Category: Kickstarter News

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

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.