I’ve written about Richard A. Knaak a couple of years ago when his Rex Draconis novels had a RPG Kickstarter running. In it, I talked about Knaak being one of those authors whose work really pulled me in and fleshed out worlds I’d either already invested in (Dragonlance) or he invented (The Dragonrealm series). Well, he has a new Kickstarter going on right now to help fund his newest work/world: Rogues Gallery.
I read in an interview with you that you initially broke into writing by driving up to TSR and just asking to speak to an editor. Which kind of blew my mind. That seems like a very big step to take. What made you think that approach might work for you?
I was young, naive, and very stubborn. It was only around an hour and a half away, but I thought I’d give it a try. Wouldn’t work these days, but I caught them at just the right moment. In a sense, though, it goes with what I often say. You usually have to make your own breaks.
Before that trip, had you been pursuing more of a traditional path prior to that? Submitting to agents and editors and crossing your fingers?
Yes, although mostly I submitted to publishers on my own since it’s often hard to get a GOOD agent without a sale. I’d almost sold a book on my own but could not get the ending to the satisfaction of the editor. Sadly, that novel was lost later. with both the paper copies and disks accidentally thrown out during a move.
What’s a typical writing day for you? Do you strive for a certain number of words or hours? Do you have any habits or techniques that allow you to juggle the various projects your working on?
I tend to have multiple writing sessions, most often in the afternoon and evening. I don’t have a set amount of words, but I seem fairly consistent. No real techniques, although a temporary change of scenery between writing sessions is helpful.
How do you manage your daily/family life with your creative work?
Writing is my life.
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?
I’ll take notes and I likely have a very rough outlines, but nothing is written in stone. I’ll try to write a short paragraph or two about a chapter unless I’ve gotten to the point where I know what must happen. I generally know the basic climax. There is some flying by the seat of my pants, too.
Are there subjects or themes you find yourself coming back to again and again in your writing?
Redemption is a big one. Many of my characters have something in their background that confronts them in the present. It can be a really big problem, too. Also, characters who don’t start out to be a hero, but just do what must be done regardless of the consequences to themselves.
You’ve just launched a new Kickstarter for your next series. What is Rogues Gallery about?
Rogues Gallery concerns an alternate Chicago around 1930, where the sort of costumed adventurers and villains of the pulp era abound. However, the city’s protector, the Legionary, is missing. When it becomes clear that he is not likely returning soon, chaos overwhelms Chicago as various villains act. The police try their best but are failing. However, as the turmoil grows, conflict arises among the various rogues as their differing reasons for becoming who they are come into play. In fact, those reasons may be the only hope that the city has as the thus-far fruitless search for the Legionary continues.
We’ll also explore some of those reasons behind the rogues emerging in general, such as the aftermath of the Great War.
It seems that Rogues Gallery allows you to write in a genre that you haven’t dealt with much with your other novels (other than the Black City Saint series). What about the idea of that pulp era made you want to write this novel?
Well, in addition to having grown up in the Chicago area where Prohibition was something I heard about a lot, I’m a big fan of the Shadow, among other pulp characters.
Have you found it Is easier or harder to write a book that is somewhat set in the real world?
Well, there’s more research, but I enjoy it because it helps make the story feel more real while still giving you an adventure.
What is the plan with Rogues Gallery? Is this a standalone book, or do you have plans to release sequels down the road? How much do you already have mapped out?
This is designed to stand on its own, but I have ideas beyond it and, if the Kickstarter goes well, one of the stretch goals would likely lead toward a sequel. I know where I would go with the story if that happens.
You’re obviously a very successful writer, with many novels to your name over the years, so why go the Kickstarter route? Is there something specific about it that caused you to go this way?
This is a novel that is a little harder for publishers to pin down, as I learned even from Black City Saint. It also allows me to schedule it in a different way so that I can get it done as it needs to be. I will be doing the audiobook in concert with Hydra Publications, so, one aspect will be more traditional.
Your world of Rex Draconis was featured in a Kickstarter last year allowing backers to play in the world you’d devised. Is there any chance of being able to play an RPG set in the Rogues Gallery world?
Actually, the novels were a combination of an independent support setup and later publication through Hydra. The RPG material went through a very successful Kickstarter. I’ve actually had someone ask me about doing something with Rogues Gallery, so, yes, there may be some RPG alongside it. We’ll see.
Where can someone find out more about you?
I have a website, but I haven’t had the patience for it due to personal matters. I’ll get it up and running again soon. The best place to find me is on Facebook on my pro page at: https://www.facebook.com/richardallenknaak
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I want to thank Richard for taking the time to talk to me and answer my questions. Make sure to check out Rogues Gallery on Kickstarter!
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Also, just a reminder that my newest book, The Echo Effect is newly released and only $2.99 for the remainder of October! Check it out here!
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John McGuire is writer of the sci-fi novel: The Echo Effect.
I am very excited to announce that REX DRACONIS RPG, a project that I had a large part in creating and Kickstarting (alongside Micah Watt of Pyromaniac Press), is now LIVE over on DrivethruRPG!
In this first release batch are three main books, and each has versions for both D&D 5E and Pathfinder (1e).
Be sure to check out any of the linked cover images below by clicking on them.
LIMITED TIME DISCOUTNED PRICE: In order to celebrate the launch of these products, the flagstone adventure module Rising Tides is currently dropped to under $10 for the first two weeks – so get in now!
D&D 5th Edition (Click cover images to navigate through)
Pathfinder (Click cover images to navigate through)
Thanks folks, and be sure to spread the word… Rex Draconis needs it heroes!
FREE D&D 5E BOOK
NPCs, Monsters, and Magic Items of Rex Draconis
Book release announcement
Introducing the first official Rex Draconis RPG book… And it’s FREE!
Click Here to download yours today!NPCs, Monsters, and Magic Items of Rex Draconis is a free supplement to help introduce players and GMs alike to the Rex Draconis setting for D&D 5th Edition.
There is beautiful custom art featured throughout, and linked bookmarks to help you easily navigate between the entries within a moment at the gaming table.
This book is just the appetizer for the following three core books that are ready to unleash their epicness onto the RPG world later this week:
Rising Tides – War of Tides adventure 1
Player’s Companion
Amble’s Guide to Avondale
That’s all from us for now, but we will notify everyone once these three core books are released in a few days.
We actually passed our 5 year anniversary on the site a couple of months ago. Normally, I take some time to reflect on the previous year’s blog postings and highlight a few that either were favorites according to the Site’s Stats or some I really liked that maybe slipped through the cracks. After another 52 weeks (plus a few) that is bound to happen.
Some writers keep notebooks of old ideas. Some keep files on their computers of half-written stories and blogs and novels and comics and… Well, at least I do that stuff. And that’s what this is about – looking through your old ideas and trying to bring them back from the brink. However, I wanted to highlight this one because it actually is part of the initial genesis for the novel I’m working on right now comes, in part, from this very blog. But not in the way you might think after reading the blog.
Ever since the show Veronica Mars (which I have written about here and here ) debuted, it has utterly captivated my bride. So when the opportunity to write a story set in the same world was made possible by Amazon – we jumped all over it. The benefit of telling a story together (which we’d never done before) was awesome and being able to make some pizza money for our “work” was just a bonus. Yet, all things must come to an end. While the subject matter might not be the favorite of my blogs, the impact was one of the highest.
I believe that throughout a writer’s life there are stepping stones and building blocks which lead that person to put words to paper. Knaak’s novels are definitely a few of those bricks which helped me gain a further love of books and world development. It helped me to see that you can create a playground and then have other people get in the sandbox (and see how far I can take the metaphor!). Regardless, it was awesome to be able to shine a little light on another of Knaak’s projects while reminiscing about works that had an effect on my life.
One day I’m going to sit down and rewatch the Twilight Zone and do some blog posts about that. But until I get around to that, I have Black Mirror to talk about (new season has to be around the corner, right?). Hang the DJ immediately became a favorite… though, I’m beginning to believe that all I need from a Black Mirror episode is two people who are in love, are falling in love, or who are desperately trying to regain that love, and I’ll love it. And while every episode isn’t a “hit” every time, the ones that do get there for me are so much better than anything else on tv… it’s not even close.
Was this my April Fools post? Who decides to sit down and write a blog post about a movie they haven’t even seen? This guy right here. The trailers impacted me, invaded my dreams, so I decided to write my review BEFORE I saw the movie. Sadly, I still haven’t seen the movie (but it is on the list for the holiday week!).
To talk about the bricks of my creative life… Stan Lee is one of the largest pillars. I don’t try to put celebrities on a pedestal… there just isn’t a need for that in my life. But I’ve known that there are a handful of people that when they passed would have a big impact on me. This blog was my attempt to put it out there, what his work meant to the 12-year-old me and the 42-year-old me and every age in between. ***
Let’s round up some news bites: Richard A. Knaak’s Rex Draconis, my latest Storytellers Vault review, Origins hotels, where’d the “RPG Kickstarters You Should Back” column go?, some press releases, and a deal! Let’s dive into this news roundup.
NEWS BITES
Going to Origins Game Fair from June 12th to 16th, 2019? While early bird badge registration starts November 15th, the downtown hotels are already available at a discounted rate. Some are sold out, but there are still options. If you’re thinking of going, here’s the links to the discounted downtown Columbus hotels for the show. Click it to see what (if any) options remain.
My column, “RPG Kickstarters You Should Back,” moved to the Open Gaming Network. I enjoyed hosting it on the Tessera Guild and look forward to continuing the column at its new home. At OGN, I’m delving deeper into Kickstarter reviews looking at the history that inspired them as much as how they’ve gained from using the Open Gaming License.
Speaking of Kobold Press’ Tales of the Old Margreve: 5th Edition Forest Adventures, this campaign was only intended to fund completing this adventure book, a print run of it, and VTT files for Roll20 and Fantasy Grounds. The plan was not to create PDFs during this campaign. However, after a groundswell of support for PDFs, Kobold has added them to the campaign. If you wanted to back this but only if it included PDFs, now’s the time. For more details, read their campaign update here.
On ENWorld, I look at the [now ended] Vampire: The Masquerade Humble Bundle as well as David MacDowell Blue’s Savannah by Night COMPLETEfor the “Storytellers Vault Roundup.” Why did I pick Savannah by Night COMPLETE to review? Because the city lies on the coast of my state (Georgia) and I’ve frequented it a number of times. It’s interesting to see what David created by adding vampires to this colonial metropolis.
Several months ago, I shared a press release about Wet Ink Games upcoming Kickstarter, War World Occult RPG. Based on Charles Ferguson-Avery’s art, this “is a gritty horror setting where an eldritch hellscape flows over the battlefields in a fantasy World War”. The game will use the Compass System. We now have a date that the campaign will launch to Kickstarter, October 30th.
I’ve made no secret of my childhood love of Richard A. Knaak’s Dragonlance: The Legend of Huma, Kaz the Minotaur, and more. How much have I enjoyed his work? Enough to write several articles and roundup some more reasons to back the Kickstarter to develop this setting for D&D 5e and Pathfinder.
On the Open Gaming Network, I interviewed Richard A. Knaak, Phil Beckwith, and Micah Watt about their D&D 5e/Pathfinder 1e conversion of Richard A. Knaak’s latest fantasy series, Rex Draconis, into an RPG setting. Read it here.
To add to this, John McGuire shared his thoughts on Knaak’s early Dragonlance books here.
I looked at the Kickstarter for Rex Draconis RPG – Rising Tideshere. The product is funded, unlocked its first stretch goal, and ends Sunday, October 21 2018 10:02 PM EDT.
And there’s a Rex Draconis RPG newsletter with even more preview content and thoughts from Richard A. Knaak as well as the game creators. You can sign up for it here.
What are you doing this weekend? On Saturday, October 20th, I’ll be at the GAMA Retailer Award-winning Giga-Bites Cafe with Craig Campbell of NerdBurger Games and more (local RPG creators and gamers) playing some RPGs from 2PM to 6PM or 7PM. I’m excited about it and hope your weekend is equally gametastic!
[UPDATE on October 19th, 2018 at 10:10AM] On Paizo’s blog, Niobe: She is Life creator, Sebastian A. Jones, talks about Niobe, Stranger Comics,their latest Niobe Kickstarter, and Niobe: She is Pathfinder [not the actual title] that will let you play in the Niobe-verse using Pathfinder rules! Read it here.
To see the Kickstarter, click the image.
DEALS
The Open Gaming Store (the store that funds the articles on the Open Gaming Network, including mine) has a warehouse sale this month. 30% off a variety of tabletop RPG items. Check it out here.
Advanced Dungeons & Dragons: Dragonlance. The world of Kyrnn. The continent of Ansalon. The Companions. Camaron. Raistlin. Takhisis. Paladine. Kitiara. Lord Soth. Chronicles. Legends. Margaret Weis. Tracy Hickman. The Legend of Huma. Kaz the Minotaur. Richard A. Knaak.
Those settings, characters, books, and authors summarize of my love for D&D’s Dragonlance. The setting was popular in AD&D, 2e, 3e, 3.5e, and the SAGA system (the last module, for 3.5e, was published in 2008 by Sovereign Press, one of Margaret Weis’ companies and the official licensor of Dragonlance at that time). Beyond the RPG books and sets there were tie-in novels published from 1984 until early 2010 (fellow Tessera Guilder, John McGuire, wrote about those early Dragonlance novels recently), comic books, video games, and a 2008 animated movie. While there was a tip of the hat in a 5e Unearthed Arcana to Krynn’s minotaurs (here), Wizards of the Coast has not published any new Dragonlance game material for a decade, and no new novels in nearing that time span.
While the full list of every author that touched Dragonlance over those two decades is extensive, the list of authors that most defined Dragonlance novels throughout their existence is four: Margaret Weis, Tracy Hickman, Douglas Niles, and Richard A. Knaak. Their prose gave the world its voice and structure, gifting it with flavor while crafting a complex history. Everyone involved did an excellent job of building the world of Krynn into one of D&D’s premier settings. Knaak built up the world’s history while cementing the sailor minotaurs and Knights of Solamnia and other critical facets of the world. He curved out a section of Krynn that might be dubbed “his” part of Ansalon. However, the downside of working on corporate properties is when the publisher stops producing them, your contract ends, and the sun on your part of the world sets, sometimes forever.
Knaak worked on other properties (World of Warcraft, Conan, Diablo, and several of his own series including Dragonrealm), yet the stories of Dragonlance must have continued to percolate in his mind. In 2017, he delivered the first book in a new fantasy series, Rex Draconis. The first novella, Rex Draconis: Under the Dragon Moon, lays out the opening shots of the series. I didn’t read Rex Draconis: Under the Dragon Moon, instead I did the Audible as read by Julie-Ann Amos. For those not versed in audiobooks, an Audible is the same as reading, only it’s not. Julie-Ann Amos elevated the work through her voice acting. Her characters had a life and presence that you do not hear in every audiobook and are not always present in your head as you read.
The superficial bits of the novella marked the series as the spiritual successor to Dragonlance. But, it’s not a cloned-Krynn, it’s a skillful homage to Knaak’s corner of Ansalon. A love letter so compelling that it’s inspired Knaak to work with Phil Beckwith of P.B. Publishing and Micah Watt of Pyromaniac Press to convert this prose into a tabletop RPG setting for D&D 5e and Pathfinder 1e (the Kickstarter for is live here until Sun, October 21 2018 10:02 PM EDT). I covered the Kickstarterhere, and interviewed Knaak and the rest of the creative team on the Open Gaming Network.
What is Dragonlance about this series? Sailor minotaurs. Kwillum, a kender-like species that make more sense than kender. Two species of dragonfolk that have a light resemblance to draconians. Three-ish moons of differing hues. There’s more that, once you see those parts, make the other pieces fit a jigsaw puzzle of a Larry Elmore Dragonlance painting, but on examination it feels more like forcing the pieces to fit. The semi-befuddled mage, Knights of the Shield/Knights of the Grey Hand, the prominence of the gods as components of the sky, the tinker dwarf. Those pieces could be viewed as being taken from Ansalon, yet powerful mages, knightly orders, gods, and steampunk humanoids are common fantasy tropes. It is only when the other pieces are invoked that they form the tapestry of Krynn.
Despite the elevator pitch that this is Dragonlance revisited, and some similarities, Rex Draconis is not Dragonlance. Taken as a whole, it is its own world. The minotaur empire is pushing against the human’s world, the “orcs” of this world are the wheyr, a race of jackelpeople who have massive numbers and, thanks to some captured and copied minotaur ships, are a threat at sea, dragonfolk aren’t rooting for an evil goddess or defending mankind, instead, everyone are their pawns, the third moon is visible and shattered into the shape of a dragon, the kwillum are looking for something. There are layers to this world and this first novella offers a taste of each.
Who is Rex Draconis: Under the Dragon Moon for? Sword and sorcery fans. Fans of Richard A. Knaak. Fans missing their Dragonlance fix that are ok with a reimagined version of the world. D&D fans that want the feel of those worlds back in print. But mostly fans looking for a fantasy world that is fully realized, with interesting takes on the battle between good and evil, one where the series is ongoing and being transferred across medias to work with D&D 5e and Pathfinder 1e on Kickstarter (here).
Years ago when I was just beginning to discover this new world of books that had opened up to me, a pair of trilogies were thrust upon me by my friends. They were branded with the words Dragonlance which I was beginning to put together was a Dungeons and Dragons world. Years later I wonder what made them think that I needed to read these particular books. I’d only just learned how to play D&D. And while I could certainly understand the idea of a shared world from my few years (at that point) reading comic books, I’m not sure why they thought these were the way to through me in the deep end. Of course, they were right. Those six books basically made it so that any extra money I had (that wasn’t going to comics) ended up in one of the various D&D books. And like everything, when you were dealing with the sheer numbers of books I was reading, you’d get some good ones and some clunkers.
One of the things about TSR (the makers of D&D at the time) was that with Dragonlance, you had the original creators writing the initial series, but also expanded the history of the world. They invited other authors to write about those legendary characters in their own series.
The Legend of Huma, but Richard A Knaak, was one of the first Dragonlance books I read that wasn’t by the original authors. And I wasn’t sure what to expect as I flipped through the pages. Sometimes the problem with the legends is that they are merely there to teach the main characters a lesson of some sort. That tidbit is interesting, but a whole book on the character might be pushing it.
Luckily that wasn’t the case with The Legend of Huma. Knaak managed to not only bring the main character to life but wove a story around it introducing readers to Kaz the Minotaur. Someone that by the end of the story was as big a character as anyone might have been. Being able to bring that well-roundedness to what was a “monster” – and typically would have just been something Huma should have killed right out. I think it taught me that if you infuse your characters with personalities and hopes and dreams that they would become full-fledged characters for the reader.
The initial book was followed up by a sequel focusing on Kaz (titled Kaz the Minotaur). Which, in my mind, put the character into that pantheon of all-time Dragonlance characters.
Knaak would follow these up with more books about the Minotaurs of Dragonlance, effectively becoming the go-to guy when it came to their culture and customs. I also love the idea that a writer in one of these worlds can basically make themselves the expert of a whole race of creatures. So many times, you can get lost in the shuffle because so many books are coming out at a time, but Knaak not only found his niche but made it his own.
I have books that I want to reread (which run into my list of still haven’t read and the list of dying to read). Whether or not I am able to really make the time, I know those initial two Dragonlance stories would be at the top of the list with Huma and Kaz read immediately afterward.
Currently, there is a Kickstarter running which focuses on Knaak’s newest world of novels (which I am eager to jump in and read!) and bringing it into the roleplaying side of things. You can find information about it here.
This week’s theme, tabletop RPG adaptations, let’s me share Simon Stålenhag’s artbook, Richard A. Knaak’s newest fantasy series, and the famous judge created by John Wagner and Carlos Ezquerra (who just passed away). All of these projects are live on Kickstarter. If you want to play as a teenager in the technopast 1990s using the Mutant: Year Zero system, or as a fantasy minotaur using either the D&D 5th edition or Pathfinder 1e rules, or as the law using What’s OLD is NEW (WOIN) game system, there are games waiting for you.
“Return to Simon Stålenhag’s world of the Loop in this new RPG. It’s the ’90s now, and things are different. This time, you can die.
It started on Christmas Day in 1994. Dark water suddenly rose from the land, invading our homes and lives. They say it came from the depths inside the Loop. Whatever it was the Flood changed everything. Nothing would ever be the same again.
Welcome back to the Loop. Things are different now.
In 2017, we released Tales from the Loop the tabletop roleplaying game based on Stålenhag’s first art book. That game was an instant hit, selling out its two initial print runs and winning no less than five ENnies (including Best Game and Product of the Year) as well as three Golden Geek Awards (including Best RPG).
Now, it’s time to return to the Loop and continue the story. In Things from the Flood you play Teens in the 1990s – a decade of change and disaster. You’re still balancing day to day life with solving exciting mysteries with your friends. But this is a darker time, and the stakes are higher.
We are the Free League, creators and publishers of roleplaying games such as Mutant: Year Zero, Coriolis – The Third Horizon, Tales from the Loop and Forbidden Lands. As well as the original publishers of Simon Stålenhag’s art books. The lead writer of this book is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.
The vast majority of the art in the game is done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Things from the Flood artbook – many scenarios in the game are based directly on illustrations in the artbook – but the RPG will contain some new original art as well, including the cover image.
The book will have approximately 200 pages, in the US Letter format.
Tales from the Loop Backer? If you backed the original Tales from the Loop RPG back in late 2016, you will get a PDF of the Things from the Flood core book, including the digital stretch goals in this Kickstarter, at no extra cost. You can still join this Kickstarter to get the printed book.
Things are different now.
The world does not seem so innocent anymore.
Its the ‘90s and the once mighty Loop has been shut down, the experiment abandonded and the land bought by Krafta, a powerful corporation. You are no Kids anymore, but Teens trying to find your way in a decade of change – both within and around you.
The Flood has transformed the once pastoral islands into a dark marshland. Some say that the dark water pouring out of the ground comes from within the Loop itself. Machines are afflicted by a strange virus turning them unreliable and dangerous.
Still, your lives go on as before. You go to school, fall miserably in love, try to do everything possible to fend off boredom. When you hear about other teens going missing, and even turning up dead, you realize its time to gather the group again.
One way or another you fill find out what these Things from the Flood really are.
You play Teens growing up in the 1990s, trying to balance everyday life while at the same time solving dark mysteries together with your friends.
The core of the game is the same as in Tales from the Loop, but the themes are different. Gone are the childlike tales of wonder and discovery, in their place are dark threats to the Teens and their world. Everything is changing, everything is falling apart. Figuring out how to deal with this is a big part of the game.
You are no kid anymore, the world is both more exciting and more dangerous. Teenagers can get hurt – and even die. The stakes are higher than ever.
Both! Things from the Flood expands the scope of Tales from the Loop to the 1990s. You can continue your campaign with the Kids from the original game or create brand new player characters. We call it a “standalone expansion” because everything that is needed to play the game is included in the book. That’s right, no previous experience is needed at all, just get the book and start playing right away.
If you’ve read and played the Tales from the Loop RPG, you will find yourself right at home, this book expands the setting and introduces new exciting mysteries and threats to explore.
The game engine of Things from the Flood is the same as the one for Tales from the LoopRPG and is based on our previous game Mutant: Year Zero, that was awarded with a Silver ENnie for Best Rules at Gencon 2015.
The core mechanic is the same: To make a skill roll, you simply grab a number of dice for your attribute score, skill level and gear, and roll them all together. You need at least one six to succeed, and extra sixes can give you stunts and other bonus effects.
The acclaimed artist, concept designer and author of the art books Tales from the Loop (2015), Things from the Flood (2016) and The Electric State (2017). Simon Stålenhag is best known for his highly imaginative images and stories portraying illusive sci-fi phenomena in mundane, hyper-realistic Scandinavian landscapes (expanded into America in his latest book The Electric State). Tales from the Loop was ranked by The Guardian as one of the “10 Best Dystopias,” in the company of works such as Franz Kafka’s The Trial and Andrew Niccol’s Gattaca.
Not only have Stålenhag’s unique and cinematic images earned him a worldwide fan base, but have also made him a go-to storyteller, concept artist and illustrator for both the film and computer gaming industry. This year it was announced that The Electric State will be turned into a major motion picture and Amazon Prime ordered a full season of a TV show based on Tales from the Loop.
During his twelve years as a game writer, Nils Hintze has written a great number of scenarios, articles and reviews, as well as being the main author of critically praised and award winning Tales from the Loop roleplaying game. Previously he has written plays for theatre groups.
Nils is known for his ability to create scenarios which allow the players to explore their characters and their relationships while facing dangers and solving mysteries. The conflicts in his games are often built on personal dilemmas, where thrill and mystery is not seldom mixed with humor.
Nils is educated in creative writing, but he normally works as a psychologist. Nils is also one of the three creators of the Swedish role-playing podcast Podcon.
Free League Publishing is the international name of Swedish game and book publisher Fria Ligan AB. Since 2011 we have produced a range of pen and paper RPG’s, and have won several awards in the process.
Our first international game, Mutant: Year Zero, co-published with Modiphius Entertainment, was awarded a Silver ENnie for Best Rules at Gencon 2015. Last year Tales from the Loopwon five Gold ENnies (including Best Game and Product of the Year) as well as three Golden Geek awards. We have also created and published Coriolis – The Third Horizon (2017) and Forbidden Lands (2018).
Our Kickstarter fulfillment and shipping is handled by GamesQuest in the UK, and we have a partnership with Modiphius Entertainment for international retail distribution.”
Egg’s Thoughts:
Tales from the Loop won five 2017 ENnie Awards (Best Game, Best Setting, Best Writing, Best Internal Art and Product of the Year) plus several Golden Geek Awards (Game of the Year, Runner-up Best Artwork & Presentation). Fellow Guilder, John McGuire, did two articles on Tales from the Loop, the prequel to Things from the Flood. The first is his thoughts about the game from playing it at Gen Con, the second is a traditional review. It can be said that “roleplaying in the ’80s that never was” is a winner. The sequel pushes the clock forward from being kids in the 80s to being “teens in the 1990s – a decade of change and disaster.” The world is darker, the stakes are higher, the first bits of the internet are forming, and you are old enough to drive in a world that is turning into a dark horror. This standalone expansion (you don’t need TftL to play this) is waiting for you here.
You can see examples of their work at DriveThruRPGhere.
“The first adventure in a trilogy based on NY Times Bestselling author Richard A. Knaak’s: Rex Draconis fantasy setting.
Welcome to the Rex Draconis RPG
Set in the world of Tiberos, the Rex Draconis RPG setting allows you to experience the epic fantasy of Richard A Knaak’s new world, dubbed by many as ‘the spiritual successor to Dragonlance’.
Against the backdrop of war, play as honourable Minotaur, chivalrous knights, mischievous Kwillum or powerful wizards, as you thwart the warmongering of the savage Wheyr and the machinations of the mysterious draconic Fafni and Afafni.
The Rex Draconis RPG is written for the D&D 5th edition and Pathfinder rules sets, and feature setting material that can be easily imported to any RPG system of your choice.
The Rex Draconis RPG is being produced in conjunction with an active novel line. While the novels are not required to use and enjoy the RPG, this structure allows you to interact with and fight alongside your favourite characters in a living, growing setting that evolves as Richard envisions. It is also important to note that the RPG storyline is a separate and unique story, that interestingly crosses paths with the novel line.
What is Rex Draconis?
Rex Draconis is the latest offering from Richard A Knaak, renowned fantasy author, and creator of some of the most iconic elements of the Dragonlance world. Richard is credited with the strong development of the Minotaur culture and the Solamnic Knights, as well as many other elements that made Dragonlance such a unique setting.
After many years, Richard has chosen to breathe new life into these embers, in an all-new high fantasy setting that combines favourite elements with an exciting new world, characters, monsters and storylines.
The first novella – Under the Dragon Moon (Hydra Publications) – has been released, and the second – Lords of the Dragon Moon – is due for release shortly. Work has already begun on the next installment.
Why Kickstart?
With the success of the new novels, Richard would like to see the setting become a playable world for Table Top Roleplaying, much like its predecessor, the Dragonlance setting. Rex Draconis is wholely Richard’s creation, over which he has, and would like to retain, full creative control.
Bringing on Phil and Micah adds significant indie RPG experience, with numerous successful products and projects and a proven track record. However without the funding of a large game company, alternative funding needs to be sourced for professional art, editing and layout, as well as production of both PDF & physical products.
Considerable time, effort and expense has already been invested in the project, but to do it justice and create a standard we – and you – are satisfied with, further funding is required.
Rewards
While a full RPG world setting is in development, this first kickstarter will focus on launching the line with the following three main products, digital art and map pack, and a smaller, exclusive mini-adventure;
The Rex Draconis Player’s Guide – This book is primarily an adaptation guide, offering rules changes to the chosen official rulesets to ensure compatability with Tiberos – the world of Rex Draconis. This book will include new races, classes, archetypes, rules and more, as well as advice on adapting the material from your favourite RPG systems to create a more personalised Rex Draconis experience for your tastes.
Rising Tides – Adventure 1 – The first adventure in a series, Rising Tides allows players to foreshadow the action of the novels, playing roles that interact with the story in meaningful and lasting ways. In Tiberos, there is more than one story being told in this war. Rising Tides acts as a prequel to the official novel storyline and takes thre characters on a journey of discovery across this fantastic new world.
Amble’s Guide to Avondale – This book is the first of the setting content, a complete guide to Avondale, the capital city of Dracoma, home of the Knights of Dracoma. This guide provides all you need to launch your own adventures in Tiberos.
Digital Art & Map Pack – All art and maps produced for the project will be offered to eligible backers as a digital pack for personal use.
Misunderstandings – A mini adventure to whet your appetite for the unique qualities of the setting. This adventure is a Kickstarter EXCLUSIVE, and will not be reporoduced anywhere else.
We know that everyone is different, and will desire different rewards. PDF or physical copy, pathfinder or 5th edition rulesets, or both. We have arranged the rewards in a number of Backer Tiers that allow you to choose the rewards you want. We also have a special early adopter reward tier for the digital products.
Who Are We?
Phil Beckwith
IT Project Manager by day, owner of P.B. Publishing by night, known mostly for many bestselling and successful titles on the DMs Guild, including the highly rated horror adventure – The Haunt, the 200 page hardcover tome Adventure Anthology, and a co-creator for the best-selling Monsters of the Guild.
Micah Watt
Owner of Pyromaniac Press, Micah is a successful Pathfinder and D&D 5e designer, known widely for his adventure path ‘What Lies Beyond Reason’, and the epic D&D 5e hardcover deity supplement; Faiths of the Forgotten Realms. Having run successful Kickstarters previously, Micah comes on board as our Pathfinder and Kickstarter expert.
The creative genius behind Rex Draconis. Richard builds the world of Tiberos in his brand new novel series; Rex Draconis. He is known worldwide as a New York Times Bestselling author of novels in the Dragonlance, Diablo, World of Warcraft, Pathfinder, and Dragonrealm series. Richard provides creative consultancy and canon authority for the Rex Draconis RPG team.”
Egg’s Thoughts:
In my youth, Richard A. Knaak’s Dragonlance novels, The Legend of Huma and Kaz the Minotaur, were huge influences on me and, after Weis and Hickman’s Dragonlance trilogies, solidified my love of Krynn. If you’d like to read more about how influential those novels were, you can read fellow Tessera Guilder, John McGuire, give his thoughts on them here. Add to them the Dragonrealm series, and I have been a lifelong Knaak fan. His new series, Rex Draconis, introduces a world that is a love letter to Dragonlance. It’s less Weis/Hickman’s version and closer to the focus of Knaak’s corner of the world, yet manages to be greater than its inspiration.
Knaak’s strengths and knowledge of Ansalon let him touch all of the right moments from that world without the work ever descending into being a pale shadow of the better known property like Go-Bots to the Transformers. Rex Draconis remains its own world and story. While the focus of the series are the minotaurs and the not-Knights of Solamnia, they are handled in an earnest manner. There’s more to compare between the series. The kender (the group of annoying Hobbits that would have been wiped out just to end their unrepentant kleptomania) are replaced with the kwillum, a race that look like 10-year-old children who are also porcupine quicklings that are hunting something (in every pouch and coin purse that they pass). They are fast and have quills making them difficult to kill and, while they steal, they don’t do it aimlessly (they’re looking for something). The dragons are not flying mounts for the characters to ride into battle; instead, they’re D&D master monsters. The dragons, starkly good and evil in D&D, are neither in regards to humans in Rex Draconis, they see all bipeds as pawns in their wars so it changes the traditional pulp relationship between the powers that be. This series analog of the black moon of Dragonlance was shattered 400 years ago, which makes it visible as pieces that, I’m guessing, are leaning into the atmosphere a bit much. Every piece has a touch of the old with a nice twist that makes it new.
Continuing its homage of Dragonlance, Knaak wants to build the world into a D&D setting and, to do that, he’s working with Phil Beckwith and Micah Watt to make it happen. I’ve backed this and recommend checking out the setting as well as the first novella in the Rex Draconis series.
You can see examples of their work at DriveThruRPGhere.
“Explore Mega-City One and beyond with the official tabletop roleplaying game for the galaxy’s greatest comic!
Judge. Jury. Executioner. Play as a Judge of Mega-City One and bust perps, Sov spies, and mutant raiders in this action-packed standalone tabletop roleplaying game, bringing to life the iconic characters and worlds found in the legendary British comic 2000 AD. This book is your introduction to Mega-City One, and your gateway to a line of supplements based on 2000 AD’s many characters and settings.
These books are brought to you by Darren Pearce (Doctor Who; Lone Wolf), Robert Schwalb (Dungeons & Dragons; Warhammer Fantasy Roleplay), Andrew Peregrine (Doctor Who; Firefly; Buffy The Vampire Slayer), Russ Morrissey (What’s OLD is NEW), and Nick Robinson.
Full colour 270-page hardcover Judge Dredd & The Worlds of 2000 AD core rulebook!
The Robot Wars, 100-pages, the first in a series of softcover sourcebooks and adventures!
Sturdy two-sided cardboard 4-panel GM screen full of handy reference charts and tables!
Beautiful cardstock tokens to represent your characters and their foes!
Also, we are offering a limited edition version of the core rulebook with a special cover exclusive to this Kickstarter!
We are producing a full-colour hardcover core rulebook for the all-new Judge Dredd & The Worlds of 2000 AD tabletop roleplaying game. This book contains all the rules and setting information you need to play any character in Mega-City One, and is the core rulebook for the entire line of 2000 AD settings and worlds.
Play a Judge, Civilian, or Perp!
Choose from Humans, Clones, Robots, Mutants, Chimps, Gorillas, and Orangutans!
Wield the iconic Lawgiver sidearm and ride the mighty Lawmaster motorcycle!
Read about Mega-City One, as well as other worlds of 2000 AD!
Core rulebook contains everything you need to play in Mega-City One, and provides the core rules upon which the many worlds of 2000 AD are based!
Judge Dredd & The Worlds of 2000 AD is a standalone roleplaying game. You do not need any other books in order to play. This 250+ page book introduces you to Mega-City One, and allows you to play Judges, Perps, or Civilians in that futuristic metropolis. This is also the core rulebook for future setting books which will detail many of your favourite 2000 ADproperties, such as Rogue Trooper, Sláine, Strontium Dog, ABC Warriors, and many more!
Check out these previews of the game!
2000 AD is a multi-award winning weekly British cult-sci-fi comic anthology that has been running since 1977. Having featured dozens of writers and artists over the years, including Pat Mills, Alan Grant, Grant Morrison, Mark Millar, John Wagner and Alan Moore, 2000 ADbrings you an explosive cocktail of sci-fi and fantasy, infused with a mean streak of irony and wry black humour.
2000 AD is future lawmen in vast megacities. It is post apocalyptic wastelands filled with mutants. It is celtic barbarians and druids fighting evil drunelords. It is robot warriors taming a lawless Mars. It is ancient accords between the British Crown and Hell. It is intergalactic cargo trucks adventuring through space. It is extra-dimensional agencies who repair anomalies across the alternate realities. It is Houdini, Lovecraft, and Doyle as paranormal investigators in the 1920s. It is alien freedom fighters seeking to end the tyranny of humans on a far future Earth. It is genetically engineered soldiers bred for war. And it is much, much more.
The worlds of 2000 AD are diverse indeed. And you can play in them all!
Judge Dredd & The Worlds of 2000 AD uses the What’s OLD is NEW (WOIN) game system. Here are some of the features of that system:
d6 dice pools.Judge Dredd & The Worlds of 2000 AD uses d6 dice pools to resolve actions. You form a dice pool by adding dice from an attribute, a skill, and equipment. For example, a burglar trying to pick a lock might have 3d6 from her AGILITY attribute, 2d6 from her thievery skill, and 1d6 from her high quality thieves tools, meaning she gets to roll 6d6. The dice are added together and compared to a target number. Detailed rules for simple tasks, extended tasks, and competitive tasks using the same core mechanic allow for a flexible variety of challenges.
Life-path careers system.Judge Dredd & The Worlds of 2000 AD uses a “life-path” system for character creation. You create a character by selecting a number of sequential careers which represent periods of your character’s life since childhood. Each career adds to your character’s age, and increases various attributes and skills, as well as granting a special ability while adding to your character’s history and backstory.”
Judge Dredd, while known in the US, has never taken root as it did in its native country, the UK. The best illustration of the difference in markets is the 2012 movie, Dredd. For that movie, the US and Canada (population north of 350,000,000) spent $13,414,714 on the entire run of that film while the UK (64,000,000) spent $6,929,744 on seeing the film. [Numbers from BoxOfficeMojo here.] A population that is less than a 5th the size of the US/Canada bought about half as many tickets as the larger group. That speaks to how much larger the fanbase is in the UK than North America. Add to that, in this Kickstarter, as of this writing, the number of American and Canadian backers combined (477) just edges out the UK (441).
Should you back this Kickstarter? Does national origin make any difference? I’d say you should, because what makes the difference in audience participation is, in my opinion, The Law tends to display a certain amount of English wit that does not always connect in the US. Yet, in my experience, that wit lives at the gaming table. Judge Dredd has the range to feel pulpy, humorous, and dark all in a single story. Using the WOIN system combined with the player’s natural tendency to take all situations to the extreme, this will be an excellent RPG and I can’t wait to test it out.
While this is a hype piece (call a spade), I’m compelled to note that the world of art is poorer today for the passing of Carlos Ezquerra, the character designer of Judge Dredd. His artwork will be missed, and my thoughts are with his family at this difficult time.
You can see examples of their work at DriveThruRPGhere.