So I heard about this at Kingdom Con, and the KS is doing amazingly well. I don't know about you, but as soon as I see anything Robotech, I instantly hear the music and start playing through battle scenes in my head!!! If only I could block out the Minmei signing!!! ARRRRGH...
Utilizing 40-70mm miniatures, these are gona be pretty big minis (probably so they can't be used for Battletech....heh, only half-joking considering the history of Battletech and Harmony Gold...)
So this is a Robotech RPG miniatures game, I wonder if the rules will use the full Palladium rule set...could be interesting, if done right, but regardless the miniatures are looking gorgeous just in their 3D form...of course I would prefer the Southern Cross or Invid Invasion sets to play, but hey if this goes well enough, perhaps there will be some in the future.
Check out some of the info:
Prepare for invasion! Robotech® RPG Tactics™ is a fast paced strategy
battle game that expands on the popular Palladium role playing game.
Take command of the brave men and women of the United Earth Defense
Force to valiantly defend Earth from annihilation. Or, command the alien
armies of the Zentraedi Armada to recover an alien artifact of immense
power and enslave humankind. Collect your forces from an expanding range
of world class game pieces. Relive the massive battles on your tabletop
at home to enhance your Robotech® RPG adventures or as a stand-alone
game.
Robotech® RPG Tactics™ is a battle game in which players build armies
of multiple squadrons of mecha to fight it out in scenario driven,
objective based game play. Depending on the faction, and their choice of
mecha, a player's army may include anywhere from 2 game pieces to as
many as you desire! The rules are scalable from small skirmishes to mass
combat with hundreds per side. Robotech® RPG Tactics™ uses a
dynamic turn system. Players trade off activating squadrons during each
turn, ensuring that a player never has to sit and wait while his
opponent moves and attacks with his entire army. By using alternating
activation of squadrons, the game's action unfolds at a fast and furious
pace, allowing large scale battles to be easily carried out in a single
evening. The wide variety of mecha in the boxed game bring to
bear the myriad and awesome weapon systems from the Robotech universe to
lay waste to your foes. Even the battlefield itself can alter over the
course of the game, as buildings are leveled by destruction unleashed
during the battle. Each player receives a number of Command Points
each turn based on the number of mecha they have on the field, and the
quality of their officers. Command Points are spent throughout the turn
on maneuvers such as boosted movement, devastating weapon salvos,
breakneck dodging counterattacks, and potent special abilities.
The Earth is under attack by the Zentraedi. Their fleet of gigantic
alien warships is capable of destroying an entire planet in a split
second. The only hope for survival lies in the secrets of
Robotechnology, an advanced alien tech which has given the human race
access to powerful robotics systems and interstellar spacecraft. At
the turn of the millennium, a mysterious unmanned Robotech space battle
fortress crashed into the Earth, containing valuable information which
the scientists of the United Earth Government used to develop their own
Robotech Defense Force. However, unfamiliar with these alien systems,
the crew of this newly reconstructed Super Dimensional Fortress will
face the nearly impossible task of defending not only their own lives,
but the fate of the entire world. In
Robotech® RPG Tactics™ you choose your force from an array of mecha led
by either the heroic United Earth Defense Force or the villainous Zentraedi. You will lead these two mighty forces in a
variety of combat theaters, from skirmishes in space on the Mars Colony to epic battles in Macross City and the rings of Saturn.
What is Short Order Heroes? Well it's easiest to explain by pulling from the Kickstarter information page.
Short Order Heroes
Short Order Heroes is a rules light game designed for easy role-playing. It is a deck of 54 cards that can also be used for spontaneous NPC generation in any RPG. All card art by Eleanor Ferron.
How it Works In a word:fast. Each card has a picture, an adjective, and a number. To create a new character, draw some cards from the deck, depending on how fleshed-out you want the character to be -- we recommend 3 for PCs, down to 1 for throw-away NPCs. The adjectives describe what makes your character unusual. Fill in the details and off you go. To resolve a conflict, first set a target number or draw one randomly from the deck -- higher is harder. Then draw a card. The number on the card tells you whether the action succeeded, the adjective gives some color to how, and the picture provides added inspiration. To enhance other games, the cards can quickly add personality to otherwise bland encounters -- "Thug #2" is now "The unnerving thug", the barmaid is complicated, and more. Great for tavern trawling or adding a bit of local color.
With Short Order Heroes, you spend less time fiddling with the rules and more time telling the story. Character creation and conflict resolution take seconds, and instantly fill your game world with color and flair. Short Order Heroes is an entire role-playing game in a pack of cards. It's perfect for one-shot adventures where you don't want to spend all night making characters and miss playing the game.
I was sent a 54 card promo deck, and let me tell you, I'm fairly impressed with it, and how useful it could be.
Now I doubt I would use it as a low-rules system, but I know for a fact, I will be using it for the italicized use. Nothing is easier for fleshing out an NPC than throwing a card down to determine what their personality is. If they're a random NPC, no reason to have to figure out how they think when you toss a card and bam, instant imagery and play style.
The deck was nice for a promo deck, and if the quality is as good or better than this you'll be getting a deck that will last for quite a while.Since I run a lot of games at conventions, I know I will most likely get lots of play out of this promo deck.
Also, since the kickstarter is already over $4k, the deck is going to be 90 cards, and if it hits over $6k. There will be a 36 card expansion on top of that. So if this sounds like something you want to jump in on, well jump on in.
1. My favorite Wargame of all time is back with a Vengeance, that's right, Mutant Chronicles based WarZone is back with WarZone Resurrection!! Using 3D graphics to produce the new miniatures, so far the models are gorgeous!!! Cybertronic has always been my favorite..,
Green Ronin is making a new MEGA version of the Freeport campaign setting, a FIVE HUNDRED AND TWELVE page book!! Check it out!
Avast ye, mates! I have a tale to tell. It's a story of pirates, thieves, merchants, sailors, swashbucklers, cultists, and the place they call home: Freeport: The City of Adventure! At GenCon 2000 the Third Edition D&D Player’s Handbook debuted and launched the d20 era. On that day, WotC had no adventures or support material to sell, but thanks to a new-fangled thing called the Open Game License there was something else you could buy that day: a 32-page module called Death in Freeport from a young company called Green Ronin Publishing. We and Atlas Games were the only companies at GenCon to make the leap of faith required and see if D&D players would buy from third party publishers. And did they ever! Death in Freeport was huge hit, and two further modules followed quickly. That was the beginning of Freeport: The City of Adventure, and little did we know what a long life it would have. Over the years there have been many Freeport books, and the city’s design made it easy to use in nearly any fantasy campaign setting. These last few years we've been concentrating on licensed games like Dragon Age and A Song of Ice and Fire Roleplaying, but Freeport was never far from our thoughts. We know there are tons of Freeport fans out there and we know that many of them graduated from Third Edition D&D to Paizo’s Pathfinder RPG. Thanks to the rise of Kickstarter, we now have a way of doing a new Freeport book the way we want to and that’s what this campaign is about. 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. Is this a lot of work? Damn right it is, but we’re getting a little help from our friends: Fiery Dragon! If you were around during d20’s heyday, Fiery Dragon needs no introduction. They burst onto to the scene with NeMoran’s Vault and went on to join Swords & Sorcery Studio and to publish Iron Heroes. We've made a deal with our good friends at FD to help us on Freeport: The City of Adventure Third Edition. They will put the book together under the guidance of Freeport creator Chris Pramas. They've done some great adventures over the years, so we’re excited to see what they can do with Freeport! 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! So strap on your cutlass and get ready to cast off for Freeport: The City of Adventure! We need a big crew to make this happen, so spread the word like a drunk sailor in dockside bar!
Achtung! Cthulhu!
Oh man, sexy WWII Cthulhu in Savage Worlds!!! In addition, they did some collaboration to create a Crossover with Interface Zero. Great addition if you like Rippers, Realms of Cthulhu, Day after Ragnarok or Weird War II...
Inspired by the Cthulhu Mythos of HP Lovecraft, Modiphius Entertainment wants to bring you the Keepers and the Investigator's Guides to the Secret War, for use in the terrifying World War Two roleplaying game setting, Achtung! Cthulhu. Both books are compatible with the Call of Cthulhu and Savage Worlds roleplaying games.
With this Kickstarter and your contributions Modiphius has raised the money needed to pay for the development, artwork and production of a full print run of both books in full colour hard back. The first stretch goal added Savage Worlds rules and stats to both books plus some extra content for everyone; the next upgraded the Keeper's Guide to a full colour hardcover print run; the next upgraded the Investigator's Guide to a full colour hardcover print run; while further stretch goals will unlock additional supplements and campaigns, miniatures, and so on - see 'Stretch Goals' below for more details.
Achtung! Cthulhu - Keeper's Guide & Investigator's Guide to the Secret War
Achtung! Cthulhu - The Keeper's Guide to the Secret War features a fantastic cover by Dim Martin, already well known to Achtung! Cthulhu fans for his inspiring cover and interior art for the Achtung! Cthulhu - Zero Point campaign.
The Keeper’s Guide is a full blown tome of dark knowledge that will detail Allied & Nazi special forces & intelligence agencies, mythical organisations, mystical missions and tomes, wonder weapon development, important equipment, campaign and plot ideas, key characters, vile creatures, and new rules for World War Two combat – in fact, a whole shoggoth's worth of Cthulhu villainy, enough for any Keeper to have his investigators dead, insane, or running for their lives in no time! The Keeper’s Guide to the Secret War will be the essential wartime reference for any Keeper or fan of the Cthulhu Mythos. Watch our updates for more features!
Writers: Lynne Hardy, Dave Blewer, Alex Bund, Chris Birch, Bill Bodden & Adam Crossingham. Expected page count: 248 pages.
Adventureaweek.com puts out a new D&D 3.5 and Pathfinder Role-playing game compatible adventure every single week. In 2012 we released a popular and critically acclaimed trilogy called Rise of the Drow, but it’s only available in PDF format. We’d like your help to transform this into a single fully illustrated, full color, premium edition hardback book with loads of expanded content. Even if you aren't familiar with the Rise of the Drow trilogy, you can grab an introductory pdf adventure to get in on the action and help do your part!
The Mushroom Forest will have even more action between the guardian golems and the chokers that are attempting to defeat them. Holoth will have more information about visitors, houses, and all that takes place as the PCs work their way through the city either by stealth or by fighting, and face the final house. Embla will be expanded, telling you more about its trade, its influence on the region, and the battling dwarves who are attempting to save their town.
Yul’s lair, already mysterious, will have great depth, greater challenge, and be an environment that the PCs will truly learn to fear. The Demi-plane of Venom, deadly already, will become a greater challenge that everyone will truly remember.
Modiphius Entertainment & GunMetal Games have announced a surprise bonus for backers of the Achtung! Cthulhu and Interface Zero 2.0 Kickstarters!
Backers of either Kickstarter will receive a free bonus 120 page PDF book 'Achtung! Cthulhu - Interface 19.40' consisting of a 60 page adventure and 60 page supplement covering the early days of gene splicing experiments in the 1940's. Following the trail of sinister experiments on German soldiers to create the perfect fighting force, Allied agents and the German Abwehr military intelligence must unite to combat a far deadlier threat.
Delving into the backstory of Interface 2.0 pseudo science the supplement written by Gun Metal Games will explore the secret projects of both the Allies and the Third Reich to create a new breed of soldier as back story and plot ideas for Interface Zero 2.0. The Achtung! Cthulhu adventure written by Modiphius Entertainment will reveal the dark powers behind some of the experiments and the terrifying results when they are unleashed. The book will feature Savage Worlds stats and cross - over rules for both settings allowing players to experience each of these unique worlds.
The Achtung! Cthulhu Kickstarter can be found here:
Achtung! Cthulhu - Keepers & Investigator's Guide to the Secret War
Achtung! Cthulhu - Interface 19.40 will be available in Spring 2014 as a retail release from Chronicle City, and distributed free to backers of both Kickstarters.
In Interface Zero 2.0 players enter a dark and grimy world of corrupt, power mad government, greedy megacorporations and fringe science-gone-wild. You play ronin: rogue street operatives who make their living doing the things nobody else can, or will, do. You have no master, no loyalties beyond your bank balance. Your only friends are those of convenience. Your tools of the trade are computer code, high-powered weapons, combat drones, cybernetic augmentations, mental powers and maybe even a little bit of luck.
In Achtung! Cthulhu discover the secret history of World War Two - stories of the amazing heroism in which stalwart men and women struggled to overthrow a nightmare alliance of science and the occult, of frightening inhuman conspiracies from the depths of time, and the unbelievable war machines which were the product of Nazi scientific genius - and how close we all came to a slithering end! The Secret War has begun!
Pricing: all backers get this pdf for free, but if you want a physical copy, please add 25.00 to your pledge. International backers please add 3 dollars to cover shipping and handling.
Art Preview
I'm also going to show you more artwork for the core book! here are four of the images for some of the archetypes you'll find in Interface Zero 2.0, the Drone Jockey, the Gang Banger, Hacker, and Sector cop!
3 days remain, the KS is now almost at $60,000. The Solar System sourcebook has been unlocked. That's a really exciting unlock, since that is entirely new material which has never been explored in Interface Zero.
Knowing how the final days of Kickstarters go, this could possibly hit the New York or even the Mexico sourcebooks.
If you like Savage Worlds, jump in...if you like Cyberpunk, jump in. This is my favorite Cyberpunk setting, it's set in 2090, and David Jarvis (creator/publisher), David Viars (line developer), and myself (Main book equipment chapter) have been pushing the boundaries of futurism, to bring thoughts and ideas from nearly 100 years in the future. 90 years ago was 1923, imagine how far we currently are from there. Imagine the leaps and bounds that have happened in the last THIRTY YEARS. One of the things I recently did for research was watch the Discovery series 2057. Then I thought about how far that goes, then push another 30 years beyond that point.
The 2.0 rules is a profound advance from the SW edition of Interface Zero, with updated rules for hacking and cybernetics, and brand new construction rules for Golemmechs (power armor and mecha). Also the update to the Deluxe edition of Savage Worlds. I'm working with David Viars to make the game as Fast Fun and Furious as possible. We're eliminating the 'kevlar binding ' issue of AP reduction. Which removes and entire layer of math that takes place mid combat.
This Interface Zero 2.0 Kickstarter is over halfway done now. 25 days remain. Here's where the Stretch goals are currently sitting. Malmart at 55K looks pretty nice...only 13k to go before that goal!
So the FATE CORE Kickstarter is entering its final day, the new Dresden Files Accelerated Edition draws near!
31 hours to go, under $18 til Dresden Files FAE is funded. This has been an amazing run watching this KS, what's most amazing is the sheer NUMBER of people who are backers!!! Nearly 9,000 backers. I don't know what the greatest number of backers record is, but this is IMPRESSIVE!!!
8,885
Backers
$382,152
pledged of $3,000 goal
31
hours to go
Look at the sheer amount of stuff you get for the $10 level!!!!
If you read this blog, or have checked out our top 5 lists, you should already know that Interface Zero is my favorite setting. Cyberpunk has been one of my favorites since I first saw Shadowrun back in high school.
It was complex, and that was good when I was younger, but with age, comes less time to do other things, that's why when I found Savage Worlds I instantly loved it, it's simple, cheap and of course, it's "Fast, Fun and Furious". Enter Interface Zero...amazing, Gun Metal Games definitely is looking forward to the future, and extrapolating what the future will possibly be. Now, GMG is back updating the original SWIZ, with a second edition. Updated to the new Savage Worlds Deluxe rulesystem, and more...keep reading...
Some
of you might be new to this part of the sprawl, and you're probably wondering,
"What is Interface Zero anyhow?"
Good question my friend.
Like it says in the short description at the top, IZ (that's short for Interface Zero) is a
sci-fi/cyberpunk game set on Earth in the year 2090. Interface Zero is powered by Pinnacle Entertainment's Savage Worlds Deluxe System.
In
this dark and grimy world of corrupt, power-mad government, greedy
megacorporations and fringe science-gone-wild, you play ronin: rogue
street operatives who make their living doing the things nobody else
can, or will, do. You have no master, no loyalties beyond your bank
balance, tomo.
Your only friends are those of convenience. Your tools of the trade are
computer code, high-powered weapons, combat drones, cybernetic
augmentations, mental powers and maybe even a little bit of luck.
In 2090, the line between human and non-human has blurred to
the point where the word "human" is little more than an abstract
concept.
Fully-sapient androids walk the streets alongside
vat-grown simulated bio-forms. These bio-forms are known as simulacra,
or "sims" for short. The science of hybridization allows anyone with
enough cash or credit to splice her DNA with anything from a beetle to a
rhino. The human genome has been hacked, kouyuu, rewritten to suit the latest fashion trends.
So, which face are you going to put on before you go out tonight?
The internet of 2090, more commonly known as "The Deep," is a
vast ethereal matrix of interconnected cloud networks that we access via
a cybernetic implant known as the Tendril Access Processor, or TAP for
short. The TAP is a wireless modem for your brain, providing constant
access to the hyper-real world around you. Of course, that constant
access has a downside, tomo.
People can use your TAP against you
and hack your brain. They'll steal your personal information and empty
your bank account before you even knew you were hacked. Heck, some
brainers can even swipe your memories and sell them on the black market,
so watch your back. Be sure and get the latest mods and firewalls
installed, or you might wake up one day and find you no longer remember
the world around you.
Our
technology has increased to the point where we can augment our bodies
with
cybernetic implants, or even completely replace body parts. Most of
these, such as the Tendril Access Processor, help us in our daily lives.
Of course, there are other reasons to get "cybered," omae. If you want
to stay at the top of the food chain, if you want to get the best jobs
the mean streets have to offer, you need an edge. Cyberware gives you
that edge.
As I see it, the only real reason to do a second edition of a
game or setting is if you can make said game or setting better. And
that's precisely what we are doing with Interface Zero 2.0. We think we
can improve on the first edition, while at the same time bringing you
much more setting material so you can go even deeper into the world as
it exists in 2090.
Interface Zero 2.0 is going to be at least 200
pages long, but stretch goals may take the book as high as 300. It
really depends on how much more you want to see. IZ 2.0 will be a full
color, hard back book, and will be printed through the Drivethrurpg's
digital print program. Below is a small list of the new material you'll
find in the book.
Character Archetypes: You'll see an array of archetypes modeled after the Archetype packages found in the Streets of Bedlam RPG (Thanks Jason!).
Advanced Hacking Rules: Hacking 2.0 went a long way towards
streamlining the rules found in the first edition, but they didn't
address elements of Interface Zero involving virtual reality, hacking
weapons, or vehicles, etc. So we're adding some advanced rules which
will give your team's hacker more utility in the game.
You're going to see new gear, more vehicles including mecha and
power armor, new weapons, purchasable androids (robot minions, anyone?)
Streamlined cyberware rules.
Streamlined hybrid creation rules.
We're adding rules for mecha creation to the book.
We're bringing in rules for dubbing, so you can make a virtual
"backup" of your mind, just in case you catch a bullet between your
eyes. Hey. You never know.
More NPCs and threats for you to use in your Interface Zero 2.0 game!
More information about the world, including cities such as London, Christchurch, New York, Denver and Philadelphia!
There will be a full-length plot point campaign, and numerous Savage
Tales to keep you and your friends busy for a long time to come!
Congrats to Paizo/Goblinworks on funding their Pathfinder Online game. They came in at just under $1.1 million. Again, if PO was going to be Pathfinder rules based rather than Golarion Online, I would be all over it, but an EVE style PvP MMO isn't what I want. I was slightly interested in the Emerald Spire megadungeon they are creating. And I'm impressed with the talent they have working on the game.
Congrats to Gamesmiths, LLC for succesfully getting Legends of Sinbad funded. It doubled what they were asking, and opened my eyes to how hard it is for small start-ups to get funding on projects. Something I'll have to watch for when I try to do Unleashed.
We're over halfway to our Young Centurions goal! That means it's time for us to reveal the next goal at $285,000: the Fate system adaptation of The Day After Ragnarok, exploding at you like gigaton-class mindbomb from Kenneth Hite and Leonard Balsera!
This is post-apocalyptic pulp
like no other! Mighty-thewed barbarians and grim mercenaries roam the
desolate plains of Ohio. Giant snakes, and those who worship them, prowl
the ruins of St. Louis. Pirates battle Japanese invaders in the South
China Sea. Bold British agents, equipped with experimental ophi-tech,
thwart the insidious infiltration of Stalin's humanzees. Sky-raiders
strike from hidden bases in the Sahara, deros skulk in South American
caverns, and the Texas Rangers fight electrical death worms to save Los Alamos.
Kenneth
Hite presents a world of savage swords and rocket men, of were-serpents
and war-apes, from Australia's battered Empire to the proud city-state
of Chicago. And across it all lies the trillion-ton corpse of the Midgard Serpent, killed by atomic fire but still poisoning the Earth with every passing night. Welcome to the world at the end of the world!
With this Fate Core translation, you'll be able to use The Day After Ragnarok as an alternate timeline-gone-wrong backstory for your Shadow of the Century game! The Fate Core Edition of The Day After Ragnarok
will include the tale of how the Century Club went down fighting the
Midgard Serpent. Learn how Jet Black flew the atomic bomb into the
Serpent's mouth to end the fight, and read the sad and tragic tale of
Sally Slick, the sole survivor of the battle who now wanders the
wastelands of America, keeping the spirit of the century alive for just
one more day.
Thanks to our partnership with Atomic Overmind Press
we'll bring you this stretch goal once we reach $285,000. Backers at
the EXPANSIONS level and higher will be able to receive the Fate Core
Edition of the Day After Ragnarok in PDF form for an upgrade cost of absolutely nothing. So let's bring on the apocalypse, folks!
This guy created some amazing boards about a year ago, and now it seems he's decided to bring them to everyone else with this new Kickstarter. Now these are definitely not for the faint of pocketbook. To get one unpainted 3D tile will cost $60...It is already funded at its current
OK, it's the new year, I haven't updated the Kickstarters for awhile now. So without further ado.
Legends of Sinbad Kickstarter could use some more help. It's funded, 10 days remain to hit those stretch goals. $57 to get 20 monsters added to the bestiary, that triples what's in the book to begin with. Inspired by the old Ray Harryhausen movie, Gamesmiths are providing a book with complete rules for Savage Worlds, no need to own Deluxe edition or Deluxe explorer's edition. Explorer's edition. This should provide a Fast, Fun & Furious adventure!
The Legends of Sinbad Roleplaying Game provides you with several campaign and adventure ideas, dozens of new magical treasures and thrilling monsters, fully fleshed-out NPCs and organizations to serve as reoccurring antagonists, a map and information on the kingdoms and empires of the Seven Seas, as well as mysterious locations such as the City of Brass, the lost island of Lemuria, and the Fountain of Destiny!
Grab your astrolabe, sharpen your scimitar, and set sail for the Seven Seas in The Legends of Sinbad!
As the kickstarter for one of my favorite systems out there pushes past the halfway mark for completion, 26 days remain, and lots of Stretch Goals remain as well. Check this out: Look at how much you get for $10!!! PDFs galore, enough to run FATE in nearly every genre.
Fate Accelerated is the Basic Core system, without so many examples, kind of a cool goal, especially useful to get kids into the system.
Then at $235,000 DO: Fate of the Flying Temple, a FATE Accelerated product.
Adapting the setting of Do: Pilgrims of the Flying Temple to the Fate Accelerated Edition, this unlockable goal will feature tiny worlds, big hearts, young heroes, a lost temple, and trainable dragons. The PDF will be made available to all backers at $10 and up if funded.
Been reading through the rules, excellently done, some language from Dresden Files/Spirit of the Century, has been simplified to make the game less complicated for newbies.
Got a surprise in the email this morning, even at the $1 level, we got the draft for the Wild Blue expansion today, now that is pretty EPIC! So I'l be able to start reading though that after I finish reading through FATE Core.
Fate Core is huge, but since it's going to be published in the 6"x9" format, it will be cheap, coming in at $25 I believe, and hard-bound since they passed that Kickstarter level.
Pledges have not only stalled but are being pulled. We need to get this project back on track.
"Help me Obi-Ron Kickobi!"
The N.R.G system is pretty unique in its approach, and they just announced that Saga of Dragonstar would now be N.R.G system as well, so it would be supported with a setting.
There's 8 days left, let's kickstart a revival of this great product. I have dealt with lots of Hank Woon's writing, and he is very prolific and makes great products.
Don't make them send this guy over to rough you up...
The buy-in to get 'something' is $1. That means you get the advanced draft copy of the Core rules. Before the Kickstarter end concludes in 60 days. Luckily I'll have time to scrounge up some cash, cuz this is going BIG!!!
Fate started as a "house rules" project for the Fudge system during a car ride Rob Donoghue and Fred Hicks had back in 2001. After seeing some success with it in their home games, they created a free, downloadable version for anyone who cared to grab it. They figured a few dozen people would have a look. Instead, hundreds did, and it fast became one of the most popular variants of Fudge out there, spawning its own thousands-strong discussion list and eventually helping to launch Evil Hat as a commercial game company.
From there, Fate grew into new revisions and iterations, showing up in Evil Hat's own Spirit of the Century in 2006 and the Dresden Files RPG in 2010 (each one leading to a temporary shortage in the supply of Fudge dice as demand spiked), as well as dozens of third-party Fate games and a few other popular games that borrowed ideas from Fate, if not the whole system.
Today, Evil Hat is proud to bring you Fate Core: the latest evolution of the Fate role-playing game system. Inside you'll find refined, clearer language about every part of the game -- ranging from streamlined language about aspects and skills, to a unified approach for game actions and outcomes, to our trademark, rock solid GM and player advice.
Simply put, Fate Core is the best version of Fate we can possibly make, built upon over a decade of play and design experience by Evil Hat, and with the Fate player community at large, taking the best lessons from all of gaming and distilling them into a cohesive, compelling whole.
With Fate Core, you'll be able to drive right to the heart of your characters, using simple-yet-deep rules to make the most of those stories. Throughout, you'll use Fate Core's mechanics to model how fiction, not physics, operates, producing an experience that's better than "realistic" -- it's authentic.
After the kickstarter campaign concludes and the game's text, art, and layout are finalized, the PDF of Fate Core will be made available to everyoneon a "pay what you like" scheme. We'll also be selling a printed version of the game, and will use the system to power upcoming games like the Atomic Robo RPG.
Upon publication we'll place near to 100% of the Fate Core text into the Open Gaming License as open content, once again continuing our commitment to supporting third party efforts to build the Fate games everyone wants to see.
In the meantime, as a backer of this Kickstarter campaign, you will get immediate, early access to the laid out text of Fate Core as it currently stands (see the link right below the video). You will have the opportunity to tell us what you think, and help us determine the final shape of the game.
It's an exciting time for Fate, and for Evil Hat, and we hope you'll join us as a backer, a fan, and a member of the Fate community. Let's rock this thing!
cover art by Kurt Komoda
We've set the project timeline on this to the maximum because we want a solid two months for our backers to have a look at the Fate Core preview, give it a whirl, and let us know what they think. We'll be iterating through the feedback you give us in that time to make any necessary tweaks to the text and the layout.
As project funding progresses, we'll continue our efforts to get the art buy and execution put together for Fate Core. At launch time we don't expect to have all of our art done, of course -- but we believe in getting a head start when we can afford to do so. Depending on complexity and speed of execution, art creation and placement into layout may run past the end of the Kickstarter campaign; we're giving it about a month.
Once the art is in and the text and layout are final, we'll charge hard on getting the print run complete. We'll be going with one of our established, fast-on-execution-and-quality domestic book printers for this. Setup and proofing will eat a week; manufacture shouldn't run much longer than a month, if that.
After that point, it's all about shipping, which is probably the most potentially elastic part of our timeline. But we'll be shipping out the copies we owe to all of our backers before we put the book on sale anywhere else.
Signed copies, consultations, and fudge dice will take a bit longer to get out there, due to the added steps involved.
The PDF: As a backer of this project at any level, you'll get immediate access to the early preview PDF (see the link at the top of this page, under the video) before the kickstarter campaign even concludes.The final PDF that will be released after the conclusion of the kickstarter will be available on a "pay-what-you-like" basis -- which includes free for those so inclined. (But folks who don't back this project will have to wait a few months before they'll get to see that.) We're doing this because we want you to see what's already been done -- and for you to get a chance to provide us critical feedback that will improve the game in its final form.
The HARDCOVER Book: Those backing at $30 and higher will receive a6"x9" formatted hardcover, black and white interior version of the Fate Core rule-set, with a page count somewhere in the lower 300 range.
The Digital Expansions: Backers at $10 or higher will get access to adigital expansion pack that starts with a fantasy adventure playable with Fate Core. Our stretch goals on this kickstarter will add more expansionsinto that pack at no additional cost to the backers! The higher we soar, the more awesome the expansion set gets. After the kickstarter concludes, each individual PDF in this expansion pack will sell for about $5 each, so this has a chance of being a real steal.
Fred's Fudge Dice Stash: Folks who pick a reward that includes Fred's Stash will get four fudge dice of one random color (i.e., all four dice will be the same color, and that color will be picked randomly) included with a signed-by-Fred copy of the Fate Core book. The six colors include the three bronze, copper, and gold tones of Grey Ghost Games' Olympic Fudge Diceset, and the translucent red, translucent blue, and glow-in-the-dark yellow-green of the no-longer-availableWizard Fudge Dice set that Evil Hat produced.
Fred's stash includes the largest quantities of the front row pictured here (the Wizard dice), and a smaller number of the back row (the Olympics). We will try to take requests if it seems feasible, but can't offer any guarantees about the color you'll get. Supplies will dictate!
The Consultation: Got a particular thing you want to do with Fate Core for your home game? We'll pair your ideas with an Evil Hat approved expert who will help you sort out your Fate Core implementation for your home game, and will also write up to 2,000 words so you'll have an official reference document to work from. Part of your contribution will be used to pay the experts for their time and wordsmithery. You'll share rights to the document with Evil Hat, or we can simply agree to enter it into the available open content surrounding Fate Core (assuming it's viable for us to do so) -- your call. This will be carried out either by a Skype call or an exchange of emails (or a mix of both), as fits the schedule of those involved. If it turns out your ideas exceed what's feasible in 2,000 words, consider this a starting point rather than a total solution -- but we'll do our best to cover the essentials!
We have a number of stretch goals in mind. Below, we reveal some of the ones that lie ahead. Stay tuned for updates as the project continues to learn of more!