Upwind Interview and Demo with Jeff Barber

The cover for upwind. Shows a ship in the sky with a floating city in the distance

Last week we had the chance to play Upwind, a new game from Jeff Barber and Biohazard Games. This game is a “fable of lost science, elemental magic, and uncharted skies” that uses an inventive card mechanic in an original setting. Aser and I really loved the way the mechanics played out and can’t wait to see this game launch on Kickstarter on October 11!

You can find Jeff and Upwind at the Biohazard Website or on Twitter.

[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/4669277/height/100/width/480/thumbnail/yes/render-playlist/no/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

The World of Aetaltis Kickstarter Interview with Marc Tassin

World of Aetaltis kickstarter image

We sat down with Marc Tassin of Mechanical Muse to learn more about his new Kickstarter for The World of Aetaltis, a 5e setting. We learned a lot about the new world and denizens of Thornwall, as well as the really great ideas Marc and his team have put together for magic and downtime. I’m really excited for when we can get our hands on these books because I think the ideas will really help to make 5e even better.

Interested in Aetaltis? You can find them online here, or check our their Twitter Feed. The Kickstarter has launched and will be running until October 11.
[iframe style=”border:none” src=”//html5-player.libsyn.com/embed/episode/id/4643993/height/100/width/480/thumbnail/yes/render-playlist/no/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Red Markets Interview

We sit down over Skype with Caleb Stokes, the creator of Red Markets, a new RPG about economic horror and zombies. Since we recorded this, he’s blown through several more stretch goals, so check it out on Kickstarter and follow him on Twitter for more information.

Direct Download
[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/4416231/height/100/width/480/thumbnail/yes/render-playlist/no/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Lil’ Cthulhu Interview

Lil' Cthulhu throws a tantrum

We talked to Richard Laufenburger of De-Evolution Studios about their new Kickstarter for the card game Lil’ Cthulhu. This competitive card game challenges you to get Lil’ Cthulhu his toys before he throws a tantraum, causing you sanity loss. You can check out the game on Kickstarter and you really should!
[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/4233034/height/100/width/480/thumbnail/yes/render-playlist/no/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Interview with Jaye Foster from 6d6 RPG

Art from the kickstarter depicting seas monsters around a Greek ship with mountains in the background

We had the pleasure of talking to Jaye Foster from 6d6 RPG about the system and their new Kickstarter for Age of Legends. You can learn more about the 6d6 system on their website. We really love the inspiration of this setting and the ease of play of the system. Check it out before the Kickstarter ends on December 5!

Direct Download!
[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/3975775/height/100/width/480/thumbnail/yes/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Interview with 64 Oz Games

64 oz games logo

As you may know, we are big fans of accessible gaming at TRF, so when we heard there’s an awesome new Kickstarter by 64 Oz Games we jumped at the opportunity to talk to them.

The Kickstarter launches on November 10, 2015 and will go for 15 days. You can check out a preview of the Kickstarter here. You can also visit them online.

Please check it out and support them get a new 3D printer to help make gaming available or everyone!

[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/3923243/height/100/width/480/thumbnail/yes/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Interview: Shane Ivey on Delta Green

We are extremely grateful to Shane Ivey for taking time out of his schedule to answer some of the questions we had about Delta Green and the current Kickstarter campaign. TRF is a huge fan of Delta Green, and a lot of our material is inspired by the awesome conspiracy/mythos blend it presents. You can find the Kickstarter here! Also, we’re releasing a play through of the scenario Last Things Last on Sunday, so you can see how we deal with being tasked with a mission.

What led to Delta Green becoming a stand-alone RPG? What are some changes you are making to Call of Cthulhu to make the system work better for Delta Green?

Delta Green has always been a series of sourcebooks for Call of Cthulhu, and every one of the Delta Green developers have always loved Call of Cthulhu as their favorite game. But Delta Green has always emphasized things a little differently than Call of Cthulhu. It’s set in the present day. There’s not the same distance between the players and their characters as when modern-day gamers play 1920s academics and explorers.

Delta Green is about realistic people in our own modern world. Even when its protagonists are federal agents and special forces operators, they’re meant to feel and act like real people with real vulnerabilities. All too many of us personally know people who have been exposed to the terrible traumas of violence. We’ve seen the long-term toll it takes on the individual psyche and on family. Delta Green is a game about brave men and women who choose to confront overwhelming terror and trauma to keep it away from their loved ones. It was critically important to Delta Green’s developers that the game respect the real-world price that people pay for making that choice by reflecting it in the rules and game-play.

So Delta Green characters have Sanity Points and Hit Points, as you’d expect, but they also have other features that come into play in long-term games. Bonds are your two or three most important human relationships. They can protect you from losing Sanity Points and they can help you control yourself when your Sanity snaps, but relying on them too much weakens them. The shared traumas of a Delta Green mission often causes agents to develop new Bonds with each other, which in turn weakens their Bonds back home.

There’s an optional rule for tracking Work Performance, which could result in your agent getting fired for bringing too much baggage home from Delta Green missions, and which in turn can damage your Bonds. There’s an optional rule for detailing what kind of equipment and tools your agent can obtain. Trying to get too much too quickly can impact your Work Performance if it’s on the job or it can damage Bonds if you’re burning through your own money.

The core mechanics received some tweaking, too, to suit the way we want Delta Green to run.
Most actions revolve around skills that have percentile ratings, as before. But we encourage the GM to not bother having players roll dice for their skills at all unless the situation is a crisis or otherwise out of the agents’ control. In the slow investigative scenes that usually begin a mission, just look to the rating of a skill. Tell the player if the agent understands or finds what they’re looking for, or tell the player that they need someone with greater expertise. Leave the dice for events that SHOULD feel random, like using a skill in a crisis or interacting with unpredictable non-player characters. That way when your expert with a 65% skill fails the roll a third of the time, it makes sense. That was a terrible crisis — it would have been impressive to succeed at all!

We’ve tightened up the way combat works to make violence swift, brutal, suspenseful, and unforgiving, while leaving many core issues firmly in the hands of the GM to allow room for common sense at the table.

We’ve revised the way Sanity Points work, and the way characters develop mental disorders, to suit the way we want the game to run and to better reflect the way these disorders work in the real world. In Delta Green, an agent can gain a long-term disorder over a long period of time due to a slow accumulation of stresses and traumas. And sharp moments of overwhelming, immediate terror can cause a short-term loss of control as the “fight or flight” response kicks in.

We want the way things happen in the game world to feel like they would happen in the real world. That makes unnatural horrors have even greater impact.

Is there a threshold of success for the Kickstarter that could lead Arc Dream to think it viable to restart the Delta Green line beyond this project?

At this point (Friday afternoon, Oct. 23) we’re less than $300 away from hitting 600% of the goal that we set to relaunch the game line. So yeah, it’s launched. Just from this project’s fundraising we’ll publish:

-The Agent’s Handbook (the core rules for players without much information about the setting or the supernatural).
-The Case Officer’s Handbook (everything in the Agent’s Handbook plus tons of information about the setting, the supernatural, the Cthulhu Mythos, cults and factions, and customizing any or all of it to keep players guessing).
-A Game Moderator’s Screen with quickstart rulebook, sample characters, and a scenario.
-Impossible Landscapes (a campaign and sourcebook about Carcosa and the King in Yellow).
-Control Group (an introductory campaign built to bring newcomers into the game).
-More than a dozen downloads, including six scenarios.
-Conversions of nine scenarios written for earlier editions.
-And it looks like we’ll hit the next big stretch goal to unlock yet another big book, Deep State, which will detail the secret government programs and private-public partnerships that surround and bedevil Delta Green.

What we publish beyond those six books depends on how the game line performs over the next year or so. We have enough ideas to keep going for years as long as gamers stay with us.

Which of the proposed source books are you most excited to see released?

The Case Officer’s Handbook, though if the terminology matters it’s a core game book and not a sourcebook. It includes the rules engine that Greg, Dennis and I have been working on for years as well as great resources for building a Delta Green campaign as a world filled with secrets, so even the most die-hard, well-read player will always be surprised and frightened.

Of the sourcebooks proper, I personally most look forward to Deep State. That book will let us really dig into the core philosophical issues that have always been at the root of Delta Green: the risks and benefits of power and secrecy, and the ways we change as individuals and as a culture when we come to accept things that we once found abhorrent. Those issues are even more relevant today than in the Nineties when Delta Green first appeared.

How did you decide to add a Gumshoe version of Delta Green to this Kickstarter? Are you planning to continue a relationship with Pelgrane for Delta Green materials?

We know Simon Rogers and the Pelgrane crew very well. Kenneth Hite, author of Trail of Cthulhu and Night’s Black Agents, is one of the developers of Delta Green: The Role-Playing Game. Simon and Ken came to me with the idea of a Gumshoe version of some kind. I loved the idea and ran it by the Delta Green Partnership (the creators and owners of the Delta Green property: Dennis Detwiller, Adam Scott Glancy, and John Scott Tynes). There was immediate and unanimous enthusiasm. The rest was just hammering out details.

Pelgrane plans The Fall of Delta Green and if that does well a supplement to it, probably a scenario collection. We’ll see how things stand after those come out.

What do you think has lead to Delta Green’s enduring appeal?
A large part of it has always been the setting — the non-player characters that players encounter in the game. Delta Green has always featured factions and actors who are well-rounded and interesting. Even the clear villains are three-dimensional characters. You may not find their aims and methods sympathetic, but you can see why they make the choices they make. Even when that choice is to throw the rest of humanity on a bonfire for the sake of just a little more life.

Delta Green is about characters who feel real, in a world that feels real, encountering unreal cosmic horrors that are entirely beyond their capacity to understand or confront. It’s about player characters who stand up as long and bravely as they can in the face of the death that the universe wants to inflict on us all. Delta Green agents are incredible not because they’re so much more dangerous or lucky or bad-ass than everyone else, but because they are not any of those things — and yet they stand and fight.

That means Delta Green does not pull punches. It does not offer second chances. It doesn’t give your character any points to spend for plot immunity. If you step into the darkness, you take your chances. It is incredibly suspenseful and chilling.

 

Again, a huge thanks to Shane Ivey for his team, and all the people at Arc-Dream who are making it possible to get a chance to get this amazing product. There are tiers to get whatever you want, including, hardback books, PDFs, and releases of previous Arc-Dream materials. You can check out the Kickstarter, the website, or find Shane Ivey on Twitter. You can also find Delta Green @DeltaGreenRPG. Want to help spread the word and get more rewards? Look at some of the ways listed here! The campaign runs through October 29th, so get your pledge in while you can.

Don’t forget to listen to this Sunday’s episode to hear more about Delta Green!

RPG Academy Interview

Caleb and Michael from RPG Academy were kind enough to come talk to us about RPG Academy, their upcoming convention AcadeCon, and their Kickstarter. Look for their Kickstarter on August 6, or you can find them at www.therpgacademy.com, @TheRPGAcademy, @TheCalebG, or @AcadeCon.

Continue reading RPG Academy Interview

Interview with Part-Time Gods of Fate Creators Eloy and Phil

Aser and Megan spoke with Eloy Lasanta from Third Eye Games and Phil Vecchione from Encoded Designs about their Part-Time Gods of Fate Kickstarter. We were thrilled with the opportunity to talk to the creators, find out more about the mechanics of the conversion, and just what your god will be able to do. We can’t wait for this to be released!

Third Eye Games‘ ground-breaking RPG Part-Time Gods was released in 2011: a game of balancing one’s mortal and divine life. Maintaining one’s human bonds and deciding how much to give in to one’s godhood are all strong themes running through the game, which is still one of Third Eye Games’ highest selling gamelines.

In Part-Time Gods, you take on the role of brand new gods in our modern world today. The Source, theorized to be the creator of all things in the universe, was sealed away by the old gods who are now mostly dead and gone, but the entity no struggled in its cage and is trying to free itself. this has leaked its energy into our world and started creating hundreds of new gods, and even more monsters (called Outsiders) who are out for god’s blood. All of this, while you also attempt to maintain your normal life. Dealing too deep into your godhood forces you to cut ties with your human side, but clinging too closely limits your growth. It is a hard choice, but one every god must make.

The original system was the DGS-Lite, which fully explored the themes and moods of the game, but we are also huge fans of the Fate System from Evil Hat Productions. With the help of Encoded Designs (Phil Vecchione, Chris Sneizak, Bob Everson, and Shawn Merwin) we’ve fully realized Part-Time Gods using the Fate Core system.”

You can find Eloy at Third Eye Games and @ThirdEyeGames and Phil at Encoded Designs and @encodeddesigns.

Direct Download!
[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/3609075/height/100/width/480/thumbnail/yes/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Interview: Ether Wars Kickstarter

I recently had the opportunity to talk to the creators behind Ether Wars, a new Board Game on Kickstarter from Ether Dev.

  1. Tell us a bit about you! Why board games?

We are two guys from León, a small city in the North of Spain. León is an old city with a high unemployment rate and the youth ones are leaving constantly to live on the capitals or even further. Besides of this Leon is the capital of an old kingdom and cradle of the parliamentary governments in Europe, and also a very beautiful city.

After coming back from finishing our studies we decided to start building a dream, creating a small game studio. It’s a bit strange story how we re-started with board games. We played more videogames during years, but we rediscovered this world after coming back to our city and started to understand again the magic of playing face to face and being the players the ones that interiorize the rules, and not a machine.

Because of this, we want to translate our videogame experiences to such media, creating something different and fresh, and disrupting a bit in the board games development.

  1. Tell me about Ether Wars. What games is it similar to?

Ether Wars take a lot of inspiration of RTS videogames like StarCraft, Command and Conquer, etc. and also MOBAS like LoL. We are not saying is the same on a board, it isn’t. Ether Wars is a board game that take this as inspiration and mixes elements and mechanics from a lot of board games. To get a better idea mix elements from Euro Games of worker placement and resource management like Stone Age or Agricola, placement tactics form Risk or Chess, Card games like Magic the gathering or Poker, or even the asymmetric play stile of Chaos in the old World. Mixing what we wanted of them and creating a great game experience was a tough job but the result is something unique in the market, its Ether Wars.

  1. What was your inspiration?

As said before it’s a true mix of lots of games inspiration. But there is two other important pillars. First, the people that played during a year, probably more than 400 people of all ages, genres and game experiences. Second, psychology studies and techniques to have always in mind the fun and the engagement of the experience we are were creating. They give us a lot of inspiration to build Ether Wars.

  1. What sort of awards are you offering?

First important thing is that it’s our first Kickstarter. Because of that, we tried to have the less issues possible with the logistics and shipping aspects of the campaign, offering a similar pack to all our backers, the game, but with a very competitive price, and some exclusive digital content for those that want to help a bit more. The stretch goals also unlock everything to everyone. It’s an exclusive Kickstarter Version so it’s exclusive for everyone that support now and not in a shop. Here you have your exclusiveness 😉

  1. 51 custom dice!? I’m drooling. What do the different dice do? 

One of the main and differential elements of Ether Wars is that in the game the troops and characters are dice. Each different troop have a different dice representing his ability or power (and probability chances). You place dice on the board in a phase called “placement phase” or “tactical deployment phase”. After everyone has placed, the dice are rolled when resolving a zone during the “resolution phase”. So you lead your troops but your troops have also their own responsibility on what finally happens.

Between the dice, we can find basic troops, the Heroes and the mercenaries. Each of them with their custom type of dice and some of them with special abilities.

For those who are thinking “Oh shit! I have an awful luck with dice!” don’t worry, the cards mechanics had been developed to offer more control to the players even after the rolls, allowing sometimes to change their destiny. Cards in the game are called Ethereal Favors. We recommend to read a bit more of the story that surrounds the game in our web, but this comes to be a type of god’s favors.

  1. What stretch goals are looking to have available?

The first stretch is composed by 6 new cards according to the council Heroes or mercenaries dice. With their own exclusive design. After that we want to increase the fun adding well balanced different cards and increase the quality of dice, making them engraved instead of silkscreened and adding some components. We hope soon will reveal more 🙂

  1. Since you’re not Native English speakers what challenges has this offered? 

Sometimes is hard, we need more time to do mostly everything associated to communication, promotion, design, etc. but we have learned a lot and still doing it. Also our accent sometimes is hard to understand by native speakers, we have tried to make our best! And without a big budget to spend or even without a little budget we haven´t been able to hire some professional to make the videos, and we think that has been a little problem.

We decided to design the game to fit both languages for many reasons but one of them is the constant change of language we live in. Lots of people don’t like the idea but we think it’s also an innovation that allows players to play without even speak the same language. We have tried in a convention between Irish and Spanish people and it worked nice 🙂

  1. Why Kickstarter?

We thought is a nice way to get the game to a community that seeks innovation on the game world at the same time we connect with them and spread the word internationally. Also we thought that was the ideal platform for new independent projects that had a nice idea but not a big budget. We are not so sure right now.

  1. Anything else we should know?

We have lots of backers that left this days because of a new big publisher hit sequel on KS (yeah…). They told us that our game is awesome and hope to see it soon on their local store, but due to a limited fund capacity during the month they are leaving. And that surprise us. We are a very little studio, with more passion than money (lot more passion), and a real KS (If we understand it as a funding platform for innovative projects). The campaign for such Editorials is just a way of selling more because the game is going to be in stores for sure, it’s a hit, and they have the money, the partners and the distributors more than ready. We really need the money to do so because we don’t have it, and if we can’t reach our goal we will try to do something to get what we think is a great game to the market, but the possibilities of that happening decreases seriously.

Maybe we are being too much critical here, but we feel very disappointed with the actual conduct of many backers. They have to be conscious that this is something that not only affect us, but a lot of high quality and real innovative projects. Thinking that we are going to put the game anyway on the store, and moving like fanatics of a Logo, they are transforming KS in an online shop for big editorials that also sell in many others places…

We are not saying people mustn’t do that and obviously big publishers are going to try to get profits of any market they can, but we want people to be conscious of this hard reality as an indie developer and distinguish between projects.

  1. What are your favorite board games?

Many of the games we love are in the inspiration of ether wars, but to give two or three more examples we love to play with lots of friends to “Citadels” and have big adventures on “Andor” or long nights in dungeons with “Descent” 🙂 Of course we play Ether Wars too!

Make sure you check out their Kickstarter so you can get this game as soon as it’s released! The art and prototypes look amazing so you won’t want to miss out!