Five Nights in Avalon 1: That Lady’s a Knockout!

7th_sea__avalon_by_teresenielsen

In our first outing in 7th Sea, a group is brought together to deal with some strange disappearances in Avalon. However, they get a bit distracted on their way to the Festival of the Tides.

Featuring Aser, James, Jonn, Landan, Megan, and Patrick.

Music by Kevin MacLeod, “Intended Force”

Direct Download!

[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/3600461/height/100/width/480/thumbnail/yes/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

Character School – Bards!

Hello! I’m going to breaking away from my general advice to get a little specific and focus on character classes; specifically the classes available in Pathfinder from Paizo Publishing. Now I understand that I will never be able to cover everything that is available to each class, especially with new content and supplements being released at a pretty good clip, but I will do my best. The format will be a brief overview of the nuts and bolts of each class with a more in depth play-style and options piece the following week. Now, by request, on with the Bard!

The absolute rock bottom description of a bard is “Support Class”. I always balk a little when players dismiss them out of hand as they have a mess of abilities but nothing that really shines on the page. To me, the fact that nothing sticks out IS what jump out at me. They are good at just about anything but do require a bit of experience and insight to play properly.

Start with stats. After rolling or using the point buy system I focus on the big three for the Bard in the following order: Charisma, Dexterity, and Intelligence. It can be argued that Constitution and Wisdom should also be up there but they fall pretty short in comparison for squeezing the juice from what the Bard can do. Charisma is what the Bard bases their spell-casting on as well as a good portion of their skills. Dexterity can help with spells that require a ranged touch or for the times when you resort to distance fighting, not to mention not getting hit. And Intelligence gets you more skills and helps with all the knowledge checks that you will be making.

Continue reading Character School – Bards!

June Release Schedule

This month marks one year of TRF! What are we playing this month?

June 7, 2015 – Five Nights in Avalon 1: That Lady’s a Knockout!
In our first outing in 7th Sea, a group is brought together to deal with some strange disappearances in Avalon. However, they get a bit distracted on their way to the Festival of the Tides.

June 14, 2015 – Beyond the Threshold 4: Curse your sudden but inevitable betrayal!
The agents meet with Georg to reconnect him with an old contact. However, Georg seems to have been learning parkour.

June 17, 2015 – Monophobia: Robinson Gruesome
For TRF’s one year anniversary we’re releasing a one-on-one game with Megan and Aser. When he crashes on an island, an adventurer bgins to wish he was the only person there.

June 21, 2015Five Nights in Avalon 2: Exposition at Tiffany’s
After the strange events of the night before, our heroes re-group and try to find some answers.

June 28, 2015 – Beyond the Threshold 5: It’s Not Personal
Finally arriving in San Francisco, the agents decide to infiltrate a charity dinner for the Pacific Light Foundation to try to get more information. However, they lose more then they gain.

Beyond the Threshold 3: Go Team Grenade!

la-quinta-inn-suites

The team is pursued at every turn, even at La Quinta.

Featuring Aser, Brian, Matt, Megan, and Phil.

Music by Kevin MacLeod, “Hitmen”

Direct Download!

[iframe style=”border:none” src=”http://html5-player.libsyn.com/embed/episode/id/3585807/height/100/width/480/thumbnail/yes/theme/legacy” height=”100″ width=”480″ scrolling=”no” allowfullscreen webkitallowfullscreen mozallowfullscreen oallowfullscreen msallowfullscreen]

What’s Weird on Kickstarter

Sometimes you find some cool new things on Kickstarter. Other times…you find these.

When water is just too boring for you to drink, and adding one of a myriad of calorie free powders adds too many calories, then you can just use your TasteBud. It snaps on your water bottle and releases a scent to trick you into thinking you’re drinking something flavorful.

I don’t know, I’d rather just drink water. Or add some Crystal Light.

 

If you’re going to the beach and don’t have any friends, the BACK-EEZ will help you reach all those difficult to reach spots on your back to help you put on that sunscreen. But on the minus side, everyone will know you don’t have any friends. Better not to risk the skin cancer though!

 

One of the problems when you’re a bike-commuter is making sure people can see you. Usually people use reflective tape or lights. Or I guess you could just hang lit-up balls from your seat.

Bike Balls remind me of Truck Nutz, but I guess they’re more functional? I’m afraid I’m not getting a pair for my bike though. Maybe when they release light up ovaries.

Review: CypherCaster Issue #1

The Cypher System now has a FanZine called the CypherCaster, produced by David Wilson Brown. The CypherCaster promises to be a great resource for any fan of the Cypher System. The first issue includes information on upcoming releases, an article on incorporating Space in your Cypher game, a short story set in Numenera, a Numenera adventure for tiers 1-3, a series of reports from The Estate reporting on a new recursion, and a new gothic recursion to use in your campaign.

I keep up on news from MCG and their new releases, but CypherCaster has everything gathered in one place, including information on the No Thank You, Evil! Kickstarter campaign (you can read about that here in my interview with Shanna Germain). One piece of this that was especially interesting to me was an interview (by Andrew Cady) with the creators of Shotgun and Sorcery, a new third party game utilizing the Cypher System by Outland Entertainment that was kickstarted earlier this year.

Exploring Cypher Space by James Walls delved into one GM’s experience in adapting the Cypher System into his own unique scenario and campaign. I think in general this is going to be easier when the Cypher System book comes out, but the author has a lot of great advice, and some plot ideas that are tempting to introduce into my own campaign.

Shapes in the Sand by Jim Ryan is a wonderful short story that really seems to capture the weirdness of living in the Ninth World and what you can encounter. I kept waiting for Ryan to state flat out the character types for the protagonists, and it was great just to sort of figure it out yourself.

Hunting for Krofwarton by Chris Fitzgerald is a short adventure that is well-written, and I really loved the portraits that were drawn for all of the NPCs. I wish the maps had been a little better drawn, but they clearly show what’s intended. In this adventure, the PCs are approached to help a con-man recover some stolen goods. Fitzgerald intends for it to play out like a Guy Ritchie film, with several groups of bad guys all trying to get the same thing.

The Norse Recursion Cluster field report by Marc Ploude is a great way to give some details of the story without giving us everything. I think this has a great potential for getting your own ideas from the recursion that is introduced in pieces. I especially love that some of the reports are redacted. The report is intended to give the GM seeds for using the recursion in their own campaign, with some details of the people and creatures found there.

I love Holstenwall, a gothic horror recursion by Scott Robinson. It’s nice and spooky and introduces points of interest within the recursion. I wish they had included some foci that were made just for this recursion, but all the information they do include is great. I also appreciated the list of resources they provided to get your own ideas of what to have present in this recursion.

The Fanzine concludes with MCG news and events for MCG fans.

I definitely think that this zine is a great investment for Cypher fans. It’s full of great information and ideas, and is only $4 on DriveThruRPG. The next issue will be out in July, and I can’t wait to get my hands on it as well!

What’s Cool on Kickstarter

Perception
This game features a blind protagonist who is investigating an abandoned house that keep showing up in her dreams. I’m curious about this game even though it doesn’t look to be accessible to blind gamers. Plus they keep using Braille as part of the ‘look’ for the game, but they’re using Grade 1 Braille, and not even punctuating things correctly, so I wonder if they have any consultation with people who are actually blind for their game development. However, some of the developers worked on the Bioshock series, which I love, so I want to see where they go with it.

“Perception is a first-person narrative horror adventure that tells the story of Cassie, a blind heroine who uses her extraordinary hearing and razor-sharp wits to unravel the mysteries of an abandoned estate that haunts her dreams.

After months of research, she discovers an abandoned mansion in Gloucester MA. Once there, Cassie finds that Echo Bluff is worse than her nightmares. A ghastly Presence has tormented its inhabitants over generations, and it now hunts Cassie. She must solve the estate’s mysteries or become one of its victims.

While Cassie doesn’t have an arsenal of weapons, she does have her wit, her cane and her smart phone. Armed with these tools, she finds clues to unravel history as she navigates her way through the home via echolocation. But the house and its deadly Presence go to great lengths to prevent her from deciphering its secrets.”

 

Polyhedral Dice Warrior Set
These are some pretty awesome looking dice. I bet they’re not balanced at all, but I want them in my collection ASAP.

“PolyHero Dice are the result of a creative collaboration between brothers Dann and Greg May. We’ve worked together in the visual arts for more than 20 years, as graphic designers, artists and 3D animators. We’ve also played Dungeons and Dragons (and other RPGs) together from an early age, starting with the red boxed Basic Set (oh, and even before that a game Dann made up and tried to make Greg play).

This project is a labour of love for us; to create imaginative, 3D-sculpted custom dice for our favourite hobby, and for the pure joy of holding and rolling them. We are very motivated to run this Kickstarter well and get the product into more hot little hands than our own.”

 

Mists of Audazzle
Unlike Perception, this game is developed for visually impaired players and sighted players to play together.

“Mists of Audazzle” will bring story driven game networking to all players of Audazzle games now and in the future. It will especially allow Daisy (who is blind), her friends and family (some are partially sighted and some have normal sight) to play, compete, create and have fun together. See our website for details.

By building Mists of Audazzle, players and members get to expand and propose new story lines by participating in the “Clan Babble Challenge”. Through connected Mist’s game episodes like “JumpInSauceRS” Each player gets a totally unique and secret character (Mists Incarnation) and are born into a Mists Clan. Once they get going we will make it simple and fun to challenge closest rivals to time based levels of given games.”

 

Monster Dice
These dice look pretty cool, but I’m not sure how they’re going to work as actual dice. They’d be cool to have on your shelf at least!

“The idea behind this project was to turn your normal D6 Dice into a work of art, something that looks just as good as the Armies on your battle field and looks just as awesome as the cards/board on your board games. For me to achieve this I didn’t just want to just add some basic etching, I wanted to go 3D and give the dice some serious attitude and features. As well as making the dice 3D I wanted the consumer to have the ability to print the dice using 3D technology.

The five original dice concepts are inspired by a number of fantasy based creatures; we have the Monster Dice, Vampire Dice, Undead Dice, Werewolf Dice, and the Orc Dice. The Dice are made from high detailed resin to bring out the detail and to enable the consumer to paint them with ease. The dice themselves measure 16MM; this is the most common size of dice used in gaming, however, we have also included a 19MM Version of the dice and a 25MM Version. Every dice has the art placed where the number 6 would be situated; they are perfect for collectors, gamers and hobbyists. Special care has been taken to ensure the resin is protected when the dice is rolled by making the edges rounded.”

 

Still active!

The Cthulhu Breakfast Club
Elsinore: A Time Looping Game
The Adventure Case
Ctrl-Alt-Del 1.0: The Box
Wink Pens
A Feminist Deck
CHIP- The World’s Smallest Computer
Fibonacci Clock
Fall of Magic
Tinker Dice II
Calamityware Dinner Plate 6
Crestfallen RPG
Terralith Organic Metal Dice
No Thank You, Evil!

What makes me fund a Kickstarter

I like browsing through the newest Kickstarters every morning and looking for what’s new and exciting. There’s a few things that make it so I’m willing to spend money on a campaign.

Make it look interesting.

When I browse through Kickstarter, I spend my time skimming through the pictures and sometimes read the name of the project. The picture should be representative of the project, and look professional. Some scribbles on notebook paper isn’t going to get me to click on your project. If there is interesting beautiful art I will click on it just to learn more. I know it’s not always easy to get a great artist for your product (see our logo made in Powerpoint), but if you can get a picture of your product then do it! I want to know what I’m looking at. The title should be descriptive as well, and the more informative the better. Finally, if I’m on the edge of deciding to look at a project, the description is the deciding factor. Make sure it’s something that grabs me and makes me want to look for more.

Give details

I want to know why your project is worth my money. What makes it new, what makes it unique. Why is it so cool that I should get in on the ground floor? A while back there was a Kickstarter in which they promised they had come up with the coolest new rules for Yahtzee. But they refused to give any details about why it was better or different. Unsurprisingly, it didn’t get any backers.

Some projects do charts that show exactly what is included for each pledge level, and I find that to be incredibly helpful. What are in rewards level can get confusing easy, and simple summaries make things super clear!

Have interesting stretch goals

Stretch goals are a great way to motivate the people funding your Kickstarter to get more people involved. For the 64 oz. Games Kickstarter I was pushing it on social media everywhere because I wanted the stretch goal of a Braille d20. On the other hand, I dropped a Kickstarter because I was very invested in the cool stretch goals, but they weren’t available unless I was funding the project at a minimum of $90. That’s a lot of money, more then I was willing to invest in a campaign I already felt was overpriced, and it made me drop my pledge completely. Don’t get me wrong, they have every right to set at what levels you get to be included in receiving stretch goals, but most campaigns I’ve seen do it at about the $20 mark.

Answer questions

Before I hand over some amount of money to a stranger on the internet, I sometimes have some points of clarification I want them to make. Being prompt and helpful when contacted by backers or potential backers gives me confidence you’re going to be available later on in the campaign. Look at your comments and make sure you’re answering questions! If someone else asked the same question as me two days ago and you haven’t answered, it doesn’t instill confidence in me that you’re listening.

Show that you can fulfill requests from past projects before starting a new one

If you’re going to start another campaign, make sure you are well on your way to fulfilling other campaigns. Last year I funded a campaign for some cool dice, and waited and waited for them to come. While I was waiting past the fulfillment date they promised, the group launched another campaign. Since they hadn’t given many updates or done much to fulfill my original pledge, I didn’t even bother looking at this new project. Eventually my dice did come and they’re great! But I wanted to see they were taking care of what I’d already given them my money for. Similarly, I was looking recently at a campaign that was the third or fourth by one group that was doing pretty great. But if you looked at the comments, it seems a lot of the backers were people who contributed a dollar so they’d be able to post in the comments section their grievances from the past two campaigns and how they were ignored and sent faulty products. The company was pretty dismissive of the complaints being aired, and I resolved never to fund one of their campaigns.

I’m not saying you should have everything sent out and completed before starting a new project, but you should make sure your backers are happy, well updated, and know that you are going to keep your word and deliver before taking the plunge again.

Make sure Kickstarter is the right place for your project

There’s a Kickstarter campaign going on right now for a lamp base filled with polyhedral dice. Which is really cool. And why I went to Target, bought the lamp base for $15, then filled it up with the two pounds of dice I’ve bought recently. I need to buy some more dice to fill it all the way up, but even then that comes out at a cost of about $75 to make the same thing they have on Kickstarter for $125. Which is fine. They should make some profit, and they still have to ship them. But this is a wonderful creative idea that should be on Etsy, in a store for people to buy. It’s not something that makes sense to do on Kickstarter. If I can make it on my own, I’m not going to spend money on it on Kickstarter.

Interview: No Thank You, Evil! A new game from Monte Cook Games

NTYE-Logo

 

It’s no secret that we at The Redacted Files are huge fans of the Cypher System. So we were quite thrilled when Shanna Germain, Monte Cook Games co-founder and developer behind the new project No Thank You, Evil! agreed to answer a few questions for us about this project that launched on Kickstarter last Wednesday.

What inspired you to create a game designed and made for kids and families? What are your goals for No Thank You, Evil!?

The idea originally started with the name. When one of the kids in the MCG family was about a year old, she attended a day care that taught the kids that instead of screaming “NOO!” at the top of their lungs, they could politely say, “No, thank you.” Which resulted in the predictable screaming of “NO THANK YOU!” at the top of their lungs every time a disagreement arose.

When she saw a trailer for the upcoming X-Men movie on a store TV, and asked what it was, her dad tried to find a non-complicated way to explain superheroes and secret identities to a one-year-old, and finally just said, “They’re fighting evil, honey.”

So she raised a pointed finger, shook it sternly at the nearest TV, and with all her gravity told it, “NO THANK YOU, EVIL!”

When we heard that story, we said, “We should make a kids’ game and call it that!” and we all agreed and then we went back to working on our current projects. But then we started hearing from all of these players who were playing Numenera with their kids and loving it. Reading the blogs and essays from parents who were spending their family time playing Numenera (and later, The Strange) was inspiring and informative. Then we started getting drawings of characters, letters from young players, and papercrafts of creatures in our mailboxes and inboxes. It quickly became clear that many gamers with kids wanted to bring their families into the fold. So it seemed like a great opportunity to create a game that was designed just for that experience of bringing the family together around the table.

I think it’s super cool that you account for the age differences that you have in a family for character creation; for example a six year old playing a princess while a ten year old might play a super smart princess who experiments with science. Does this lead to an inequality to what they can do with their characters?

Playing at a higher level increases the complexity and variety for the player by providing more choices, but it doesn’t make your character “better.” In a story-drive game like No Thank You, Evil! the creativity of the player is the key; no matter what type of character you have, if you can think of it, you can try it—and potentially succeed.

Of course, what we’re really finding is that some six-year-olds want to play the same way that their older siblings are playing. And when you give kids that opportunity, they really rise to the challenge. So it works both ways – the younger player gets to feel smart because she’s playing with the older kids, and the older kids get to feel cool because they’re helping the younger players learn and understand the game.

In Numenera and The Strange you have three core classes the players can choose from. Is this the same in NTYE, or can the players choose any sort of class they want?

The character types in No Thank You, Evil! are mechanically much simpler, so it’s easy to offer more of them. So there are a larger number of core options–Spy, Superhero, Princess/Prince, Robot and others–and there are mechanical differences between them, but it’s mostly about flavor. So you can be a Spy, and use all the stats and special skills from the Spy, but actually call yourself a thief or a ninja or name yourself after your favorite cartoon spy. Nothing changes except the name. We wanted to make sure that players could play anything they wanted without making that variety a burden on the person running the game.

It’s a good way to introduce players to the concept of roleplaying, because at first they can emulate their favorite TV, movie or book character, but eventually they will leap into their own creations. We wanted to make sure there was room for all of that.

At TRF we are very invested in accessible gaming and supporting companies that care about the same. One of the things that caught our eye about this system (besides being a Cypher System game) is the emphasis you’ve put on making it accessible to players with color-blindness, dyslexia, visual-impairment, and autism. What inspired you to design your game with these kids in mind?

I come from a family that is deeply invested in helping all kids learn and have fun. My grandmother was a school librarian, my mom works with children with special needs, and my sister is a teacher. My family has a farm, and when I was young, we participated in The Fresh Air Fund, a non-profit that provides children from low-income communities in New York City with the opportunity to spend time on farms. As a kid, I couldn’t understand how someone didn’t know the difference between a cow and a goat. But of course, I learned that there was so much I didn’t know about their world too.

All of which is to say that I really believe that the younger generations will do better, greater things than we will—if they’re just given the opportunity. So I wanted to make sure No Thank You, Evil! was as accessible to as many young people as possible. It’s not that hard to open those doors, but it does take some work and attention. The most difficult part, I think, is that there is no “right answer” for making a game more accessible. For example, we looked at all the research on fonts, trying to find the most readable font for players with dyslexia. And the results were all over the board. Even the fonts designed for dyslexia didn’t work well for some readers. The same is true for players on the autism spectrum. Some children are highly verbal, others aren’t. Some are social, others aren’t. You can’t make a single solution that fits everyone.

So in all of these cases, the goal was to do as much research as we could—reading, but also making sure to include players with autism, Asperger’s Syndrome, dyslexia, etc. in our playtests—and then choose the best options. Picking a font that seems to work well for most players, and staying away from known issues like italics and complicated backgrounds, for example. And giving players options: you can be verbal or not, you can be social or not, and none of that penalizes you during game play. In fact, you’re rewarded for being creative within your own comfort level and skill set.

NTYE-03-Cathy-Wilkins

We’ve been huge fans of how the cypher system makes tabletop gaming so accessible for the visually-impaired: was that a conscious decision on your part or just a biproduct of your design philosophy?

Thank you so much! I think that it has a lot to do with the lenses that we use when we’re looking at the confluence of game design and player interaction. Our goal is to make it easy to say yes, to take away impediments to fun, and to give players and GMs exactly what they need, but no more. I think when you have a goal of making a game that is accessible for anyone who wants to play it, then those kinds of things happen as a natural byproduct of that philosophy. Which then makes the game even more accessible. It’s like the world’s best domino affect.

Can you explain some of the ways you plan to make games accessible to people with disabilities?

I mentioned dyslexia and autism earlier. We’re also working to make sure that we’re using colors, shapes, and symbols that are good for people with color-blindness. Fonts are a big one—so many RPG books are beautiful, but hard to read. We’re trying to make things beautiful and readable.

For No Thank You, Evil! in particular, we’re also making the game playable with almost no reading or writing on the player’s part. If reading, writing, or drawing is something they love, then they can absolutely do that, but if not, they can use tokens, symbols, and cards instead. We’re making dice and tokens in a size and shape that are easy to grasp and we’re looking into braille supplements for the character sheets, tokens, and cards.

For me, another important part of accessibility for people with disabilities is visibility. So we also have characters in our world and in the art who have visible physical disabilities. One of our Superhero characters is in a souped-up wheelchair. And we have a another character with an artificial limb. This is so important because it makes players with disabilities feel included—they can see themselves, right there on the page—but it also helps the other players develop human empathy and understanding. When both of those pieces come together, that’s how we start to really create an inclusive, supportive culture.

NTYE-01-Cathy-Wilkins

Do you feel that the tabletop gaming genre has become more inclusive over the last few years? Is it an “easier” community to be a part of now than when you started?

It’s kind of hard for me to say for sure, because I’ve been very lucky in my own experiences. I never felt excluded when I was playing games as a teenager. My gender, my sexual orientation—none of that mattered to the people I played with. Even now, most my experiences have been positive and supportive. But I know that’s not true for everyone.

I think everyone has had a different experience with regards to inclusion. Your gender, race, sexual orientation, experience level, location – all of these can impact that. I’d love to say that we’ve moved past that, that everyone can feel welcome and safe at every table, but I know that would be blind optimism on my part. I do think that many people are working harder to be more inclusive, to create safe spaces for everyone at the table, and to create a welcoming, positive environment. But it’s a process, and often a cyclical one, so two steps forward, one step back.

What was the most inclusive gaming experience you’ve ever had?

Any game that treats all of the players like players. Without expectations or presuppositions based on the players’ gender, race, appearance or anything else. If a game isn’t like that, then I do my best to help turn it that way via education.

NTYE-04-Michael-Startzman

What are some of the major changes between NTYE and the other Cypher System games?

No Thank You, Evil! has a more whimsical sensibility, with just a bit of a dark edge for older players. It’s also stripped down to the bare essentials, allowing players a lot of flexibility within the rules, while making it easy for even younger GMs to run the game. The game also uses a d6 instead of a d20. This allows the game mechanics to never be more complex than subtracting or adding 1 to a single digit number, which most kids at four or five can do pretty easily. And there are tokens to help with that visually as well.

What are the rewards for backing this Kickstarter?

So far, we have a couple of different options: the PDF version of the game, the basic version of the game, and the KS deluxe version. The basic and KS deluxe version include the rulebook, an adventure book (that was added for our first stretch goal), dice, tokens, cards, and character sheets. The deluxe version also gets you extra cool stuff—next up if we hit our stretch goal is reuseable character sheets. We have a lot of ideas for additional stretch goals, which I’m really excited about!

NTYE-07-Michael-Startzman

What has been your favorite part of this project so far?

Watching the kids playtest the game. They get so excited and they are so creative. They just blow my mind with the ideas they come up with, and how willing they are to just slip right into being a character. Roleplaying is something they do all the time anyway—if you just give them some guidance and a problem to solve, they can just take off with it and do incredible things.

I know you have the Cypher System Core book coming out this year. Any other exciting releases coming out?

We’ll have Worlds Numberless and Strange coming out at the same time as the Cypher System corebook later this summer. Worlds Numberless and Strange is the worldbook for The Strange, and just like the Ninth World Guidebook, it’s stuffed with art and maps and all kinds of wonderful new places. Closer to the fall, we’ll have Into the Night – a Numenera book that looks beyond the Ninth World into the far-away places of the sky.


We can’t thank Shanna enough for sitting down and answering our questions. We wish her and No Thank You, Evil! every success! You can find the Kickstarter here! It has already been funded and runs through June 17, 2015.

What’s Cool on Kickstarter

No Thank You, Evil!
No Thank You, Evil! is the newest game from Monte Cook Games, which also makes TRF favorites Numenera and The Strange. This game is for families, and is designed for kids of various age ranges to play together, and even for older kids to run on their own! MCG put a lot of time and energy into making sure this game was accessible to players with color-blindness, autism, visual impairments, and dyslexia. The art is diverse and fun. Products like this almost make me wish I wanted to have kids. Instead I think I’ll play it with my eventual nieces and nephews (get to work siblings!) I can’t wait to get my copy!

“No Thank You, Evil! is tabletop game of creative make-believe, adventure, and storytelling. In No Thank You, Evil!, each player creates a character based on a couple of cool, descriptive, imagination-firing traits. The Guide (a special role often played by a parent or older sibling) presents a dilemma, and the players set off on an adventure of the imagination. Along the way they use their character’s special skills, companions, and equipment to overcome obstacles—perhaps fighting a slime monster, winning over the suspicious mayor, or beating a rabbit at a race.

Whereas conventional board games constrain players’ actions, No Thank You, Evil! sets kids’ imaginations free: Their options are limited only by what they can think up. Together, the players create a story as they work together to make their way through the adventure!”

 

Terralith Organic Metal Dice
These are some pretty neat looking dice, and would be nice to add to any collection. They’re also offering a lot of color options!

“We want to make the best, truely unique and most affordable set of metal RPG dice available today…the Terralith Dice. Terralith are a set of 7 metal RPG dice designed to offer practical style and fashionable elegance to gamers who want something more than just a standard flat face dice. ”

 

Crestfallen RPG
Crestfallen is a a new RPG setting for FATE. We haven’t managed to play a lot of games in this system yet, but what we have managed has been a lot of fun. This setting is interesting and pretty different from a lot of what I’ve seen out there. I really like the idea of the mortals fighting to keep their world from being torn apart by the gods. A lot of time and research has gone into making this setting amazing, and I think it’s going to live up to the promise.

“Crestfallen is a bronze age fantasy roleplaying game, set in a world of gods, spirits and wild places. It uses the Fate Core rpg system, and is written by Dan Hiscutt. It contains everything you need to play.

You play heroes struggling to survive in a hostile environment, the natural world is unravelling and trying to kill you. The Gods may help you, or use you as a pawn in their schemes. Your friends may help you, or pull you deeper into trouble. The spirit world may help you, or it’s inhabitants might possess you and take your body for a joyride.

Crestfallen is the result of over 15 years of historical research, it has a mythology crafted with real passion, and a worldwide fanbase that has been accumulating since the late ’90s. It’s 280+ pages of awesome.”

 

Calamityware Dinner Plate 6
This is the 6th plate in the series, now featuring volcanoes!

“Say goodbye to boredom. You and your guests deserve more excitement. Nothing adds excitement like an active volcano and a river of burning lava. Imagine finishing your meal and finding this marvel behind your lasagna!”

 

Tinker Dice II
If you love steampunk, gears, and screws, this dice set is for you!

“Once upon a time, Tinker Dice were proposed steampunk-themed custom plastic dice. That campaign didn’t get enough traction to fund, so the Tinker Dice designs were resurrected in metal. They proved to be more popular, largely because metal dice are really cool, but we still want to make the designs available in plastic. We can do more with color using plastics, and the dice won’t be as rough on your table.”

 

Still active!

NerdAche Cakes
The Cthulhu Breakfast Club
Perilous Journeys
BattleBards
Elsinore: A Time Looping Game
The Adventure Case
Titus and Dronicus
Ctrl-Alt-Del 1.0: The Box
Wink Pens
A Feminist Deck
CHIP- The World’s Smallest Computer
Fibonacci Clock
Fall of Magic