postapocalyptic Mutant: Year Zero (Silver ENNIE for Best Rules 2015), space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017), dark fantasy Symbaroum, and the official ALIEN RPG (winner of the Gold ENNIE for Best Game 2020).

We have also published the art books Tales from the Loop and Things from the Flood  by visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by French artist François Baranger.

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

Press Release: Twilight: 2000 By Free League Coming to Kickstarter on August 12

Free League Publishing

Free League Publishing logotype

Twilight: 2000 By Free League Coming to Kickstarter on August 12

Free League Publishing – Jul 31, 2020 14:17 BST

Twilight: 2000, 4th Edition

This news item contains embedded media. Open the news item in your browser to see the content.

The new edition of the classic roleplaying game Twilight: 2000 will come to Kickstarter on August 12, Free League Publishing announced today. The new edition of Twilight: 2000 goes back to the roots of the franchise with a boxed set for sandbox roleplaying in the devastation of World War III.

As of today, fans can sign up to be notified at the pre-launch page on Kickstarter. There is also a new  newsletter out today, showcasing the layout of the upcoming game books. Finally, there is a teaser trailer to get into the apocalyptic mood.

Twilight: 2000 will be released in the first half of 2021, in partnership with Game Designers’ Workshop and Amargosa Press. This will be the fourth edition of the classic apocalyptic RPG, the first being released by Game Designers’ Workshop in 1984. Just like the original version, the new edition is set in a year 2000 devastated by war – now in an alternate timeline where the Moscow Coup of 1991 succeeded and the Soviet Union never collapsed.

In the game, players take roles of survivors in the aftermath of World War III – soldiers or civilians. Their goal, beyond surviving for another day, can be to find a way back home, to carve out their own fiefdom where they are, to find out more about the mysterious Operation Reset, and maybe, just maybe, make the world a little bit better again.

The core gameplay uses a “hexcrawling” system established in the post-apocalyptic Mutant: Year Zero and survival fantasy Forbidden Lands RPGs (both Silver ENnie winners for Best Rules, in 2015 and 2019), developing it further to fit the gritty world of Twilight: 2000. The core rules are built on the Year Zero Engine used in those games (as well as in the ALIEN RPG), but heavily adapted to fit Twilight: 2000 and its focus on gear and gritty realism.

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

Our game range include the alternate ’80s Tales from the Loop (winner of five ENnie Awards 2017, including Best Game), sandbox retro fantasy Forbidden Lands (winner of four ENnie Awards 2019), postapocalyptic Mutant: Year Zero (Silver ENnie for Best Rules 2015), space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017), dark fantasy Symbaroum, and the official ALIEN RPG.

We have also published the art books Tales from the Loop and Things from the Flood  by visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by French artist François Baranger.

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

PRESS RELEASE – Token Terrors: An Uncontainable Gaming Experience

FOR IMMEDIATE RELEASE

Token Terrors: An Uncontainable Gaming Experience

New game featuring multi-use miniatures to launch on Kickstarter

JULY 9, 2020, BALTIMORE, MD – A new board game that doubles as a source of collectible gaming miniatures is set to launch a Kickstarter campaign on July 21st. Token Terrors: Battlegrounds, the first gaming creation by Baltimore artist John de Campos and Terrible Games, is a fantasy-themed one-versus-one strategy war game featuring detailed figures that can be used in other tabletop games such as Magic: The Gathering and Dungeons & Dragons.

The initial Token Terrors: Battlegrounds line will include miniature goblins, soldiers, zombies, wyverns, elves, and flying machines – made by manufacturing company Gameland Importing & Exporting Co., Ltd. – each with their own unique abilities and strategies. Copies of the game, which will come with two of the factions in sets of ten, are $45 for Kickstarter supporters.

Unlike other miniature-heavy tabletop games, Token Terrors are intended to be used outside of the core Battleground experience as minions for other RPGs or as more immersive tokens for trading card games, particularly Magic: The Gathering. The factions for the initial run were chosen specifically due to their popularity in token generation Magic: The Gathering decks.

“I’ve been playing tabletop games and RPGs for many, many years, and I’ve always loved the mechanics of summoning minions and token creatures, but I always felt like the available offerings for representing them on the battlefield were lacking,” said Token Terrors creator John DeCampos. “They were either too expensive or too cheap, so I’m hopeful that Token Terrors will fill a niche for people like me.”

The Battlegrounds game has been diligently playtested by hundreds of people over the last three years at gaming events and conventions such as MAGFest and PAX East and has a rich background of lore and vivid artwork created entirely by de Campos and the Token Terrors Games team. Following a successful Kickstarter launch, there are future plans of a seasonal model that will move on to new factions making older seasons more desirable as collectibles.

Token Terrors: Battlegrounds launches on Kickstarter July 21st for a pledge of $45, and will retail for the same price following a successful campaign. For more information visit www.tokenterrors.com where you will find a mailing list signup for regular updates as well as lore backgrounds and additional game information.

About Token Terrors: Battlegrounds

Created by John de Campos and the team at Terrible Games, Token Terrors: Battlegrounds is a 1v1 game that has been in development for more than three years. Enriched by robust lore and artwork created entirely by the Terrible Games team, Token Terrors is built on established gaming practices as well as innovative and exciting new mechanics, while also providing a series of detailed, sturdy miniatures made by Gameland Importing & Exporting Co., Ltd. with countless applications in other tabletop games. Through strategic choices, well-timed attacks and smart use of each Token, players will alternate commanding their forces and attempt to outmaneuver and outwit their opponent until one player destroys all of the other player’s Tokens, reigning victorious.

Number of players: 2

Time Required: 30 – 45 minutes

Recommended Ages: 12+

Token Terrors Website: www.tokenterrors.com

Facebook: www.facebook.com/tokenterrors

Twitter: @TokenTerrors

Instagram: @tokenterrors

Kickstarter: https://www.kickstarter.com/projects/tokenterrors/token-terrors-battlegrounds

 

Reviews:

The Hungry Gamer – https://boardgamegeek.com/thread/2440590/hungry-gamer-previews-token-terrors-battleground

 

Media:

Capitalist.io – https://capitalist.io/token-terrors-kickstarter/

Drop the Spotlight Podcast – https://dropthespotlight.com/21603-2/

On Table Top Preview – https://www.beastsofwar.com/board-games/top-table-token-terrors/

Kickstarters and Good Intentions

Art by Larry Elmore

At the beginning of last year, I was body-snatched and convinced that doing something for the Kickstarter Zine promotion was a good idea by Egg Embry (of this very site among many others). Actually, it was an opportunity to dip my toe into the Roleplaying world that I’ve often thought about over the years. In fact, if you go all the way back to high school, the very first thing I ever submitted to anything was to Dragon Magazine, which was THE Dungeons and Dragons magazine. I read it every month. Anytime my parents happened by a bookstore, I’d search for the latest issue and read and reread them until the covers fell off (literally in some cases).

For those who may not know, Dragon would contain articles about the game. Sometimes this came in the form of how-to-play certain situations that might make an appearance in the game. Other times it was additional weapons or spells that your character might be able to gain access to in your own campaign.

It was in that vein that I decided to make one of my senior independent study class’s goals to write and submit an article to Dragon Magazine.

Now, that class was the biggest blow-off class (I’ll need a whole other post to talk about the goings-on in that class over the course of a year) and a perfect thing for my senior year. But this was something I was passionate about. I spent time crafting my article, which focused on a series of magic spells inspired by one of my characters. Without getting too much in the weeds, I thought the spells had promise and offered a different way to play the game.

Sadly, I received a rejection piece as my response (which I still have upstairs somewhere). And while I wasn’t crushed or anything, I was disappointed. It certainly felt like the ability to get anything potentially published was beyond a longshot.

(Later, after a few years passed, I stumbled upon the file and realized immediately why it had been rejected. There just wasn’t enough meat.)

Which brings me to last year’s Kickstarter: Love’s Labour Liberated. It was a 5th Edition Dungeons and Dragons focused Zine around the idea of Chivalry and Enchantment… Love would guide us.

They say that every campaign you run, you should look to learn from. They also say (whoever “they” might be) that it is easier to learn from your failures than your successes. When I ran the Gilded Age Kickstarter, I was definitely learning on the fly. But overall, I was happy with the way the campaign went. The bigger problems came in dealing with the printers and the end of the year holidays. With Liberated, there were a number of things I’ve learned:

Have a clear assignment of roles and duties in regard to the project.

With comics, I’m the writer. I know what it is I’m supposed to be doing. With the Zine, we had 3 writers and once the other 2 had called “dibs” on a couple of things, I was left wondering how best to contribute to the Zine. We all kinda had a “we’ll figure it out as we go along”, but I believe that only caused us to delay things needing to be done.

Have milestones set up for the project even as you are crafting the Kickstarter.

We had our big due date for sending the finished product out (about 5 months), but we didn’t sit down and break down exactly how long we might need for a particular task. This meant that there wasn’t much in the way of check-ins by any of us… which led to the approaching deadline and not nearly enough done on things.

Just because you have time, doesn’t mean you have all the time.

This ties into the above. I think we all thought that 5 months was more than enough time to get everything done. Heck, between the 3 of us, that will be extra time. Maybe we’ll get this thing done early. Yeah, about that.

Communication is key.

Not saying that anyone should look to be late in delivering their projects, but I think Egg has done a decent job of keeping the backers updated. We’ve had a couple of hiccups here and there, but generally the backers get an update every 2 weeks. Sadly, for a long while, most of the updates were “we’re working on it, but we’re behind”.

This is more a personal one, but I think I want to have the Thing completely done before doing my next Kickstarter. There is a stress level that builds the later things go, and I know that with Gilded Age, that part wasn’t as much a concern. The only thing I had left to do was the overall layout and get the book printed. For my next comic Kickstarter, I’m going to basically send to the printers as soon as the thing ends. No delays!

We’re in the process of finishing the Liberated Zine project up. Last week we sent out an artless draft – basically all the meat of the new “stuff”, but not prettied up. This past weekend I mocked up the Zine and would legitimately say we’re 95% done. And I’m very proud of the work we all put into it. I think it will be a good representation of our work.

It just took a bit longer than we would have liked.

***

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

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

Click here to join John’s mailing list.

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

He can also be found at www.johnrmcguire.com

Press Release: Light Strikers RPG – A Sci-fi/Fantasy Super Hero Story game with a brand new setting & rules system!

IMG_1580 copy.png

“It’s fun, positive and truly heroic!”

What is a multi-platform tabletop roleplaying game?

Light Strikers is a multi-platform TTRPG that mashes up fantasy, novels, retro cartoons, anime, jrpgs & superhero comics into an original synthesis. From its inception, it’s designed to exist within a collection of rulebooks, battlebooks, novelettes, comics, anime, and more.

The setting:

In the world of Adamah, you’ll be a Light Striker super hero for the Altasharon Kingdom. Adamah blends sci-fi and fantasy into an awesome anachronistic landscape. Everything epic you’ve ever dreamed of exists here in some form, with a Light Striker twist. Yet there are so many surprises in store that you’d never expect. You’ll find mystical treasures, enchanted areas, transforming robots, mythic beasts, supernatural powers, evil monsters, and wicked villains. This place will be your other home. You will make fond memories as you enjoy your stay, and protect it from harm. The stories that take place vary between heroic battles, drama, politics, romance, whimsical fairytales, horror, intriguing mysteries, and legendary adventures. With your powers and position, your choice always matters. It will affect others and the world around you.

“Get ready to unleash your Spiritus powers and become a Light Striker. Fight to uphold love, equality, peace & beauty!”

About the gameplay:

Utilizing the customizable Clash system, you can start playing right away with a rules-lite version. You can always add more rules and powers, or play with the entire rules set straight away. All that’s required are at least two 6 sided dice for the rules lite version. Add a full set of polyhedral dice for the complete version.

To play:

You simply describe what you want to do, as your character, in Adamah. Talk to other players and characters, ask questions about what is around you. You can act out what your character says, or simply state it. Next, the game referee/narrator (Sage Commander, who controls the game elements, scenes, and plot points) responds to you. They provide more details, and describe how other characters interact and reply to you. They might ask you to roll dice to determine the outcome of your action, and will explain what happens with the results.

The lore and world-building support an endless campaign. Develop your characters and their stories along with the Sage Commander. You’ll enjoy plenty of ways to roleplay. Your hero will interact with a rich world filled with distinct allies, villains, races, factions, and monsters.

The combat is fast and fun. Keep it simple with the rules-lite mechanics. Or, use all the powers, abilities and options for more skirmish and tactical play. You can even set up your game session to be like a traditional dungeon-crawl and boardgame. Explore, fight monsters and enemies, collect treasures and enjoy the thrill of combat. You’ll love playing in the wondrous world of Adamah as a Light Striker!

“This RPG is configurable in multiple ways for adults, kids and teens of all backgrounds.”

LS sword.png

Launching this summer on Kickstarter, you’ll have the opportunity to support & be part of our origins with:

The Academy Pack

This includes the 1st edition core-rulebook, an introductory battlebook, and a novelette immersing you with everything you need to play!

Be prepared to enter the Light Striker Academy in the world of Adamah, and become a true super hero for the Altasharon Kingdom.

For more info, check out Light Strikers on Kickstarter and join the adventure! Clash

Press Release: Inn between Worlds Kickstarter

“Inn between Worlds” Kickstarter goes Live

Murchison, TX – Texas in August Studio is pleased to announce the launch of a Kickstarter for Inn between Worlds, an RPG supplement book.

The Kickstarter may be found here; http://kck.st/3e90QoT

The Inn between Worlds is an RPG supplement which explores the idea of inns (hotels) and taverns (bars). An RPG book should always provide as much useful material as possible. This supplement doubles down on being useful.

It provides a modern hotel, and a fantasy tavern-inn compound. It can be used in a modern game, or a fantasy game. Both versions of the place stand on damage to space and time. Basically, both serve as a small version of the Bermuda Triangle with its own front desk and room service.

The Inn between Worlds also provides:

·       Seven new powers or stunts,

·       Five new monsters,

·       12 NPCs,

·       And tables for encounters and plot hooks.

Inn between Worlds also has a new subsystem, which helps a gaming group design their own version of the hotel or inn-and-tavern. So, the GM can use the predesigned version that comes with the book, or the group can design their own special take on the place.

The Inn between Worlds provides a unique set of tools for an awesome inn-tavern combo that you can use in a classic fantasy game, or a modern game. It provides a grab bag of NPCs, monsters, and new powers.

It lets PCs connect to dozens of worlds and even more adventures.

It is a place that touches many worlds, some beautiful, some mad, some terrifying.

And all those worlds are calling out for adventurers.

You do not just use the Inn between Worlds as an occasional base between adventures.

It is a home to adventures.

The writing is done, the editing is done, and the layout is done. The art is… not done!

So, yeah, this Kickstarter is to generate funds for the art for In between Worlds.

Please support the Kickstarter.

Kickstart the Comic – Maybe Someday

Anthologies are wonderful, strange, unnerving, hopeful, and a thousand other adjectives to describe them… things. You take all these pieces and cobble them together (in a good way) to be something that is more than they were before. In comics and in prose, they are amazing opportunities to practice your craft because you don’t have to worry as much about your story being the only thing holding the book together. Each party gets to come together and share the load. For the reader, you get so many possibilities to spark your own imagination.

 

Cover art by Max Dunbar with colors by Espen Grundetjern. Logo and cover design by Tim Daniel.

***

Maybe Someday

Publisher – Tyler and Wendy Chin-Tanner

Writers & Artists – Literally too many to name!

Kickstarter Campaign ends on Thursday, July 2, 2020, at 5:00 PM EDT.

***

The Pitch:

MAYBE SOMEDAY: STORIES OF PROMISE, VISIONS OF HOPE is a full-color anthology featuring over 25 inspiring stories about a brighter future. It is also the sequel to the New York Times featured and Ringo Award Nominated anthology, ALL WE EVER WANTED.

 

The Story:

Like its predecessor, MAYBE SOMEDAY features stories full of hope. Instead of focusing on dystopian fiction, these stories help show the path forward to a better world.

 

John’s Thoughts:

My first couple of comic stories were in a black and white anthology by Terminus Media. The excitement as you are building your own story… your own world and then see other people’s contributions cannot be understated. So I’m always interested in anthologies from that point of view if nothing else.

The other thing is that it offers the potential for discovery. I know that many times in anthology books I’ve stumbled upon a story that really sat with me and suddenly I’m trying to find anything else they might have done. I can’t imagine that not happening with a collection like this.

To Wish Impossible Things” by Matt Miner and Rod Reis

The Rewards:

There aren’t a ton of high-end Reward levels as this is a campaign focused on the book itself. If you are looking for an easy entry point, there is the $12 digital level and $25 will get you the print copy. Since this is the second anthology they’ve done at $20 (digital) and $40 (print) you can play catch up and get both. While the $65 gets you Maybe Someday, All We Ever Wanted, This Nightmare Kills Fascists, and Loved & Lost. At the time of this writing, they are about 60% of their way to their overall goal of $25,000 with 22 days to go.

 

The Verdict:

This is one of those where I think you have to at least click on the link and scroll down the page. I have no idea what you read, but I have no doubt that not only are you already a fan of someone on this list, many of the other teams probably sit on your shelves. This is going to be like a present to yourself that is a box within a box within a box. You have no idea what each team is going to bring… but I’m positive you’re going to find a new favorite somewhere in the 25 different stories!

“Allison Wonderland” by Eric Palicki and Sally Jane Thompson

***

Be sure to check out the Kickstarter here!

***

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

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

Click here to join John’s mailing list.

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

He can also be found at www.johnrmcguire.com

PRESS RELEASE: Limitless Adventures to launch a second DM-less adventure

On May 4th, 2020, Limitless Adventures will launch a Kickstarter campaign for their new 5th Edition adventure path: Journey to Beryl’s Reach (JBR). The three-adventure arc is distinctive because it requires no dungeon master. Take note: this is not a board; there will be roleplay, puzzles, skill challenges, and of course, combat. Our DM-less feels like a standard session. The adventure features unique mechanics that allow for high replay value to ensure that it will be a different experience each time.

This DM-less adventure is meant to reduce dungeon master burnout, as well as provide those groups that don’t have a dungeon master a way to still get together and roll dice with their friends. We’re not looking to put DMs out of work, but rather give them a chance to play a character for once.” said Andrew Hand, co-founder of Limitless Adventures.

 

Journey to Beryl’s Reach will be Limitless Adventures’s fourteenth Kickstarter and it will run from May 4th until May 29th. JBR will be available as a print and play PDF or a premium box set. Both domestic and international shipping will be available.

 

Limitless Adventures was founded in 2016 by Andrew Hand and Michael Johnson. Limitless Adventures offers high-quality 5th Edition gaming products. They specialize in DM-friendly products that minimize your prep time so you can spend more time at the table playing and less time writing.

 

With our new DM-less product, Limitless Adventures helps you battle the ultimate RPG boss fight… the schedule.” says Michael Johnson, Limitless Adventures co-founder.

 

Journey to Beryl’s Reach

End Date: Fri, May 29 2020 11:07 AM EDT.

A new DM-less 5e adventure path for characters of 6th level.

 

Limitless Adventures

Website: limitless-adventures.com

Facebook: facebook.com/Limitless2016

Twitter: twitter.com/Limitless5e

Press Release: Free League Launches Kickstarter for Tales From the Loop – The Board Game

Free League Publishing   Free League Publishing logotype

Free League Launches Kickstarter for Tales From the Loop – The Board Game

Free League Publishing – Apr 07, 2020 14:11 BST

Prototype of Tales From the Loop – The Board Game

This news item contains embedded media. Open the news item in your browser to see the content.

The Kickstarter for Tales From the Loop – The Board Game was launched today by Free League Publishing. The game, based on the universe created by artist and author Simon Stålenhag recently adapted to a tv series on Amazon Prime Video, offers cooperative gameplay using robot miniatures by Paolo Parente’s Dust Studio. A complete Print ‘n Play kit can be downloaded for free from the Kickstarter.

Simon Stålenhag is the internationally lauded artist and author of Tales From the Loop and Things From the Flood, narrative art books published by Free League that stunned the world with a vision of an alternate Scandinavia in the 1980s and ‘90s, where technology invaded tranquil landscapes to form an entirely new universe of the eerie and the nostalgic.

In 2017, Free League published a tabletop roleplaying game based on Tales From the Loop, which went on to win five Gold ENnie Awards, including Best Game and Product of the Year. A tv series adaptation of Tales From the Loop was launched just a few days ago on Amazon Prime Video.

Tales From the Loop – The Board Game lets players take another step into the amazing world of the Loop. In the 1-5 players take the roles of teenagers who investigate the mysteries originating from the Loop, a huge underground science facility with strange effects on the suburban landscapes around it – but they also need to make sure they’re home in time for dinner!

Tales From the Loop – The Boardgame is designed by Martin Takaichi and includes high-quality miniatures by Paolo Parente’s Dust Studio.

To let players try out Tales From the Loop – The Board Game for themselves, Free League provides a Print ‘n Play kit of the current Alpha game prototype for download from the Kickstarter page. The Print ‘n Play kit includes four characters and one scenario to play.

You can find the Kickstarter here.

The Free League website can be found here.

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

Our game range include the alternate ’80s Tales from the Loop (winner of five ENnie Awards 2017, including Best Game), sandbox retro fantasy Forbidden Lands (winner of four ENnie Awards 2019), postapocalyptic Mutant: Year Zero (Silver ENnie for Best Rules 2015), space opera Coriolis – The Third Horizon (Judge’s Spotlight Award 2017), dark fantasy Symbaroum, and the official ALIEN RPG.

We have also published the art books Tales from the Loop and Things from the Flood  by visual artist Simon Stålenhag, as well as the illustrated edition of the Lovecraft classic The Call of Cthulhu by French artist François Baranger.

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

PRESS RELEASE: Blacklist Games Introduces Blacklist Miniatures

Click here to be notified at launch.

Los Angeles, CA – March 12, 2020.Blacklist Games is proud to announce a new line of products to be released under a new division, Blacklist Miniatures. Led by Senior Game Designer Adam Sadler, this new division will focus exclusively on producing highly detailed plastic miniatures intended to be used with any tabletop board game, miniatures game, or role-playing game.

“I’ve always been a big fan of miniatures,” said Adam Sadler. “Miniatures are essentially what got me into tabletop gaming when I was a teenager and then later led me to game design. Blacklist Miniatures is a way to both celebrate my love of miniatures and to offer our customers a large number of quality miniatures at a reasonable price.”

The first Blacklist Miniatures product, Fantasy: Series 1, will launch on Kickstarter on April 14, 2020 at 12pm EDT and offer a beautiful set of 70 highly detailed fantasy miniatures at a great price point, as well as exciting exclusives for backers in the form of stretch goals that will add even more value to their pledge once unlocked. Blacklist Games is made up of a small group of passionate gamers and initially began as an overseas 3D modeling and printing company. With our resources and innovation, our goal is to create games and miniatures that are not only exciting, but also unique, thematic, and engaging.

Visit www.blacklistgamesllc.com for more information, as well as the product page.

PRESS RELEASE: Towns & Taverns are on Kickstarter now!

Towns & Taverns are on Kickstarter now!

Towns & Taverns – 2 Modular Books of Battle Mats for Roleplay – is the new modular map book release from Loke BattleMats. A unique product which combines easy storage and portability with up to an epic 2’x2’ map area and an endless number of urban fantasy map combination options.

These 2 beautiful map books are fully Laminated throughout and thus wipe clean. They will save hours of game preparation time and mean no more hastily drawn mid game maps. Just open & roll on our highly detailed maps!

The wire bound spine allows the books to open completely flat or fold in half to fit your space and adventure. It also means you can ensure the books are 100% level so your adventure can move seamlessly across the map.

Our linked designs feature standard entry & exit points so the books line up seamlessly allowing you to create your own maps from hundreds of combinations! Move seamlessly through alleyways, taverns, docks and coaching inns as your adventure unfolds.

The Towns & Taverns Books of Battle Mats feature – 

  • Wipe Clean laminated pages of Urban Fantasy themed Battle Maps for RPG encounters
  • Two Hardback Books presented as a set
  • Portable, adaptable, expandable and modular.
  • Standard entry/exit points and linked designs allow you to create your own maps!
  • Wire Bound format, 360° spine offers unrivalled flexibility and lays completely flat.
  • 1 inch grid design throughout.

So its over to you. Roll initiative……….

Towns & Taverns is the follow up to The Dungeon Books of Battle Mats. Following the same format, with the same standard entry & exit points, Towns & Taverns is full compatible with The Dungeon, along with the entire back catalogue of Loke BattleMats RPG Map Books thanks to consistent scale and modular designs.

Loke BattleMats full range of RPG Map books, including The Dungeon Books of Battle Mats, is available from local gaming stores worldwide.

Kickstarter link.

 

 

PRESS RELEASE: Onyx Path Publishing Launches Kickstarter for Legendlore

FOR IMMEDIATE RELEASE

Onyx Path Publishing and Caliber Comics Announces the Legendlore RPG based on the Award-Winning Legendlore and The Realm Comics

3/3/20 — Rich Thomas, founder and creative director of Onyx Path Publishing, in conjunction with Caliber Comics have launched the Kickstarter for the Legendlore RPG Setting for 5th Edition Fantasy Roleplaying. The Legendlore RPG is based on Caliber Comics’ long-running fantasy comic book series The Realm and Legendlore.

“What I love about Legendlore is it’s you, reading this right now, who gets to explore the world. Small but fierce? The portal makes you a warrior. Always talking your friends into things they shouldn’t do? You get to be a bard. Read more books about magic than you can remember? A sorcerer! It’s completely up to you,” stated Steffie de Vaan, developer for the tabletop RPG. “Character creation and setting will be incredibly diverse, so regardless your ethnicity, body, gender or sexuality: the Realm is for you.”

“It’s a privilege to be working with Onyx Path in bringing a Legendlore RPG to a whole new audience. Onyx Path are one of the best in the business in crafting and launching an entertaining tabletop RPG that gamers truly come to enjoy,” said Eric Reichert, President of Caliber Comics. “The Realm/Legendlore property is one of the gems from the hundreds of IP titles within Caliber’s extensive library. And its concept and grand fantasy scope is a natural fit for a tabletop RPG. It will be interesting to see what new adventures await us in the land of Azoth.”

Drawn from The Realm and Legendlore comics, the Legendlore RPG will whisk characters from our modern world to a magical Dungeons and Dragons-meets-Game of Thrones land filled with dragons, orcs, unicorns and hobgoblins. With over 60 comics published covering twelve graphic novel volumes, The Realm and Legendlore comics became one of Caliber Comics most critically acclaimed and popular series. In the RPG, players can choose to play as themselves or create a new character using the Storypath system.

Some of the creative talents featured in the comics were Ralph Griffith (Deadworld/OZ), Stuart Kerr (Deadworld/OZ), Guy Davis (Hellboy/B.P.R.D./Grendel/Aliens), Brian Michael Bendis (Ultimate Spiderman/Guardians of the Galaxy/Avengers/Daredevil), Jim O’Barr (The Crow), David Boller (Spiderman/X-Men/Ghost Rider), Tim Bradstreet (Punisher/Serenity), and more!

About Onyx Path Publishing:
Founded in 2012, Onyx Path Publishing is a Pennsylvania-based company dedicated to the development of exemplary, immersive worlds. Working with a group of amazingly talented creators, we explore print, electronic and other forms of media distribution to produce games and fiction based on the Scarred Lands, Pugmire, Scion, Trinity, Exalted, World of Darkness and Chronicles of Darkness properties. With over 20 years of publishing experience from which to draw, we are industry professionals who love the art of the game and plan to continue making meaningful, innovative contributions in the years to come.

On the web: http://www.theonyxpath.com
Twitter:@theonyxpath

About Caliber Comics:

Caliber Comics has released over 1500 individual comic issues and graphic novels since its inception. With its large library of titles, Caliber Comics became one of the top independent comic publishers in the 1990s and helped launch the comic careers of some of the top artists and writers in the industry today. The company was newly re-established in 2013, and continues to be a hub for comic fans young and old alike with its on-going graphic novel releases. Properties include Deadworld, Legendlore, OZ, The Searchers, Vietnam Journal, Raven Chronicles, Shepherd, and many more!

On the web: http://www.calibercomics.com

###


Onyx Path Publishing
http://theonyxpath.com/

Announcement – The Crossing #1 Kickstarter is Live

 

The Crossing Kickstarter is LIVE

Go here and check out the Kickstarter for the Crossing (Co-created by Robert Jeffrey II and Sean Hill and in conjunction with 133art).

Robert came to me a couple of years ago and we talked about working on a comic book series with one another. The plan was for each of us to bring an idea to the table and then we’d work on both concepts, alternating who wrote each issue.

Funny enough, both were science fiction stories, with mine focused on a post-apocalyptic section of the galaxy and the few people who manage to survive in it. Robert’s was this story inspired by Sliders and Quantum Leap and the DC Comics Elseworlds stories and the Marvel What If stories.

All of which pressed all my buttons. Because if there is one thing I love as much as a good time travel story, it is a good multiverse story!

From there it was all about brainstorming ideas. There was a fugitive, Dr. James Kincaid, who has kidnapped his kid and jumped to alternate worlds. There was an FBI agent who saw this as a second chance. There was the inexperienced scientist who was trying to prove herself to everyone, and who was clearly in over her head.

Art by Sean Hill, Colors by Sunil Ghagre

It was one of those conversations where things just fell into place. Robert would mention an idea and then I would see how that could connect to another moment and before long we had the four-issue story laid out.

Flashforward a couple of years as we’ve pitched the concept to a few comic companies. 133art saw the concept, saw the artwork from Sean Hill (always amazing), and said: “Let’s do this thing!”

So here we are on March 3, 2020, and we are doing this thing. Come over and check out the Kickstarter page to see more of the artwork and get a little more of the characters.

I think this is going to be one of those comics where it is going to be crazy worlds and amazing artwork, but also the characters are going to be the type you can get invested in.

 

Art by Sean Hill, Colors by Sunil Ghagre

 

***

Be sure to go to the Facebook Page and like it so that 133art knows people are interested! And make sure to check out the Kickstarter!

***

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

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

Click here to join John’s mailing list.

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

He can also be found at www.johnrmcguire.com

Press Release: Tales of Arcana® 5E Race Guide Coming to Kickstarter!

cover.jpg
The Tales of Arcana® 5E Race Guide features over 200 5E playable races for use as player or non-player characters in your 5E (5th Edition) campaigns. The majority of these races were designed by Chris S. Sims, one of the original 5E rules designers. The Kickstarter is live Monday March 2nd, 2020. Play as classic races like humans, elves, and dwarves as well as new and unique races such as elementals, vampires, ghosts, toons, and robots. Each race entry has a full color male and female illustration with artist credit on the page where the artwork appears. The guide also contains flying mechanics that don’t restrict class options and instructions on how to modify races to create your own variant races.

PRESS RELEASE: Between the Lines Coming to Kickstarter

Between the Lines, an immersive storytelling series which blends fiction and so-called real life; the nutshell is that this series is meant to bring the mystery and magic–so loved in choose-your-own-adventure books, RPG’s and good ol’ fiction books–to our everyday lives.
The kickstarter for the first book in the series, titled [ əb’dʒektɪv X ], launches on the last day of this month, February 29th, and will close on the 14th of April. Our work is a proud part of Zine Quest 2. You can see the preview page here, set a to be notified when we launch, or just check back in on the 29th —

Incarnis – the new RPG that lets the group play God AND Game Master

Zine Quest, an event to promote RPG creations on Kickstarter, has an interesting new addition: Incarnis. This game, presented in the form of a booklet that guides you through its gameplay, lets players take turns as game masters in the role of various gods that you create yourself. What kind of world will your pantheon create?

Incarnis

Incarnis is a tabletop role-playing game about a pantheon of deities who are all about interfering with each other’s lives and with the mortals ‘down below’. Think of Disney’s Hercules, Terry Pratchett’s The Gods Trilogy and Neil Gaiman’s American Gods. The deities are people; prone to being emotional and very interdependent. They just happen to be the almighty incarnations of raw creation as well. So, as your gaggle of deities pursue their individual needs, the world trembles in their wake, forever changed.

Incarnis empowers all players to pick up the mantle of game master in a game that was made to easily pass that role around.

Incarnis lets you create your own origin myths by forming bonds between the deities. These bonds lead to drama that creates the very nature of the realm. With each origin myth, the world will become richer and more real

“Ocean and Earth were lovers, until something happened between them. Now they are in a terrible fight, and risk splitting apart.”

A simple premise like this can form the basis of myths such as how parts of the world became land, and other parts became ocean.

Your myths will soon grow into a mythology. At the core of the game is the idea that each resolution creates its own complications. What if Ocean and Land reconciled their differences and merged again? What would happen to all the civilizations that formed on dry land? And will another deity rise up to prevent this from happening? The game is built around this kind of drama and lets you spiral out an interesting overarching mythology by asking questions and searching for answers. Gradually, that abstract world you started out with becomes a place worth fighting for.

Zine Quest

Zine Quest is an invitation to creators to launch RPG related Zine Kickstarter projects. These zines are small (A5 or smaller) booklets. They may contain full games, or contain RPG related content. This year’s edition is the second Zine Quest, and it has met with lots of enthusiastic responses from those who appreciate classic role playing and new ways of creating social storytelling structures.

Creators

Incarnis was created by Peter Elroy and Max Philippi, two Dutch RPG enthusiasts. Max is a graphic designer with a passion for games that are intricate yet elegant. Peter planned to study game design but somehow ended up studying physics, so now he makes up for this in his free time.  They have created game supplements, re-skinned existing ones, and of course built their own worlds and stories as game masters in various RPG adventures. But this Kickstarter project is their first brand new, standalone game and they are “VERY EXCITED ABOUT IT”

Back the project

The Incarnis Kickstarter Project starts on Tuesday, February 25. You can explore and back the project here: http://kickstarter.com/projects/peterelroy/incarnis

RPG Zine Crowdfunding Roundup 2/16 to 2/23

Happy Valentine’s Day!

At EN World, there’s not enough space to give every RPG zine a blurb so I’m putting some of the ones I missed here. This isn’t an exhaustive list of zines running on Kickstarter’s ZineQuest 2, but it’s a lot of the ones that are worth looking at. Added to that, I want to shout out these four:

Modern: Necromancy | The Book Of The Dead by Never Better Games

  • END DATE: Sun, February 23 2020 9:32 PM EST.
  • “Love, Death & Zombies! A Necromantic Supplement for the Modern RPG universe by Never Better Games.”

Accessible Gaming Quarterly, an RPG Zine by Accessible Games

  • END DATE: Tue, February 25 2020 5:21 AM EST.
  • “A quarterly zine about tabletop RPG accessibility.”

The Haunting of Eliuska Manor: A RPG adventure by Lone Wanderer Entertainment

  • END DATE: Tue, March 3 2020 2:19 PM EST.
  • “A haunted mansion adventure for 5th Edition and SagaBorn RPG systems. (for 4-6 adventurers of 4th-6th level)”

 

And coming soon…

SolSpace: The Spartan Gambit from EN Publishing

  • “It’s Die Hard … On a starship. Can a returning science team end the Spartan siege of the USF Copernicus? A one-week Quickstarter!”

 

ZineQuest 2

 

The Beloved Underbelly by Philippe Ricard

  • END DATE: Sun, February 16 2020 8:57 PM EST.
  • “A faction-based OSR RPG adventure zine. Nomadic beekeepers, entrepreneurial taxidermists, feral hogs. Made for Zine Quest 2!”

 

Mudharbour by Dave Aldridge

  • END DATE: Sun, February 16 2020 9:13 PM EST.
  • Dpercentile Zine #1: Mudharbour. A Kung Fu setting for The Black Hack.”

 

Campfire Memories by Matt Bohnhoff

  • END DATE: Mon, February 17 2020 1:59 AM EST.
  • “A tabletop RPG about looking back fondly on a terrible camping trips. Zine Quest!”

 

Deadly Garden: Plant Monsters for 5E Zine by Paige Connelly

  • END DATE: Mon, February 17 2020 7:44 AM EST.
  • “Deadly Garden: Plant Monsters For 5E is a zine with 13 new monsters inspired by plants. Each Monster has a stat block, bio and artwork!”

 

Nova Commonwealth RPG by Colin Fredericks

  • END DATE: Mon, February 17 2020 8:18 AM EST.
  • “A diceless RPG about magitech research teams.”

 

Centipedes! by Chuffed Chuffer

  • END DATE: Mon, February 17 2020 8:35 AM EST.
  • “System agnostic table top roleyplaying game zine focused on centipedes.”

 

THE COMPANY RPG by Logan Dean

  • END DATE: Mon, February 17 2020 9:00 AM EST.
  • “Corporate Survival Horror.”

 

Zine-o-Map – Zine Quest 2 by David Glass

  • END DATE: Mon, February 17 2020 9:56 AM EST.
  • “An RPG Zine of dungeons and other locations for your roleplaying adventures.”

 

Old School & Cool by Knight Owl Publishing

  • END DATE: Mon, February 17 2020 10:36 AM EST.
  • “An OSR Zine.”

 

Thirty-Six Stranger Chambers by Harrison Swift

  • END DATE: Mon, February 17 2020 1:01 PM EST.
  • “A zine of strange dungeon rooms for any RPG.”

 

take root- perennial edition by Katy Koop

  • END DATE: Mon, February 17 2020 1:20 PM EST.
  • “A tabletop farming game featuring dungeon crawling, dating, and a chance to win the harvest festival.”

 

Dungeons & Dilemmas by Blood Thorn Press

  • END DATE: Mon, February 17 2020 3:00 PM EST.
  • “A ZineQuest RPG toolkit for designing dungeons as a narrative framework and encounters as moral puzzles.”

 

Score: A Modern Day Heist RPG by Spencer Campbell

  • END DATE: Mon, February 17 2020 5:25 PM EST.
  • “Big heists. Small zine. #zinequest”

 

Twisted Rifters: A Game of Floating Signifiers by Aaron

  • END DATE: Mon, February 17 2020 9:40 PM EST.
  • “A TTRPG about arcanically-deformed survivors sacrificing what they must to prevent the decay of their floating island home.”

 

A Fine Mess – ZineQuest 2 by A Brown

  • END DATE: Mon, February 17 2020 11:59 PM EST.
  • “A Narrative Heist Campaign- Where reality…is willing to hear your argument.”

 

Dream World Mercenaries by Haiduc

  • END DATE: Tue, February 18 2020 8:01 AM EST.
  • “An RPG zine for 2-4 players about diving into dreams.”

 

The Social Dreadwork: Corporate Villains for Your RPG by Percern Studios

  • END DATE: Tue, February 18 2020 9:42 AM EST.
  • “Corporate Machines for Fantastical Worlds – A Zine Quest offering.”

 

Fruit of Law by Eli Seitz

  • END DATE: Tue, February 18 2020 10:00 AM EST.
  • “A ZineQuest RPG about morality and the written word told with a single pomegranate.”

 

LIFTS: Powered by Your ABpocalypse Edition by Chris

  • END DATE: Tue, February 18 2020 10:02 AM EST.
  • “The #Zinequest RPG for your muscles. Featuring Quadfinder; Bromethean; Atrophy Makes you Happy, Citizen; Squats Without Number & more!”

 

Spirit of Adventure – Hex Crawl by Chris McDermott

  • END DATE: Tue, February 18 2020 10:44 AM EST.
  • “A hex crawl zine. Crawl across maps of adventures risking all for honor and glory!”

 

Mage Against the Machine by Jordan

  • END DATE: Tue, February 18 2020 11:53 AM EST.
  • “A tabletop RPG about time-traveling wizards risking it all to stop the robot apocalypse.”

 

Space Seeds: Science Fiction RPG Encounters (ZineQuest) by Denagh Design

  • END DATE: Tue, February 18 2020 12:00 PM EST.
  • “A small zine full of encounters and adventure seeds for use with most science fiction RPGs.”

 

The Necronomizine by Stephanie Bryant

  • END DATE: Tue, February 18 2020 8:05 PM EST.
  • “A zine of small, eldritch horror game scenarios and content.”

 

Game Spice by Shaun Ellis

  • END DATE: Tue, February 18 2020 10:00 PM EST.
  • “A collection of Mini-Games and Challenges in Zine format for Game Masters to easily plug and play into their home games.”

 

The Great Soul Train Robbery—ZineQuest by Cloven Pine Games

  • END DATE: Tue, February 18 2020 10:00 PM EST
  • “A one-shot tabletop RPG in zine form, about Desperados robbing the train to Hell. #ZineQuest”

 

CANDLELIGHT – an RPG zine compatible with Trophy Dark by Gabriel Robinson

  • END DATE: Tue, February 18 2020 11:59 PM EST.
  • “A one-shot game of restless spirits, facing their dark past and seeking hope. Play as an epilogue for character death in any campaign.”

 

Negundo by Delacannon

  • END DATE: Wed, February 19 2020 10:25 AM EST.
  • “A system agnostic dungeon crawler zine.”

 

One of Us: Sideshow Salvation in a Dystopian Dustbowl by Tim Deschene

  • END DATE: Wed, February 19 2020 2:04 PM EST.
  • “A weird Americana setting for the Dungeon Crawl Classics RPG.”

 

Richter: The Rotting City by Ember + Ash

  • END DATE: Wed, February 19 2020 10:00 PM EST.
  • “A system-agnostic city, Richter: The Rotting City, for tabletop-role-playing games.”

 

Fax in Tenebris by Sam Sorensen

  • END DATE: Tue, February 18 2020 6:33 PM EST.
  • “An RPG zine about knights, horror, and faith.”

 

Atrocity Archives | a zine game of dissolving identity by Cosmic Mirror Games

  • END DATE: Mon, February 17 2020 6:46 PM EST.
  • “TTRPG of traversing the horrors of the mind that physically destroy your character’s sheet and identity #zinequest2”

 

The Grizzle – A Zine Quest Experience by Aleks Samoylov

  • END DATE: Tue, February 18 2020 6:50 PM EST.
  • “An surrealist tabletop roleplaying game that blends OSR and Storytelling sensibilities in a digestible, zine format.”

 

Lyrebrook: Campaign Setting #zinequest by Nathan Quadrio

  • END DATE: Wed, February 19 2020 12:20 AM EST.
  • “A fantasty tabletop RPG urban campaign setting in zine format.”

 

Monty Haul: A Fifth Edition ‘Zine with an Old School Vibe by Mark Finn

  • END DATE: Wed, February 19 2020 8:00 PM EST.
  • “A treasure trove of new ideas, optional rules, campaign notes, and character choices, straight outta the 1980’s!”

 

You are in a tavern # Zine Quest by Christian

  • END DATE: Wed, February 19 2020 9:34 AM EST.
  • “A tabletop role-playing game about brave adventurers meeting in a tavern.”

 

Lost Roads — Zine Quest by Ary Ramsey

  • END DATE: Wed, February 19 2020 10:00 AM EST.
  • “A tabletop RPG about climate migration in a bygone age. #ZineQuest”

 

Abstract Dungeon: The Zine – Zinequest 2020 by Sneak Attack Press

  • END DATE: Wed, February 19 2020 10:00 PM EST.
  • “A zine supporting Abstract Dungeon, a fast, fun, story-focused roleplaying game. Issue #1 features sea monsters, ship combat, and more!”

 

The Dark Lord’s Spellbook by inkandbourbon

  • END DATE: Wed, February 19 2020 4:55 PM EST.
  • “A pocket tome of witchcraft you can use to channel the eldritch power of Dungeons and Dragons (or your favorite tabletop RPG.)”

 

PARIAH by Sofinho (Alone in the Labyrinth)

  • END DATE: Wed, February 19 2020 6:15 PM EST.
  • “Old School Role Playing in a Young World – A TTRPG zine for Zine Quest 2.”

 

Beneath the Glass and Steel (Summer 2019-2020) by Vulpinoid Studios

  • END DATE: Wed, February 26 2020 6:30 PM EST.
  • “A ‘zine about life on the dirty streets, and in the dirty alleys, beneath the shining and glistening cyberpunk sprawl.”

 

The Good Ol’ Days – A Survival RPG by Wizbot Games

  • END DATE: Wed, February 19 2020 9:01 PM EST.
  • “A sci-fi horror RPG set in the golden age of monsters for Zine Quest! #zinequest”

 

Snomes: A Quirky RPG Zine by Firith Studio

  • END DATE: Thu, February 20 2020 7:26 AM EST.
  • “Magical snowy-gnomes and dangerously stupid situations.”

 

What Happened at Wyvern Rock? Issue 2: Strange Places by Corey Press

  • END DATE: Thu, February 20 2020 7:34 AM EST.
  • “UFOs, Cryptids, and Alien Plots bring High Strangeness to High Fantasy.”

 

King of Dust by Archon’s Court Games

  • END DATE: Thu, February 20 2020 8:15 AM EST.
  • “A cyberpunk RPG/resource management game.”

 

memoria: the zine edition by a. fell

  • END DATE: Thu, February 20 2020 11:42 AM EST.
  • “a GMless tabletop game about sprawling character histories across long spans of time, for zinequest 2.”

 

Casette Tape Riot Vol. 0 (Zine Quest 2) by John G Compton

  • END DATE: Thu, February 20 2020 2:56 PM EST.
  • “GM’s guide for a chaotic retro-punk playlist based tabletop RPG.”

 

Tavern Tales #1: Lair of the Battle Mage RPG Adventure Zine by James Floyd Kelly

  • END DATE: Sat, February 22 2020 12:59 PM EST.
  • Tavern Tales #1: Lair of the Battle Mage is a complete 32-page mini-adventure delivered in the format of a classic gaming zine.”

 

An Imminent Spark: A Story Game by dave ring

  • END DATE: Thu, February 20 2020 6:30 PM EST.
  • “In this RPG zine about a world that wouldn’t die, you play Custodians of a World That Might Have Been, bearing witness to the end.”

 

Procession: A Zine RPG #ZineQuest2 by Zargo Games

  • END DATE: Fri, February 21 2020 7:00 AM EST.
  • “A print run for the short zine game Procession!”

 

Vanquisher by Eiríkr Åsheim

  • END DATE: Fri, February 21 2020 9:27 AM EST.
  • “A tiny role-playing game about heroic destiny and tragic fate — played without pen or paper!”

 

Dice Roll Dungeons & Denizens – Encounters & NPCs for DnD by Aether Games

  • END DATE: Sat, February 22 2020 4:50 PM EST.
  • “A double collection of both Dice Roll Dungeons and Dice Roll Denizens for DnD 5E, Pathfinder, and fantasy RPGs.”

 

Celestial Bodies, Orbital Mechanics by Tomas Herbertson

  • END DATE: Fri, February 21 2020 6:00 PM EST.
  • “A tabletop roleplaying game zine that launches three players on a diaspora’s arduous path through the solar system.”

 

FIGHT PLANET! A Roguelike Tabletop RPG Zine by Spiel Knights

  • END DATE: Fri, February 21 2020 10:20 PM EST.
  • “Fight, die, and fight again. Battle fantastic foes in a post-apocalyptic wasteland.”

 

KISHU by Dom Liotti

  • END DATE: Sat, February 22 2020 12:54 PM EST.
  • “An AKIRA-inspired TTRPG zine about a teenage motorcycle gang in the climate apocalypse.”

 

Orchidelirium by Luke Earl

  • END DATE: Sat, February 22 2020 3:22 PM EST.
  • “Orchid hunting in the Victorian era – a tabletop RPG for Zine Quest.”

 

P R I M E V A L _ by Lone Archivist

  • END DATE: Sun, February 23 2020 12:01 PM EST.
  • “A jungle moon adventure module for the Mothership Sci-Fi Horror RPG. Part of Zine Quest 2020.”

 

Valley of the Forgotten Kingdom – ZineQuest 2 by Sam Belisle

  • END DATE: Sun, February 23 2020 4:46 PM EST.
  • “A short one-level adventure module for Fifth Edition.”

 

Egg Embry participates in the OneBookShelf Affiliate Program. This program provides advertising fees by linking to DriveThruRPG.

PR: Onyx Path Publishing Revives a Fan Favorite with Hunter: The Vigil Second Edition

FOR IMMEDIATE RELEASE

Onyx Path Publishing Revives a Fan Favorite with Hunter: The Vigil Second Edition

February 6, 2020 — Rich Thomas, founder and Creative Director of Onyx Path Publishing, announced today that the Kickstarter to fund a prestige edition of Hunter: The Vigil Second Edition core rulebook has recently launched. This new edition of Hunter: The Vigil was developed by veteran Monica Valentinelli.

“Hunter: The Vigil has always been a fan favorite because it’s a modern horror game that gives everyday people the chance to be heroes,” says Monica Valentinelli, the Hunter: The Vigil Second Edition developer. “In Second Edition, there are more monsters than ever before. You are given more tools to investigate the strange and unexplained while reinforcing your connections to fellow hunters and your community. Hunter isn’t just about fighting bloodsuckers or expelling ghosts from a haunted house–it’s about the hard choices you make from night to night to keep yourself, your cellmates, and your loved ones safe while recognizing that hunter society is not a utopia or a monolith.”

Hunter: The Vigil Second Edition is a modern horror game for players committed to hunting the supernatural. Three playing styles are included in this standalone rulebook: cells for tier one gameplay, compacts for tier two, and conspiracies for tier three.

In addition to seven compacts and seven conspiracies included in this new edition, highlights include:

– Storyteller support that includes a sample setting and chronicle-rich tool kit called The Slasher Chronicle inspired by the slasher film genre.

– Expanded lore and support to play a hunter at the tier you prefer. Includes two new compacts (SWORN, Nine Stars) and a new conspiracy called the Council of Bones.

– A guide to the strange and unexplained lurking in different environments and how to create your own. Includes cryptids like the black dog, ghosts like the haunted hitchhiker, and new monsters inspired by urban legends.

– Setting rules for three types of mysterious places to add locations hunters can explore, investigate, and cleanse of their supernatural taint.

– Tools to ground hunters in their everyday lives and help mitigate the horrors of the Vigil.

– Rules to facilitate different playing styles for investigation, social engineering, and more!

The manuscript for Hunter: The Vigil Second Edition has been completed, and chapters will be released during the Kickstarter to backers. Delivery is planned for February 2022 to account for stretch goals and printing of this supplement. Standard eBook and Hardcover editions will be released in game stores and online following fulfillment of the Kickstarter.

About Onyx Path Publishing:
Founded in 2012, Onyx Path Publishing is a Pennsylvania-based company dedicated to the development of exemplary, immersive worlds. Working with a group of amazingly talented creators, we explore print, electronic and other forms of media distribution to make our products available to our fans. With over 25 years of publishing experience from which to draw, we are industry professionals who love the art of the game and plan to continue making meaningful, innovative contributions in the years to come.

On the web: http://www.theonyxpath.com
Twitter: @theonyxpath
Facebook: http://www.facebook.com/TheOnyxPath

About Paradox Interactive:
The Paradox Interactive group includes publishing and internal development of games and licensing of World of Darkness. The
publishing operation publishes both internally developed titles and titles developed by independent studios as well as music and books. The game portfolio includes more than 100 titles and Paradox Interactive owns the most important brands, including Stellaris, Europa Universalis, Hearts of Iron, Crusader Kings, Cities: Skylines, Magicka and Age of Wonders. From the start over ten years ago, the company has published its games all over the world, initially through physical distribution using partners, but beginning in 2006 has primarily distributed digitally using its own publishing arm. The development platform is primarily PC, but the company has released games on console and mobile platforms as well.

Paradox Interactive AB (publ)’s shares are listed on Nasdaq Stockholm First North Premier under ticker PDX. FNCA Sweden AB is the company’s Certified Adviser. For more information, please visit www.paradoxinteractive.com.

Kickstart the Comic – Make 100: Three-Legged Tales

I’m a sucker for a few different things. You give me a Groundhog Day-style story, I’m in. Parallel Worlds… I want to discover what makes them tick and what random world are we going to go to next.

And stories about animals.

Heck, I joke about the fact that my Facebook feed is so consumed with politics at times (on both sides of the aisle) that I pretty much only use it to discover the latest story of a dog or cat being rescued by some good samaritan (it’s not really a joke).

When I stumbled across this particular Kickstarter… it might have tugged at those same heartstrings.

 

***

Make 100: Three-Legged Tales

Creator/Writer/Artist -Haley Boros

Kickstarter Campaign ends on Thursday, February 27, 2020, at 11:01 AM EST.

***

The Pitch:

A 40-page comic collection featuring 1-panel tales of my three-legged dog Rusty on a fantasy adventure.

The Story:

Since 2016, I have been participating in Inktober, a global month-long project that has artists creating every day in October. Every year I often branch out from the official prompt list and have used my own themes like Succulents in 2016, taken commissions of people and their pets in 2017, drew 31 dogs doing fantasy jobs in 2018 and now – publishing my good boy’s adventure from 2019. This book will feature all 31 prompts from the official prompt list, highlighted in bold letters in each panel.

 

John’s Thoughts:

Like I said above, animal-related items are a weak spot for me. I saw the title and then you get to see a picture of the “talent” and it’s like “tug on my heart a little more”. I also like the Make 100 idea overall. Something small that doesn’t have to overwhelm the person making it. Plus, it is a very neat idea to have your dog as the subject of this grand fantasy adventure. If I had the artistic talent, I would do the same for my two knucklehead cats!

The Talent!

The Rewards:

The standard reward of the 40-page comic is $16 (USD), with the digital-only clocking in at $8 (USD). But if you want your own personal panel from the 31 that have been done for $57 (USD). Always cool to have some personalized art.

 

The Verdict:

The project is already done. It’s literally waiting to be printed. And since it is part of the Make 100 Campaign, you are getting a limited edition item. All of which sounds good to me.

***

To find out more about Three-Legged Tales, check them out here.

***

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

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

Click here to join John’s mailing list.

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

He can also be found at www.johnrmcguire.com

PRESS RELEASE: Descent into Midnight Coming to Kickstarter

What is Descent into Midnight

At its heart, Descent into Midnight (DiM) is a game about community, family, and hope. It’s a tabletop roleplaying game that takes place in a technologically advanced aquatic civilization whose culture has never been touched by humanity. Bioengineering and psionic, or mental, powers allow the strange and varied species to communicate and interact with their surroundings no matter their physiology.

In the game, players take on the roles of guardians, defending their community from a physical, emotional, and even existential threat. The game focuses on the relationships between the guardians, the inhabitants they protect, and their internal struggles and dreams in the face of a corruption that threatens to change their world.

The thing that we were building together was so hauntingly beautiful, that when something threatened to corrupt and destroy it, I felt it more viscerally than most experiences I’ve had throughout many years of playing and GM’ing games.” – Jason Robinson, UX Designer, host of The Secret Cellar Podcast

Unlike other RPGs, we have no canon setting for Descent into Midnight. Instead, we help players create the species they want to play, then work with the other players to weave their cultures and histories together to form a civilization that’s entirely unique to their table. Designed to welcome everyone, no matter their knowledge or understanding of our real-world oceans, Descent into Midnight guides you into a new and mysterious world, one that you and your friends help create.

The way [the playbooks] guided me into the character creation was great and let me explore something that I didn’t think I would do on my own.” – Drew Corkill, UX Designer

Descent into Midnight uses the award-winning Powered by the Apocalypse (PbtA) system developed by Vincent and Meguey Baker and used in popular roleplaying games like Masks: A New Generation, Monsterhearts, and Headspace. PbtA is a story-focused system that incorporates the best of both narrative and mechanical gameplay. Though players familiar with other PbtA games will have a solid foundation with Descent into Midnight, we have developed the setting and mechanics to inspire your imagination to play in new and surprising ways.

All of the things that you think you know about the world completely shift, and so the world building ends up happening on this level of continuous surprise. I don’t think it could ever get boring.“-DC, creator Mutants in the Night; Narrative Designer, Wizards of the Coast

Descent into Midnight has been in development for the past 3+ years and playtested by game designers, artists, podcasters, streamers, scientists, and con-goers around the world. We are finishing the final drafts of the project, but you can play the game using the Quick Start packet available right now. This campaign is to provide funds to bring you the best PDF and hard-copy versions of the game we can.

Descent into Midnight is a deeply personal project for us. Not only does it help us introduce players to the wonder, beauty, and terror of our real-world oceans, it works to build empathy in a way that is critically important to us as designers, and to the world we live in.

It’s very spiritual and very emotional, yet you are playing things that don’t resemble you at all. It’s a fascinating exercise in empathy.” -Devon George, Descent into Midnight artist, www.devongeorgestudios.com

Playbooks

Instead of classes or point-buy systems, Descent into Midnight uses Playbooks to guide you through character creation and to weave your story into all the others at the table. Each playbook is written around a familiar trope, giving you a narrative anchor in this alien environment, and then uses leading questions and evocative language to seed your imagination with ideas.

Our playbooks are as much about what story you want to tell, as they are about what you do in the world.

The Empath – Emotions, memories, and experiences flow through you — both your own, and those of the inhabitants around you. At one time these energies overpowered you, pouring through the open door to your heart and mind. Now you have learned to ride the waves of emotion, flowing with and redirecting the anger, joy, fear, and corruption of others.

The Cultivator – Gardener, bioengineer, aquaformer. You coax and shape the world around you to serve your needs, sometimes at great personal cost. You nurture life and those around you, growing the tools you need to solve some problems, and giving of yourself what is necessary to solve the rest.

The Redeemed – You were created to excel at one thing: conflict. Whether through physical training, bioengineering, or psychic reprogramming, you are the center of the storm when challenges arise. Though your original purpose may have been to inflict terrible consequences on your enemies, the choice is now yours – are you a weapon of war, a symbol of peace, or something else entirely?

The Awakened – You were once like the rest of your kind. Then you woke up. Some believe the planet chose you, awakening your Echo to fight the corruption. Others worry you are a child of the Corruption, mutated to serve its ends. Yet something calls to you, from the Far Echo or the deep ocean. You were awakened for a purpose, if only you could find it.

The Orator – Ambassador, politician, commander, or community leader. Your words, presence, and experiences inspire your community to work miracles. When danger lies at your community’s doorstep, folks look to you for guidance. When people have disputes, they go to you to provide mediation. When the community needs a leader, you are there.

The Traveler – Where many lives thrive within and around the cityscape, you have spent years, perhaps even centuries, studying the world outside. Whether as scholar, trader, explorer, or bounty hunter, you have collected a lifetime of knowledge and experience, and seen the best and the worst the world has to offer.

The Muse – Crafters, sculptors, singers, and storytellers, you draw on the thoughts, hopes, and fears of your community and express them for all to see. The manifestations of your imagination exist beyond the physical world, weaving the essence of the Echo into physical expressions of beauty and emotion that live in two worlds, whether through a haunting song, a life-changing story, or an architectural wonder.

The Specialist – You are an expert at getting your allies into and out of dangerous or questionable situations with skill and grace, whether rescuing the victims of a natural disaster, negotiating a lethal hydrothermal vent field, breaching the biotech security of an ancient civilization, or extracting psychic information from a coral hive-mind.

The Seeker – The Far Echo calls to you, a current carrying you to the Echoes of other realities. Do you explore those realities for knowledge and insight, or do you draw on their strange perspectives to manipulate and control the inhabitants around you?

The Touchstone – Corruption can never extinguish the wonder of life as long as life maintains hope. True, deep, and genuine compassion can transform not just a single life, but the world in which it lives. You are the innocent that befriends the grotesque or abandoned; the ally that reminds those around them their unique gifts create a better world; the stable friend providing shelter against the crushing tide of despair.

Statistics

In a game where sapient krakens and microscopic krill can create a complex society, how strong or dextrous you are isn’t as important as the social, emotional, and existential impact of the actions you take. Descent into Midnight is a game about connections, so the statistics we use to describe your character describe your relationship to yourself, your team, and the people around you.

The Stats include:

Hope – Are you a force of optimism and inspiration, or do you struggle with feelings of despair? Hope is the cornerstone of the Muse and Touchstone playbooks.

Altruism – Do you use your skills and abilities to support individuals around you, or do you struggle between your duties and your needs as an individual? Altruism is the cornerstone of the Empath and Cultivator playbooks.

Community – Are you deeply aware of how everyone in an ecology fits together and able to see from others perspectives, or is it difficult to work with others? Community is the cornerstone of the Orator and Seeker playbooks.

Calm – Are you focused and at peace during stressful times, or are you quick to react and easy to anger? Calm is the cornerstone of the Specialist and Redeemed playbooks.

Drive – Are you driven toward success and survival, or do you fold under pressure? Drive is the cornerstone of the Awakened and Traveler playbooks.

What Others Have Said:

“I’m gonna say, my game is really really good, but this game is ridiculous!” -DC (@DungeonCommandr), creator of Mutants in the Night; Narrative Designer, Wizards of the Coast (creators of D&D 5th Edition)

“Uniquely brilliant.” -Jeff Barber, ecologist, award winning designer of Blue Planet, Upwind, and the highly anticipated, Blue Planet: Recontact

“Descent Into Midnight achieves a poignance that captivates scientists and gamers alike, over and over. I can’t recommend this transcendent game enough.” -Darcy Ross, biologist, game designer, Monte Cook Games Community Manager

“It’s completely changed how I engage with my games and the people around my table.” -Aram Vartian, creator, editor, producer GodsFall and DemigodsFall

“Exploration without combat, co-op through building, not destroying. It allowed me to imagine a world outside our own perceptions. It was simultaneously a game and a meditation.” -@tembeep on Twitter, marine biologist, co-host @RSSDefiant

“DiM is the most strange, beautiful, and emotional games I have ever played. I will remember my first experience with it forever.” – Playtester @explosiverunes on Twitter

“The playbooks were built in such a way that failure and hardship were exciting and beautiful things, and I haven’t stopped thinking about it since.” -@kyle_krueger on Twitter, co-host @RSSDefiant

“I playtested DiM at GenCon and it was one of the defining moments I’ve had from ANY con.” -@billoftheforest on Twitter, Cast member @TalesfromtheGrim @DiceTribe

“The rumors are true. This game lives up to every expectation.” -@kwiksotic on Twitter, Cast Member #TheDyingKingdom @GreyhawkChannel

“I’m seriously missing this game already. Please, Rich Howard, may we have another?” -@gnomedic on Twitter, cast member DemigodsFall, Kobold Press Social Media Manager

We are releasing additional quotes from game designers, podcasters, streamers, and playtesters daily @DiMRPG on Twitter if you’d like to see more.

Kickstarter

Our funding goal for this campaign is $30,000, which will allow us to produce the best quality copy of the game we can. That total includes paying our artists, the entire production team, web designer, Kickstarter, payments, accessibility and campaign consultants, and more. What it does not cover is payment to the designers.

Rich, Taylor, and Richard are not getting paid from the initial funding goal.

We will also be covering a part of shipping for all copies of the book. Backers will be charged $5 for domestic shipping per copy, and international backers $15, no matter where it is being shipped. We are going to cover any overages.

PRESS RELEASE: LEGENDS of NOVUS ADVENTURES: Kzmatic’s Keep

LEGENDS of NOVUS ADVENTURES: Kzmatic’s Keep

Kzmatic’s Keep is a single 5E DnD adventure set in a new fantasy world called Novus. 

Characters from any campaign setting can enjoy it, however, with a the story hook that brings the adventurers into a magical keep controlled by a powerful lich.

The world was created for a fantasy adventure boardgame, of the same name, and is now being used to design a DnD adventure campaign with.

The game, and this module, will feature some amazing new fantasy artwork, visually stylish character sheets, puzzling situations for the players, and challenging encounters to fight through.

The adventure pack, only $3.75 USD and available on Kickstarter until Dec 27th, includes:

  • A 40 page illustrated Adventure, complete with DM notes, room and encounter descriptions, suggested narrative for NPCs, and Creature statistics.
  • Overhead map of the Keep, and each of the chambers within.
  • Printable Handouts for players, used to solve puzzles.
  • Poker sized Magical Item cards that can be handed to the players.

A deluxe version is available for a bit more, which adds in the unique, fully illustrated character sheets and a special set of images to use on your DM screen during the adventure.

Learn about this, and much more, at the Kickstarter page:

https://bit.ly/2S7KC7l

If you want to learn more about the world, and the characters, then visit the website created just for this setting:

www.legendsofnovus.com

 

PRESS RELEASE: Onyx Path Publishing Launches Kickstarter for V5: Cults of the Blood Gods

FOR IMMEDIATE RELEASE

Onyx Path Publishing Launches Kickstarter for V5: Cults of the Blood Gods

December 17th, 2019 — Rich Thomas, founder and Creative Director of Onyx Path Publishing, announced the company launched the Kickstarter for Cults of the Blood Gods, a supplement for the Vampire: The Masquerade 5th Edition core rulebook.

Cults of the Blood Gods is a new style of sourcebook for Vampire: The Masquerade 5th Edition that introduces the pernicious horror of twisted beliefs. Designed for players and Storytellers, this supplement includes:

  • An in-character breakdown of the rise of esoteric beliefs among the ranks of the undead and how faith drives many of the major aspects of vampire culture.
  • A host of religions — from historic theocracies and globe-spanning conspiracies to fringe cults and mortal beliefs arising in the modern nights — introduced for incorporation into your character backgrounds or as supporting casts and antagonist groups in your chronicles.
  • The history, structure, and ambitions of the Hecata, the vampire group known as the Clan of Death, as well as a chapter dedicated to playing a vampire among the Necromancers, and the rituals for their Discipline: Oblivion.
  • Guidance on how to use ecclesiastical horror and construct cults in Vampire, making them a vivid backdrop for your own stories, including new coterie styles focused on cult play.
  • Faith-based story hooks and a full story centered on the activities of the Hecata, involving walking corpses, ghosts, ready-made characters, and the secrets of the most twisted family in the World of Darkness.
  • New Loresheets, Discipline powers, and Predator types for inclusion in your chronicles, encouraging player characters to engage fully with the material presented in this book.

The Cults of the Blood Gods Kickstarter has launched for a traditionally-printed full color hardcover edition that will be available in game stores. Previews of the finished manuscript will be released during the Kickstarter. A standard digital edition will be released following Kickstarter fulfillment.

About Onyx Path Publishing:

Founded in 2012, Onyx Path Publishing is a Pennsylvania-based company dedicated to the development of exemplary, immersive worlds. Working
with a group of amazingly talented creators, we explore print, electronic and other forms of media distribution to make our products available to our fans. With over 25 years of publishing experience from which to draw, we are industry professionals who love the art of the game and plan to continue making meaningful, innovative contributions in the years to come.

On the web: www.theonyxpath.com
Twitter: @theonyxpath
Facebook: http://www.facebook.com/TheOnyxPath
About White Wolf Entertainment

White Wolf Entertainment is a licensing company focused on creating the best participatory brands in the world. Since its original entry into the roleplaying game market in 1991, White Wolf’s World of Darkness has grown to be one of the most recognized and successful brands in the hobby game space with collective book sales in excess of 10 million copies during this time. White Wolf’s World of Darkness brands, which include Vampire: The Masquerade, Werewolf: The Apocalypse, Wraith: The Oblivion, and Orpheus, as well as other universes such as Exalted and Chronicles of Darkness, have been licensed for television series, video games, interactive media events, and a myriad of merchandise and other entertainment products.

On the web: www.white-wolf.com
Twitter: @wwpublishing
Facebook: www.facebook.com/whitewolfpublishing

PRESS RELEASE: Embrace the Holidays – The Fall of London Chronicle for Vampire: The Masquerade 5th is available for pre-order next week & Christmas Shipping Discount!

Embrace the Holidays – The Fall of London Chronicle for Vampire: The Masquerade 5th is available for pre-order next week & Cults of the Blood Gods launches on Kickstarter!
Modiphius Entertainment is excited to announce that The Fall of London Chronicle for Vampire: The Masquerade 5th Edition will be available for pre-order next week online at the Modiphius web-store and in your friendly local game stores. If you pre-order The Fall of London you’ll receive the PDF immediately upon order (plus US & UK orders in December have 20% off shipping). Watch for news of when it goes live!
If you want to find out more about the development of Fall of London you can read this blog by Mike Nudd, London based writer on the Chronicle, who discusses how he and the team brought the city of London to the World of Darkness.
The Fall of London Chronicle is a 260 page, fully illustrated, hardback campaign book that embroils you in Kindred history as it unfolds. Your actions might see a god return, or cast him down from whence he came. London burns under Operation Antigen, as you uncover the shards of your own identity
What legacy will you leave?
The Fall of London includes
• A sprawling Chronicle covering 6 large chapters
• 6 different endings tailored to the coterie’s choices
• 5 pre-generated characters as the Heralds of the Sun
• 6 new Loresheets, including one for secret diablerists
• Statistics for 7 venerable elders, including Mithras and Queen Anne
• A detailed description of London, to facilitate additional chronicles before the Fall
• An epilogue to use for chronicles set after the Fall
Next week will also see the launch of the Cults of the Blood Gods Kickstarter for Vampire: The Masquerade 5th Edition from Onyx Path Publishing.
Cults of the Blood Gods is a new style of source-book for Vampire: The Masquerade 5th Edition that introduces the pernicious horror of twisted beliefs.
Designed for players and Storytellers, this supplement will include:
  • An in-character breakdown of the rise of esoteric beliefs among the ranks of the undead and how faith drives many of the major aspects of vampire culture.
  • A host of religions — from historic theocracies and globe-spanning conspiracies to fringe cults and mortal beliefs arising in the modern nights — introduced for incorporation into your character backgrounds or as supporting casts and antagonist groups in your chronicles.
  • The history, structure, and ambitions of the Hecata, the vampire group known as the Clan of Death, as well as a chapter dedicated to playing a vampire among the Necromancers, and the ceremonies for their death-defying Discipline: Oblivion
  • Guidance on how to use ecclesiastical horror and construct cults in Vampire, making them a vivid backdrop for your own stories, including new coterie styles focused on cult play.
  • Faith-based story hooks and a full chronicle centered on the activities of the Hecata, involving walking corpses, ghosts, ready-made characters, and the secrets of the most twisted family in the World of Darkness.
  • New Loresheets, Backgrounds, and Predator Types for inclusion in your chronicles, encouraging player characters to engage fully with the material presented in this book.
On Halloween we streamed an exclusive live play of Vampire: The Masquerade – Fall of London featuring, Mike Nudd as GM and writers Juan Echenique, Andrew Peregrine and Matt Timm as players.
If you want a live preview of the Fall of London Chronicle in action you can watch the entire video here.
We hope you enjoyed this news on Vampire: The Masquerade 5th and look out next week for the pre-order of Fall of London to launch and the Cults of the Blood God Kickstarter!
Best Wishes,
Modiphius Entertainment
Christmas Shipping Discounts!
Starting today until the end of December, we’ve reduced shipping on orders to the US and UK by 20%* over on the Modiphius online store. Even better, if you spend £150 (approx $200) or more you can get free shipping – just use the code USUK at checkout.
*The 20% discount is automatically applied if you’re shipping address is in the USA or UK.
So why not head to the Modiphius store and pick up a present?
Military Discounts
We’ve introduced a 10% military service discount for the US, Canadian, UK and Australia using VerifyPass, you can signup for it or claim your code if you already have a membership here
In other news from Modiphius…
  • Ride an express elevator to hell with the debut of the Alien RPG available now here.
  • The Institute for Fallout: Wasteland Warfare have landed! Pick up synths,covert-ops, automatons and more here.
  • The deluxe edition of the co-op wargame Rangers of Shadow Deep is available now here for pre-order. Receive the PDF immediately on purchase!
  • Modiphius is hiring! We’re looking for a CIMA or equivalent qualified Financial specialist to work within our fast-growing London based business. Find full details and apply on our jobs application page
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RPG Monsters: A to Z Kickstarter – An Interview with Jeshields

In the market for stock art for your tabletop RPG? Jeshields offers a great selection at DriveThruRPG, and, through December 20th, he’s offering RPG Monsters: A to Z on Kickstarter. On EN World, I try to cover as many RPG-related crowdfunding projects as I can, but I missed this one. So, to help shine a spotlight on Jeshields’ work, I asked him a few questions about the project.

This image is an example “of art quality. All art created for this project will be new illustrations.”

EGG EMBRY (EGG): What’s the pitch for your project? 
JESHIELDS (JES): I’m creating a stock art library of 26 creatures and monsters, one for each letter of the alphabet. This library will be a mix of recreating classic creatures, makeovers of ‘failed’ monster ideas, and designing brand new creations.

 

EGG: What system are you using, and why is it the right one for this game? 
JES: None. These images are for game products that use any system.

This image is an example “of art quality. All art created for this project will be new illustrations.”

EGG: What is the reward that is the best value? 
JES: “$75 – Monsters in Digital”. You get .PSD files and vector illustrations so you can edit, resize, and recolor all the monsters. It includes line art .PNG files, color .PNG files, and .PSD files of all the monsters, plus a license to use them in commercial products.

 

EGG: Assuming there are stretch goals, which one are you most excited about? 
JES: Although I am entertaining a few ideas, there are no current stretch goals for this project.

This image is an example “of art quality. All art created for this project will be new illustrations.”

EGG: What other projects have you worked on? 
JES: I have been commissioned for freelance work with independent companies such as Barrel Rider Games, Blackfall Press, Dread Unicorn Games, EN World, Rogue Comet, Steve Jackson Games, among many others. Other Kickstarter projects include a Fantasy Stock Art & RPG Minis plus a Choose Your Own: Sci-Fi Stock Art project. I also run Patreon.com/Jeshields where I create bundles of various stock illustrations each month.

 

EGG: Where can fans learn more about you and your project? 
JES: Fans can connect with me on Facebook, MeWe, or Twitter where I share my work on a regular basis.

This image is an example “of art quality. All art created for this project will be new illustrations.”

RPG Monsters: A to Z by Jeshields

END DATE: Fri, December 20 2019 3:00 PM EST.

“A library of monster stock art for fantasy, sci-fi and stranger things.”

 

NOTE: This article includes affiliate links to DriveThruRPG. As a DriveThruRPG Affiliate I earn from qualifying purchases.