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PROJECT UPDATE
James Bell
CREATOR
about 20 hours ago

Project Update: Sneak Peek: Heritage and Upbringing

Hello Outlanders,

I've got another sneak peek for you today! Backers will have access to the current draft version of Chapter 3 and 4 on Tuesday, but let's get a quick look at a few bits dealing with two important choices you make when creating your new character.


A character is how a player engages with a game of At the Gates. Players create characters to act as avatars within the game world. The player makes decisions for the character and uses them to experience the rich environment available in the game. Characters go on thrilling adventures, engage in political intrigue, spy on enemies, fight monsters, foment uprisings, engage in piracy, and so much more at the hands of the players controlling them.

When you create a character for At the Gates you imbue it with a sense of history, a motivation to act, social dynamics to explore, and the skills and abilities necessary to get on in the world. Who are you? How did your upbringing shape you? How has where you've grown up influenced the person you've become? Who do you want society to see you as? How are you connected to the people around you? These questions are at the core of creating a character for At the Gates.

At the Gates is a game about epic fantasy that comes from humble beginnings. Consider what kind of person you want to portray, and how they’ll react to danger, political intrigue, mystery, magical wonders, and the variety of adventures you might play through in this game. chapter 4 will guide you through creating a character and get you started on your journey.

The first steps in making a character for At the Gates include selecting three Paths.

The first Path you choose is your Heritage. This determines what nation your character comes from — if any — and what kind of advantages that conveys to them. When you pick your Heritage Path, you will choose one of two perks, which represent the kind of focus your character’s family had in that society. This will grant them Attributes and Skills based on the traditional training and education someone from that nation and background is likely to have.

Let's look at our top two vote getters in our poll: The Federation of Eves and Vitrumaria.

Evesian

With salt and wind in your hair, you're happiest on the open seas or at home on one of the islands of the Federation of Eves. A robust maritime culture and sense of community unite your people. You grew up living a life of hard work and playing on and in the tides. The Elders claim magic from the Well of Creation has suffused all your people, but you're not so sure. Your early years were dominated by the oppression of an occupation force. You either grew up during a war to win your nation’s independence or fought in it yourself. You might have been raised in oppressive or hard times, but now you are ready to make your mark on the world and show it what Evesians are made of.

Perk: Magic Touched
Proximity to the Well of Creation has influenced how you see the world. You watch the ebb and flow of the currents pulsing with Gaia’s lifeforce. This insight has also allowed you to understand the people around you better. 

Attributes: Mental 2, Physical 1, Social 1
Skills: Esoterica, Leadership, Persuasion, Science

Insight: You have an intrinsic understanding of how people feel. Whether you are experiencing their emotions yourself or seeing the color of their aura, you understand people. This understanding grants you +1 Enhancement that stacks during social interactions in which you’ve spent more than a few moments with a person.

Second Keystone: Magic has taken root in you in a way you're still trying to understand. Where other people have only one Keystone, you can have a second one outside your Profession's offered Pillar.  

Perk: Saltborn
Life on an island has centered your culture's dependence on the ocean’s bounty. You grew up on or around ships, and probably learned to sail at a very early age. Every island is different, but you're used to living in a close-knit community where everyone works together to succeed and provide for their families. 

Attributes: Mental 1, Physical 1, Social 2
Skills: Athletics, Culture, Larceny, Pilot 

Freedom of Navigation: You understand the currents and the position of the stars to navigate without the guidance of tools or a map. You always know which way you are facing and never suffer penalties or Complications to navigate. Gain a +1 Enhancement that stacks to navigate or reorient yourself when using your instincts.  

Sea Legs: Your constant time at sea has given you the ability to keep your footing in even the most tumultuous circumstances. Downgrade any Complications from Area effects that would affect your movement by one step. If this would reduce that Complication to 0, the character just ignores it.



Vitrumarian

You grew up in the blazing sun and dry desert sands of Vitrumaria. Your culture prizes self-reliance, which has made you independent and motivated. You’re used to the lavish lifestyle of a wealthy nation juxtaposed against the harsh unforgiving desert environment. You know that community is what keeps people safe, and striking out on your own can lead to disaster if you aren’t properly prepared. This has made you careful, and not a little jaded when it comes to others. It doesn’t help that your beautiful nation is led by a despot and a liar who has dragged your people into a grueling war. Now, you don’t know what to believe as you are inundated daily with lies, but you know that your very way of life is in danger, and it isn’t from those on the outside. 

Perk: Sandborn
Outsiders are both an opportunity and a threat to your community. You've learned to present a friendly demeanor when interacting with others to keep collaboration alive, even when you distrust your temporary partners. Life under the desert sun has made you resilient and proficient at surviving when resources are low.

Attributes: Mental 1, Physical 2, Social 1
Skills: Artistry, Larceny, Persuasion, Survival

False Smile: You've learned to say a lot without revealing anything to lull others into a false sense of security. When you make an influence action to lie to someone gain access to the following Trick:

Pry (1 hit): Your lie is so convincing that your target shares a secret they wouldn’t normally share with you.

Durable: The extreme heat of your home has made you more resistant to extreme temperatures. You may ignore the effects of the Extreme Temperature (heat) Area effect if you are prepared, and if this effect is magically created, you downgrade the Complication to Minor.

Perk: Revolutionary

You’ve grown increasingly disenfranchised by your nation’s leadership. Maybe you were radicalized young and have grown up always knowing the government was corrupt, or something recent happened to radicalize you. Now, you hone all your energy into setting wrongs to right.

Attributes: Mental 1, Physical 1, Social 2
Skills: Athletics, Culture, Leadership, Persuasion

Rallying Cry: You’ve learned how to motivate others with just your words. When take influence actions to sway a crowd or persuade people to join your cause, gain +2 Enhancement.

Tough as Nails: You have an exceptional ability to anticipate danger and act swiftly, as well as a knack for evading threats and maneuvering through tricky situations. You gain a +1 Enhancement that stacks to Initiative rolls or Defense actions (chosen when you take this Perk).



Next Step: Select your Upbringing.

Your Upbringing Path describes how your character was trained and educated based on her economic status, her family’s traditional vocation, or even her own special interests. Instead of representing the things she learned based on where she’s from, this represents the major factors in her young life that shaped her knowledge and core skills. 

Bootstrapped

Your family always taught you to seek out opportunities and take them where you can. Through cutthroat business, backroom dealing, and not a little luck, they’ve come into wealth. Raised during your family’s rise to power, their vision of the world is instilled upon you. You know how to work the system, manage people, and leverage all your resources to get ahead in the world.

Attributes: Mental 2, Social 2
Skills: Larceny, Leadership, and Persuasion

Leverage: You know how to read people and what to say to put them off guard. When intimidating someone, you can insinuate that you have some information on them that puts them in a compromising position, even if you are lying about the knowledge. Later, when either you or they act on that leverage, gain a +2 Enhancement that stacks to the action.

Resolute: Working in tense social situations has granted you a level of resolve to maintain your composure despite yourself. When people try to persuade you or change your mind about something, gain +1 Enhancement that stacks to your Integrity action.


Legacy

Your family has known wealth for several generations. You grew up with the luxury to pursue your own interests, but you’ve always known that your family expected you to follow in their footsteps. You’ve always worked under the burden of responsibility, and it has taught you both how to effectively get work out of others and shirk your own duties without notice.

Attributes: Mental 1, Physical 1, Social 2
Skills: Culture, Leadership, and Persuasion

Efficient: You know how to get things done with minimal effort. Once per session, you may forgo rolling for an action to immediately succeed on it. If there are any Complications, you must suffer the effects, though you may spend Momentum for Enhancement as per normal to buy them off. 

Commanding Presence: You radiate an aura of authority, confidence, and leadership. Your mere presence demands attention and respect from those around you, enabling you to inspire and influence others with ease. When other people act on your orders, they gain a +1 Enhancement to follow through.



We'll learn about all of the Heritage and Upbringing options on Tuesday, along with the important third Path of your Profession! And we'll learn how to assign your dots and finishing designing your characters, and also about new stuff like Advanced Professions!!

So, let's continue to spread the word and invite our friends and friendly gamers to join in on this campaign! We've come a long way so far in this first week, but we still have many weeks ahead -- and much more of the manuscript to share!

Our next update on Tuesday will feature the current drafts of chapters 3 and 4. Backers will have access to the complete manuscript before we reach the end - before any pledges are processed or payments collected. It's about the most risk-free way of learning about the game as exists. So join in if you haven't, and let's see if we can't unlock some more Stretch Goals before we get to the final chapter!

#AtTheGates

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PROJECT UPDATE
Knight: An Avalon RPG
CREATOR
3 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

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PROJECT UPDATE
Evil Hat Productions
CREATOR
3 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!
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PROJECT UPDATE
Fatum Cards
CREATOR
4 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!

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PROJECT UPDATE
Wrel
CREATOR
1 day 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
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PROJECT UPDATE
Nord Games
CREATOR
4 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







139 votes • 1 day left
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PROJECT UPDATE
James Bell
CREATOR
4 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

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PROJECT UPDATE
Gaming Ballistic
CREATOR
about 17 hours ago

Project Update: Foundry VTT Module: In testing

So, the one piece of digital content that has not been available is the Foundry VTT module. Nick, of the Foundry GGA, has been putting this together in his free time, which recently got a lot less free, ironically due to his kicking butt at his "real" job.

In any case, during some preliminary testing, it came out that it wouldn't be that much of an ask to add the maps to the module in the form of "scenes." So Nick did that. His most recent bug-stomping report was:

YAV (Yet Another Version):
  • fixed the problem with PDF links;
  • added the map images (look in your Data/modules/saethors-bane-dfrpg/assets/map_images)
  • added a "Scenes" compendium pack (each map image with the appropriate hex overlay)
  • Converted all images to .webp format; this trimmed the size down from 29 MB to 6 MB. I love webp.

We can only upload a module during business hours, and that conversation results in me being given a block of code keys that get distributed. In fact, one of the reasons I stick with Backerkit for file distribution is their ability to draw off a code bank.

In any case, I'm hopeful we can get the module staged in the coming week, at which point I'll mark the all-digital pledges "fulfilled."

Tomorrow morning I'll drop off all the packages I boxed up at USPS first thing after the second kid heads off to school. Then there's a bit of admin work setting up the DHL shipment and asset receipt at GamesQuest. That shouldn't take too long, but it's tedious and the GQ user interface kinda sucks.

I would ask that as your books start to arrive, if you can say nice things about the material in other forums, it would be helpful. What did you like, what might you do differently [1]?

[1] I do note I intend to convert another solo, David's Till Death Do Us Part, to GURPS as well. This one will be for middle-grade characters somewhere between 125 and 250 points - maybe the 187 Master level from Delvers to Grow. And the characters will stay much closer to their original point total, unlike the deliberately accelerated Saethor's Bane.

I don't know when I'll do that, though. I've got a lot ahead of me as-is:
  • Sea Hag's Wrath, a GM'd situational adventure set on Elazar (TFT)
  • Warlock Knight, a solo adventure set in the Warlock Kingdoms of Sedra (TFT)
  • Mission X, a Powered by GURPS full RPG that does hopefully for modern action what DFRPG did for fantasy
  • A few other things, maybe systemless

So a bunch going on, and even more besides that as life is always in motion.
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PROJECT UPDATE
The World Anvil Publishing
CREATOR
3 days ago

Project Update: #03 - War Site: Widmar Unlocked!



Hello mercenaries, 

Only a brief update today to confirm that another Stretch Goal has been unlocked. War Site: Widmar, which will be included in the Book of Eclipse, is a new chapter focusing on the city of Widmar, which has historically been contested between the Republic of Dormas and the Erenwald Empire. The chapter includes story hooks, new NPCs, events, faction agendas in the city, and more.

Early Bird expiring soon!

For those of you following the campaign who have not yet made a decision, this is also a friendly reminder that you still have two hours to get the Early Bird Map of Valraven for free with your physical pledge. Don't wait, even a later upgrade from the 1€ pledge will still entitle you to the Early Bird Reward!

Note: You will still get a free map if you signed up on the pre-launch page, or if you supported our previous campaigns and back with the same email.

What will happen to the Twilight Spears?

In a few hours, we'll also find out how the Season of Blood has turned out for the mercenary Company of the Twilight Spears. If you are a backer, you can still cast your vote. We'll be back after the weekend with the next episode, the Season of Iron! 

Reminders

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PROJECT UPDATE
Lone Colossus Games
CREATOR
1 day ago

Project Update: Stretch Goal Voting, Another Poll, and Some More Art!

Hey everyone!

Thanks to all of you who submitted a history or pact entity! There were a lot of great ideas, and I did my best to distill them into 10 options each for histories and pact entities for you to vote on. In some cases I've made minor modifications to the submissions (either to merge similar ideas from different submissions, or to theme the submission in a style that felt best suited to the book), but I have a record of who submitted what and if your submission is selected I'll be giving you a shout out in that update and somewhere in the book.

Submissions in these sets of 10 that aren't selected via voting will be included in an appendix as some additional inspirational material using some form of write-up similar to what I've presented in the voting form, which is linked at the end of this update.

Voting will last for about 1 week, ending on May 19th, so get your vote in soon!

Polling on Expanded Box Set Cards

Before we get to all the voting, I've been informed by my printer that we can add another 60 cards to the box set without changing prices!

I've already made the decision to use 20 of these cards to expand the selection of charms and pacts in the book, but I've created a poll to hear what you all want to use the remaining 40 for.

Options I'm considering are: 
  • Add all 40 advanced trainings so that there are reference cards that exist for these abilities
  • Add another 20 charms and 20 pacts (total 80 each)
  • Split the 40 among the 5 entity types to include another 8 boons/blessings of each type (total 48 of each)
  • Add more "generic" (final name TBD) boons and blessings beyond those unlocked with the stretch goal - boons and blessings granted by beings not part of the 5 entity types, perhaps of more mundane origin.
  • Something between all these depending on how split the vote is

I've attached a BackerKit poll to this update so you can vote on that. This poll will also close in a week so that writing on new content (if we're expanding content) can be completed as soon as possible.

New Artwork!

I have some final images from the master trainers I shared previously as well as some WIP images of new trainers to share with you.

Ismene Taika, Ultimate Magus
Tavionne Bentam, Master Virtuoso


Vote For Backer-Submitted Histories and Pact Entities


Thanks as always for your support, and I look forward to seeing what you all vote for!
- Josh
101 votes • 6 days left
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