Category: Kickstarter News

I have a personal connection to this one, no lie. Skye Island is a “crossover point” between Shaintar and Ian Liddle’s fantasy world of Dolonde. Ian’s one of the best people I know, and he’s got a fantastic creative spirit. Definitely take a look at this project.

The 2nd edition of the Synergy Fantasy Roleplaying Game needs artwork, this is how you can help, and get the books at a special price.

This is the second edition of Synergy Fantasy; rebranded as Worlds of Adventure: Fantasy Realms with a host of additional content, rules addition, revisions and expansions. Synergy is the same game system as that found in Blue Planet v.2 adapted for the fantasy genre.

The Kickstarter is to fund full color artwork and production costs for the two core books – the Players Guide and the Moderators Guide. Exceeding the funding goal will open up both stretch goals and further reward levels.

Cartography in the Players Guide will be provided by Stephanie McAlea. Full color artwork by Savage Mojo.

This edition focuses on the world of Dolonde and more specifically Skye island; the remnants of a long dead volcano jutting out from the sea. It is part of a larger chain of land called the Pearl islands, whose nearest neighbor is the elven land of Vaqeon.

Skye is a land of savage jungle elves, pirates, evil necromancers wondrous scenery and great mysteries. Protecting the good, honest folk of the island are the Heroes of Skye, a group of adventurers based out of Lookout Point but active across the entire land.

If you would like a taster of the game system, why not pick up the Worlds of Adventure: Test Drive. It has a streamlined version of the rules, sample characters and a short scenario for you to try them out with.

 

The Bad Boys of Gaming are back in a new adventure! Only Dead Gentlemen can bring you this level of absurd and imaginative comedy about tabletop roleplaying with this level of quality.

“I wanna steal his pants!” The classic tabletop gaming comedy returns for an all-new adventure, based on Matt Vancil’s THE GAMERS.

We’re funding the 45-minute pilot episode of a comedy about tabletop roleplaying games, based on Matt Vancil’s cult classic THE GAMERS. Preview Season 0!

 “I backstab him with a ballista.” – Nimble, the Thief

“Someone finally understands us.” – Gamers at every convention ever

Fifteen years ago, Dead Gentlemen Productions introduced the world to Matt Vancil’s comedy about tabletop roleplaying gaming where the heroes were ordinary people playing the game that we all love. They were sympathetic, funny, and real. Nobody had ever seen anything like it…

…and we’ve been telling stories in that world ever since!

At the end of THE GAMERS, fantasy stereotypes Rogar, Nimble, Newmoon, and Ambrose… sorry, “Magellan”… accidentally stepped through a portal into our world, where they defeated their own players. They’ve been stuck here ever since, without direction or purpose. Until now.

A new gaming group has uncovered the group’s old character sheets and the original GM’s campaign notes. Now, the new players will set out to finish the story of the original Gamersas our heroes…

  • encounter minions of The Shadow who have infiltrated our world
  • search for a portal back to Fartherall
  • apply a dose of fantasy justice to evildoers across the multiverse

Cutting back and forth between the players at the table and the game, this first episode abuses line-of-sight rules, wrestles with grappling tables, and explores what happens when retro gaming meets sophisticated rules lawyers and when fantasy-world characters try to defeat modern villains.

Featuring the returning talents of Nathan Rice (Newmoon), Justin McGregor (Magellan), Phil M Price (Nimble), and Matt Shimkus (Rogar), we are also proud to introduce a new group of players:

  • Megan – Anna Clausen, the gamemaster
  • Zach – Jay Irwin, Rogar’s player
  • Charlie – Maggie Ferguson-Wagstaffe, Newmoon’s player
  • Jamie – Magellan’s player (currently casting)
  • Brad – Nimble’s player (currently casting)

Plus a special appearance from Russell Hodgkinson (Z-NATION) as The Professor.

But this isn’t just a show about the original film, THE GAMERS. While this series can stand entirely on its own for new gamers and fans to enjoy, it is also the next part of the meta-story, a saga that we’ve been telling for fifteen years. This series runs concurrently with the events of THE GAMERS: HANDS OF FATE and leads directly into THE GAMERS 4, which will conclude the adventures of Joanna, Lodge, Cass, Gary, and Leo. 

If you’re a hardcore Gamers fan, this is where we lay the final pieces into place for the explosive GAMERS 4 finale. In this show we’ll uncover The Shadow’s mysterious agenda, explain the link between Fartherall and our world, and reveal secrets and connections that we set up in THE GAMERS and DORKNESS RISING. In other words, the pay-off begins! 

I very fondly recall sitting on the floor at a convention with the inestimable Keith Baker, playing one of the first iterations of this delightfully twisted and highly innovative game. I was utterly charmed by the narrative conceit and blown away by the extremely clever mechanics of selectively-transparent cards overlaid on one another to change character conditions. This is a Kickstarter I am truly behind, and very excited about the digital version of this game being made available.

In Gloom your goal is sad, but simple: Make your freakish family suffer the greatest tragedies possible.

We’re on Kickstarter today to help spread the Gloom from your table top to your screen! 

Gloom, the award winning card game designed by Keith Baker and published by Atlas Games, has seen tremendous success as a physical card game, and with your help we intend to continue that success in Gloom: Digital Edition. Exploding with character and style, the denizens of Gloom are simply begging to be brought to life (so you can kill them)!

This campaign is to help fund the digital PC adaptation of the core set of Gloom: Second Edition along with the Unhappy Homes Expansion Pack. The game will support online multiplayer as well as a single player mode against AI.  If this campaign is successful, tablet editions for Windows, Android, and iOS devices will be developed after the release of the PC version.

In Gloom, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your Characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. 

You’ll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own Characters to lower their Self-Worth scores, while trying to cheer your opponents’ Characters with marriages and other happy occasions that pile on positive points. When one of your family members finally suffers an Untimely Death, that Character and all of the tragic circumstances that led up to his demise are set aside until the end of the game. 

The game ends the instant an entire family is eliminated. Each player then totals the visible Pathos points on each of his own dead Character cards to get their Self-Worth scores, and then adds these scores together to get his total Family Value. The player with the lowest total Family Value wins! 

Misery loves company, and if you love Gloom like we do, you just want to share it with the world. Now with Gloom: Digital Edition, you can! Want to share you misery with your old pen pal in Pennsylvania? Or maybe you prefer sharing your Gloom with complete strangers. 

No matter who you choose to share your sorrows with, Gloom: Digital Edition wants to make your darkest dreams come true!  The game will support online multiplayer and single player against AI.

I’ve been following the development of this particular project for some time now. The art and production values are already top of the heap for anything produced in RPGs today, and the passion and depth I see in the world-building is amazing.

An epic fantasy RPG set in a world on fire that’s focused on spectacular storytelling and tactical combo-based combat.

Explore the forgotten remnants of a once Golden Age when mortals rose to challenge gods. Rediscover long forgotten ancient technologies that blur the lines between reality and wonder. Stride atop colossal mechanized machines of war from a bygone era. Embrace the discovery of new and exciting cultures in a scarred landscape full of secrets and hidden beauty.       

In a world that teeters on the brink of apocalypse, become the dim light of hope that shines among a sea of darkness or take advantage of the chaos in the world and make your own mark. Whatever flavour of adventure you choose, you will have to work together to achieve it.

Unity is a tabletop RPG set in an epic fantasy world that’s infused with a dash of arcane powered technology. The game takes place in a realm torn apart by the very same God that created it. His children, the four races of Unity, were punished for their hubris and left for dead. Now they struggle to come together and unite against the grim horrors of a world on fire. 

Mechanically, the game has been designed to blend narrative ease for telling spectacular stories with a robust combat system that facilitates deep and engaging tactical battles. The game emphasizes teamwork and allows players to combine their abilities and develop powerful synergies to overcome challenging encounters. Narrative mechanics are in place to encourage players to paint cinematic scenes alongside the GM and also provide an avenue for deep character development. 

The Core Rulebook will be a beautifully crafted 330+ page hardcover book that will containeverything you need to start playing:  

  • Full Setting Guide
  • Complete Rules System
  • Foes to Fight
  • GM’s Guide

There’s a lot more to learn, so hit the link and check it out.

UnitySplashPromo

A bit more risque than I normally select for my Picks, but it’s a friend and very talented member of the Denver geek community bringing this one forward, and it’s wonderfully fun and still on the tasteful side of naughty. Cori Redford is a great human being and a talented artist who has a twisted sense of humor and a deft hand for… well, you’ll see if you explore this neat Kickstarter project. Get your coloring pencils and crayons out, friends! Just… don’t give this to the kids?

Dungeons After Dark is an adult coloring book of fantasy races and creatures in pin-up poses. Fantasy-tastic! Hello!

I’m Cori Redford. I make art. You can see and buy my art on sites like Redbubble. I am also a gamer of the RPG, video game, and board varieties.  I’m not a starving artist, but I’m very hungry. 

My Project: Dungeons After Dark

I’m making an adult coloring book called Dungeons After Dark. Adult coloring books are a relaxing and meditative way to transition from a difficult day at work, and a great way to connect with your inner child. This particular adult coloring book is of fantasy creatures and races in pin-up poses. A few are in action poses; all are just being their sexy selves.

How My Twisted Mind Works

One day I was playing a role-playing game (RPG) with my regular group. (Spelljammer, if you’re curious.) In the game my friend Soranna is a gnome with a slight obsession with dwarves and halflings. In game, as a gift someone gave her a flask with a dwarf in a pin-up pose etched on it. I decided to draw a picture of that dwarf. She was delighted and several people around the table said that they would be happy to buy a book or coloring book of similar images. Thus an idea was born.    

When I Plan to Spend the Gold
As soon as this Kickstarter successfully concludes, I’ll order a print run of 500+ copies of Dungeons After Dark from a printing company. I have a great deal with a printer in China, but I’m hoping that a local printer will be able to print for a similar (though likely higher) price. Assuming that the printing is started within a month of the Kickstarter’s end, I think that copies should be in the mail by the end of October. If it gets drastically overfunded, most if not all copies should be mailed before Christmas.

How I Plan to Spend the Gold

The entirety of the funding goal will cover printing, packaging, and postage. More than that will be profit to pay for my work and time. Extravagant overfunding will allow me to swim in a pond of money like Scrooge McDuck.

My buddies Alex Flagg  and Patrick Kapera at Crafty Games have a Kickstarter going for a board game set in the Mistborn world. They’ve been the gaming custodians of Brandon Sanderson’s very popular fantasy series for a while now, and I know this is going to be another out-of-the-park home run for them.

The official board game set in the world of Brandon Sanderson’s epic fantasy novel series.

Mistborn: House War puts you in command of the Final Empire’s great Houses during the cataclysmic events of Mistborn: The Final Empire.

Together, players must cooperate to solve myriad problems facing the empire, from environmental and social turmoil to political strife and outright rebellion. You’ll even face off with Kelsier, Vin, Sazed, and the other heroes of the novels to maintain the delicate balance held in place for the last thousand years.

Simultaneously, you’ll compete to become the most powerful House in the land by currying favor from the almighty Lord Ruler. To win, you must build alliances, negotiate deals, and undermine both your enemies and your allies — all at just the right time. But be careful! Should your stewardship fail, unrest will tear the Final Empire asunder and the House most distancedfrom the Lord Ruler shall emerge the victor.

Mistborn: House War is created and developed by Crafty Games, publishers of the Mistborn Adventure Game, in cooperation with Brandon Sanderson and Dragonsteel Entertainment.

Designed by Kevin Wilson (Arkham Horror, The X-Files, Teenage Mutant Ninja Turtles: Shadows of the Past), Mistborn: House War is the perfect addition to any gamer’s table, and every Sanderson fan’s collection. Whether you’re a cunning strategist or cautious diplomat, there’s plenty to love in this box…

My own delving into the fun and flavor of 80s/90s action cinema makes me giddily open to really cool stuff like this.

I mean, “Man, I can seriously dig it!”

Take back the streets in this action-packed “rules-lite” tabletop RPG inspired by everyone’s favorite 1970s crime TV shows!

When Joe Sharkey woke up, it was to a world turned black and stifling hot. There was something over his head. A pillowcase, maybe? His mind raced to make sense of his surroundings. He was lying on a floor, cold, rough concrete underneath him. Thick ropes were knotted tightly around his wrists and ankles. Wherever he was, it was obvious he wouldn’t be leaving anytime soon…if at all.

As the pounding in his ears lessened, he could hear low whispers nearby. He wasn’t alone. Sharkey cleared his throat. “Somebody wanna get this thing off me?” he rasped.

The sound of heels on concrete. A blinding light as the covering was yanked from his face. Even before his eyes adjusted, he knew it was her; the smell of her perfume was unmistakable.

“Well, well, Detective Sharkey,” Jasmine Kinkaid all but purred. “You don’t look so hot.”

He was in a warehouse. Jasmine, as severe as she was beautiful, towered over him, a handful of hired goons nearby, ready to rush to their boss’s side if needed. Sharkey ignored them and focused on Jasmine. He laughed. “A guy can’t be expected to look his best after getting worked over by your thugs, Jasmine. Y’know, if you wanted to get me alone, you could’ve just asked.” 

“Those diamonds are mine, Sharkey. You should’ve stayed away from this case.”

“My captain’s probably gonna say the same thing at my funeral.” Play for time, he thought to himself. Just play for time and wait for backup.

 As if reading his thoughts, Jasmine sighed audibly. “Your partner isn’t coming for you. My boys have already taken care of Detective Carter.” Her “boys” smiled at one another, nodding their mutual appreciation for one another’s handiwork.

Just then, Brock Carter’s metallic blue Challenger crashed through the warehouse’s corrugated metal doors amid a cacophony of twisted steel and squealing tires.

“Yeah, I don’t know about that,” Sharkey said, grinning.

URBAN KNIGHTS is a roleplaying game set in an action-packed world inspired by 1970s cop and detective television shows. It’s a “rules lite” game, which means that it has very few mechanics to master. URBAN KNIGHTS is a stripped-down, minimalist RPG designed to capture the gonzo action and bad one-liners of a very distinctive genre, and the mechanics of the game are as simple as the pleasures of the genre itself, engineered to facilitate over-the-top action with a minimum of muss and fuss. All you need to play are these rules, a handful of six-sided dice, poker chips or other counters, and a few friends (the game plays best with 2-4 players and a GM). A classic funk playlist is probably a good idea, too.

Now, to be totally honest, URBAN KNIGHTS isn’t a 100% “accurate” emulation of 1970s crime shows. Instead, it emulates how we remember such shows—how we still picture them in our imaginations—and how cool they could’ve been had they not been hampered by tight shooting schedules, limited budgets, and network censors. URBAN KNIGHTS is an awestruck kid’s perception of these shows filtered through years of memory and translated into a tabletop roleplaying game. The game certainly evokes the style of 1970s crime shows, but in the game, the action is bigger and bolder, the stunts more frequent and more fantastic, and the one-liners…well OK, the one-liners are pretty much the same.

Basically, URBAN KNIGHTS is completely awesome, and you know you want to play it.

THE BASIC MECHANICS

URBAN KNIGHTS is rules-lite, so it’s easy to learn and play. At the heart of the game’s mechanics is a simple task resolution system based on rolling a pool of six-sided dice and counting the number of fives and sixes rolled. Each five or six is a success; match or exceed the required number of successes, and your action succeeds. Roll too few successes, and your action fails. It’s as simple as that! There are some other variables to consider, of course–mostly situational modifiers–but those are the basics.

The dice do more than determine successes and failures. Along with every dice pool, players roll the Hassle die. If a one turns up on the Hassle die, it adds plot-thickening complications to the scenario! This can add nuance and depth to the players’ successes and additional challenges to their failures. 

Don’t think that players are totally at the mercy of the dice, though. They have pools of Luck they can use to front-load an action’s chances for success, or to take some control over the narrative. The game allows players a great deal of freedom in interpreting character traits during play, too, empowering creative players to stack bonuses to their advantage as long as they can justify it all in narrative terms.

The rules will feel intuitive and comfortably familiar to most veteran gamers, yet are simple enough to enable first-time roleplayers to dive right in with the vets and start bustin’ some perps.

A long time ago, Aaron Acevedo and I joined our journeys through the business of making games together. When I met him, he was a solid and very creative writer. Neither of us had any idea he was to become one of the most respected artists/art directors in this industry. Damn, I am proud of him!

Now look what he’s done – married superheroes and Cthulian-flavored eldritch horror through fiction and art in a way that will blow your minds. A roster of the best writers and artists in our hobby, folks – truly an all-star cast.

(And I can speak with some authority on the fact that this is just the beginning, and a certain Evil Beagle may be involved as the journey continues…)

Mighty heroes battle Lovecraftian horrors! Eight illustrated short stories and an epic 24-page color comic finale in one print volume.

STRANGE ARCANA: The Stars Are Right is a mind-bending collection of eldritch horror stories set in a weird, dangerous universe, where superheroes must face immensely powerful ancient beings, crazed doomsday cultists, and a dark secret they all share. 

STRANGE ARCANA: The Stars Are Right is an 6.75 x 10.25 inch, 128-page, color volume with a collection of eight original illustrated short stories and an epic 24-page comic finale.

Bonus materials include ebooks, a 54-card playing deck, a tee shirt, custom character illustrations from our award-winning art team, custom short prose stories by author Darren Pearce (Dr. Who, Lone Wolf), art prints suitable for framing, and more.

The writing team includes: Arnold T. BlumbergSatyros Phil BrucatoIan Eller, Dean GilbertShane Lacy Hensley, Dan McGirt, Kevin Andrew Murphy, Aaron Rosenberg, and John Wick.

The art team includes: Aaron Acevedo, Matheus Calza, James Denton, Jason Engle, Bien Flores, Grosnez, Aaron Riley, Alida Saxon, Jonathan Taylor, Jeremy Wilson, and Cheyenne Wright.

Our contributors have won a wide range of awards for their previous work, including Hugo, ENnie, and Origins Awards.

You see the world in four colors— bright, primary comets that streak across the sky. They fling themselves at one another, punching with the force of a wrecking ball and blasting at each other with beams hot enough to turn sand into glass. These heroes, in their capes and their power armor, are beacons of light, no doubt. But everyone forgets that light casts shadows. I see into those shadows. I see the things that skulk in the darkness, waiting for a chance to pounce, while everyone is blinded by the light show. I know what the nightmares are, but what’s more is that I know who—no, what— the dreamers are that make the nightmares. What I have to tell you, you are not going to want to hear. You are not going to want to know what I know and you sure as hell are not going to want to see what I’ve seen. Here’s your chance to change your mind, to turn back toward the light and leave the shadows at your back. You can stay in your four colored world. I wouldn’t blame you. If I knew then what I know now, I might have done the same, but I can’t go back and neither can you once you step into the darkness with us. So? What are you going to do—keep punching badly dressed men with stupid nicknames, or face the real threat? 

Things are dark in gaming. They have been for a while. Not dark as in “what a lousy time to be a gaming fan,” but in terms of theme and story. Hence the Dark Urban Fantasy sale at DriveThru Pick, and this particular Kickstarter that a number of friends and colleagues pointed my way. While I readily admit that “dark” isn’t my jam, it certainly appeals to a great many gamers, and it looks like Hellywood is just the destination a lot of you are looking for.

There is no winning in Heaven Harbor, a city consumed by corruption, greed… & demons. There is only surviving for as long as you can.

Primary Hellywood game designer Emmanuel Gharbi declares Hellywood to be his “love cry” to the noir genre. And it shows. The most important character in the game is the city of Heaven Harbor itself. Nicknamed Hellywood, this city is full corruption, greed and violence.

There is no winning in Heaven Harbor. There is only surviving for as long as you can.

Survival is a prospect made even more difficult for inhabitants of Heaven Harbor following the “Day of Ashes” when ashes rained from the sky for an entire day. The city was changed, yet in at its heart remained the same when the “hornheads” emerged. Golem, succubi, seraphim, and the possessed now inhabitant the ghetto known as the Forbidden City, but they also walk the streets of Heaven Harbor. They don’t desires anything as prosaic as souls. Instead, these new inhabitants seek to tap the same appetites that lead so many humans astray in Hellywood: politics, gambling, temptations of the flesh, and more.

A detailed description of the city of Heaven Harbor in 1949 is the heart of Hellywood. Players assumed the role of a tough guy or girl living in the shadows of corruption and violence. These characters are left to fashion their own code for survival, to draw their own lines for moral action.

Despite the presence of the “hornheads”, the setting is all noir. The fantastic elements are added with a light touch in part to allow the stories of Heaven Harbor to tackle difficult topics like racism, bigotry, and addiction. This is to say that Hellywood stories can pack an emotional punch deftly as a hardboiled jab to the jaw.

Your guide to Heaven Harbor is cop and medium Terry Doyle. He describes every neighborhood in the city from Lucky Island to Crescent View and from Russian Hill to the Strangler Fields. Included is information about the district as well the important figures and details about current events.

The march to create quality 5e supplemental material continues, and the folks at Crit Games have something pretty special in Kickstarter that D&D Next fans will greatly appreciate.

Beautifully illustrated and functional Condition Cards and Combat Cards to enhance your 5E tabletop role-playing experience.

Your barbarian got poisoned? Your cleric was blinded?  Give players the corresponding condition card to use as a reference. Return the card when the condition is removed. These gorgeous full-color reference cards complement and enrich your 5E RPG experience. As a GM quickly and easily track fifth edition conditions for your own role-playing and tabletop adventure!

The deck of Condition Cards contains the standard 5E conditions (Appendix A: Conditions, page 105). All of the artwork is complete and card layout for both front and back is finished. We are ready to bring Condition Cards to your table!

This 52 card deck contains thirteen unique conditions for up to four players. Each deck has four copies of each condition to cover your party.

Contains four of each:

Blinded, Charmed, Deafened, Frightened, Grappled, Incapacitated, Invisible, Paralyzed, Petrified, Poisoned, Restrained, Stunned, Unconscious