BackerKit FAQ
How does BackerKit crowdfunding work?
Crowdfunding is a collaborative way to bring ideas and projects to life. Project creators post their idea for a project, and backers pledge money to make the project possible. Backers get behind the scenes access and backer-only rewards, which can include exclusive products, special pricing, creative input, content, and more.
To become a backer, select a pledge level that features the reward(s) you would like to receive when the project is successfully completed and make your contribution.
All-or-nothing crowdfunding model: The creator sets a funding goal and a deadline to raise funds. If the project does not meet the goal by the deadline, backers credit cards are not charged and no money changes hands.
Crowdfunding projects can happen at various stages of the creative process. Make sure to check the estimated timeline of when rewards will be delivered. Project creators will keep you updated on the progress toward completion and delivery of your rewards.
Backing a crowdfunding campaign is not the same as purchasing an item from a store. When you back a campaign you are supporting the creation of something new. Rewards are almost always delivered, but are not guaranteed.
When will I be charged for my pledge?
Your payment method will not be charged right away. You will be charged for the amount of your pledge when the campaign ends and the project reaches its funding goal. You will not be charged if the campaign does not reach its funding goal.
What happens after the campaign is over?
The Creator will send out a survey that will ask you for more information about your pledge, your shipping information, additional items you may want to add to your pledge, and collect shipping fees if applicable.
The survey will be sent to the email address we have on file with your pledge.
Any additional payment will be charged when you complete your survey and confirm your order.
Project FAQ
When will the game be finished?
The game should be finished around Q2-Q3 of 2025, with Pledge Fulfillment right after completion, and release of the game after that. The writing of the game is already finished, and it is currently being playtested and edited. You can join and contribute to the playtesting of the game by joining the project's subreddit, r/WardenRPG, or the Discord --> https://discord.gg/FSEUCxUnYP The campaign is a way to fund the art, graphic design, additional editing and software side for the game, to make the final product match the asking price.
Refund Policy
Refunds are in full effect, but please, I am just one guy. Don't refund willy-nilly. You can read the game in full through the playtest document.
I have not played Pathfinder 2e. Will the game be difficult to learn?
WARDEN uses mechanics of Pathfinder 2e, but it is a completely independent game. You don't need previous experience with Pathfinder 2e or any other RPG to play it.
I like Pathfinder 2e. How similar is this game?
WARDEN uses the bones of Pathfinder 2e, but it eschews many legacy features. These are the mechanics that have stayed mostly the same: - d20 resolution and 4 degrees of success. - Levels and Proficiency Ranks (+Level to Proficiency). - Feat-based character creation with interesting choices every level-up. - Items and weapons heavily based on Traits. - Conditions and Tactical choices around them. These are some of the things that have changed: - No Attributes. Rather, characters have three Paths (Combat, Special, Skill) that determine most active checks made. Paths do not grant bonuses, they simply are Proficiencies. For example, you make a check with your Combat Proficiency if you try to attack someone. - No Classes. Rather, you put points into the three Paths, and then gain Abilities and Feats from them. - No Initiative. Instead, opponents act before players, but players can spend one of their Actions to act before opponents. - No Vancian Casting. Instead, casting uses Strain Points, a new universal resource. Spells are treated as Abilities, with new sub-spells under them taken as Feats. Additionally, spellcasting requires Focus, a mechanic where you start an action in advance and can be interrupted.
Manufacture & Shipping
The printing of the game's backerkit edition will be handled with IngramSpark (or similar POD service). The book will be 8.5"x11" (US Letter) in size. VAT is included in the price of the game, and for shipped products there is a +10€ shipping cost regardless of location. For larger shipments, the shipping cost is +30€ instead.
Why colorless art?
Some might wonder why the game uses colorless, ink-style art instead of fully rendered digital art. The reasons for this are simple, but threefold. 1) Costs. The game is large, and filling it with fully rendered art is very expensive. I didn't want to double the base cost of developing the game. Additionally, printing is much more expensive when fully rendered, and would've increased the base price of the game, as well as the Backerkit project goals. 2) Preference. I actually prefer games that are a little muted and simplified in their art department. I feel like a lot of games are hindered by the overabundance of fully rendered art, making it harder to follow the text at times. 3) Speed. If I were to make a game with fully rendered art, the time between the campaign ending and the products being in the hands of players would be much longer. Either that, or I would've needed to sink a significant amount of money to the game before the Backerkit campaign. I don't have the resources to do that.