Welcome back, Agents! What a wild last day. Between the 35C/95F heat and that 8 hour backer train taking us into overtime, today has been one heck of a ride. As this campaign closes, I wanted to send a huge thank you from myself and the whole team. We've really appreciated your enthusiasm, curiosity and kindness during this campaign. It's been a wonderful one to be a part of.
I've named this update Campaign Epilogue, but really it's a prologue to the stories yet to come. Your journey into Section 9 is just beginning. More on that below!
Whether you're new to crowdfunding or not, now is a great time to go through the next steps so you know what to expect and can ask any questions you need to in the comments below.
A common question during the campaign is when and how can you get the Rulebook PDF. This ties directly into the Pledge Manager process that everyone needs to take, so let's go through those steps below.
Once the campaign ends, your pledge is fully charged (Pay Over Time is taken in instalments).
BackerKit processes these payments and gives you time to fix declined or failed cards. This process will take around 14 days. After this, we receive the campaign funds.
At around 14 days, you will receive a Pledge Manager survey (via email, but I'll share an update too) where you will: - Confirm your shipping address - Finalise your pledge - Purchase add-ons or extras Note: Shipping will be charged closer to the fulfilment of physical items
Once you've completed the Pledge Manager, you'll receive the Rulebook PDF!
After this we'll share the bonus missions as they are finished. These will be sent via BackerKit and I'll be sure to post an update incase you miss the email.
The above is great for knowing when to expect the Pledge Manager, Rulebook PDF and missions, but let's zoom out a little further to view the fulfilment of all other items. Here is our estimated timeline at this stage.
2026 AUG: Crowdfunding ends. Late Pledges become available. AUG: Physical refunds can be issued at 90% (due to platform fees). Digital PDF is non-refundable once downloaded. AUG: Pledge Manager opens. OCT: Pledge Manager closes. DEC: Order confirmed with the factory. No refunds are available beyond this point.
2027 JAN: Pre-production Feedback FEB: Manufacturing begins. APR: Shipping addresses are now locked in the Pledge Manager. APR: Pledges are shipped to regional hubs. MAY: Fulfilment of pledges from hubs to backers.
If anything changes with these timelines, we'll be sure to keep you up to date.
Thanks to everyone who has voted so far on which VTT platform you want to see The Ghost in the Shell TTRPG on. Over 300 of you have voted, so I've extended the poll by a few days to give all the new backers a chance to participate. Please have your say below.
Your support of this campaign and participation in this vote have made us think that VTT for this game IS POSSIBLE. While we're not quite ready to guarantee this will happen (yet), we've been speaking with all the relevant people to understand the landscape, platforms, and costs involved. Just to set expectations for development, it takes around 12 weeks, so if we did proceed, this wouldn't happen overnight.
We'll be making decisions on this very soon and will, of course, keep you all updated.
Expect monthly updates big and small, as we continue to work on the project. Our next update will focus on the Pledge Manager (and perhaps more news on VTT), but whatever the news we'll stay in touch until your pledges are finalized.
Until next time, thank you for joining us on this great adventure.
They say that time flies, and it really has, as somehow we're now entering the final 48 hours. Whether you've been with us since day one or are one of the many people just arriving, thank you for supporting our work in creating this game and making this such a fun campaign to run.
In our last update, we asked you which Virtual Tabletop platform you'd want to see this game appear on. If you're a VTT player, be sure to have your say.
Game designer Alessio and friends gathered to record their exploration into the world of The Ghost in the Shell Tabletop RPG. We've shared their successes and mishaps as they navigate the rulebook mission Lost Patriot in an Actual Play series!
If you are a GM, or someone who simply wants to get a better look at the game, this series will give you great insight into the experience of play. We hope you enjoy!
Thanks to our GenCon players for all of their feedback.
Episode 1 - The Story Begins
In Episode 1, the group are creating their characters, gearing up and taking the first steps into part one of the 8-part story arc of Lost Patriot; the mission included with all copies of The Ghost in the Shell TTRPG. For those of you looking to avoid any spoilers, be sure to stop watching at around 49 minutes, when the mission truly begins.
Thanks to our GenCon players for all of their feedback.
Episode 2 - The Rescue Attempt
In episode 2, the group jump into part two (of eight) of the Lost Patriot as they are assigned their first mission, rescuing a high-ranking politician's daughter. If you want to laugh, shout, and question the tactics of this team of new recruits as they attempt an action-packed hostage rescue, this video is well worth watching.
Thanks to our GenCon players for all of their feedback.
Episode 3 - Trickle Down Tinderbox
In the final episode, the group jump into part three (of eight) of the Lost Patriot as they are sent out into the field to investigate the spread of black market weapons in Newport City. The team are beginning to find their rhythm, exploring this cyberpunk world for leads in their own very particular style. Are you team Ghost or team Shell?
Thanks to our GenCon players for all of their feedback.
Thanks for all your Support
If you did want to support this campaign further, consider sharing the image above with friends and family as we enter this final stretch. Every pledge helps us support the future of the game, and our goal to keep writing missions and content for you all.
Don't forget to vote in the trivia poll below! Until next time, thank you for joining us on this great adventure.
As we enter our final week we've passed another landmark, with 3000 agents ready to enter the world of Section 9. As we look to the future of the game, there's one topic we've kept returning to, Virtual Tabletop. In this update, we'd love to hear your thoughts on that subject.
What is Virtual Tabletop? VTT is software that lets people play traditional tabletop games, especially RPGs, online. VTT's let you connect through a digital platform that provides things like maps, character sheets, dice rolling, and communication tools.
Why should I be interested? There's a whole bunch of reasons (like communication tools, automated dice, character sheets), but the biggest reason is that you can organize and play games with people anywhere in the world.
How do I share my thoughts? Please vote for the platform you'd love to see The Ghost in the Shell TTRPG on most.
If we did proceed, this would most likely be offered as an add-on, priced appropriately. Would you be interested? Have your say below. The more votes we get, the more likely this is to happen, now, or in the future.
ALL BACKERS GET THREE BONUS MISSIONS
We're incredibly grateful for your support bringing this project to life. To thank you, we're increasing the number of missions included in every pledge from ONE MISSION to FOUR MISSIONS!
Rulebook Mission: Lost Patriot
Bonus Mission 1: Puppets on a Wire
Bonus Mission 2: The Cruise
Bonus Mission 3: Cell Island Syndrome
All backers, from the PDF tier upwards, will now be sent THREE BONUS MISSIONS as digital PDFs once they are finished and approved by Kodansha. Backers with the Collector's Edition Hardback, will also have these included included within their printed book.
Find out more in the "Missions" section of the campaign page.
BONUS MISSION 3: Cell Island Syndrome
Cell Island Syndrome is intended for a group of player characters who have played at least one other mission and can follow on directly from the rulebook mission Lost Patriot.
Mission Brief: Section 9 infiltrates a remote island following a crisis and communications blackout. Inside, rival factions and covert operatives struggle for control. The team is free to explore the island and interact as they see fit, forming alliances as they navigate shifting power dynamics and unknown threats, ultimately deciding the fate of an isolated society.
Backers will receive 'Cell Island Syndrome' mission as a separate digital PDF as soon as it's ready.
Thanks for all your Support
Tomorrow we'll return with the to follow the team into the final chapter of The Ghost in the Shell Actual Play series! Missed the story so far? Get started with Episode 1 below!
Until next time, thank you for joining us on this great adventure.
At GenCon we ran a handful of tables of the new Ghost in the Shell Roleplaying game. Within the first 15 minutes the players locked in and quickly picked up the rules. Below are their Remarks and Testimonials at the halfway ‘commercial’ break, and after the ‘end credits’. Huge thanks to Michael Frusti for running the game:
"The way the game felt like watching an anime with its edits. Cutting away to different areas of the building to cut to different parts of the action. Running the game with an opening teaser scene and ending with a 'post-credits scene' teasing the next episode. Cutting ahead and letting players split up for an investigation. Yeah, this was an episode of an anime we just played. And I loved it."
"The way we felt like a real team. Not just a group of people doing our own things. Our skill specializations and equipment we took really synergized off of each other. We were able to play off one another and cover for each other. Like a proper team!"
"The Aspects of our character from our Synthesis Conflict the Setbacks are really fun and an interesting way to help define who our character is and gave me a lot to roleplay with. I was not just a lady with a sniper rifle. I felt like a real person with their own struggles and life outside of the mission. And It was really cool having that baked into the game system with rules to use them in the game and reward using them. It felt important, and not like some afterthought."
"It feels like all these rules in this game all work together to help drive a narratively focused game that we have control over and can drive the narrative and investigation in our own direction. It feels like a game where our choices matter, and we have the tools to impact and shape the narrative as players. Especially with those Ghost Whispers!" "It was really cool how quickly we were able to resolve that action scene. It made us feel like professional operatives, and rewarded us for our careful planning and setup during our investigation. I felt like a character in a movie or anime"
"In most games you start as a total nobody, barely able to fight off a few wolves. I was not expecting to see how capable our starting character felt right from the start of the game. It really made me feel like we were members of an elite team."
"I really like how quick and lethal the game feels! People did not feel like bullet sponges that we had to spend several turns shooting. When I finally got a chance and took a shot at [Redacted Spoiler] I loved that he just died right there before he could escape."
"On one hand, I was really worried about losing my arm (pun intended). But on the other hand, I really loved getting to replace it with a new armored cyber arm. It helped to tell a story about how I got my character's first cyberware. In a full campaign I could see changing my Synthesis conflict around the need to upgrade myself for my mission, and needing to try to hold onto the past and what really makes me human."
"I liked having the hit points tied into the hit location chart. It made hitting my target feel impactful knowing that he couldn't fire his 2 handed gun anymore. I liked getting to roleplay having a broken leg during that gunfight. It was just awesome and I wish other RPGs did this!"
"I love how this game encourages us to split the party. In a lot of games the players are expected to march in formation and go everywhere together. But during the opening scene we all were able to describe our position and how we wanted to enter the hostage situation. We had the sniper across the street. A pair that came down from the roof on the stairs. The fake negotiator taking care of the main lobby, and me repelling down into the window after the distraction in the main hallway. It made us all feed very capable on our own. And It was really cool having those downtime and investigation scenes where we all got to go off and do our own things. Cutting away to each agent leading their own piece of the investigation before regrouping for the next mission we have prepared for. It felt like watching a movie!"
"I liked body damage locations, and how everyone has low hp. It makes combat and injury very impactful, and it keeps combat scenes fast and furious."
"The exploding dice was easily my favorite part of the game! When it clicked that EVERY dice exploded, wow. Attack rolls, damage rolls. That moment when I managed to explode my D6 from my pistol to a D8 to a D10 to a D12, then ended up with a 18 on a D20 and absolutely destroyed that guy. It all started to make sense. It made every roll exciting!"
Thanks for all your Support
Once again, thanks for all the support since launch. Until tomorrow, thank you for joining us on this great adventure.
Once again, thanks for all the support since launch. Until tomorrow, thank you for joining us on this great adventure.
- Ross and Team Mantic
p.s. Don't forget to answer our latest trivia question - it looks like the Cyber Division has bragging rights as the top scoring team in the quiz at the moment!