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

Sunday, August 2, 2026

The Setting of the Dark Sun

I played Dark Sun when the setting first came out. I was the DM, running the brutality and oppressive heat of the slave pens, the players' dread of their characters being sent into the arena and not knowing if they would come out alive, and the stark hopelessness of the entire world. Very little metal existed, so the savage world fought with bone, wood, and stone. Bashing a monster's head in with a rock was a valid tactic and saved your weapons from wear and tear. The armor sucked and was whatever you found.

This was a mix of Mad Max, Gladiator, and Robert E. Howard's "savage fantasy" tropes turned up to eleven. The arenas were filled with savage monsters, and worst of all, other gladiators trying to kill you for the favor of the crowd and the dragon king's elites. If you managed to escape, where would you go? You would be hunted as an escaped slave, and fleeing into the desert to die was a terrible death.

Wizards announced Dark Sun for 5E with a mature content label, claiming it recaptures the original setting. What I saw was not Dark Sun. This felt like 5E's fantasy superheroes engaging in unhinged splatterpunk slasher violence. The original Dark Sun was a mature setting in theme and story, showing how the pursuit of power could devastate the world, not gratuitous over-the-top violence and nudity.

Shadowsun for Shadowdark is the spiritual successor to Dark Sun. We have the same savage setting with all the Dark Sun hallmarks, but laid on top of the brutal old-school experience of Shadowdark. Shadowsun does the pulp-adventure feeling of Dark Sun far better, in an easier rules chassis to grasp, without the power-gaming and superheroic power levels of D&D 5E. I don't need tables telling me someone ripped someone else's spine out; the fear and hopelessness are real in Shadowsun. The characters are not semi-godlike beings of power who can never die; they live close to the jagged edge of a sharpened bone blade that could shatter at any moment.

https://www.kickstarter.com/projects/chubbyfunster/shadowsun-campaign-setting

Shadowsun’s revised edition is scheduled for a mid-September Kickstarter. The books (both Player and GM) will be finished on launch day. The original edition is already one of DriveThruRPG’s long-running bestsellers, and the new version expands the setting into a more dynamic campaign world that changes with each playthrough.

This is a version of the game that does not need violence, nudity, or gore to communicate the brutality of the setting. It stays closer to the original foundation of Dark Sun: the slave pens, the arena, the empty desert, and the long chance of one day walking back through the gates. For anyone who watched the Gen Con trailer and felt it missed the point, the Revised Shadowsun is worth a look.

Friday, July 17, 2026

Kickstarter: Hackmaster XXV

https://www.kickstarter.com/projects/kenzerco/hackmaster-25th-anniversary-edition-a-fantasy-rpg

Well, this is interesting. HackMaster is getting an updated version of the rules. The Kickstarter announcement page just dropped, and it looks like they are cleaning up and patching the 5th Edition of the game.

"We painstakingly honed the mechanisms and strategy of HackMaster to continually improve and streamline game play and make it something truly unique in the RPG world: a perfect blend of old-school feel with modern mechanics, offering fast tactical play combined with the most immersive roleplaying experience." 
-HackMaster Kickstarter announcement, July 2026  

This is an interesting development, and a welcome return. Hopefully, the new edition balances the expansion books more toward the 4th Edition (which covered all classes and also had adventures) than the 5th, which seemed to focus only on cleric classes. But it is also true that a great game needs no expansions.

I am looking forward to this, having been watching from the sidelines and never really into the game, but appreciating HackMaster's unique take on fantasy. There is a lot of room in the Grognard OSR for this game, which includes DCC and many other greats.

Thursday, March 12, 2026

Nimble 5e: They Broke a Million

There is something so fun about watching a Kickstarter campaign inch toward a million-dollar goal, especially in the face of all the naysayers and those on the bandwagon of billion-dollar corporations, and watching true gems like Shadowdark and Nimble 5e rise and find an audience.

This is the little guy winning.

This is cool.

I still play "full 5E," but this is just so much easier. Like a 2d6 game, it packs a lot into a small book that does so much; that feeling of infinite adventure in a small package has to be felt to be described. The original Traveller Little Black Books captured that spirit, and many of today's Cepheus games keep it alive and carry on its legacy.

Shadowdark captures that "magic in a small book" feeling and brings endless enjoyment to millions, being the OSR gateway game of choice for many 5E players.

Nimble is this generation's "Savage Worlds meets Traveller" in a clean, fun 5E package for fantasy gaming. It does everything D&D does, but without the whiffs, mystery action types that can and can't do various things, and general endless rules referencing and page-flipping that we have all come to loathe over the last 12 years because VTTs are too good at hiding the true complexity of D&D from us all.

If you want superheroic fantasy gaming, Nimble is the clear winner. It plays fast, satisfies the character builder itch, captures the essence of 5E, all without getting dragged down into the weeds. It is a game more about adventure, less about references to rules, pointless monster stat blocks, and rules interactions that bog the game down. You have all the same character power that you do in 5E, without needing a 16-page character sheet at level 14.

It feels like D&D, without all the problems of D&D.

Nimble joining the "Shadowdark club" is a great thing for gaming and the industry, opening up doors for competition and innovation, and allowing more people to play and expanding the hobby. This is the death of the "network effect" on which the OGL was based; the success of D&D does not foretell the success of other games, and the success of other games does not automatically "feed into D&D" anymore. The death of the OGL was also the death of the "D&D Network Effect."

All we need is the concept of fantasy adventure, and the indies can take it from here.

We have eight more hours, and I hope they can break the million-dollar mark.

Go, go, Nimble.

We are opening the book on a new chapter of the hobby.

...

UPDATE: They broke a million with four hours to go. Congrats, guys.

Wednesday, March 11, 2026

Nimble is Pushing 1 Million

Get ready for the new Shadowdark, because Nimble 5e is pushing one million dollars in its Kickstarter.

Congratulations to the team.

This is now one of the post-crash 5E Kickstarters to approach this level of success. This is actually huge news. I am happy for them. We need these sorts of small 5E book versions on the market, and I hope they achieve Shadowdark levels of success in the future.

Well done, and I am in on this one and looking forward to this in the mail!

Thursday, March 5, 2026

Monsters & More! A Nimble TTRPG Reprint & Expansion

https://www.kickstarter.com/projects/nimblerpg/monsters-and-more-a-nimble-ttrpg-reprint-and-expansion

The Nimble 5e game is an interesting box set, and they currently have a Kickstarter going for a sorely needed monster expansion book, and the game now feels complete. The original game felt woefully short of monsters, and while all the existing 5E monsters (and magic items) are directly convertible, the game desperately needed its own bestiary. There are also expansion classes in this Kickstarter, so the game is growing.

Everything I dislike about 5E I like about Nimble. They fix the number one problem that 5E has, the size of the game and books. The only issue is that, like most 5E books, this is an expensive game and a premium product. The price of everything has gone up, and unlike OSR games fighting to keep the value proposition, this is not an inexpensive hobby. Thankfully, you only need the core books, and the per-player cost is lower than the gamemaster buy-in.

A few digest-sized hardcovers are all you need to play 5E. Nimble 5e captures the magical Old School Essentials compact design style perfectly, and it proves you do not need fifty pounds of books to play and enjoy 5E. Nimble 5e perfectly serves as an OSE 5E, capturing that heroic playstyle in a small-book format without needing to go hardcore Shadowdark. While Shadowdark is a great game, Nimble replaces the need to have a massive, multi-shelf library to support heroic 5E play.

Nimble 5e does everything 5E does, but with far less tripe, overwriting, and worthless fluff. Please don't force me to break my back carrying hundreds of pages of coffee-table art to a game, or listen to the game designers spend a dozen full-sized pages explaining what a paladin does. Obviously, a lot of 5E books are paid-by-the-word, and it is our shelves and backpacks that suffer. In the era of endlessly-generated AI fluff and pure generative agentic e-waste, Nimble 5e is refreshing.

They state Nimble 5e has no AI content. All of this is real. Another huge thank you!

Also, there do not appear to be any passive checks in this game, and it leans more into the "say what you do" old-school sensibility, limiting checks to what matters. Finally. Passive skills are horrible, putting the GM in VCR mode, and it removes interactivity and verbal exploration. If something is a "passive check," then just say it. Why are the rules forcing you to hide information, and putting whether you say it or not behind rules tied to character builds? If there is a pit trap, telegraph it. There are two rules in Nimble that put a wooden stake in the heart of the "hidden information" game:

"When information is necessary: Choose one hero who "knows" the information. For instance: the Hunter knows about this forest, the Mage knows what an arcane symbol means. Alternatively, have everyone roll a skill check and reward the hero with the highest roll with the information. They are the ones who knew it!" - Nimble, GM Guide, Page 5.

So if you have a rogue character or a machinist, they will have the trap knowledge. Have one with the party? Make them automatically spot the suspicious floor ahead, and give them the best information.  If you don't, you still see something is off, but you don't have the best information on what it may be. And:

"Telegraph Danger. You MUST be clear about danger: you are their eyes and ears. They cannot make meaningful decisions if they are in the dark about how deadly a situation is. If you telegraphed danger and the heroes still make bad decisions, let them suffer the consequences of their choices." - Nimble, GM Guide, Page 5.

And they say make traps obvious, and not to gate critical information behind skill checks. This even applies to lore, persuasion, and other checks. Do not gate story progression behind the skill system, or hide information that is needed to move forward.

This is an area where modern games "get it," and D&D tries to walk the line between OSR play and modern adventure gaming, and pleases no one. While I love my OSR-style "10-foot-pole play" and "verbally poke and twist everything" sort of verbal, descriptive puzzle-solving, there exists an equally viable "narrative action RPG" style of play that does away with those tropes and focuses on combat and roleplaying. You can have both, but D&D tries to codify the old-school play style in endless rules and fails terribly in a passive quagmire.

Also, no whiffs or to-hit rolls. Just roll damage. If you roll a one, you miss. If you roll max, damage explodes. This is good stuff, and it speeds play. What is the difference between a low damage roll and a miss anyway? In 5E, versus a monster with 30 hit points, rolling a one on damage might as well be a miss. Only make me make rolls that matter, thank you.

Where is the game still lacking? Honestly, utility spells and magic items. The former is solved easily by a bit of GM fiat, letting similar or attack spells have utility uses, or just allowing a skill check to produce a utility magical effect. The latter is solved easily by using magic items from any 5E game. Similarly, popular utility spells from 5E can be ported in using scrolls, either finding or creation (passwall, teleport, etc.). These are not huge problems and are easily solved.

Personally, I like being able to control game-changing and story-breaking utility spells like passwall,  ESP, telepathy, teleport, gate, scrying, banishment, and resurrection through spell scrolls. You find a scroll of teleportation, use it wisely since this may be the only one you find. They are still "in the game," but not so accessible that they are breaking every story the players come across.

There is a lot to like about Nimble, and as a lightweight (but not rules-light) system that can play all my 5E adventures without breaking my shelf, hurting my back, or wasting my time.

The Kickstarter for the monster expansion is worthy. This is the last week, and this is a worthy game and buy-in.

Highly recommended.

Saturday, January 3, 2026

Kickstarter: Book of Fell Wisdom (Adventures Dark & Deep)

https://www.kickstarter.com/projects/brwgames/adventures-dark-and-deep-book-of-fell-wisdom

I like Adventures Dark & Deep a lot. As an expanded, reimagined first-edition game, it is one of the best we have outside of OSRIC. We are getting a new book this year: basically, everything that didn't make it into the ADAD tomes we have, plus some of the PDF-exclusive evil classes the creator put out. And here is a list from the notification pager:

  • Clerical servants of demon lords
  • Necromancers
  • Witches
  • Alchemy
  • Ley Lines
  • Demiplanes
  • New spells
  • Followers for high-level characters
  • Courtly intrigue
  • Generational play

I am looking forward to this one a lot, since ADAD is the de facto new standard of first-edition gaming, expanded and beautifully presented in two massive tomes of first-edition goodness. Outside of Old School Essentials, this is one of the best OSR games out there, well worth your attention, and it captures the 1E vibe perfectly.

The Kickstarter should be happening in the next week, sometime from what I hear, so put this one on your radar, and if you haven't checked this out, please do so!

Thursday, July 24, 2025

Deathbringer & Shadowdark

https://www.kickstarter.com/projects/rollforcombat/expand-your-shadowdark-games-with-three-new-secret-tomes

I love this video, which contains some NSFW language and addresses some of the community's reactions to Professor Dungeon Master's Deathbringer game, created using the Shadowdark rules, and the project is developed in partnership with Roll for Combat.

Watch it all the way through, like and subscribe. This video is a banger and one of the best of the summer.

Shadowdark is cool, Roll for Combat is excellent, and Professor Dungeon Master is a legend who is living the dream.

"The haters are gonna hate, man."

Shadowdark is a success and the biggest threat to 5E and D&D ever to come up from the community. Shadowdark crowdfunding projects are clearing ten thousand for their first efforts, and they are the new hotness. Shadowdark is the off-ramp for D&D 5E, and that is a massive number of players leaving that game for the OSR. And Shadowdark is in the OSR.

The Roll for Combat partnership is part of the new RFC Kickstarter books for Shadowdark, with the three new tomes expanding the game. The RFC Kickstarter will seed the Deathbringer Kickstarter next year, and include early notifications and beta access. The latest RFC books are both Shadowdark and Deathbringer compatible, making this a win-win situation as everyone works together to build a publisher ecosystem.

This is a new publisher ecosystem and support model developing around Shadowdark, with bigger players stepping in. The next domino to fall will be the larger publishers working for Shadowdark, such as Kobold Press and others. Shadowdark is to 5E what Old School Essentials was to the OSR. It is a rebuild, a simplification, a refocusing, and a rebranding of the core experience.

"And this move, this move makes sure that Deathbringer won't vanish. And that matters. That matters to every player who's tired of fifth edition fluff."

Ah, yes, everyone is starting to see that D&D and the Open 5E clones are overly written, overly detailed fluff. You have to read three paragraphs of filler text to understand how cleave works. The writers are clearly being paid by the word over there. And the other half of the page is filler art. This video is filled with raw, unfiltered, and quotable quotes, and I love it.

It feels like someone slapping you in the face, handing you a cup of strong coffee, shaking your hand, and saying, "Good morning!" to you with a big smile.

Why don't some like this? "It is not for my game!" Deathbringer trying to do its own thing in this climate would have been a disaster, and the game would have been fighting for a slice of an ever-shrinking pie. We are clearly in a market contraction following the demise of D&D, and it is time for people to work together and for small players to support one another, rather than competing.

Shadowdark is the best way that 5E survives the death of D&D.

Deathbringer is a standalone variant of Shadowdark that brings awesomeness and old-school sensibilities back to the game. 5E is becoming a new game publishing ecosystem outside of Wizards and the other big players.

The Roll For Combat expansions work with anything Shadowdark, so it is a win-win-win situation. I originally was not that interested in the RFC Shadowdark books, but now I am all in. I have seen what is happening here, and it is a very good thing. A new "Rebel Alliance" is forming around Shadowdark, made of OSR players, disaffected D&D players, and many others.

This is the best chance 5E survives this generation of gaming, and also a spear through the heart of a future walled-garden "back to basics" copycat 6E, which is coming sooner rather than later.

If you love Shadowdark, jump on the RFC Kickstarter and follow Deathbringer.

If you want to save 5E, focus on Shadowdark and ignore everything else.

Monday, July 14, 2025

Kickstarter: Before All Others, The Cyclopedia of Elven Civilization (ACKS II)

https://www.kickstarter.com/projects/autarch/before-all-others/

The prelaunch campaign for the Elven book for ACKS II is now live, so you'll be notified when it launches. These are great sourcebooks, so sign up to be one of the first to know and jump in.

Thursday, June 26, 2025

Tales of the Valiant, Player's Guide 2: Final Day!

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players/description

It is the last day to get the Player's Guide 2 for Tales of the Valiant. This does not ship until January 2026, so if you want early access, jump in now or find yourself waiting!

There has been a notable upswing in support over the past day, so I hope they can reach the $250,000 stretch goal. With over 3,000 backers, this is also a strong indicator of support for the system, particularly among those seeking Open 5E games as they try Daggerheart and transition to a longer-term support version of 5E.

The link is on the sidebar!

Tuesday, June 24, 2025

Ashes Without Number: Shipping Soon

I just received an update that the Ashes Without Number books are printed and will be shipping soon. In a week or two, they will be here!

Kevin Crawford is one of the most generous creators in the business, making his SRDs available in the public domain. This isn't like the D&D Creative Commons license; this is a game the world is free to use and create from.

I am looking forward to this one!

Friday, June 6, 2025

Kickstarter: Arkand & Book of Magic for Free League's Dragonbane RPG

https://www.kickstarter.com/projects/1192053011/arkand-and-the-book-of-magic-for-the-acclaimed-dragonbane-rpg

Where have all the high-earning Kickstarter projects gone? Why aren't there any 5E Kickstarters that have broken a million lately?

The answer is, people have moved on. The 2024 D&D release has effectively killed most third-party 5E Kickstarter campaigns, as people fear compatibility issues and are hesitant to buy into one side or the other, leaving the market stagnant. Perhaps for now, and likely gone for good. Even DM's Guild is seriously hurting.

As the third parties go, the main game will surely follow.

Many have moved on to other games, like Dragonbane, which is doing exceptionally well with its expansion Kickstarter. A half-million with 20 days to go is impressive, not Shadowdark levels, but still, this is impressive. Shadowdark's Kickstarter projects continue to impress, and even first-time and new creators are breaking 10 or 20K in support. That is not 5E levels, but for books few have heard about, people are grabbing them for their groups.

Shadowdark is here to stay.

Even ToV, with its expansion Player's Guide currently moving towards 200K, is a good showing for something that is a game that most already have. ToV's problem is that people need a reason to switch, and for me, the PDF ownership, solid 2014 compatibility, support, and the Not Wizards factor are good enough reasons to go Open 5E. ToV also offers far better support and future-proofing than A5E, a game I still like but have grown less fond of. ToV is the solid, forward-looking choice here, and we can always add in rules to replace what other 5E versions offered.

But Dragonbane is more than worthy, and with its solo-play rules, it is a very compelling game for people like me. The half-million mark means you are a serious contender in the hobby. For an expansion? These are good numbers.

Dragonbane is still on my living room shelves as one of my "guests see this" games, and one I am proud to display. Visually, this is stunning and grabs me; it's an instant point of interest and discussion: "What is that?" The monster rules are amazing. The design is solid. Everything about this game sings to me.

Dragonbane is worthy and growing in the post-D&D age.

Thursday, June 5, 2025

The 5E Market

All the 5E Kickstarter projects are hurting, and we haven't seen many that have broken a million dollars in a long time. Tales of the Valiant is in the same boat, and I am still playing this regardless of how well the last one did. Consumer interest in D&D is dropping like a rock, and there are even reports of DM's Guild sellers seeing revenue one-tenth of what they are used to.

People are moving on from 5E and D&D to other games.

Very few new investments in the game are being made by its players.

There is still a huge 5E audience, and the size of this player base will take time to shift, but collectively, the 5E audience has stopped buying new 5E products. Yes, there may be a lot of players, but no, they aren't buying.

I guess the closest parallel is in the videogame console market, when people feel "a new system is coming," then they slow down or stop buying games for the old one. The very lukewarm response to D&D 2024 has put a stop on people buying stuff for either 2014 or 2024, compatibility fears, I have enough D&D stuff, I don't want to make the wrong choice, this is a good time to do something new, I am happy with what I have, I want to see what the competitors do, or any other number of reasons could be why this is happening, or a combination of them all.

This is not about the players who have moved on to Shadowdark or Pathfinder; we are just talking about those left in the 5E market. Some of them may have stopped buying 5E stuff and are focusing on those two games, but still play 5E, so they may fall into the "I have enough" and "do something new" crowd and are playing out what they have. So there is a "still playing 5E, but only buying for my new game" category in here somewhere, too.

I have five shelves of 5E books. I have enough for a lifetime of gaming. The game I will play them with is ToV, since it is the best-compatible, most similar to 5E, and best-supported version of the game going forward. I am done with Wizards, primarily due to the OGL fiasco. Remember the terms of that deal? Another nice reason is being able to ignore all the drama from the Wizards on YouTube, and all that clickbait garbage.

But ownership of my PDFs is a huge second reason; I am not "renting books" from anyone who can take them away from me. This is different than Shard and paying to access content that is maintained there; if that service disappears, I still have my ToV PDFs. If D&D Beyond disappears, I have nothing, not even my PDF books.

Daggerheart came strong out of the gate, primarily due to its built-in fanbase. This one feels bigger than Shadowdark, and this is more of a Pathfinder-sized shift of players to the narrative banner holder game. I hope this becomes a strong second player to D&D, and it will take a few Pathfinder players away as well. 

Pathfinder 2 is too wargame for me, and there are far too many conditions and map-based actions to slog through. I liked it, but I struggled with the sheer amount of complexity the system introduced. It was not the game I wanted, even though it is more like the tactical D&D 4E game we loved. They also ruined Golarion by sanitizing and censoring it, and the first-edition world is far superior. What was once a Conan-like world of adventure has been transformed into a modern, safe, overly happy, and fashion-centric mishmash, featuring elements of cosplay and steampunk.

I love flipping through these modern fantasy games and counting how many characters have fancy hairstyles but no helmets to protect their heads.

If I were playing any of these characters in a more simulation-based game, such as GURPS, they would get all of it shaved off and a steel pot helmet slapped on there ASAP. Head trauma is a real thing. Even in 5E, where there are sometimes "called shot" rules, I would rule that a character who wears a helm would get the benefit of the doubt far easier than the fighter who just came out of Super Cuts. Even something as simple as rocks falling from the dungeon ceiling could be lethal to a character without a helmet, causing damage to one character, a save-or-die effect to the other.

These are role-playing games, and the ruling is within what a referee can rule. And I know this is supposed to be fantasy. 5E and many games can put your brain in "la-la land," where if it is not in the rules, it can't happen. People expect it to be a video game, and if they want that, there are plenty of those out there. Common sense says otherwise, and this is why we play these games.

The 5E market is in the doldrums. Few are buying into 2024 D&D, a version of the game many feel they don't need, and this is the same issue Tales of the Valiant has, if you are happy with the 2014 books. Many have taken a wait-and-see attitude. Many are jumping ship and moving on to other games or leaving the hobby entirely. We are currently in a transition phase between D&D editions, and 2024 is the patch that people don't really want or need.

And I don't want to say "we need a D&D 6th Edition" because we don't. Wall Street may like the idea, but we don't need it.

I am choosing a sustainable, long-term, open-licensed version of 2014, which is the best-supported one: ToV from Kobold Press. This will continue to have "new stuff" published for it, and it completely supports the older books and adventures. ToV is "D&D in long-term support mode" for me, and it keeps my shelves of books in use and playable for the next 10-20 years.

Tuesday, May 27, 2025

The Tales of the Valiant 2 Players Guide 2 Kickstarter

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players

The Tales of the Valiant 2 Players Guide 2 Kickstarter is live, and they are giving out a full table of contents to look over. This is the shot in the arm the game needed, as we are getting:

  • Three NEW base classes beyond the core thirteen.
    • Vanguard, Witch, and Theurgist.
  • Equipment and magic items, featuring magical tattoos and rewards for player characters at 20th level.
  • New options for all classes, including new Heroic Boons and 48 new subclasses.
  • Over 150 new spells and variant spellcasting options, such as spell points and reimagined rune casting.
  • Expanded base building and downtime rules ...and much more!
    • Base type, workers, and facilities are included (with upgrade options).

The game will have more subclasses than D&D 2024 now. It will also feature an answer to D&D's bastion system, complete with bases. There are farming, creature training, and raising rules! Can I run a Stardew Valley or Minecraft-style base builder? Yes!

We get new alternate spellcasting rules for "rune casting" and "spell points."

We get war animals.

I am also seeing new "Epic Advancement" rules, along with Mythic Gifts and Prestige Awards.

I also see a Sea Elf and a Drow as a stretch goal!

We are getting more heroic and epic boons.

We get a Toy Maker subclass for the mechanist! We get Summoner and Necromancer subclasses for the wizard!

The Vanguard looks like the commander-style class (Warlord) from D&D 4E! I am so happy to see one of our favorite class concepts return! We don't have to approximate the Witch class either, or play Pathfinder to have it. We have one in 5E now.

They took the feedback they got from the original books and tripled down, delivering even more than the community wanted. This is precisely what the game needed to break into the mainstream, and it gives us more than we were asking for.

All of this, just like ToV itself, is cross-compatible with 5E, so you could use this as an expansion for D&D 2024 (or 2014) if you would like. Plenty is directly usable, and the classes can drop in alongside 5E classes in a game, and I have heard of this being done. Some use the ToV ranger in their 2024 D&D games just fine, so there is no reason you can't use the mechanist toy maker in a 2024 D&D game.

Yes to this book 100 times!

This is the serious expansion we need.

Friday, April 18, 2025

ToV Player's Guide 2 Kickstarter

https://www.kickstarter.com/projects/deepmagic/players-guide-2-new-power-for-5e-and-tov-players

Color me interested after sorting through dozens of videos for D&D 2014 house rules and balance fixes. From the preview page:

Three new base classes including the Vanguard, dozens of subclasses, new lineages, hundreds of new spells, and more for TOV and 5E D&D.

I am interested in dozens of new subclasses, which would single-handedly fix one of ToV's most pressing issues at the moment. I am tracking this.

Fixing 2014 D&D is tiring, and making lists of house rules overwhelms and scares off players. I am tired of the "house rule culture" that D&D fosters, and I would like to buy a game that works.

Tuesday, March 11, 2025

Shadowdark: Western Reaches, Breaks a Million

Congratulations to the Shadowdark team for breaking a million dollars on their Kickstarter on their first day for the Western Reaches expansion! They hit the mark in 12 hours, which is fantastic, and this is what happens when you put quality, respect, a love of the game, and community first.

There is a lot of bad news, especially around D&D, but this is a ray of hope coming through the dark clouds for the hobby.

This helps the OSR and lifts all boats, just like D&D does. Shadowdark draws far more D&D players from that game than it does OSR people from theirs, and the size of this market can be deceiving. This is a massive influx of OSR players from 5E, and they will branch out and try other games. Every OSR game will see a bump from this, and Shadowdark will keep many disaffected D&D players in the hobby.

Congratulations!

Shadowdark: Western Reaches Kickstarter

https://www.kickstarter.com/projects/shadowdarkrpg/western-reaches

The Shadowdark: Western Reaches Kickstarter went live today, and wow, there are a lot of premium-quality, lovely things in this campaign. They are collecting the expanded rules in the Cursed Scroll Zines to add as official parts of the game and creating their own campaign setting for everything.

This feels like "Advanced Shadowdark" without the complex rules and just "more stuff."

If you go "all in," it is a bit pricy, but considering the quality of the components and everything you get, it is an ideal gift for the true Shadowdark fan.

I hope this setting takes on a life of its own and becomes a springboard for novels, adventures, and other stories, much like the Forgotten Realms and Greyhawk. Shadowdark will be my "5E game" and the inheritor of my dreams and ideas in the 5E space.

Too dark and deadly? Mod it to be more heroic. The game embraces change, ownership of your game, and unique play style. Want more character power for super-heroic games? Mod it. Are there any pulp play options? In the book. The game can still be deadly while embracing a more pulp-adventure style.

I hope for a big campaign for this one since games that respect the old-school, while inviting in the world's 5E players, are suitable for everyone playing together and provide a sorely needed bright spot in place of D&D 2024's falling flat with many.

I hope this prints and delivers quickly! I also hope there are no issues with tariffs, which have been a sore spot in fulfillment for many projects these days, and no extra added costs.

Shadowdark is worthy. This game pulls in far more 5E players than old-school gamers, just due to the size of the 5E market, and introduces many to our old-school world. It is a gateway game, and making this your primary system is very comfortable. I can teach and play with anyone in 5 minutes and work almost anywhere, from VTTs to chat rooms.

Shadowdark is 5E to me.

We also have the DCC Dungeon Denizens II Kickstarter next week, so this will be a good week for old-school 5E and 3.5E crowdfunding here in 2025.

Thursday, June 27, 2024

ACKS II, Preview PDFs

I really like the ACKS II rules, and I have been following the Kickstarter and have the art-free PDFs to read. They removed all OGL content from the game, and the game is better for it. D&D has enshrined certain immersion-breaking tropes into the genre, and I noticed all ESP is gone from the game. Displacer cloaks, invisibility 10' radius, and detect secret doors are gone. Wizard eye and spell storing (spell and item) are gone. Wands of detecting secret doors and traps are gone.

A few ability scores have been renamed; intelligence is now intellect. Wisdom is now willpower. Clerics are now crusaders. The race-as-class entries are thematic and tighter-tied to the world.

One of the most exciting aspects of the changes is the removal of problematic, game-breaking spells and magic items. This shift requires players to engage in more strategic dungeon-crawling, relying less on spells and magic items and more on their own wit and skill.

If you make the SRD a golden idol over fun gameplay, you will inherit all of its flaws and weaken your game. If you approach fantasy gaming with a "completist" attitude, where you must have everything, you will bring broken things into your game and hurt the player experience.

Another improvement here is tightening the official world to the rules and eliminating the assumption of a generic world. I have enough generic B/X systems, and seeing something different is refreshing.

Of all my B/X games, this one looks like my "last one standing" after I put many in storage.

Tuesday, June 4, 2024

Kickstarter: Voidrunner's Codex

 

https://www.kickstarter.com/projects/enworld/the-voidrunners-codex-sci-fi-box-set-for-5e-and-level-up-a5e

The Voidrunner's Codex has launched a Level Up A5E version of science fiction, and I backed this since I like 5E sci-fi games and am still looking for a solid one. If they have the A5E improvements to social and exploration, that will be perfect, and they will support hex-crawl sci-fi games. If not (and I don't see why they wouldn't), those are easy enough to port in.

A solid CR+0 5E sci-fi game is something of a rarity. What I like about this is equal attention is being paid to starships, and many 5E sci-fi games ignore that part of the game or just do a few pre-built ships and say, "Meh, it is not really important."

One whole book is starships and rules. That is serious support.

Level Up Advanced 5E is one of my pair of Community 5E games, and I am currently supporting in my campaigns. This is not a high-power CR+1 5E like ToV and "all books" D&D. This is the 2014 balance level, and it feels good. To have a sci-fi game like that is my Starfinder replacement.

Sunday, May 19, 2024

Level Up: Voidrunner's Codex & Captain's Manual

https://www.enworld.org/threads/here-it-comes-the-voidrunners-codex-a5e-in-space.704063/

https://www.kickstarter.com/projects/enworld/the-voidrunners-codex-sci-fi-box-set-for-5e-and-level-up-a5e

Interestingly, the A5E team is making a sci-fi version of their Level Up 5E-compatible game.

Color me interested, we don't have too many great 5E sci-fi games, and I like the design team. I put the info link and Kickstarter notification page up top.

Tuesday, April 23, 2024

Kickstarter: Adventures Dark & Deep, 2nd Printing

https://www.kickstarter.com/projects/brwgames/adventures-dark-and-deep-core-rules-2nd-printing

Adventures Dark & Deep is doing a second printing, and they have a Kickstarter out. I have the first printing, and it is an excellent AD&D-style throwback game, with a ton of speculative material, extending the experience to include items that were discussed but never implemented. From the Kickstarter page:

This second printing incorporates numerous errata, expands the material with new classes like the blackguard and skald, and centaurs as a player race, and makes many other improvements to the original three books. In addition, the original three books have been consolidated into two; the Core Rulebook and the Core Bestiary. Everything is being comprehensively re-edited and re-organized to make it much easier to use. 

The Kickstarter includes a core rulebook and monster book, each at over 500 pages, and a total of 900 monsters included at $90. It is a great deal, and if you are an AD&D diehard looking for a game that respects the old while adding what could have been, this is a great game for you.