Category: Kickstarter News

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

There’s meta (that’s really what Dark Dungeons was all about) – then there’s meta, which is what this rather insane endeavor by Zombie Orpheus is about. I actually got an inside peak into the process on how they did this while they were filming the first piece, and… all I can say is that this entire team is insanely talented.

And insane, period.

A comedy mockumentary about the people who want to ban tabletop gaming and their epic quest: to produce the ultimate anti-RPG movie.

Introducing Attacking the Darkness – a feature-length mockumentary about religious filmmakers who set out to create the ultimate anti-roleplaying movie.

SYNOPSIS: In November of 2013, Jupiter Ridge Ministries agreed to fund a cautionary movie about the spiritual dangers of roleplaying games. Undaunted by their lack of experience or small budget, producers Harmony Hope and Brady Bryant hired a crew, cast their movie, and began production, only to discover that nothing would be as easy as they assumed.

This is a movie unlike any other: a feature film shot behind the scenes of another, totally different film production. We hired some of Seattle’s best comedy improvisers as our leads and a cast and crew willing to play original characters in our film while simultaneously performing their jobs in that other movie.

The result is a comedy about how far people will go in the name of their passions: filmmakers who will do anything to get the shot, churchgoers who will stop at nothing to save souls, and gamers who will fight tooth and nail to defend their hobby. We’ve all met zealots who take their obsessions too far. Now, we invite you find out what happens when they collide, in our newest and boldest comedy, Attacking the Darkness.

BACKGROUND: In 2014 we brought you an adaptation [ VHX | YouTube ] of a famous graphic novel about the evils of tabletop roleplaying games, a comic book so powerful that it helped fuel the Satanic Panic of the 1980s. The film was a big success for us, but it also raised many questions among our audience. Were roleplaying games really satanic? What did we believe? Why tell this story?

Now, we’ve returned to Kickstarter with a film, three years in the making, that explores some of our own perspectives on those questions — all while raising new ones about faith, the leaders in whom we put our trust, and whether roleplaying games are truly the devil’s work.

As filmmakers with almost two decades of experience in independent film, we’ve seen it all: inexperienced producers, blown budgets, and how charismatic leaders can cultivate a cult-like devotion to their personal vision, no matter the cost. Everyone in indie film has horror stories to tell. So do many churchgoers. And more than a few gamers.

When we were given the opportunity to work on a genuine film about the evils of tabletop roleplaying games, we were thrilled. Here was a chance to explore exactly why some people believe that roleplaying games are the work of the devil, to represent their beliefs as accurately and faithfully as possible, and to let the audience decide for themselves.

But then we had a brainstorm. Maybe we and the people seeking to end roleplaying gaming weren’t that different after all. After all, making an independent film is a lot like participating in a short-term cult. And from that seed Attacking the Darkness, a film about the fictional making of a non-existent anti-RPG movie, was born.

From our perspective, the best comedy takes big risks, speaks the truth, and reveals new ways of seeing the world. It even often offends. And if you are offended by foul language, religious irreverence, homosexual relationships, roleplaying gaming, personal faith journeys, book burnings, infidelity, drug use, hip leather bracelets, or creepy cult leaders, this film is guaranteed to deliver.

For the rest of us, at long last, Attacking the Darkness is ready to be unleashed on the world.With religion, roleplaying games, and independent filmmaking set on a collision course, what could possibly go wrong?

There’s a couple of Kickstarters coming to an end very soon, and I’d like to give them both a second push for your consideration.

Michael Satran’s Journey to the Center of the Earth!

Take heroes to underground worlds filled with mystery! A supplement for Champions Complete, Savage Worlds, and Mutants and Masterminds!

Jules Verne. The Lost World of the Warlord. Doc Savage. The Challengers of the Unknown. The Fantastic Four! The Savage Land! As long as there have been stories about explorers and superbeings, there have been stories of strange underground lands and societies at Earth’s Center. This campaign supplement for Champions by veteran game author Michael Satran fits easily into any campaign world – and in glorious full color! It addresses a variety of differing power levels, with many options for adjustment and expansion.

This is JOURNEY TO THE CENTER OF THE EARTH.

FAITH: A Garden in Hell – RPG Starter Set

Will you survive in a hostile alien planet? Do you have what it takes to defeat a Ravager Queen? Join us to discover it!

FAITH: A Garden in Hell is a pick-up-and-play roleplaying campaign for 2-5 players and 7-12+ sessions in a very dangerous alien planet. As part of the Coalition forces, you must extract vital war intelligence from the Ravager Queen to start winning the war.

The boxed set includes everything you need to get started right away, from the complete ruleset to pregenerated characters, gear and NPC cards, campaign book and a player deck to resolve your actions.

More love for things involving Owen KC Stephens, this time a Pathfinder-related Kickstarter. No surprise, as Owen’s name in inextricably tied to all things Pathfinder, and he’s a man who loves and knows the system so well, he works on the official Paizo releases and does even more with his own publishing company.

We’re making a big book of world flavor and mechanical options for four or more “Dynastic Races” for the Pathfinder RPG.

Everyman Gaming, in partnership with Rogue Genius Games, is proud to present the Dynastic Races Compendium! The Dynastic Races Compendium is designed to be the go-to resource for campaign flavor and PC mechanics for a small number of “dynastic” races, which consist of kitsune, nagaji, samsarans, and wayangs. In addition to covering traditional avenues like archetypes and feats, we want to focus in on the culture, biology, and psychology of these races in order to create a product like none that has ever existed for these races.

This book compiles and expands upon the content from Everyman Gaming’s Kitsune Compendium and Samsaran Compendium products, and enough new and old material for these races has been developed that the kitsune and samsaran chapters in this book are fully written, and the kitsune chapter is fully illustrated. Because of the expense involved in giving these races the illustrative treatment they deserve, we’ve come to Kickstarter to ask fans old and new alike to help us in our quest to make the best race guide for these races that anyone’s ever seen!

Want to know what Everyman Gaming’s design chops are like? We’ve created a small “pay what you want” PDF product that includes two spreads of flavor for kitsune, nagaji, samsarans, and wayangs, as well as 20 alternate racial traits for each race.

It takes special care, consideration, and concern to make a race, “new” and “exciting.” When most publishers tackle the addition or expansion of a player race, they typically paint in broad strokes and leave the rest for GMs to fill. But when its Thursday night and you have a game to run in an hour, how can anyone expect to create a fully realized race that isn’t just, “foxy human,” or “blue human,” or “snake-faced human?”

The Dynastic Races Compendium solves this problem by using each race’s mythological routes to create a fresh, fully fleshed-out take on the kitsune, nagaji, samsaran, and wayang both as Player Races and as characters in any Pathfinder RPG campaign. Each race’s flavor and lore is painstakingly designed to work with the content for each that you’ve already grown grown accustomed to. The Dynastic Races Compendium doesn’t “remagine” any of the dynastic races, it refines and enhances them by making what’s already great about each of the races even better while adding in new ideas and details that work seamlessly with what you already have.

The Dynastic Races Compendium consists of two sections: The Dynastic Races section and the Character Options section. Each will be marked with a stunning 1-1/2 page illustration. 

Dynastic Races

  • Four eastern-themed races: kitsune, nagaji, samsaran, and wayang.
  • Each race includes an introduction, facts and falsehoods believed about the race, the race’s life cycle and biology, the race’s cultural beliefs and practices, and ethnicities that exist within the race.
  • This consists of roughly 18–20 pages of content for each race, for a total of roughly 80 pages.

Character Options

  • Roughly eight pages of new archetypes, some specifically for members of the dynastic races, others available to all characters.
  • New feats themed around the dynastic races.
  • 20 alternate racial traits for each dynastic race.
  • This consists of roughly 18–20 pages.

This is by no means a comprehensive list of what we’re hoping to accomplish with this product. With our fan’s help, we’re hoping to make the Dynastic Races Compendium one of the comprehensive, if not THE most comprehensive, race book that tabletop gaming has ever seen!

You guys know how I like to try and Pick some offbeat stuff here and there, and today is one of those days. Calye Lacefield (forever Chainmail Girl to so many of us) pointed this one out to me –

“How about these guys? They are really nice and have a cool product.” – Calye

Collect and protect your con memories in our Star Trek inspired limited edition First Officer’s Log

Con*Quest Journals™ are fandom inspired journals to collect and protect all of your fan, gaming and comic con memories.

It’s a perfect con binder! Here’s an example of the quality, design and construction you’ll find when you back us! Take a look inside one of our Hunter’s Journals to see how cool it can be.

They are custom designed and manufactured (in the US!) binders with pages and sleeves for all of your photo-ops, autographs, snapshots, badges, ticket stubs, stories… a place to keep all of that stuff that normally ends up in a bag in the back of your closet.

(Admit it, we know you have a photo op shoved in your desk drawer.)

Two years ago we launched our very first Con*Quest Journal. We successfully funded our first Kickstarter in July of 2014 and started building our brand.

Like every small business, it sometimes takes a punch in the buns to realize you need to change and morph into something even better. In 2015, we added new manufacturing partners and fandom artist Tracey Gurney to our crew and began producing fandom inspired custom hardback and leather journals. We also became the officially licensed journal of Gen Con®, The Best Four Days In Gaming®.