Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts

Thursday, February 16, 2017

Song of Swords Kickstarter!



Another game in the family of TROS-descendents, Song of Swords kickstarted today. They've been at this for nearly as long as we have, so I'm glad to see them get off the ground. Even better, they've managed to get the project funded in the first day! Couldn't happen to nicer guys.

Check out their kickstarter here.

Saturday, February 11, 2017

Grand Heresy in 2017

Matt Easton posted a video recently entitled "Scholagladiatoria channel in 2017." It's a video of limited use to anyone who isn't already his subscriber (though, if you're at all interested in martial history, you should be) and chiefly details his plans for the coming year.

That's when I realized it was already February. How does that happen? Worse, I've written nothing on this blog this year. In an attempt to begin rectifying this mistake, I thought I'd post my own variant of the theme: Grand Heresy in 2017.

It's a very creative twist. 

GH2017

With luck, this will be the break-out year for Grand Heresy. 'Bastards (now bearing the more marketable title Sword & Scoundrel) is getting a major facelift and some key rewriting. As this draft gets close to completion, I'll be redoing the site to better show it off as well as redoing some of the marketing/fluff text. Plans are to launch the kickstarter in the very near future. I cannot tell you how excited I am for the thing to be in the wild and officially off my desk for a while.

We've kept track of the download counts of each edition of 'Bastards released. We've gotten anywhere from 400-1000 downloads on each. The last edition of the dueling kit alone has gotten about 1200 downloads. On the surface, this looks fairly promising but you never know what this will mean in terms of kickstarter support or sales down the line. On the other hand, we've also not gone out of our way to market the thing at all. We haven't reached out to rpg.net, storygames, or any of the other hub communities out there aside from a brief flirting with 4chan.

The level of interest we receive after launch will determine the next move. I have a number of things I'd love to develop out of the core rules as supplemental material for the game. Higgins and I have been wanting to develop the naval warfare rules since early in the project's development. A full pirate/age of sail book would let us treat the topic with the same kind of adoration we've spent on the HEMA nerd stuff in the book. I also have a number of setting-seed books I'd like to have the chance to develop for the game as well, all of which are basically toolkit modules for hacking the book to fit whatever you're trying to do with the main system. I've been keeping notes on this sort of stuff since just after the project began. If there were enough interest, I'd have material to write for this game for the next five years or more.

On the other hand, if it turns out to be an extremely niche interest with a limited following, I'm fine with that too. I have a half-dozen other projects I'd love to dev out. As anyone who reads this blog can attest, my gaming interests are eclectic as they are promiscuous.

All of that aside, I acquired a new mic today. It's a proper condenser mic I got relatively inexpensively. After some futzing around with Barbarossa on the audio we got it sounding pretty decent. Now properly equipped, we'll be doing a lot of youtube recording in the near future. Expect at least one actual play campaign of something. I'll probably record some AP material, explanations, and play aids for 'Bastards Sword & Scoundrel as well.

2017 is going to be a big year. Here's to it.

Tuesday, December 20, 2016

Art Woes

The 'Bastards draft is chugging along. I may or may not meet my year-end deadline, but progress is being made at least. As the days tick by and I get the systems bolted nicely into place, I start to worry about other issues. Writing a game, as it turns out, is only one part of making a game.

We're going to have to deal with the kickstarter thing, sooner rather than later. We've waited too long to wrap all this up as it is. We have a date in mind to begin once we've gotten feedback on this draft. The problem, of course, is that we need art. It was an inevitable issue, but one that presents me with sort of a catch-22. To really get off the ground with a kickstarter, you need good art to sell it -- but our primary reason for doing a kickstarter is to get an art budget.

If you've been around my blog long enough, you've no doubt seen some of my own artwork. I know I'm decent at it, but I also know I'm not good enough to meet the task at hand. Not in any substantial way, in any case.

Further complicating matters, I'm not entirely sure how to start the shopping-for-art process.  I sent out a couple notes on Deviantart, but that's about the depth of my experience with the subject.

This post was mostly just my musing on the subject, but if anyone wants to toss me any advice, offer their services and quote a price, (or ESPECIALLY if you want to contribute art) feel free to leave a comment, hit me up on G+ or otherwise get in touch.


Tuesday, July 26, 2016

Zweihander Kickstarter Now Live!



I've written about Zweihander a couple times. It's a very cool WHFRPG retroclone that I've really enjoyed reading and tinkering with. Their kickstarter is now live. You should absolutely check it out.



Saturday, March 21, 2015

Trials of the Magi: Kickstarter in Progress

Patrick Lapienis (@MTTJ_Patrick ) of My Tabletop Journey has just launched a kickstarter for Trials of the Magi - a game he wrote as part of NaGaDeMon last year - and it looks pretty cool.


From what I see it's a Harry Potter-esq story-game aimed at introducing beginners or newcomers to the hobby. Rather than paraphrase, I'll let him explain it to you:
Trials of the Magi is a quick and easy role-playing game centered around a Harry Potter inspired world, where arcane scouts track down and test those with the potential for magic. These gathered candidates are required to overcome a crucible of mental simulations in order to prove that they have what it takes to become a fledgling magus.
These tests compose the core fiction of Trials of the Magi, following the players as they guide mental projections of themselves through the strange and treacherous landscapes of the trials.  The psychological and imagined nature of these landscapes allows the Game Master to create interesting and creative locations that can bend the laws of reality.

Where Trials of the Magi tries to shake the RPG formula is that in the game's fiction the "real" players are the ones actually being tested by the arcane scout. As such the mental projections that navigate the trials are literal representations of the players. Meaning they look, act and talk just as the players would. Not surprisingly, it is really easy to role-play yourself, making Trials of the Magi a great game for first time players of the hobby. It allows them to get familiar with navigating a shared fiction before trying their hand at more role-play intensive storytelling. This idea of the player being the character is expanded upon in the game’s mechanics, where a character’s strengths and abilities come from a player's real life experiences. These memories are written on custom dry erase cards [or blank Index cards] and a hand of these cards act as a player’s character sheet. No complex calculations or overabundance of stats. Just simple tactile mechanics that allow players to get into the game easily and quickly.
Very cool. If that's a thing that would interest you, go give it a look. I know I will.