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  1. Okay, this blog entry takes a look at a book which comes with a bit of a back story. Sit down. I'll begin. Way back in 2021, Aeon Games set up a Kickstarter for one of their books. An author, John Michael Greer, had created a roleplaying game based around the seven book series he'd published, Weird if Hali. Bad news - it failed to reach the funding goal, so the hardback was scrapped. Good news, though - the publishers released the roleplaying game anyway. So, let's take the plunge. John Michael Greer Greer has his own Wikipedia entry. John Michael Greer (born 1962) is an American author and druid who writes on ecology, politics, appropriate technology, oil depletion and the occult. Greer has written a seven-book series, Weird of Hali, which has a unique take on the Cthulhu Mythos. The seven books are titled after landmark locations in Lovecraft's stories. Here are the blurbs to his seven books. The Weird of Hali: Innsmouth: There Are Two Sides To Every Story Like every other grad student at Miskatonic University, Owen Merrill knows about the Great Old Ones, the nightmare beings out of ancient legend that H.P. Lovecraft unearthed from archaic texts and turned into icons of modern fantasy fiction. Then a chance discovery—a lost letter written by Lovecraft to fellow Weird Tales author Robert Blake—offers a glimpse into the frightful reality behind the legends, and sends Owen on a desperate quest for answers that shatters his familiar world forever. As he flees across the witch-haunted Massachusetts landscape toward the mysterious seaside town of Innsmouth, Owen finds himself caught up in a secret war between the servants of the Great Old Ones and their ancient enemies, a war in which yesterday’s friend may be tomorrow’s foe and nothing is as it seems. The history of the world is not what he has been taught—and the tentacles reaching out for him from the shadows of a forbidden past may hold not only his one chance of escape from the terrifying forces closing around him, but the last hope of life on Earth ... The Weird of Hali: Kingsport: As The Old Gods Awakem ... Like other students at Miskatonic University, Jenny Parrish worries mostly about passing her finals and getting a graduate assistantship. Then an unexpected letter arrives from her great-aunt Sylvia, inviting her to spend the holidays and celebrate a mysterious Festival at the family mansion in the old port city of Kingsport, where Jenny has never been—the home her mother fled at the age of eighteen, never to return.Once she reaches the ancient mansion, Jenny finds herself in the midst of a tangled web of archaic secrets, eldritch lore, and hidden struggles that pit the servants of the Great Old Ones, the ancient gods and goddesses of Earth, against a terrifying and relentless foe. At the center the web stands the treasure Jenny's family has guarded for centuries, a talisman of supreme power forged in the lost land of Hyperborea: the Ring of Ebon. But the Ring is lost—and the quest to find it and keep it out of the hands of the enemies of the Great Old Ones will send Jenny on a journey beyond the borders of the world to dread Carcosa, the city of the King in Yellow ... The Weird of Hali: Chorazin: Something Sleeps Within The Hill... A last desperate hope brings Justin Martense to the little town of Dunwich in the Massachusetts hills. Justin’s family lies under an ancient curse brought down on them by an ancestor’s terrible deed. Once in each generation, one of the descendants of Gerrit Martense is summoned in dreams to Elk Hill, near the town of Chorazin in western New York, never to return. Now Justin has received the summons; a cryptic message from Nyarlathotep, the messenger of the Great Old Ones, sends him to Owen Merrill, who might be able to solve the riddle of the Martense curse soon enough to save Justin’s life.As the two of them travel to Chorazin and begin to trace tangled clues reaching deep into the region’s colonial past, strange forces gather, and so do the enemies of the Great Old Ones. Far below the brooding stone circle that crowns Elk Hill, one of the forgotten powers of the ancient world turns in restless sleep—and before they can unravel the secret of Chorazin, Owen and Justin will have to face archaic sorceries, monstrous beings, and the supreme nightmare chronicled centuries before in Ludvig Prinn’s The Mysteries of the Worm ... The Weird of Hali: Dreamlands To a Country of Dreams...For five and a half years, since the mysterious disappearance of two of her graduate students, Professor Miriam Akeley of Miskatonic University has pursued her own covert researches into the forbidden lore underlying the seemingly fantastic tales of H.P. Lovecraft. The clues she has gathered all point to the shocking reality behind those tales, but it takes an unexpected encounter with a creature out of ancient legend and the discovery of a cryptic letter by Lovecraft’s cousin and fellow author Randolph Carter to lead her to the answers she hoped and feared to find—and thrust her out of the reality she knows into the impossible world that Lovecraft and Carter called the Dreamlands.She is not the only one to pass through that forgotten portal, however. The ancient war between the Great Old Ones and their enemies has spilled over into the lands of Dream, and an agent of the Radiance now seeks the Temple of the Singing Flame in the far west. Guided by the oracle of Nodens, Lord of the Great Deep, Miriam and Randolph Carter must stop him—for he carries the Blade of Uoht, one of the three sorcerous treasures of drowned Poseidonis, and if he reaches the Temple and extinguishes the Flame, the Dreamlands and all within them will cease to exist forever... The Weird of Hali: Providence In a Handful of Dust... As the ancient war between the old gods of Earth and their bitter enemies rises toward a final confrontation, Owen Merrill sets out from his new home in Arkham to Rhode Island, seeking the ultimate weapon in that war—the spells that might succeed in calling Great Cthulhu from his temple-tomb in drowned R’lyeh to fulfill the terrible prophecy of the Weird of Hali. The threads of evidence he and Jenny Chaudronnier have traced through years of hard work all lead to a young man named Charles Dexter Ward, who lived in Providence a century earlier and may have received copies of the rituals from the elderly scholar George Gammell Angell. As he plunges into the mysteries surrounding Ward and the rituals, he finds himself entangled in a web of peril reaching far beyond the urban landscape of Providence. The Starry Wisdom Church there is racked by rivalries no member will discuss, and the Radiance and the Fellowship of the Yellow Sign are closing in. Owen’s one hope lies with a young woman named Hannah Ward—Charles Dexter Ward’s great-granddaughter—who is in Providence on a mission of her own. She has learned the same terrible secrets of alchemy her great-grandfather mastered, and plans on using them to revive the one person on Earth who might know the location of the rituals Owen needs so badly: Charles Dexter Ward himself... The Weird of Hali: Red Hook Beneath Brooklyn’s Sidewalks... The last thing Justin Martense wants to do is fling himself back into the ancient war between the Great Old Ones and their relentless enemies. Now that his family’s inherited illness has shown up, he wants nothing more than to wrap up eleven years of farming in the Catskill town of Lefferts Corners and figure out what to do with the rest of his life. Suddenly a letter from his old friend Owen Merrill shatters those plans—for Owen is in terrible danger in the Red Hook neighborhood of Brooklyn, and the letter carries a cryptic call for help. With his friends Arthur and Rose Wheeler, he hurries south through a half-ruined landscape to try to answer the call. But more waits beneath the crumbling sidewalks of the decaying Red Hook neighborhood than Justin can imagine: a half-human sorceress with strange powers, shapeless horrors from the deeps of time, and a colossal device left buried in the living rock by the serpent folk of ancient Valusia, which may hold the key to the fulfillment of the Weird of Hali. The enemies of the Great Old Ones are in Red Hook as well, searching for the device, for Owen—and for Justin. Before he can overcome the dangers that surround him, Justin must gather the clues from a century-old mystery, journey through time into the forgotten past of New York City, obtain a key of silver from a long-dead witch, bring that back to his own time, and then take it into the deep places under Brooklyn—down a stair that no living person can descend ... The Weird of Hali: Arkham The Stars Are Right At Last ... Twenty years have passed since the ancient war between the Great Old Ones and their bitter enemies swept Owen Merrill away from the world he thought he inhabited. As a seventh-degree initiate in the Starry Wisdom Church, he knows that the time is close when Great Cthulhu will awaken in his temple-tomb in drowned R’lyeh and end that war once and for all. Neither he nor any of the servants of the Great Old Ones is prepared, however, for the last desperate counterstroke of the Radiance—the unleashing of the Color out of Space, an alien form of matter that can end all life on Earth. As the final conflict looms, Owen flings himself on a last desperate quest to stop the descent of the Color out of Space. His journey will take him from the ruins of a New Jersey college town to a long-forgotten stair descending into a Virginia graveyard, and then to the Dreamlands and beyond. Helping him are a renegade Radiance negation team commander, a sorcerer out of archaic legend, the youngest of the Great Old Ones, and his own witch-daughter Asenath, but against him stands the massed might of the Radiance, a being of the outer voids summoned by the enemies of the Great Old Ones, and the Color out of Space itself ... The Roleplaying Game Weird of Hali is a slender 193-page book, packed with useful rules and details on Greer's setting. The book makes this note on the meaning of the word eldritch:- El•dritch /’el-drich/ adj. [perh. fr. (assumed) ME elfriche fairyland, fr. ME elf + riche kingdom, fr. OE ríce—more at rich] (1508): weird, eerie —from Webster’s Ninth New Collegiate Dictionary, 1986 Here's what the introduction has to say. The Cthulhu mythos—the sprawling universe he and his fellow Weird Tales authors created, full of bizarre gods, strange creatures, and books full of secrets humanity was not meant to know—was one of the first great shared worlds of modern imaginative fiction, a cosmos so vivid that it has been an inspiration to writers ever since his day ... In the world of The Weird of Hali, the Great Old Ones—Cthulhu, Yog-Sothoth, Tsathoggua, Nyarlathotep, and the rest of the pantheon Lovecraft and his friends created—are not powers of evil, though propaganda incessantly spread through every human society paints them in that role. The secretive, multiracial cults that still revere the Great Old Ones despite bitter centuries of prejudice and persecution are innocent of the charges of human sacrifice leveled against them, as those same charges have been leveled against so many other religious dissidents down through the years. In the novels, as in this game, the Great Old Ones are the gods of nature, their worshipers preserve a wisdom older than the human race, and those who stumble across long-suppressed clues dealing with that ancient wisdom may find themselves drawn into a larger and stranger world, full of mysterious powers and dreadful dangers. That is, in a nutshell, what this game book is about. Your characters can come from all corners of the world. You worship Nature and the Great Old Ones and Outer Gods. The bad guys are Greyfaces. So, then, what do the rules look like? Vital Differences Weird of Hali uses a modified version of the Mythras core rules. The main differences are ... - The universal life force is called Voor here, and characters use Voorish points when using sorcery. - There are three sets of skills - Standard Skills, Professional Skills ... and Eldritch Skills, used with sorcery. - Characters have Rationality Points to represent personal commitment to conventional wisdom of modern culture. - Sorcery, as a general rule, does not affect physical matter directly, only the minds and nervous systems of living creatures. - The sorcerous disciplines available in Weird of Hali are Witchcraft, Initiation, and Conjuration. Access to magic is unthinkably rare. Characters don't start with any Eldritch skills or access to magic. A Glimpse From The Other Side The history of the world is not what you have been taught ... There were human civilizations long before the ones named in the history books ... You need to know about that, now that you’ve glimpsed a few of the things hidden behind what you were taught. You need to know it, if you want to survive. The basic story behind this game is that characters begin play knowing very little about the rteal world. It's prosaic and ordinary to them, until they realise that the world is far stranger and occult than they could have imagined, and hello isn't there a game called Hunter: the Reckoning which is all about ordinary Joes and Janes who have the scales ripped off their eyes? And some other game called Call of Cthulhu? There are some basic premises behind this game. We are not alone. We have bever been alone. Nor is this the only universe: there are myriads of parallels out there, in all eight directions. up, dow, East, West, North, South, Ulth and Anth. Pages 1 through 7 are a must-read. They cover the geography and history of our Earth, the Greater Earths and Lesser Earths. There is a guide to pronunciation, and some familiar names and terms. Page 12 covers the topic of hybrids of human and eldritch stock - human / Deep One, human / Voormi. Even human / Great Old One. There's an origin table which lists the strange possibilities for a character's inhuman ancestry. Your character's weird ancestry gives you certain bonuses, and some disadvantages - if your character is descended from some entity types, or is possessed by a Yithian being, or you're a Serpent Person in human guise, your Rationality Points begin at 0, for instance. Backgrounds, Cultures, skill generation, all take directly from Mythras. You have four Backgrounds to choose from - Rural, Urban, Suburban, and Privileged. You can choose your character's concept, career, skills, Combat Styles and so on, more or less the same as the Mythras Core Rulebook. Professional SKills include Espionage, Forgery, Investigation, Mountaineering, Pilot, Politics, Research, and Spelunking - skills you won't find in Mythras. Eldritch Skills are also new. They are:- Awareness (INT+POW) - sense and shape voor, the life force; detect sorcery; sense tomes and sorcerous objects; identify and follow moon paths; and detect living things by their voorish aura when they are out of sight — for example, behind a closed door or in a room on the far side of a wall. Binding (POW+CHA) - exert your will over uncanny forces and beings, banish harmful energies and hostile entities, and control what has been summoned. Contemplation (POW+CON) - The voorush name for Mysticism skill. Enchantment (INT+CHA) - to bind voor into material objects and substances. Witchcraft practitioners use this on herbs, weapons, even machines. Meditation (INT+CON) - used to recover Voorish Points, and also with voorish Mysticism skill. Spellcasting (INT x2) - perform Witchcraft spells. Summoning (POW x2) - call upon the Eldritch powers, or in some cases call Mum over the phone for a quick intervention. Chapter 2 covers what are described as Spot Rules in Mythras - effects such as fatigue, blood loss, acid damage, fire damage, and so on. Page 42 covers a specific set of rules unique to Weird of Hali - where your character loses their physical humanity, and becomes a representative of their inhuman ancestry as their genes assert themselves. Sections on Science and Sorcery, and Sanity, are also covered. Chapter 3 is Combat. Chapter 4, page 65, covers Vehicles and Chases, for those times when your characters have to run from some mountainous Thing that's chasing them down the corridors like Doctor Who. Chapter 5 begins on page 77 and covers Sorcery - the three basic methods, namely Conjuration, Initiation, and Witchcraft. This chapter also covers Moon Paths, aka ley lines. Greer's vocation comes through here: he is an accomplished Druid and geomancer in real life (I have one of his books, a brilliant tome on real world geomancy). This is powerful sorcery which draws upon the land's mobile voor currents, standing stones, and so on. The book next describes the Tomes - some old favourites, if you're a long time fan of the Mythos. Everything from the Necronomicon and the Pnakotic Manuscripts, and so on, to the lesser tomes such as Thaumaturgical Prodigies in The New-English Canaan. What then follows are the three main Disciplines of Witchcraft, Initiation, and Conjuration, in that order. Witchcraft is, in effect, Folk Magic. Initiation is essentially Mysticism, with a heavy emphasis on initiation degrees, and a long list of different initiatory cults from around the world. FInally, Conjuration covers the art of summoning and binding Great Old Ones, making pacts with them, and receiving benefits which extend to permament changes and advantages, as well as to benefits to invoke certain powerful spells. The review continues from page 103 next week.
  2. I wanted to let everyone know about our new, 10-days-only, Kickstarter campaign - THE DARE, a scenario by Kevin Ross: Originally published in 1996 (in Dwellers in Shadow, by Triad Entertainments) THE DARE was intended as a one-shot scenario in which you played a group of children trapped in a haunted house. We are updating and expanding the scenario : Revised for the 7th Edition Call of Cthulhu Rules Expanded the scenario significantly Added lots of Keeper advice for setting mood and tone (for example tips on how to modify the scenario for use with younger players) Expanded the number of pre-generated kid-investigators Commissioned all-new art by Ian MacLean Commissioned all-new maps of the haunted house. We've already funded and hit our first stretch goal (and are about $100 short of goal 2), We think this will make a great scenario for anyone looking for a Halloween one-shot. All PDF and higher backers will get a PDF of the scenario's draft immediately after the Kickstarter closes and funds are processed, so you'll have the raw scenario immediately while we work on layout (via Badger McInnes) and otherwise prettify the thing. One note - we are not including shipping in any pledges. Print copy backers will get a copy via DriveThruRPG but will be required to pay for your own shipping. Ultimately this saves you money as you won't lose a cut of your pledge on Kickstarter fees.
  3. Since I don't know that I can change the name of a topic, here I am. If you wish to chastise me, go ahead. I am going to be releasing a new adventure for OpenQuest and other d100 system games called "The Mirror Tells Her Lies", about saving a village and its leader from a force of "Pure Sin" centered in a haunted church. The project is in Kickstarter mode now and has already reached its funding threshold, but with seven days to go this is a chance to get your hands on it before anyone else does (like if you're a GM who doesn't want your players to know what happens before you do) or if you simply want to encourage people to support d100. Here's the URL: https://www.kickstarter.com/projects/mhpress/the-mirror-tells-her-lies As of right now, seven days remain to back the KS -- a bargain at $3 US for a copy in preorder. I also have a reward level that puts your name in the book as a Patron, which includes yo0ur copy. Unfortunately, the NPC reward is sold out.
  4. Hello all! I'm Ken Spencer, you might know me from Veni, Vidi, Vici, Blood Tide, World War Cthulhu, World War Cthulhu:Cold War, and a few other BRP related titles. My company, Why Not Games, has launched a Kickstarter to bring our award winning Rocket Age game to the 5th editor of some game invented in Geneva, Wisconsin. Rhymes with Fludgeons and Flagons, you know the one. Rocket Age (5e) brings the 1938 the never was and Solar System that should have been to a new set of fans. We are offering 17 playable species, 5 classes, backgrounds, equipment, feats, psychic powers, ancient artifacts, vehicle rules, loads of monsters, and the entire Rocket Age setting from Mercury to Pluto.
  5. Does anyone have any contact details for anyone at Alephtar Games? They haven't been updating progress on 'Red Moon Rising' and haven't been responding to queries about (lack of) progress in any substantive way ... They haven't even logged in to the KS Webpage for a month ... there's obviously something going on, but they don't seem to be able, or want, to share ... Phil McGregor
  6. First time poster and I apologize I'm leading with a check-out-my-Kickstarter. I was not aware of bacisroleplaying.org until Sean_RDP invited me to become active and share my projects. Love's Labour's Liberated introduces the theme of February, love, into your 5e campaign. Part of Kickstarter’s RPG Zine Quest, this publication focuses on a romanticized view of Cavaliers, Enchanters, Magic Items, and more for the world's most popular roleplaying game. Each component is designed to be a hook that draws the player into the game utilizing character motivations. This zine will enhance the roleplaying flavor of the classes while offering chances for characters to buy-in to the setting and its challenges. Focusing on a new version of the fighter archetype, the Cavalier of Love, a 5e-realized Enchanter, and Magic Items with lovely story hooks, these rules expansions ramp up the quiet moments between combat. Each chapter will lead with a stanza of poetry by Leland Beauchamp. These pieces can standalone or be combined as an adventure hook. Through this zine, you’ll experience the creator’s love of roleplaying and 5e, and be able to share it with your table. Developed by longtime friends, novelist, John McGuire of The Dark That Follows, Hollow Empire, and the graphic novel, The Gilded Age, poet and gamer, Leland Beauchamp, and RPG journalist, Egg Embry of EN World (Hey!), Knights of the Dinner Table, Open Gaming Network, and the Tessera Guild, this book is the culmination of years of their experiences with ROLE-playing over ROLL-playing. Available to backers as a $5 PDF or $12 print zine including the PDF, the campaign offers bonuses like the option to declare your love in the zine, create love-based magic items, or even handwritten poems. The romanticized virtues of chivalry, the mystical nature of enchantment, magic love potions, and the passion of poetry all await you in Love's Labour's Liberated: https://www.kickstarter.com/projects...-a-5e-rpg-zine Love's Labour's Liberated for 5e by John McGuire, Leland Beauchamp, and Egg Embry. An RPG zine focusing on romance and love in fantasy is available during Kickstarter’s Zine Quest. #LoveAtTheGamingTable #D&D #5e #ZineQuest #Kickstarter
  7. This is my personal project, POWERED by the DREAMR, a game open to dark nightmares. Because it's a zine, I don't have the space to share a proper setting but, in a future installment, I want to create a setting/adventure based around the dreams of madness that the Great Old Ones endure as the Dreamrs (PCs with the power to walk dreams) enter their slumbering chaos. *** POWERED by the DREAMR is a full Powered by the Apocalypse tabletop roleplaying game in a zine, and it’s live on Kickstarter. In POWERED by the DREAMR, you are a Dreamr who possesses limitless powers within dreams. Until you wake up, you travel between the subconscious of sleepers living out their dreams, searching out their secrets, or battling nightmares. Set in a dream state you and your friends collaborate on, this game maximizes the narrative rules to give each dream a surreal quality. As you navigate an ever-evolving environment of dream logic, your Moves will lead to success, reveal hidden truths, or unleash your character’s nightmares. Using a variant of the Powered by the Apocalypse phenomenon (originally seen in Apocalypse World, Monsterhearts 2, Dungeon World, and more), this game keeps dreams vibrant and varied via random questions that alter the fantasy or reveal a characters personal demons. You decide the dream objectives you must complete before the sleeper wakes. Will you combat a supernatural killer? Steal secrets? Defend the sleeper from dream stealers? Inspire a life altering idea for the sleeper? Live out your dream life? Or something completely your own? As a part of Kickstarter’s February initiative, #ZineQuest, this project is the debut solo tabletop roleplaying game by RPG journalist, Egg Embry (Knights of the Dinner Table, EN World (Hey!), Open Gaming Network, Tessera Guild). Making an RPG via Kickstarter is his dream manifest. With PDFs of the full game at just $5, or $12 for the print zine and PDF, you can share in his fantasy by checking out the POWERED by the DREAMR Kickstarter at: https://www.kickstarter.com/projects...-rpg-zinequest#WhatsYourDream #PoweredByTheDreamr #PbtA #ZineQuest #Kickstarter
  8. Our Kickstarter is Live! We're excited to be launching our first Lovecraftian board game since 1987. We hope you'll support our campaign and make the MISKATONIC UNIVERSITY: THE RESTRICTED COLLECTION game a reality! —all the team at Chaosium Inc.
  9. The very nice classic edition of Cults of Prax is out. This thread is to suggest possible minor tweaks to the file to improve things further, if possible: Move Resurrection subheading on Page 16 to 17 and delete the text under Spirit Block: "This spell, by the way, is allowed by all priesthoods. It is therefore added to the list of Standard Rune magic Spells as number 25." Spirit Block is already in the RuneQuest rules. I guess this comes about because the first edition CoP is talking about the first edition of RQ.It also makes for neater layout. Page 44 & page 71 Resurrection --> Table--> Rune Magic Losses--> 5 days dead: Test has "All" [empty line] "One-use". Maybe delete the [empty line] for clarity and change to: "All" next line "one-use" Lower case for "one-use" as per the rest of the document Page 44 "training for[add space}10% less than normal" Page 25 & 34 Change: "Increased Cost ( X 2):" to "Increased Cost (X 2):" - delete space between ( and X
  10. Golden Goblin Press is running a one-week Kickstarter for a new 7e Call of Cthulhu book, Cold Warning https://www.kickstarter.com/projects/golden-goblin-press/cold-warning-a-call-of-cthulhu-7th-edition-adventu/description
  11. Coming soon from Chaosium and Q-Workshop—it's time to arm yourself for the uneven fight with the Elder Gods from the Cthulhu Mythos! Subscribe at the link to be the first to know when the campaign launches... https://ks.q-workshop.com/
  12. Similar to the Cults of Prax Errata thread, some possible tweaks to be done: Page 94 "characters had reached relatively powerful positions as Rune Lords* or Rune Priests" -- capitals? Also what is the * for ? Should this be deleted? Page 77 "some misgivings, I conferred with a Lhankor Mhy priest in" Page 78 "things were unknown to us or to the Lhankor Mhy priest, " Page 94 "a proper idea of the place of Chaos within the world, and to" -- capital C for Chaos? "against the growing threat of Chaos armies from the vile land of" -- capital C for Chaos? "proper presentation and powers which were appropriate to its" - remove apostrophe
  13. If you missed the RuneQuest Classic Kickstarter, you can now preorder at Backerkit: https://runequest-classic-edition.backerkit.com/hosted_preorders
  14. If you're still on the fence to back Sandy's amazing new boardgame Kickstarter THE GODS WAR, maybe these Youtube videos will help you make up your mind... 2-hour complete playthrough by Munchkin Games: https://www.youtube.com/watch?v=Jx7_sCD1Qro The Action Phase: https://www.youtube.com/watch?v=PTaxQEiDm_I The Council Phase: https://www.youtube.com/watch?v=Y9BFGSX__O4 The Empire Sheet: https://www.youtube.com/watch?v=v4VE2WGlyW8 The Power Phase: https://www.youtube.com/watch?v=krtYRoqm93M The Great Compromise: https://www.youtube.com/watch?v=3B1ZEoQGh1U The Chaos Rift Struggle: https://www.youtube.com/watch?v=SjAuNqA0LpE Core Game: http://youtu.be/jh40XjHx1cs Gods War Expansions: http://youtu.be/rLyhhym9XJU Faction Sky: http://youtu.be/UWOKMQZOzVA Faction Moon: http://youtu.be/hJF2NwRP_ZU Faction Earth: http://youtu.be/nxzM9ex9BZQ Faction Invisible God: http://youtu.be/NkP-UJBfiQw Faction Darkness: http://youtu.be/etoN0X-IKqA Faction Chaos: http://youtu.be/jpQI0tQ308c Designer notes: https://goo.gl/rt9IzU Testimonials: https://www.youtube.com/watch?v=ZE4IkYMdF1o Q&A: http://youtu.be/sT-l-Z_AE4o Print & Play How To: http://youtu.be/KhNNC0vAcik Figure Teaser: http://youtu.be/cZrpthmIyX8 Teaser: http://youtu.be/yf26KLYESTo
  15. Guest

    RuneQuest 1

    Many of you will be the proud owners of a RuneQuest 1st Edition PDF since this morning. What do you think? What differences have you spotted between this and RQ2? This is the first time I've seen one of these, other than a quick flip through someone else's copy many years ago. While I haven't had a chance to look at it in any level of detail, the thing that immediately jumps out at me is the difference in quality between RQ1 and RQ2. Admittedly I'm going by the Games Workshop RQ2, which was great in production terms. RQ1 has layout and typesetting that are (charmingly, in my nostalgic opinion) reminiscent of those early wargame or role-playing booklets of the 70s. The tables inserted in the text appear to have been produced with a constant-spacing tyepace, a bit like the older versions of forum software used in order to make columns line up. I have spotted at least one piece of Luise Perrin art that doesn't appear in RQ2, perhaps because it was considered a little on the risque side (p.14)?
  16. Hello everyone! Today I am launching a Kickstarter to fund the creation of the SteamCraft Mucker’s Guide (Player’s Guide) on Kickstarter. Funding runs through 11:59 PM on May 24th. Please help us out by backing and sharing information about the project. https://www.kickstarter.com/projects/666449184/steamcraft-rpg-players-guide SteamCraft is a steampunk RPG. Why it might be of interest to people on this forum is that it is d100 based. It is very easy to pick up for those who know BRP. Thus, any official or homebrew mods you like to use with your games most likely can be used in SteamCraft as well. Additionally, Chad Bowser the co-writer and designer of Cthulhu Invictus is one of the writers. Please considering backing this project and sharing the link to the Kickstarter About Mucker’s Guide Faster character creation rules New edges/Flaws New items and equipment New steampunk gadgets New spells Introduce the societies mechanic to aid in character creation and development. PCs will have the option to join overt or secret societies at the beginning of the game. These societies will grant benefits to PCs but the societies will also require service from the characters. Societies is optional, but the goal of the mechanic is to help players understand how their characters fit into the world and give players and gamemasters ways to focus and structure play. Societies will provide agendas and personal goals for the characters that help develop your character’s story and the overall metaplot of your campaigns that goes beyond your character being a Mucker. And much more! About SteamCraft In the spirit of Gibson and Sterling's The Difference Engine, SteamCraft takes you to an alternate, dystopian world where gears, goggles, and airships dominate life. The Industrial Age is joined by an early Information Age, combining into a gritty world where corporations use technological advances to amass hordes of wealth and power at the expense of the working class. Meanwhile, technomages' ability to create by mixing magic with machine lurches ahead of their wisdom to control their creations and where scientific exploration is best done in coal powered airships venturing beyond the charted world maps. Just as Shadowrun mixes cyberpunk and fantasy, SteamCraft mixes steampunk and fantasy. The scientific wonders of Jules Verne and H.G. Wells mix with fantasy elements like dwarves and elves. The result is a world filled with ancient horrors as well as man-made beasts such as Clockwork Beholders. SteamCraft uses a d100/percentile system that is simple and intuitive to understand and easily modifiable to fit your game’s needs. Characters are skill-based enabling players to create and customize their team roles and individualize their characters as they prefer. About the Writers Monica Valentinelli is a writer, editor, and game developer. Her portfolio includes stories, games, comics, essays, and pop culture books. She is the Line Developer for the Firefly RPG. Additional gaming credits include Vampire: the Masquerade, Hunter: the Vigil, Brandon Sanderson’s Mistborn, and Robert E. Howard’s Conan. Philip A Lee is a writer, editor, and game developer. In addition to his previous work on SteamCraft, he is most known in gaming circles for his work on BattleTech and Shadowrun. Chad Bowser is a game designer living in Kernersville, NC. He has done work for various gaming companies. His credits include co-writer and designer of Cthulhu Invictus and writer for Victoriana.
  17. New model will significantly cut shipping costs for British and European customers Chaosium and Moon Design Publications have finalized a new fulfillment and distribution model for Europe, it was announced at the Dragonmeet Games Convention in London yesterday. Jeff Richard, Vice President and Creative Director of Chaosium, said UK-based firm Kixto (http://www.kixto.eu) will provide fulfillment for Europe, with the facility coming online in early 2016. "This is great news for our British and European customers because there will be a significant cut to the cost of shipping", said Richard. The Diana Jones award-winning Moon Design, who own RuneQuest, HeroQuest and other product lines related to Greg Stafford's mythic campaign setting Glorantha, recently joined the management of the veteran game company Chaosium, best-known for its acclaimed Call of Cthulhu RPG. Richard said all Chaosium and Moon Design products would be available via Kixto to European customers, including fulfillment of Kickstarter campaigns. Moon Design is currently running a successful Kickstarter campaign to reprint the iconic RuneQuest 2nd Edition as a "Classic Edition". A similar fulfillment and distribution arrangement for Australia and New Zealand is also in the works, Richard said. For more information: Neil Robinson - neil@chaosium.com Michael O'Brien - mob@chaosium.com Mark Fulford - mark@kixto.eu
  18. From their description page: (all emphasis mine) You can check the project right here: https://www.kickstarter.com/projects/1418216834/cthulhu-strange-aeons-role-playing-game
  19. I have found a website where you start projects with pledges from other people called kickstarter.com . I have noticed some PNP Roleplaying projects have been started on this site. i was wondering has anyone used kickstarter, and what do you think of it? If i recall correctely Punk Town was done on kickstarter. I am thinking it could be a good resourse for some of us who want to do some projects.
  20. Realm Works - Streamlined RPG Campaign Tools Project by Lone Wolf Development (makers of Hero Lab!) Now with all THREE of the Gnome Stew books incorporated (depending on backer level)!! Streamline RPG preparation, spend more time focusing on the game, and increase the engagement of your players with Realm Works! From The Kickstarter Page "How many times have you struggled to keep your tabletop RPG campaigns completely organized? Have you ever lost track of what your players have and haven't learned? Is “real-life” limiting the time you have to prepare for games? Do you waste precious time during games searching for details from previous sessions, some of which occurred months or even years ago? These challenges, and others, are what we set out to solve with Realm Works. Realm Works takes campaign management for tabletop RPGs to the next level, making it faster and easier to prepare for games, and greatly enhancing the actual game experience. You can use Realm Works with any RPGs you play — it’s “game system neutral” and can be used no matter what type of campaign you run. GMs can create, manage, and share their world using a single tool, rather than trying to cobble things together with multiple, disconnected applications. Realm Works was built by GMs and players for GMs and players." Stats & Info Launched: Jan 22, 2013 Funding ends: Feb 24, 2013 859 Backers $72,920 pledged of $100,000 goal 10 days to go... I think this is going to be a SUPERB tool! I am really excited about the sharing on the cloud and the Gnome Stew books now included is going to make this thing sing.
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