For decades, games have been marketed with scantily-clad, shapely young women prominently displayed. All too frequently these games aren't about those cheesecake pin-ups at all. The girl is a damsel in distress or villain, and the majority of play revolves around sweaty muscle-men running around being manly. Not so with Busty Barbarian Bimbos. Here the players take on the roles of the titular characters in a world that is dominated not by bearded wizards and savage swordsmen, but by the values of aesthetic beauty, fashion, and social standing.
Core design concerns, taken into account whenever possible, include * Pretty girls get preferential treatment. They are treated better by other characters. They are treated better by their clothes. They are treated better by the rules. * An aggressive absence of math. No hit-points, no numeric bonuses, very little counting. * Disdain for slavish book-keeping. Book-keeping leads to math, math leads to tedium, and tedium isn't what games are for. * Disdain for verisimilitude. While the assumed setting is essentially a post-apocalyptic swords & sorcery environment, getting too serious about questions like “what kind of economic and industrial infrastructure is present to allow for the supply of lip-liner and daiquiris?” is a buzz-kill. * Dismissal of manliness. Men don't matter. The heroines aren't encouraged to solve problems by emulating manly characters from other games. We aren't taking Conan the Cimmerian and photoshopping a bikini onto him. Not to knock Red Sonja, but the model of empowering girls by having them act like boys is not the goal here.
Busty Barbarian Bimbos has been through a lot of changes through playtesting and high-concept debates regarding both tone and mechanical systems. The result is a sleek, extremely math-light system that facilitates extemporaneous, spontaneous storytelling.
Dice have always been a passion of mine. Since I first started playing D&D ten years ago, I've had a love of the dice. The many variations I've seen, with different colors and designs, have inspired me to make my own.
The money from this project will allow me to make 1,000 of each of these four sets, as well as 1,000 of two more sets, which would be enough for me to start selling dice.
Each set of dice will be a combination of two different plastics, like the Gemini dice from Chessex.
The other two sets, will be based on Nordic and Japanese mythology.
The Ultimate RPG Toolkit is an app for managing your games. You can prep games, use it for tracking and referencing your game world during your game sessions. Players can manage all their player character stats, gear, journals. All on your desktop computers and tablets - on your terms. Everything for managing your game at the table and at your fingertips. It stores data locally so you are not dependent on having an internet connection. It can sync via Dropbox. You can update your game or PC from your desktop then sync your mobile device before heading out to your game. Make updates while you're gaming then when you have a connection sync your changes.
I'm running a lean & mean KickStarter with two core goals: Tablet development and Cloud Server support.
The first goal addresses the ability to have your game data on the go using iOS or Android tablets (very possibly Nook/Kindle). The mobile devices synch via Dropbox. You can use your data without being connected - ideal for conventions or locations without WiFi (or places with W$F$).
The second goal is cloud server support. This allows for data storage on cloud servers and allows users to exchange content, from whole campaign files to just that artifact discovered in a game session. Of course this naturally extends to a marketplace (we call the cloud bazaar) where content can be sold, or a platform for handling remote play (play-by-post/email/forurm).
Oh, and while we're here, re-naming this Ultimate app will be crowd-sourced. We're not likely to name the software "The Ultimate RPG Toolkit App" - that's a mouthful. We will put it to a vote of gnomes! If you've got some suggestions (within context) I'm all ears. After funding every backer gets a vote. Winner takes all!
To the Edge of the Map is the first installment of a classic fantasy adventure series called Slayers of the Great Serpent. This series of adventure modules draws inspiration from H.P. Lovecraft's Dreamlands stories, the fairy tales of Oscar Wilde, the works of Romantic poets like Coleridge and Byron, and the myths and folktales of cultures the world over.
The vision behind the Slayers of the Great Serpent series is about creating a story about heroes and their great deeds, but also about making a world that is majestic and awe-inspiring. What I envisioned was a quest that requires the party to travel far beyond the lands known to them and cross half the world, witnessing many bizarre and spectacular sights and facing many dangers.
This adventure module is intended for characters of 1st-4th level. It has a projected page count of 90-100 pages, and will be published in softcover and PDF format.
Hi! I'm John Wick, and I'd like to introduce you to Wicked Fantasy.
Wicked Fantasy is a brand new setting book focusing on ten races. It has been a year-long project for myself and Gillian Fraser, re-creating the "generic" races found in most fantasy roleplaying games. We re-designed humans, elves, dwarves, gnomes, and halflings, and then turned our attention to orks, gnolls, ratmen, goblins and kobolds. Ten races, all with a wicked twist.
Our re-envisioning effort met with much critical applause with reviews calling the new races "brilliant," "sometimes near genius," and containing "lessons every gazetteer should look at."
Gillian and I have been working over a year on this project, releasing each race as a PDF download. Both of us are excited about the project for many reasons. First, we wanted to bring a fresh perspective to the races. Let's face it, some of the races (men, in particular) are a little boring, even cliche. We wanted to "spice up" the existing races.
Second, we wanted to show that the Pathfinder system is flexible enough to tell deep and moving stories, not just simulate skirmish level fighting. Gillian and I both felt too many new classes, archetypes, etc. focused on combat. We wanted to expand the races beyond just fighting, to show them in a wider context, and provide mechanics to make them "real" in gameplay. Not just a "+1 to Diplomacy," but something as robust and real as the Cleave Feat. The phrase "Social Cleave" was a very popular joke while we were writing the races, but it summed up our goals nicely.
Of course, Jill and I created a unique team for this project. I might even say "uniquely qualified." I've spent years in the game design industry, turning expectations on their heads with games such as Legend of the Five Rings, 7th Sea and Houses of the Blooded. I made orks into heroes with Orkworld, and did the same with your household kitty with Cat: A Little Game about Little Heroes. My unorthodox approach to RPGs--not just thinking outside the box, but throwing the box out the window--has created what others have called some of the most innovative RPG designs in the last twenty years.
When I teamed with Gillian, I found someone who not only loved Pathfinder, who not only wanted to put a distinctive twist on the races, but who also had a keen mind for mechanics and mathematics. Over the course of the year, we both taught each other a lot about game design, Pathfinder and storytelling.
We didn't want to make a "better Pathfinder." We wanted to add our own voice and vision to an ever-expanding game system. We looked at each race and asked ourselves, "Why are people fans of this race?" We found that key element, then turned the volume up to 11. A game about culture. A game about dangerous choices. A game that asks the question, "What does it really mean to be a hero?"
Thanks for taking at look at my very first Kickstarter project! My name is Todd VanHooser, a teacher in Arizona, author of The Laughing Moon Chronicles, and the designer behind the tabletop RPG, Adventures Under the Laughing Moon.
This is the very first stand-alone adventure module for my table top role-playing game. The game itself is a good old-fashioned RPG with an emphasis on story-telling, character creation, and figuring out how to shape the world around you through luck, skills, and the roll of your favorite dice.
The Ragged Man is the first stand-alone adventure for the Laughing Moon tabletop role-playing game, and is designed to be both a supplement and an expansion. The story is a blend of fantasy and horror where players are able to enter the Laughing Moon world and affect the outcome of the story through dice rolls and decisions based on the characters they have chosen to play. The adventure is written with all player types in mind. Whether this be a first-time player, or an experienced veteran gamer, there is something for everyone to enjoy. The idea was to create a game that would be fun to play, and a story that would be fun to read.
Andronia is a new Campaign World designed by Hydra Games. It is a world of high fantasy Magic mixed with technology called Tek. Using the pathfinder rules as its base this new world will be an intriguing place to set your new campaign. With novels and adventure modules planned and other campaign guides devoted to each region of the world you will have a vibrant and massive world at your finger tips.
Hi everyone, we are Expletive Deleted Games and this is our first Kickstarter project, we hope the first of many. We are a new software company that is finding its way but is starting with lots of talent. Dice Table was an idea we had that we thought was needed, but was also a great way to start small and show off what we could do. Dice Table is a 3D physics based simulation for rolling dice. Unlike other dice apps, you will be able to save several sets of customized dice, with cross-platform networking capability, a hold table, and perfectly balanced dice from D4-D20. Also, aside from premium dice, tables and other optional add-ons, it will be absolutely free on all platforms.
How often have you gone to play your favorite board game and it was missing the dice? Now, you can stop searching the house and just pull out your cell phone. Want to play D&D or Vampire: The Masquerade over skype? Now everyone can open Dice Table and watch the rolls together. What we have so far is a playable beta version, you can find it here: expletivedeletedgames.com/dice-table.html. In order to play with the beta you will need the Unity Web-player installed on your system, it works just like flash or java. We feel unity is an amazing tool for creating 3D content, and it will allow us to easily port our games and apps to an amazing number of systems. We are looking for funding to finish Dice table and to port it at least to android devices, though we do want to eventually have it available on all mobile devices. We do want to move it onto Apple as soon as we can but the approval process is somewhat more time consuming and requires equipment we do not yet have. We also want to have a stand alone version for PC and Mac and we want all players to be able to play over the net no matter what device they are on.
Flint&Steel is a great, new pen and paper RPG, based on a d20 system. Our game brings a new world and new class and combat rules that finally balance the game and make every fight exciting, lethal and full of possibilities. Flint&Steel is completely compatible with 3.5 d20 games, meaning that with very little work you can use your favorite monsters from RPG books and pit them against our new classes and combat rules.
The program will allow the integration of the Emotiv Headset to allow the players to create a chracter from scratch including all scroll, magic items, equipping, and game progress!
The Dungeon Master will be able to create a dungeon from scratch and equip it with the critters and treasures that mae the game so awesome. In addition the player will be tracked within the game and their progress will be continually updated as the game play proceeds!
Never be afraid to become something larger than yourself!
Through the eyes of your brothers you can see forever!
The call to glory beckons you!
Are you brave enough for the Legion?
Two years ago, we started a project to make a science-fiction fantasy role-playing game that we would enjoy playing. Based on our love of many movies, books, and video games, we came up with Legion. We have tested the rules and made many changes from the original concept all thanks to our friends and fans. Now it is time to take the next step: the production of our core rulebook and the launching of other supplement books. We need your help with in doing this.
What is Legion? Legion is a science fiction fantasy role-playing game where you take on the role of a soldier in the United Defense Force to protect the galaxy from threats. A military based game of high fantasy, Legion has a space opera setting of multiple possibilities with the discipline and drive of military focus.
The galaxy is made of worlds rife with alien creatures, star-spanning enemies, traitorous soldiers, and the re-born Shade. On these worlds, experienced soldiers are sorely needed, if only to hold back the enemy until the Legion arrives.
Help us bring our solid brushed aluminum RPG game dice to production. Rounded corners,Even rolls,Perfectly weighted for true gamers.
We have designed the dice keeping the everyday card and board game lover in mind. Its time to bring these sleek dice to life so gamers across the world can surely appreciate the quality of true metal dice. These aren't your typical dice, we've given each side a rounded face with tri-star shaped corners for a 3D dimensional look.
Hey, we're going to be doing a weird new Sea Dracula thing at Gamestorm this year, and here's your chance to judiciously stack the scales of justice!
The Money Goes To...
When we've done awesome big-audience craziness with Sea Dracula in the past, we find the best results come with live musical accompaniment. Specifically, we've arranged for the fine talents of Olympia and Portland best-friend duo Poppet and Goomy. We want to raise enough money to pay them to improvise super-compact dance jams at the event – that's just $400!
Ok, What Kind Of Dracula?
Sea Dracula, what's that? It's a ridiculous faux-competitive story game about animal lawyers that uses dance-based resolution. It's often played at gaming conventions in the Pacific Northwest, in living rooms in Olympia, and most recently at a classy high-profile nerd wedding! The game is named after the great animal lawyer Sea Dracula, natch. He's the giraffe in the video.
Lampooning What We Love!
This particular instance of Sea Dracula has new crazy rules, budded off one of Jackson's two simultaneous revised versions of the game! Instead of solving a crime, we're going to answer a Burning Question Of Public Interest in Sea Dracula: Judicial Inquest – How best to publish your first RPG!!! You can give us seed material to guide our Animal Lawyer players into being ridiculously silly and also tongue-in-cheek with this Burning Question. Feel free to slide your own name, a game company, or a designer that you love into the fiction using our handy reward tiers!
For those unfamiliar, Awesome Powers is the super powered supplement to BASH! Ultimate Edition super heroic RPG system (a 2010 ENnie nominee for Best Rules). Each volume will feature: * Dozens of new powers for BASH! Ultimate Edition, completely built and organized by themes, called “Power Suites”. Each volume will contain at least two Power Suites. (Volume 1 contained six Power Suites) * New power Enhancements and Limitations * New Advantages and Disadvantages * Random character creation rules, customized for each Power Suite * Sample characters
Freeport is one of the classic RPG city settings and we want to give it the deluxe treatment in a new 512 page sourcebook. Aaarrrrrr!
We want to do a new edition of Freeport: The City of Adventure sourcebook that is bigger, meatier, and sexier than ever before. Our goal is for a 512-page full color hardback, with new locations, new NPCs, and a brand new adventure for low-level characters. The book will include full stats for the Pathfinder RPG, though it will also be easily usable with other games. Player-oriented rules support like classes, prestige classes, feats, and spells will also be available in a Player’s Guide to Freeport PDF.
Our goal for this Kickstarter is high at $50,000 but there are good reasons for that. For one thing, we’re going to be commissioning an enormous amount of brand new color art and a new cover painting. For another, printing a 512-page hardback is not a cheap undertaking. We've always had to do Freeport on a strict budget before. This time we want it to be the total package!
“It was either run away to the circus or the Imperial Navy. Sometimes I think I should have run toward the circus. Better hours, better food, and less being shot at.”
-Adm. Aramais P. Lee, circa 1089, Retirement Address.
Cirque is a complete campaign resource for Traveller5, approved by Marc W. Miller and timed to come out after delivery of T5 to the masses. New referees and experienced referees alike will adventure in twenty systems from Rhylanor to Regina. The "Entertainer" profession is highlighted, but there's plenty of room for characters from the more traditional professions.
The Fifth Frontier War has ravaged system after system. The Zhodani have once again been pushed out of Imperial space, but at great cost. The Sword Worlds, Zhodani allies-of-covenience, have once again been taught to respect the borders. Vargr militancy has once again reduced to mere piracy.
Nonetheless, civilians and veterans alike have been scarred. The Third Imperium, and particularly the Spinward Marches, must search for a new normal. What heals war-weary worlds and veterans after devastating battles? Who can ease civilian memories of orbital bombardment and teleporting commandos? How does Lt. Commander Andii Houke create a new life after losing both legs in the battle for Rhylanor?
Can a one-ring circus fill the bill?
With help and connections, Andii refurbishes a salvaged battle tender and its auxiliary riders. Houke obtains corporate and other backers, signs a multitude of entertainers from different traditions, and prepares a route from Rhylanor to Regina. The re-christened -Cirque- will bring live entertainment to twenty different worlds, and finally to Duke Norris' court, in celebration of life, peace, and an end to strife. Cirque duh Sirka Foundation, LIC, will raise funds and the mood of the Marches.
That's the plan, anyway. There's an old Solomani saying about draining swamps and alligators...
Every planet has its own dangers, its own politics, its own troubles. No matter how hard they try to put on a circus Andii, her crew, and all of the performers will get dragged into trouble, from liberating their bigamous Comic Juggler to fighting Zhodani sleeper cells. And those are the easy days.
It's simple: put on the next show. Put it on -- even if you get mixed up in a revolution. Even if the Amusement Station has sprung a massive leak. Even if the local primary is threatening a massive flare, and you're surrounded by hardened convicts. Even if your distinguished Thespian is nuts, your stage manager is a weird stalker, your animal training act sings Vilani opera, your ship's lawyer's an Aslan with very sharp dewclaws, and you keep noticing Zhodani in every audience.
Even if, yes EVEN if that old blowhard Aramais P. Lee is raising hell among the Sword Worlders. Because, of course, the show must go on.
I started composing fantasy music in 2011, after performing with Video Game Orchestra at Boston Symphony Hall in April. After 20 years of pursuing a strictly classical music career - in just one week I was completely captivated by soundtracks of Final Fantasy VII, Lord of the Rings, Afrika, Metal Gear Solid... Within months after the concert my heart was so full of melodies, I couldn't help but start writing and playing what I came up with. Two years have gone by, and while classical performances and teaching remain a rewarding career, - I now have a dream of sharing my own music too.
"Legends: Fantasy Violin", a collection of 9 original tracks, will be released as a CD and digital download worldwide, and with your help I will be able to cover recording, mixing, mastering, cover design, and the manufacturing of the discs. While the official release is being planned in September 2013, you will be first to receive MP3s, CDs, and special rewards! I always thought it would be awesome to dedicate the music to people who support and love it, and this is a great chance for me to do so.
Here at Mystical Throne Entertainment, we like to think outside the box when it comes to the tabletop role-playing industry, particularly Savage Worlds. As a Savage Worlds licensee, we currently produce the quarterly magazine Savage Insider, the only Savage Worlds magazine, and a number of price-friendly settings.
With the high number of settings already available, we decided it was time to try something new that didn’t require a new setting. Something that provides the Game Master and players with a ready-made adventure series that brings the player characters from their first days as a Novice through their heroic days at Legendary. All of this would be achieved without forcing the GM and players to learn a new setting or familiarize themselves with the mechanical changes made to accommodate that setting.
Thus we have Twilight Continuum.
Twilight Continuum, as the header states, is a 6-part space opera adventure series for Savage Worlds. To be more exact, Twilight Continuum is the first set to follow the Perilous Journey publication model, providing the user with a complete adventure series from that follows the beginnings of the player characters' careers until they are essentially nearing retirement, all framed by a single storyline. The setting for Twilight Continuum is near-future, with a science fiction action and adventure storyline mixed with social and dramatic elements (also known as space opera).
If you are like me you like things that are functional, a work of art, and collectable all at the same time! I have created Fusion Dice to do just that. You can display them with your dice collection and then when its game time you can take 'em out to play!
What are Fusion Dice made of?
Well, they are made from a composite material of pulverized stone and acrylic resin fused together under super high pressure with metal flaking added. They polish to a great shine and each one will be polished one at a time on a buffer by me ONLY to make sure that they are quality. I will also be putting them in a vibratory tumbler to round the edges slightly to prevent major damage to game boards and mats. Please note that although the patterns from die to die will be similar, they will all be just a little bit different due to the way the blanks are made.
In Centurion: Legionaries of Rome, players play scouts, spies, or special troops marching under the eagle of Rome. The book supports games in the Late Republic (from the Second Punic War to the rise of Gaius Marius), the Civil Wars (from Marius to Augustus), and the Principate (from Augustus to the Crisis of the Third Century), providing ideas for characters and adventures.
Characters are based around a collection of Qualities including a Concept (the central conceit around which the character is created, such as Seasoned Centurion, Illyrian Recruit, or Gallic Horseman), Traits (including Physical, Mental, and Social), and Elements (just about anything that describes a character, from "Farmer's Son" to "Swordplay" to "Cat's Paws.") which provide d6 with which one builds one's "hand" of dice (2d6 = 1d8, 4d6 = 1d10, etc) used in Tests, or task resolution.
This RPG is in the traditional style of having a GM prepare adventures and adjudicate the game, although there is some level of narrative control provided to players. This game works best with groups that trust each other and play in a cooperative rather than a competitive manner. If you need rules to protect players from GMs or GMs from players, this game is not for you.
How did we get here? For many years, KOBOLDS ATE MY BABY! was a stack of photocopied pages stapled together with a garish orange cardstock cover. Somehow, that supremely low-budget humor game about fuzzy little carnivores being killed by the cruel whims of gods, wizards, and chickens became a fan favorite and cult classic. KOBOLDS ATE MY BABY! struck a chord with gamers of all stripes – being funny, fun to play, and welcoming (and forgiving) to new players. For veterans, it's a funny parody of role-playing games (in the form of a role-playing game). From 1998-2005, KAMB slowly built up an audience of fun loving fans and spawned a host of supplements, revisions, editions and some truly amazing convention events.
With the addition of amazing new art by gaming comic folk hero John Kovalic (Munchkin, Apples to Apples, and Dork Tower) – KAMB! would go on to acclaim and notoriety being named “One of the Funniest Game of All Time” by Inquest Magazine and "Top Ten Humor Game of All Time" by Mike Selinker at Games Quarterly. Still, 9th Level Games was just these two guys from the suburbs of Philadelphia making games in the basement (often literally in the basement). When we started 9th Level Games, there really weren't “indie rpgs” and “DIY publishers”. We were just as surprised as everyone else, when our games got into distribution and started to show up on game store shelves. But with changes to the industry, it became increasingly difficult for 9th Level Games to put out indie product - it wasn't just not fun anymore, it became nearly impossible to get little games onto shelves.
Well, it's 2013 and wow the future is different! We have access to affordable and powerful desktop publishing tools. Electronic publishing makes it possible to sell to customers directly. Social media means we have ways to market ourselves, and crowdsourcing means we can raise money to do something that we never thought that we could with Kobolds – DO IT RIGHT! You heard me. WE'RE DOIN' IT UP RIGHT.
This rules system has been designed to be simple, with the least amount of interference in the general 'role-play' part of the games. It has mainly a science-fiction type theme, but any good Game Manager (GM) should be able to adjust it to suit other themes quite easily.
The software versions of the rules are meant as reference and tools for the GM and player during the playing of a game.
The main goal is to complete the writing of the rule book and get some nice illustrations and pictures in there to help make it look less boring!
Various aspects of the system are still a bit loose and need tightening up. The background and details of the various races need fleshing out and, preferably, we'd like to get some even better artwork in it too. We have already talked to a few really good illustrators regarding this and they are prepared for the work.
This will be the master electronic version of the rule system.
We'd like to produce some software for Desktop machines (PC and Mac - maybe Linux too) and Tablet (iPad and Android) computers. This would be an interactive version of the rules with tools to calculate characters and auto generate some parts - for example Non-Player Characters (NPCs), Vehicles and Places.
The 4Kingdoms game revolves around four separate secret societies that greatly influence the daily lives of billions of people in their modern world. Players can choose to play normal humans (called “Inerts” in this game) OR powered humans (referred to collectively as the “Gnostics”). Other sentient beings (humans, animals, plants, locations, and even magic items) are let to the Game Master’s imagination.
All over the world, four powerful organizations vie for resources, influence, and against smaller, less powerful groups. The Four Kingdoms each pursue different goals: peace, power, profit, and individual passions. All the Kingdoms are made up—mostly—of people of a certain mind-set (read: personality or temperament). There are always people with different personalities who wish to pursue a different goal, so each Kingdom usually has an access to all six different sets of powers called: Creation, Destruction, Benevolence, Presence, Potence, and Science. * Benevolence affects healing and mind control. * Presence affects remote sensing and teleportation. * Potence affects matter and energy. And, * Science affects seeing, manipulating, and traveling in time itself.
The purpose of this project is to fund a print run of pads designed for sketching geomorphic map tiles. The Pad of Geomorphic Intent (PoGI) will be A7 (74x105mm) sized and will be litho printed with a light grey 7mm grid (giving 10x14 squares per sheet). The pads will each have 50 sheets glued along the top edge and attached to a backing card.
Geomorphs are a great way of assembling dungeons. There are hundreds of samples on the internet to serve as inspiration. If you filled just a couple of these pads with sketches, then you could lay out a vast dungeon level measuring almost 3 feet square.
Whilst it is easy enough to cut geomorphs from regular squared paper using a PoGI is far more convenient. Drawing on these pads is also greatly enhanced because they have 7mm squares rather than the standard 5mm found in most Letter/A4 sized pads of squared paper. The photo below shows the same geomorph drawn using a PoGI sheet with 7mm squares (left) compared to a sheet with 5mm squares (right).