15 Kickstarted RPGs I need to Play — Part 2

When last we spoke, I was rambling on about a bunch of great RPGs from Kickstarter that I was dying to sink my teeth into. But that list didn’t even touch on the horror/Cthulhu genre, which is near and dear to my heart, and has really been for years my go-to RPG genre. (I have been finally branching out though, really.)

Obviously Cthulhu Kickstarters are important to me, and I back and track them fairly regularly. But for all that we, as the collective Cthulhu-minded RPG industry, have done, we continue to raise the bar on ourselves for both quantity and quality. I have all these books on my shelves, except those yet to ship, and I could really be running RPGs twice a week from here until I die, and still not keep up. Inevitably, just as I think “Well, that’s it, my shelves have no more space,” someone very cool gets on Kickstarter with an amazing project that I at least must back in PDF form.

My stack of digital RPG books is nearing the size of my physical books, and as I would rather back an RPG for a PDF than not back it at all, I don’t see this stopping anytime soon. So the evidence is right in front of us that our industry is growing in both quality and quantity. Sites like DTRPG.com and Kickstarter have accelerated the growth of the industry and removed the barriers between idea and publication. Despite claims otherwise, I think the hobby is thriving — it’s just going through massive shifts in how its audience interacts. Look at how Monte Cook is trying to break down how people interact outside of the table, shifting the paradigm (or at least attempting to) is one more step in moving from old to new. And the numbers back this claim up — RPGs grew in 2013 at 67%! And that was before 5th edition D&D came along.

So despite any claims otherwise, the industry is doing great, and once again the proof is in the pudding. So here’s my list of Cthulhu Kickstarters that I really, truly must find some time to play:

  • Sense of the Sleight of Hand ManThis was one of the first projects I backed: a Call of Cthulhu Dreamlands campaign by Dennis Detwiller? Sign me up. And while it unfortunately hit a serious case of scope creep that delayed its delivery date well past the December 2012 deadline, the finished product is a great looking product that stands up to its potential. Funny thing about how the industry changes — this project launched 4.5 years ago and funded at just about the same amount that Sun Spots did (~$15k). The way the market has changed, Arc Dream would probably double that amount today, certainly. So this book holds the illustrious title of Kickstarter RPG Sitting Unplayed on my Shelf Longest.
  • Shadows of Atlantis for Acthung Cthulhu! — At one moment, suddenly came two WWII Call of Cthulhu games on Kickstarter: Achtung Cthulhu! and World War Cthulhu. For a while I didn’t understand the difference, but after some research it’s easier to delineate: AC! is the pulpy brother to the darker, brooding WWC. AC! drops PCs right into the war against zombies and Nazis and dark magic, with an overt pulp look and feel to the whole campaign. This was another of my early backed projects, and they rolled out a whole product line over the course of the subsequent years. Now I have this large Shadows of Atlantis campaign sitting on my shelves, waiting to be run. I love the idea of lost civilizations and this campaign has received great reviews for its content.
  • World War Cthulhu: Cold War On the other end of the WWII spectrum, WWC is about working for a secret British government organization to fight the Mythos before the Allies lose WWII. And while I didn’t pick up the original WWC books (because I still have AC! to run), I couldn’t resist the porting of WWC to the Cold War as a full boxed set campaign setting. Guh — can’t resist. This project has only delivered the core PDF so far, and we’re still waiting for the whole boxed set to be delivered. Agents of Cthulhu in 1970s Berlin? Sign me up.
  • Horror on the Orient Express 2nd ed. — AKA The Kickstarter That Almost Ruined Chaosium. Really, I’m sure it seemed like a good idea at the time: release a deluxe reprint of the most coveted of CoC campaigns. Except the campaign was overrun by its own success and nearly failed in delivering its product, only to be saved in the 11th hour by Chaosium’s new management. Whew. That was close. And the new campaign, while full of amazing content, still has some inconsistent plotting and holy smokes the books look like they’re straight from 1995. But still, it would be so fun to run this game. I still have the original that I’ve never run. I better get a chance to run the second.
  • Delta Green RPG — Remember back in 2012, when Arc Dream ran the KS for SotSoHM (see above) and I said they would do so much more if they ran now? Well, Delta Green is them doing exactly that. Like $362k exactly that. This campaign, with its new rules and campaigns and scenarios and art, is the perfect example of how to understand your audience and run a KS campaign just for them. Mostly, though, it’s an opportunity for Arc Dream/Pagan to free themselves from the bounds of Chaosium and run their own show, and it’s about goddam time. Really, this project and game system is less about a new set of rules and more about letting the DG guys do their own thing. Just the raw amount of PDFs is enough to back the thing, and that includes a 1960s Gumshoe version of DG written by Ken Hite. Like I said: these guys know their audience. The first books and screens are out and word is good. Can’t wait for the rest of the materials to be released.
  • The Things We Leave BehindStygian Fox is just getting rolling, with a handful of their own Kickstarters to show. TTWLB was released recently to very positive reviews, and I would love to run any and all of these modern day scenarios. Modern horror is so much more tangible and takes a clever mind to pull off well. These scenarios look to put grave and dark twists for the players to unravel, and sanity will surely be challenged. Looks good.
  • Tales of the Crescent City — The stack of Golden Goblin Press books on my shelf continues to grow. Oscar and crew are hitting stride and somehow able to create unique gamebooks that all fill a needed niche. TotCC sets the PCs to New Orleans, which is a great place to investigate (as one of the many settings of HPL’s original Call of Cthulhu) with its dark and mysterious history. So one more great books of adventure that I have yet to run.
  • Tales of the Caribbean — As a contributor to this final entry, I am surely looking to read and run this book, set in the Caribbean islands. But here’s the thing about this scenario book that makes me want to run games from it more than any other on the list: I have a first hand experience on how the book was edited, and knowing that every scenario was held to a level of quality like mine was means that the book truly rises above. The whole thing has got to be great. Seriously.

In closing, I’ve been thinking about this post and all my unplayed games for a while. I really don’t know what to do about it, especially since I am not really playing ANY of it right now (and 2017 isn’t going to get better, trust me). But I could see myself getting a group together down the road a bit and picking one of these to run on a consistent basis, maybe getting through a few of the scenario books. Of course, by then, there will be plenty of new materials to stack on top of my list. If nothing else, it’s a good problem to have.

15 Kickstarter RPGs I Need to Play — Part 1

We are truly in the golden age of RPGs (never mind board and card games, which are having their own renaissance). Since I joined Kickstarter in 2011, the RPG market has fully grasped and exploited the crowdfunding platform, resulting in millions of dollars in funded table-top RPGs. One just needs to look at the recent success of Invisible Sun by Monte Cook to see that not only are RPGs thriving on Kickstarter, but they’re now trying new things and breaking down traditional game mechanics.

However, all these amazing games present something of a problem (a problem which, strangely, Invisible Sun tries to fix). Basically, there are too many games to play. Let’s leave the still growing popularity of D&D off the table for the moment and just look at everything else. Actually, let’s just look at those games that I have backed in the past few years, forgetting all the good materials that are still available after decades.

These are the non-Cthulhu based RPGs that I have backed on Kickstarter, some of which are systems and some just campaign settings. I’ve got a hankering to run each of these for a particular reason:

  • TimeWatch RPG and Behind Enemy Times Campaign — I’ve always loved time travel, and the first RPG I ever wrote was a time travel variation on Gamma World. Kevin Kulp and team wrote extensive materials for this Gumshoe-based system, and I can’t wait to try it out. What’s more, The Book of Changing Years is an amazing in-game resource that posits an anonymous author writing a “official” timeline as a background for the campaign — fantastic and hilarious book.
  • Dracula Dossier Campaign (for Night’s Black Agents) — Pelgrane took its “vampires versus Jason-Bourne” premise for Nights Black Agents and doubled-down to bring us the Dracula Dossier, yet another in-game resources that bases the whole campaign on the idea that Bram Stoker’s Dracula was a highly redacted, factual account of British agents gone bad. The PCs find a marked up copy of Dracula, along with other indicators that something is amiss, and must unravelled the conspyramid before undone themselves. It’s an amazing premis for a game, and the materials (by Ken Hite nonetheless) speak to how Pelgrane seems to keep setting its own bar higher, and then reaching it. Quality game.
  • Night Witches RPG — While we’re on the topic of publishers who keep setting and breaking their own records, Bully Pulpip’s game of WWII women fighter pilots is a unique take on a setting that’s seen its share of cliches — a setting that somehow mixes the visceral thrill of using WWI biplanes to drop railroad ties on German Panzers with the drama found in trying to survive back the drama found at living on the airbase during the war. Driven by the Apocolype World engine, Night Witches shows how an RPG can bring perspective and insight to another world, important in so many different ways.
  • Numenera — This game kinda started a whole thing on its own, and now that it’s out in the published world with a whole bunch of adventures and supplements really speaks to how well Monte Cook understands contemporary RPGs. I was a huge fan of Heavy Metal magazines growing up, and this game world appeals to me greatly. It’s amazing that Cook was able to carve out a whole new unexplored genre to himself. But more importantly is that Cook has used Kickstarter to generate millions of dollars for his company and create his own publishing monster starting from Kickstarter. A great example to my point.
  • Hubris: A World of Visceral Adventure (for Dungeon Crawl Classics) — Not only are we in our own RPG rennaisance, but the fantasy genre itself has undergone its own revival, where gamers want to look back from the flash of the latest D&D/Pathfinder editions to bring back some of the old school aspects found in the early fantasy games of the 1970s. This revival (called, appropriately, OSR or Old School Revival) aims to expand on the early days of Fantasy RPGs by combining modern publishing and game systems with the orginal influences of D&D. This is how you end up with Hubris, a very weird campaign setting for my favorite OSR game, Dungeon Crawl Classics. Just a perusal through the Hubris Kickstarter page should be enough to show you how weird people like to get with their OSR. I would love to run an ultra-weird, down in the dirt DCC campaign using this setting; like some strange mix of Gamma World and D&D.
  • The Complete Roslof Keep Campaign — The other part of the OSR that keeps getting revisited is what’s called the “old school dungeon crawl.” These large scale dungeons were the stuff of legends, and now people are bringing them back in true form. This whole campaign can be used for both 1e and 5e, though I’m sure it could easily be converted to DCC. That I could run this massive dungeon crawl with such beautiful, contemporary design is the sort of opportunity that keeps me up at night. Looks so good.
  • Judge’s Guild Deluxe Collector’s Edition — Or, if 21st century production values aren’t your thing and you really yearn for an RPG experience straight out of the 70s, you could go straight to the source. Recognizing that they formed the OS in OSR, Judge’s Guild went back and reprinted all their original campaign settings in a restored form. When I discovered D&D in 1980, I would go down to Arthur’s Toy Town where, at the back of the store they kept all their RPG materials. Lacking both the funds and understanding of what I was looking at, I would peruse the shrink-wrapped Judge’s Guild books and just imagine that one day I would have the money and friends and understanding to run these games. Well, I do have the money and friends now, just not the time. The Tegel Manor book on its way and I am sure the 10 year old me will be happy to have it finally in his hands.

So these are just the non-Cthulhu games I have backed and don’t have time to play. Some of them I’ve read, some are still on their way to me. After pretty much gaming Cthulhu only for many years, and totally ignoring the fantasy genre altogether, it would be highly remiss of me as an RPG author to ignore all of these amazing books.

Next up, all the Cthulhu gaming books I don’t have time to play.

Sun Spots to be Published for Call of Cthulhu

Weird 8 Becomes Chaosium Licensee — Sun Spots to be Published for Call of Cthulhu

Kickstarter Will Launch Thursday Sept 15th and Be Updated for 7th Edition Rules

Sun Spots is now an officially licensed Chaosium Call of Cthulhu® scenario and will be published for the recently released 7th edition of the rules. The Kickstarter for this scenario, originally scheduled for September 13th, will begin two days later on Thursday, September 15th, and will otherwise continue as planned. chaosium_logo

“With our new edition recently released, we need high quality Call of Cthulhu scenarios to meet the pent up demand for new stuff to play. Sun Spots promises to fit that bill nicely, ” Chaosium vice president Michael O’Brien said.

Sun Spots was originally written and designed by Dave Sokolowski as a Call of Cthulhu scenario for Miskatonic River Press, so will require very little effort to publish as a stand-alone CoC scenario. Furthermore, conversion notes for both Cthulhu Dark and Trail of Cthulhu will be published for free on Weird8.com once the scenario is complete.

The updated press release for Sun Spots with details on the scenario, its art, and storied history can be found here.

 

Press Release for Sun Spots — Kickstarter Launches Sept 15

New Stand-alone Horror RPG Book Launching on Kickstarter Sept. 15th — Sun Spots

Scenario Hearkens Back to Old School Cthulhu Gaming

Dave Sokolowski, author of 2014’s successful Kickstarter scenario He Who Laughs Last, and contributor to both SixtyStone Press’ Masks of Nyarlathotep Companion and Golden Goblin Press’ Tales of the Caribbean, is launching his second Kickstarter to seek funding for his Roaring-20s era Call of Cthulhu® scenario, Sun Spots. The Kickstarter will go live on Thursday, September 15, 2016, and seeks a funding goal of $5000.

This scenario was written under the guidance of long-time Call of Cthulhu editor and writer, Keith “Doc” Herber, before his untimely death in 2009, and brings multiple elements from older Cthulhu games, including long-time artists like Jason Eckhardt, a period-accurate layout and design by Gregory G. Geiger, and the guiding philosophy of Herber, who worked with Sokolowski to make sure the scenario was unique in its approach of the Cthulhu Mythos.

“Dave Sokolowski’s Sun Spots harkens back to the classic Call of Cthulhu scenarios that we all love and dials up the danger with a number of intriguing twists including a new take on an old god,” said Stuart Boon, author of the award-winning Call of Cthulhu book Shadows over Scotland. “Detailed, multi-layered, and engaging, Sun Spots shines with interesting characters, nefarious plots, and ancient evil. Sokolowski has another winner on his hands.”

The scenario has a storied past, with the original draft being written in 2007-09 under Herber’s guidance as it was prepared for Misktatonic River Press’ The Outer Gods book. Although the first draft was approved by Herber with a “I think we have a winner here, and one with a lot of fun possibilities. Nice job…,” Herber sadly died in March 2009, leaving The Outer Gods to never see the light of day. And while both MRP and SixtyStone Press aimed to publish Sun Spots at some point, it was only recently that Sokolowski regained the rights to the scenario and decided to publish it via Kickstarter.

To bring this scenario to life, Sokolowski has collaborated with two key artists who will provide a unique look and feel to the whole project. Both Jason Eckhardt (artist for multiple Call of Cthulhu books, including Escape from Innsmouth, which was edited by Herber) and Reuben Dodd (More Adventures in Arkham Country by GGP, among many others) will provide multiple drawings to help bring life to life to the scenario. The cover was illustrated by Chris Huth (Pelgrane Press’ Ashen Stars and Night’s Black Agents), while cartographer Jake Coolidge has completed large and small-scale maps for the scenario, including a hand-drawn map of the town’s many locations.

Sun Spots has been play-tested multiple times, and it will launch on Kickstarter September 15th with the scenario, cover and many art pieces complete. The Kickstarter campaign will feature the PDF available for $10, a softcover print copy available for $30 and a deluxe and signed hardcover for $70. The Kickstarter page is available in preview now:

https://www.kickstarter.com/projects/davesokolowski/1336129788?token=faed937b

 

About the Game:

Fans of traditional Lovecraft scenarios will find that the extended scenario has an unusual take on one of the Outer Gods that will challenge both players and game masters with a broad, sandbox environment for investigating myriad unusual occurrences. Originally designed for the 6th edition of Call of Cthulhu, Sun Spots will be updated for the recently released 7th edition of the CoC rules. The story drops a group of investigators into the middle of a New England snowstorm in 1925, where a local banker seeks help retrieving his daughter, Susan, from a remote resort town. Things just get weirder from there.

Nearly 28,000 words have been written for this scenario, allowing for a long and satisfying exploration of the resort town of Red Valley, which is hiding rival archaeologists, ancient magics of the Hyperboreans, and a sun that may never set. Herber had this to say as the first draft was finished: “Lots of characters, and I think you did a really good job with them. A lot of writers can only come up with a handful of the usual cliches. This place seems to be populated by real human beings, and lots of them. Kudos.”

Are you willing to take the case and see why Susan refuses to leave Red Valley? Find out what ancient secrets lie at the heart of Sun Spots.

Stranger Things is Honest in its Love of the 80s and D&D

Finished watching Stranger Things. Loved it, but I’m pretty much the ideal audience. It’s not for everyone, but like True Detective Season 1, it rises above and entertains better than most.

But hey, some people are sticklers and parse everything out, looking for every possible fault before deciding from on high whether something is good or bad. Some people need to make their opinion bigger and more important than the art they are commenting on. Here, cruising along in the 21st century, everybody thinks they know better than artists who pour everything they have into a project.

Me? I want to be entertained. But more importantly I want to be entertained honestly. I want to see clarity of vision, risk taking, and art with boundaries. I want to see love and passion for a project, brought to life with care and creativity. And while I loath both laziness and complacency, I mostly hate those who compromise a vision because they refuse to be honest. With themselves. With their characters. With their audience.

You may find fault in Stranger Things because it’s not perfect. You may not like it because you can’t relate to the characters. You may think its horror-SF trappings cliche and dated. And that’s fine. Good for you.

But I liked Stranger Things. A lot. Because it was written for me, and not just 12-years-old and playing D&D in the early 80s me, who is basically a composite of many of the main characters. But also the me who is a father who loves his child and would do anything for her. And also the fanboy me who likes to be entertained.

And finally for the writer-me, who wants people with my upbringing and interests to be successful and create more cool stuff. The show is honest with its characters, its setting, and, most importantly, its audience. It gives us everything it’s got and asks for little in return. So yeah, I liked Stranger Things. A lot.

I hope you do too.

New Kickstarter “Sun Spots” is coming in September

Things are finally underway! Again! Less than two months until I kick off the Kickstarter for my Cthulhu Dark scenario “Sun Spots” and momentum is gathering as we speak.

Here are components of the project that are already complete:

  • The core text, playtested multiple times (~27k words)
  • The cover art by Chris Huth
  • Multiple interior illustrations by Jason Eckhardt
  • Interior art by Caleb Cleveland

Furthermore, I am already assembling the following items to be ready for the Kickstarter launch:

  • Interior art by Reuben Dodd
  • Blind playtesting
  • Layout and design by Gregory Geiger
  • Maps, including one hand-drawn, by Jake Coolidge
  • Interviews and press
  • Budget, pledge levels and possible stretch goals
  • Tentative “Director’s Cut” version of the book

So everything is coming together for the actual book. The video for the launch is nearly done, as is much of the art for the project page. I’ve got plans under way, and deadlines on the calendar. And over the coming weeks I will post here regularly, sharing planning and providing visibility into the project itself.

I can’t wait to share more with you. In the meantime, read some previews here.