Role-Playing Games

Trending Projects


On Its Way


🚀

Project Teasers

Sneak peeks of upcoming projects.

Highlights

PROJECT UPDATE
Knight: An Avalon RPG
CREATOR
2 days ago

Project Update: 837% - 846 backers, thank you so much !

And that's all there is to it! Thank you all for your support, and for giving Knight a life outside France!

We're proud that you liked our game proposal, and we hope you'll enjoy all the great content we'll soon be delivering!

Thanks again for your support!

Be swift and merciless, knights

user avatar image for Knight: An Avalon RPG
4
Share

Share

Twitter

Facebook

Copy Link

Edit
Thanks to all the 846 amazing backers that helped us fund Knight: An Avalon RPG and bring it to an international audience! 
Stay tuned for more information in the next update 😊
0
Share

Share

Twitter

Facebook

Copy Link

PROJECT UPDATE
Fatum Cards
CREATOR
3 days ago

Project Update: Project Update: Chapter 25 - Production status update - New events cards reveal!!

Hello Everyone! We are going to share the lastest updates and status from our production phase, and also share with you 2 new cards!

Pledge Manager Status

Greetings, adventurers! Currently, 87% of our backers have journeyed through the pledge manager and completed their surveys. We kindly urge everyone to make their way through as soon as possible. Once that's done, things pick up pace, and there's always a few companions who end up unable to include their shipping addresses or finalize their orders. This is crucial, as without this information, we won't be able to send out your well-deserved rewards.


New Event Cards

As you're aware, the winning cards from the latest survey are now part of every copy of GM Oracle. We're thrilled to share the spectacular new cards, freshly crafted by Esther Sanz. They're truly spellbinding! Huge thanks to all who participated in the vote; once again, you've helped shape our little realm!




Production Update

We're putting the finishing touches on all the finer details. Artistically, all the cards are complete, including the three Fates, which we'll reveal soon. We're refining the box design and preparing all the files to send off to the printers as soon as they open their production window. Progress is right on track!

In terms of add-ons, we've already commissioned the production of the card bags, so we should have them in our possession within 3-4 weeks and can show them off to you! We're also finalizing the files for the pins and mats, which we'll be able to start production on in just a few weeks.

The best news we can share is that we haven't encountered any issues; the plan is proceeding smoothly. By summer's end, we should have all elements produced, ready to commence the shipping campaign shortly thereafter. We aim to avoid holiday periods when many parcels might go uncollected.

Thank you all, and we'll see you in the next update!

1
Share

Share

Twitter

Facebook

Copy Link

Edit
PROJECT UPDATE
Evil Hat Productions
CREATOR
2 days ago

Project Update: Dice preview!

Hello friends - all 3,000+ of you! We'll keep this update short.

First off: Our vendor for the custom dice has sent over a shot of the first run as he's been spinning up production. They look fantastic.

A stack of six brown, wooden d6 dice, each engraved with a custom face. Numbers 1-5 have numerals, the 6 face has a stewpot with a heart over it.


Remember, the Chef's Bundle and Golden Years Bundle each include one of these custom dice (one die, not all eight as pictured here). If you are pledged for a different tier that includes a physical book, you can add on the die and custom coin.

If you want one of these super cute d6's, now is a great time to update your pledge. (Unfortunately, due to logistics reasons, you can't add-on the die & coin to a pledge that only has digital items - for instance, if you pledge for just the PDF or the PDF & Roll20.)

It's the final week of the campaign.

Your support has exceeded our humble expectations and we're so excited to be bringing Stewpot to market. Our stretch goals at this point are about paying it forward to the creators who gave so much of their time and talent to make this the cute, chill game the precious gem that it is. We're currently on the brink of a 30% bonus, with that increasing by ten percent for each additional $10k we raise.

Share the project with your friends and through your various social media and we can boost that pay raise even further. Thank you again, and we'll be back with you next week as the campaign winds up!
3
Share

Share

Twitter

Facebook

Copy Link

Edit
Hey everyone, it's D, and I'm so hype that you're going to be on this crazy ride with me this month. Feel free to drop questions here, or tell me what you're most excited about for this campaign.

I'll be going live today at 5:00pm EDT on the Onyx Path Twitch to play Chrono Trigger and chat with folks about the campaign. Feel free to join me and celebrate launch day!
0
Share

Share

Twitter

Facebook

Copy Link

PROJECT UPDATE
Wrel
CREATOR
about 19 hours ago

Project Update: How Distal is built to consider the real humans at your table. A TED talk. Kind of. (Distal)

One of the biggest differences between video games, and tabletop roleplaying games, is the social layer on top. Yet... most TTRPGs (even the most popular ones) don't consider it when designing the game.

We designers often forget that: Rulesets don't live in a vacuum.

For background -- I was in the video games industry for 7 years prior to this, running a team of 20, and continuing development of a 10+ year old MMOFPS that had tens of thousands of players logging in every month, and made millions of dollars every year.

That game, PlanetSide 2, was pretty atypical. There was a goal to the game, loosely... an infinite battle where one of three competing factions would conquer a continent (temporarily) before fighting on the next one. But it was mostly a sandbox, where players would gravitate toward a niche they were proficient in (like driving tanks, flying planes, constructing buildings, or playing infantry) and find a way to make the game fun for themselves.

The thing is, that due to the breadth of different playstyles, and loose objectives of the game, you had a lot of conflicting demands from the community. Any update to the game would ultimately come at the cost to someone's fun in one of those niche spaces.

Now consider the world's most popular roleplaying game, Dungeons & Dragons.

There are as many different ways to play the game as there are people in the world, because each table dynamic is different. It can be rough going to find folks that are on the same wavelength as you, and also want the same things out of the game as you do.

The culture factors into it a lot as well.

Consider the way Gary Gygax played the game 50 years ago, where rulings over rules prevailed (due in part to a lack of existing rules;) to how it's been played since the early 2000s with the invention of Session Zero (and rise of the rules lawyer;) to the even more recent introduction of modern safety tools, and influence media has had on the audience (think Critical Role and Stranger Things.)

Haven't pledged yet? Click here!


Beyond some loose advice in the DMG and PHB and lot of optional rules -- there isn't one "correct" way to play the game. And that's great! It's part of why D&D is the amazing game it is today.

However, D&D hasn't made it any easier to decide how to play the game at your table, either.

The process of finding the "right" people and what they want from a game will most often fall to the GM... and even then -- folks may not know what they want until they start playing, GM included. This can create unnecessary friction at the table, and dissatisfying games (or characters) that feel more like work than play.

If you can get everyone on the same page, right from the start, the more likely you'll be to find success. That's one of Distal's super powers...

We've designed it with the social layer in mind.

During character creation, the background system ensures you will be working with your GM to ensure that your backstory, your contacts, and other character features all come into play, because they are literal game mechanics for you and the GM to grab hold of.

During Session Zero you will be working with the other players at your table, to develop an organization, which helps determine the themes of the game, helps show the GM what you're interested in doing, and is an actual team building exercise that helps you and the GM feel out the player dynamics at the table.

These are just two easy-to-grasp examples... but much of the design of Distal considers your table dynamic, from start to finish, in an effort to set the right expectations.

It's visible in the aspects of the game we emphasize, how we design our character sheets, how you enter initiative, how you progress your character, and every step along the way.

In a game as broad as Distal (or Dungeons & Dragons,) knowing what your players want, and how you can all help each other have fun -- is gold.

If you want to hear more about the game, right from the horse's mouth -- I sat down with the folks at Role Wise recently to talk about it. It was a great interview that I think you'll enjoy a lot, if you're a fan of the TTRPG space as a whole.

Click here to watch.
Click to watch!


Let me know what you think! Thanks, folks!
-Wrel
2
Share

Share

Twitter

Facebook

Copy Link

Edit
PROJECT UPDATE
Nord Games
CREATOR
3 days ago

Project Update: Artwork Poll & Shout Outs

Greetings Adventurers!

At day 2 we are at 550% of our funding goal! Thank you so much for your excitement around this project!

We created a poll to see what our community thinks about the deck artwork for The Oracle Monster Generator. Weigh in on your favorite deck artwork at the bottom of this update.

The poll closes just before our next livestream so check it out before Tuesday morning!

Shout Outs

Here are some projects from our friends that we think you'll be interested in:


https://www.kickstarter.com/projects/homieandthedude/the-wandering-tavern?ref=6alnh5


https://www.backerkit.com/c/projects/the-world-anvil-publishing/valraven-the-chronicles-of-blood-and-iron/?ref=nord_games


https://www.kickstarter.com/projects/sarsengames/bountyboards?ref=8joshd

We hope you're enjoying the PDF preview and creating lots of cool monsters for your games!

Thank you again for backing our project!

-Chris

Deck Artwork







132 votes • 2 days left
user avatar image for Nord Games
8
Share

Share

Twitter

Facebook

Copy Link

Edit
Lone Colossus Games
CREATOR
about 20 hours ago
86 votes • 7 days left
0
Share

Share

Twitter

Facebook

Copy Link

Edit
PROJECT UPDATE
James Bell
CREATOR
3 days ago

Project Update: Sneak Peek: Mages & Warriors

Hello Outlanders,

Backers have access to the first two chapters from the draft manuscript for At The Gates, and we'll get the next two chapters on Tuesday May 14. But who wants to wait until then to see some of the fun stuff that we'll get to play with?

It' sounds like it's time for a Sneak Peek!

But first! Let's celebrate our first Stretch Goal achievement!


ACHIEVED! - At $32,000 in Funding - AT THE GATES Storyguide Screen - A three-panel Storyguide Reference Screen with charts and information for running a game set in the lands of Everend will be created and offered as an Add On to any hardcover reward tiers for +$25.

SNEAK PEEK!


MAGES

In Gaia, the term mage denotes someone who had dedicated their life to the study of magic. While everyone can utilize Gaia’s magic in their everyday lives, mages don’t just use magic, they seek to understand it and the very fabric of existence. A mage is a scholar first and foremost, open to learning everything they can about the world, how it works, magic, the gods, and the nature of all things. In this, they develop a strong affinity for the magic of the world itself, able to wield the elements or take magic apart at its roots.

Abilities

Anyone who takes a special interest in magic and its nature is bound to learn how to not only wield it, but also control it. Mages learn the Art of Control early in their career, which allows them control over magical elements. This art is both physical and mystical in nature, giving the mage the ability to enhance her magic, and the magic of others. The Art of Control is one of focus and determination, allowing the mage to infuse her magic into everything she does.

Mages learn from one of two schools of magic, either to manipulate the world itself and the elements that make it up, or to manipulate magic itself. Those who concentrate on learning about Gaia, Outlands, and the nature of the magical world tend toward the Pillar of Elementalism, learning to create, destroy, and hold both those things in balance. They harness the generating forces of the world and turn them to their own designs. An elemental mage can conjure the elements to perform a variety of tasks from building fortifications from earth, creating a healing spring, or bringing down lightning. They also learn to manipulate time and fate, which holds all things in balance.

Mages who study the fundamental elements of magic itself instead learn the Pillar of Transformation. With it, they can manipulate magic to change the world around them, often affecting immaterial objects and constructs, giving them life, making, and breaking them, and even changing themselves to fit any situation.

Organizations

While mages clearly delineate themselves into two groups, scholarly and wild mages, there are few formal organizations built up around the profession. Mages are too headstrong to listen to anyone other than an archmage tell them what to do, and so they don’t even try.

That said, many mages have strong ties to the community that taught them. Wild mages aren’t all loners who experiment wildly. The most famous group are from Clan Mistwalk in Caparanite, who have a tight-knit community of generational mages. They are secretive of their magical ways, but those who leave their lands are conversant in magic that can only be found in the Outlands. Rumors state that their affinity for shapeshifting comes not from learning about the nature of magic and the natural world, but instead from the Void itself. Of course, there’s no foundation for these rumors that anyone can see.

Mages who study within an academic setting find that their colleagues are lifelong allies. No matter where they came from, or where they move to, those allegiances tend to ignore national borders. When Vitrumaria summoned daemons to attack Invesse, they refused to share their research with outsiders, marking the first time this tradition had ever been broken. Many mages who trained in Vitrumaria feel betrayed by their once friends, and blame President Hollister for the separation.




Mage Role

Primary Role: Damage
Secondary Role: Investigation
Physical Might: low
Magical Might: high
Defensive Ability: low
Healing Ability: low
Mobility: medium
Leadership: low
Intrigue: medium
Investigation: high


Why Play a Mage?

Play a mage if you want to be a scholar who experiments with magic, be a battle mage who wades into a fight wielding the elements, be a crafter who infuses magic to make legendary items, have control over the very elements of the world, be able to make and unmake magic, or just really like being a know-it-all with a great deal of power to back it up.



WARRIORS

No matter where you come from in Everend, you’re expected to learn how to defend yourself against monsters, beasts, and void tainted creatures. Even the highest nobility has some training with a sword. A warrior isn’t just someone who has trained but has mastered the sword and all other weapons. They are in their element when armed, though are equally as skilled when carrying nothing more than the clothes on their back. A warrior isn’t just someone who fights well. They have trained in a variety of brutal attack styles and can easily switch based on the situation. If a warlord is an army’s commander and tactical mind, the warrior is the army’s right arm, as good as a hundred trained soldiers when in the heat of battle.

Abilities

Warriors are weapon masters trained in a variety of fighting styles and martial arts to ensure they can pick up anything and be a deadly force. All warriors use the Art of Might , which teaches them not just how to fight, but to be a whirlwind of damage in combat. They can set their sights on an opponent and goad them into one-on-one combat, then unleash a barrage of attacks that leave them staggered. They train with ranged weapons to maximize their output, allowing them to shoot further and with more deadly accuracy than any normal archer. As they learn deeper parts of the art, they can even summon their weapon to their side through magical attunement.

Warriors don’t just learn to wield a weapon, they learn to become one with their weapon, treating it as an extension of themselves. They specialize in the Pillar of Transformation, which allows them to perfect both themselves and their weapons, or even just create weapons out of nothing but light. Some warriors prefer the Perfection Block as their Keystone, allowing them to keep their weapon in pristine condition regardless of the stresses they put it under. Others choose Metamorphosis to allow them to dominate the battlefield by weakening opponents and changing to meet any situation. Finally, those warriors who focus on Transmogrify do so to let their weapon loose to fight on its own, or make or destroy weapons on a whim.

Community Role

People have two views of warriors depending on where they come from. Either a warrior is a representative of a nation’s military, and they should be feared for what they are capable of. Otherwise, a warrior is a home-grown hero, who protects their friends and family from outside dangers. These are extremely simplistic views of what a warrior is and can be, but it’s the common trope.

When people first meet a warrior, they might be wary of who she works for. Is she a mercenary for hire? Is she a noble’s personal bodyguard? Is she part of the army? If she proves herself useful, those concerns seem to melt away. Most people are happy to have a trained warrior nearby if a problem arises, no matter who they work for. Then again, cut-throats, thieves, or established mercenary groups might see a new warrior as a threat to business and try to run her out of town or kill her if they think she’s overstaying her welcome.

While most people in political positions tend to be warlords or harriers, warriors easily slot into leadership roles through dent of might. In Caparanite, warriors are valued as leaders over all other professions, regardless of how tactically minded or smooth talking someone might be. Warleader Tristan Beard is a warrior of great renown, and he earned his title through combat prowess. Of course, he would be a fool not to listen to a warlord’s council, and is smart enough to keep council with the other clan leaders and pay them mind.




Warrior Role

Primary Role: Damage
Secondary Role: Support
Physical Might: high
Magical Might: low
Defensive Ability: medium
Healing Ability: low
Mobility: medium
Leadership: low
Intrigue: low
Investigation: medium


Why Play a Warrior?

Play a warrior if you want to be an elite fighter, be able to take on multiple opponents at the same time, focus on having a single cool weapon that changes and grows with you, fly into a furious rage of metal and death, be a knight of the realm, or protect those you care about most.



This is just an excerpt from Chapter 3, which covers the Professions your characters can take in At The Gates. We'll get the whole manuscript for this chapter (along with Chapter 4) on Tuesday.

On Sunday, we'll get another sneak peek looking at Heritage and Upbringing, two other important Paths in building your characters.

Until then, please continue to spread the word to your friends and friendly gamers and let's see if we can't unlock a Stretch Goal or two while we journey across Everend!


 

At $36,000 in Funding - AT THE GATES Bookmark Set - Need something cool to mark your place? We'll have a set of six At The Gates cardstock bookmarks offered as an Add On to any hardcover reward tier for +$15.


#AtTheGates

user avatar image for James Bell
3
Share

Share

Twitter

Facebook

Copy Link

Edit