Gen Con 2024

Another year, another Gen Con gone. Weird to think I’ve been going most every year since 2012. In a lot of ways, Gen Con is my friend con. My wife loves it for the cosplay, panels, and workshops. I have friends who are heavy boardgamers. Friends for whom its an industry event. And for me its always been about playing rpgs. As all of us have gotten better at understanding our own wants and needs, and we’ve changed over time, we’ve shaped the con to fit. In a lot of ways it feels like a lot of smaller cons in parallel, each of us having dramatically different experiences outside the dealers hall and the crowds. This was mine.

The RPGs

A lot of my friends play rpgs casually, but I’m the obsessive expert of the group. So every year I put together a big spreadsheet before event registration goes live and figure out our schedule. Most years I pick a mix of trad, trindie, and OSR. A fair bit of BRP and Gumshoe, OSR games from creators I know (of) online, plus whatever new game grabbed my eye. This is the first year I went in a different direction. Even as my tastes have changed and expanded, I guess I wasn’t sure if they would entirely come along for the ride. But I’ve changed a lot in the last few years and I figured maybe my approach should change too.

Thursday

Swords of the Serpentine

I pretty explicitly picked this game because the designer, Kevin Kulp, was running it. I’ve liked him since I first ran into him online and I’d heard from friends that he’s a stellar GM. Both proved true in person. He was lovely.

The adventure itself was a nice take on a classic. A poor but esteemed noble heiress unexpectedly inherits a profitable salt mining operation in a swamp outside the city. A wealthy merchant is more than willing to buy it, but the city won’t approve the sale without an inspection. It hasn’t been properly looked into for years. So a city official who’s about to retire comes with them for one last job to make sure everything is running fine. Only the heiress is also a corrupt sorcerer, the merchant is a con artist, and the official is a priestess of the god of commerce. Revenge and a cult of an evil salt god is discovered and chaos ensues.

Kevin was a legitimately incredible GM, the premise was fire, but my favorite thing about the whole game was the combination of characters. Along with the heiress, the merchant and the priest, there also came assistants to each. The noble’s nursemaid, the merchant’s hired mercenary, and the city official’s aide. Stroke of genius. On the one side, it provided three sets of potentially competing shared interests and natural pairs for splitting the party. On the other side it brought in this fantastic light on high class vs low class sensibilities and opportunities. Approaches to problems were structurally bounded and mechanically supported. Incredibly good setup for a one shot.

I had a blast and everyone at the table was wonderful. There were two small things that for me kept this very good game from being one of the greats. First, the hired mercenary played a little too much into the “my combat abilities are my personality” trap. It still led to some interesting situations, but I think it closed off some potentially really strong scenes and roleplaying opportunities. The second was a very bad choice on my part. I was playing the heiress(weirdly, the first of 3 I played at the con). I was secretly a powerful sorcerer. And that secret part is important, because I didn’t much have the opportunity to use my magic in front of other players. Near the end of the game I decided to go big and I locked everyone else in with the big bad, with me on the other side of the door. In the moment it felt like a good move. Swingy, dramatic, a lot of narrative impact. Completely made sense for the character. But it was, I don’t know, lonely fun? It kept me out of what I’d guess would be much more fulfilling and interesting interactions with other players during the final showdown. Certainly for me, but also for them. It denied other people really cool moments taking me down as the heel, or compromising morals, or dealmaking or… The action was the metaphor. It closed a door I should have left open.

Small issues aside, this was a really great opening to the con, and I’m incredibly happy I got in. Swords of the Serpentine is by far my favorite Gumshoe iteration these days. The setting is cool, the character options are great, and every time I’ve played it I’ve had a blast. Add this to the tally.

Triangle Agency

I was super curious going into this game. The quickstart and all the early screenshots of the book are drop dead gorgeous. Absolutely fantastic layout and graphic design, pretty thoughtful and clever new mechanics. If I had to explain it by way of another game I’d say it gives off Paranoia vibes by way of Severance. But it looked different enough I wasn’t sure how it would feel in play.

The players lead double lives. They work for a reality controlling agency, attempting to stop anomalies from destabilizing our world while also struggling their way through more typical life issues on the side. Everyone plays both an agent and someone in another characters life.

Mechanically, the game is pretty cool. You roll a pool of d4’s, hunting for three’s(its a theme). At least one and you succeed. But without more the GM accumulates points to make the players lives harder. Each person has a set of weird abilities, as well as things they should be doing for commendations and things they should avoid for demerits. The company is always watching and judging your productivity. We got stickers!

The GM, Sean(probably game designer Sean Ireland?) was excellent and the players had me laughing through most of the experience. It was incredibly silly. Which was kind of a mixed blessing for me. The session was a ton of fun. But for me, and I want to explicitly emphasize that its for me, silly doesn’t have lasting power. I’m not sure I would play it again, not because it isn’t well designed, or beautiful, or clever, or whatever, but because the thing it was doing and doing well just isn’t a type of play I enjoy often. Unlike Thirsty Sword Lesbians coming up, TA had humor without the type of emotional entanglement that keeps me engaged long term. I respected it and liked it immensely, but I didn’t fall in love.

All that said! It was an incredibly cool and unique game, I was very happy to try it out, and had a great time doing so. If you do like that type of thing, I highly recommend taking a look.

Spire

Easily my least favorite session of the con. I saw that this year Rowan Rook and Decard was running a multi table Spire game. I like Spire a lot. A multi table game early in my Gen Con experience is still one of the best things I’ve ever done at the con. It should have been great!

Each table was set to assassinate one of the council of rulers of the Spire. We also had to make sure that no one killed the single council member who was secretly an asset for our side. Win and we have a chance for real and lasting change. Only, we weren’t playing a game so much as a story. There was a set ending. We were expected to succeed and so we narratively couldn’t be allowed to fail. The person we had to keep alive? Body double! Doesn’t matter if we protect them or not. If we couldn’t kill the council member? Well, there’s gangsters who want them dead too for other reasons and can do it for us. Fail a roll? Oh well! Story must go on. Actions felt meaningless. I literally failed the roll to kill the council member and right after killer birds did it instead.

I will give credit where its due. The GM at our table was great at character work and made every npc feel distinct and memorable. But thats not nearly enough to save a bad experience. We had tickets to a similar Heart event Saturday night(amusingly set on a railroad) and immediately went out and cancelled our tickets. Not nearly my worst game I’ve ever played at Gen Con, but maybe among the most disappointing.

Friday

Thirsty Sword Lesbians

Due to some deeply bad experiences my first few Gen Cons, I tend to only sign up for games either run by their publisher or, ideally, run by a creator or GM I know. It hasn’t made for a perfect hit rate, but its a lot better than average. This year for a bunch of reasons I made an exception and signed up for a game run by Tabletop Gaymers and this will absolutely not be the last time. Easily tied for best game of the con.

I’m not sure what quite makes a game go from good to great to memorable. Good players and a good GM for sure. High energy. Engagement. A cool system or setting. But that extra bit? I’m not sure. Chemistry? Creative alignment? The little extra that makes a game magic.Whatever it is this table had it.

The scenario itself was pretty straightforward. Our intrepid crew heard a weird signal and nearly crashed on an unknown planet next to a mysterious research facility. We broke in to find out what nefarious nonsense was going on and put a stop to it. But how we got there! It was unbelievably over the top. It was flirty, fun. The stakes were bigger than life and also incredibly personal. Everything tied into dark pasts and deep regrets, past friends and enemies to lovers and… I don’t think I can capture that feeling. But I got out of the game wishing we could keep playing.

The session was also personally meaningful. In games as in life, I’ve often found it tough to be flirty. There used to sometimes be a sense that unlike all these other people around me, what I was doing had the unwanted and ineffable whiff of creeper vibes. Intellectually I knew that was nonsense, but the feeling persisted. I’ve since heard some other trans women share the same thing, which is validating if not entirely comforting. Add to that a discomfort in playing explicitly queer games, my in the closet ass clearly not being queer enough, or at least sensing hidden existential landmines, and it made it a struggle to even want to play games like this in the past. I avoided Monsterhearts for the same reason. Call it play culture, or context, or following the lead, but in all cases this table made it easy. The game is flirty, the players were flirty, and I got to be too, free of baggage. Not the type of magic I came for, but magic nonetheless.

Zombie World

And now for a very different kind of magic! Before I remotely touch on the session, I have to call out the most absolutely mindblowing thing I’ve ever seen at a con. In the Magpie rooms they have a rule. If someone raises a finger in the air, everyone else stops talking and does the same until the entire room is quiet. It took less than a minute. EVERY SINGLE TIME. Eight tables of loud gamers entirely quiet in less than a minute. Absolutely unbelievable! And even afterwards, the room usually stayed quieter for probably ten to fifteen minutes. A person at our table looked shellshocked whenever it happened, like their life had been irrevocably changed. I hope to god other companies copy this because it was incredible.

So once upon a time back in 2019, I got this little boxed pbta game about zombies and it blew my mind. Incredible form factor and some legitimately brilliant mechanics. Perfect for conventions. It was the top of my wishlist for games to play. And then Covid happened. Fast forward to now and I finally got to play the game as it felt meant to be played. Ish! And it mostly lived up to expectations. That said, the session was probably second to last for the weekend, almost entirely due to one player.

He knew the rules well but couldn’t read the social dynamics. He would ignore what other players said and take contradictory actions, like trying to pick up a key someone had just picked up. He would talk over players, declare group actions without checking with other players, never passed the ball or set up other players actions. He tried to tell other players what rules to use to the point the GM had to tell him to focus more on being a player. It didn’t quite ruin the session but it was close.

It wasn’t the only thing that was a bit off. A good chunk of character creation is setting up your enclave, and then the session immediately had us leave and not come back until functionally the epilogue. This gave a very strong external threat. One of the more clever things ZW does mechanically is provide several moves for negotiating with or dealing with NPCs. But the only move available for use with other PC’s is to escalate and eventually act with violence. You either work things out narratively as players or you push to make things worse. Its a great way to make a Walking Dead rpg. But heres the thing. Pressure that forces immediate action against NPCs is more likely to create group solidarity. To get the most out of the types of moves the game provides you want slow cooker pressure. Hard choices while slowly turning your enclave from home to prison. Stewing in it is much more likely to cause dissension to build up. The scenario we played largely forced us to work together and so we didn’t get to use some of the best bits of the game.

The second part that I found pretty frustrating was that two of us easily started with plus four in a stat. Which is bad. Seven to nine is where pbta lives. I dont want to play a min max game, I want to live in the bubble of complication. Make things worse! Fail forward! Its a zombie game and we had no party deaths. No one got bitten. There was really only one player who was ever in real danger and he forced the issue because he wanted to see what would happen.

That said, there was a fair bit of good. The mechanics ended up exactly how I thought they would. You don’t get to choose your past(card), and you can’t make your worst trauma(card) just go away, but you can choose(pick one of two cards) who you are right now. Beautiful! Cards instead of dice felt great. Picking scarcities and resources to create your enclave was quick and effective(thank you Quiet Year). Theres a bite deck that everyone draws from that doesn’t get reshuffled until someone gets bitten. And it all worked well.

Everyone but the one was great. We had some fantastic players and the GM did a good job with what they had. Very happy I finally got to play it, and would absolutely play it again. But I do wish I didn’t need to say that with so many caveats.

Saturday

Call of Cthulhu

Call of Cthulhu is one of my favorite con games. It has some of the best and best tested modules around. I almost always seem to get good players for it. And it always ends big, either with a ton of gloriously messy character deaths, or some kind of world saving triumph. This lived up to expectations. So once again, like SotS and TSL before it, I was an heiress. The party was, one player part of the wait staff aside, invited to a new years party where absolutely nothing weird was going on! We had some fun interactions as time passed with slowly growing worry and weirdness, before discovering a missing artifact and an awakened horror as the mansion lights went out. The game ended with a perfectly gruesome party gone horrible. A growing wormhole was the ball dropping, and a bunch of degloved guests floated in the air the the worlds worst balloons and bloody streamers.

If I have one complaint its that the middle of the adventure had one too many choke points. I prefer a bit more chance for exploration. But even with that the game was great. We had a fantastic group of players and a great GM. The session was exactly what I wanted it to be, and it did it with style.

Rapscallion

Magical pirates! Everything about this game was a blast. We had some incredibly fun personalities, a bunch of bigger than life abilities, and a ship that talked and hungered for other ships. Character creation was a bit long for a one shot, and we didn’t get to explore a fair bit of what we took time to create, but it was a joy. We drew a big map, made some wild backstories. The writing was excellent and inspired a lot of cool ideas and tough choices. On a system level some of the most fun I’ve ever had during character creation.

I played the Chronicler, a djinni and friend of mermaids who sought to catalogue all the leviathans of the sea. We were in a competition with the three best other pirate crews in the seven seas. The self proclaimed pirate god of luck tasked us to reacquire the harp that kept his sister, according to legend the goddess of pirate misfortune, locked away. Shenanigans ensued, twists were had, identities were revealed, and our crew saved the day!

We didn’t quite have enough time. The first three quarters felt great, but by the end we felt the clock ticking and it felt a little like we were rushing. Which in fairness, not a terrible problem to have. Ship combat was exciting. NPC’s and scenes were great. Moves created as much trouble as they solved, but always moving things forward. I very much hope to play or run another game of it in the future. Loved it!

Sunday

Pico

Hot Damn! I went into Sunday thinking nothing could match TSL, but I was wrong. This game was an absolute joy. All I knew going in was this was the new game by Wildsea designer Felix Isaacs, probably the first public beta of it, and that you play bugs. Everything about this experience was perfection.

In Pico you play bugs going together on adventures now that humans have mysteriously disappeared. Its cute, its sweet, lighthearted and fun. Each of us played a different type of bug with very different abilities and roles. The writing is stellar. All the characters and abilities were evocative and we were up and playing within ten minutes. We knew very quickly who our characters were and what they could do. And this game had momentum. We got more done in maybe two hours than most games the rest of the con got done in four, and that was with rules explanations.

The game is in beta, so I’ll keep things short and a little vague here, but in general its a lighter version of the system behind Wildsea. Almost every change I saw I liked. Its simplified and streamlined, but doesn’t lose the creativity or nuance. I found it to be a much better on ramp to learn the game. And it has a couple new tricks in the bag that did wonders for our table. Art, which they already have in stacks, is legitimately delightful, and got our group on the right tone and frame of mind immediately. Unsurprisingly, design and layout, even at this stage, were fantastic.

For our adventure, we set off into the wilds to find out why the hogs had gone missing. We met a divine Cat, saw ancient and unspeakable horrors, met strange creatures full of wisdom, and crossed a dangerous gale. And huge credit here to Felix GMing it. The speed with which he responded to some of our questions and requests and came up with new situations and scenarios was incredible. And every bit of it was good. Absolutely unbelievable GM. But equally, I have to talk about the players at the table. I was playing with my wife and a good friend, and we had two other players at the table as well. One played a mall goth who wanted to be cool and fit in, and the other played a gentle giant with a heart of gold. And they were both incredibly creative. And the timing! They passed the ball, they helped make everybody else’s ideas better, they shared the spotlight and just really elevated the game. I don’t think I stopped smiling at that table for three hours straight. I walked out wishing it was a campaign. Can’t give it a better compliment than that.

Concluding Thoughts

Overall I had a great time. I got to play some games I really love, some systems I’ve wanted to try out for a while, and playtest a new game I’ll absolutely be buying once its available. I had a lot of very good players and GMs, and a few phenomenal ones as well. Several games were incredibly memorable and are up there amongst my favorite one shots of all time. It felt like a really strong year.

Boardgames

I used to be as or more into boardgames as I was into rpgs pre covid. I have several friends who work in a game store and we used to play new games together constantly. I was pretty good at learning fast and teaching, and I even had a pretty high first game played win rate. After covid that all changed. With rpgs, I learned to love playing online. It looked different than in person gaming, but it opened up doors. I could play with more and more different people from further away. Boardgames didn’t translate. The thing I love is the tactility, and boardgame arena or tabletop simulator lost whatever magic the form had for me.

Skip forward to that first vaccine. I finally got to play boardgames again. A friend sat down to teach me this new card game. Not particularly complex. It looked fun. And a couple minutes into the teach I found myself wishing I could play something easier, like Terraforming Mars. Terraforming Mars is not an easy game. Its a chonky four hour engine builder game. What it is is familiar. It turns out that, for me at least, learning new games is a skill, and its a skill that needs regular practice. I used to be very good at it. Its just pattern matching. Go on BGG and theres a very deep and clear cut breakdown of boardgame mechanics and themes and approaches and complexity levels and… And if you know all those you mix and match in your internal rolodex and new games are just variations on a theme. But I let mine decay.

Learning boardgames these days feels like work. More than it should at least. And so, wandering through the dealers hall, it felt like something I used to love engaging with was suddenly noise. All this feeling of too much blurring together at the edges. My friends all got excited for the hottest new thing and I just walked with them and felt a sense of disconnect. I miss it. I miss it a lot. I’m not sure at this point if its something I’ll be able to get back to, or worth the effort to do so, but its a noticeable void. The one game I did learn this weekend, Four Humours, I played twice, which helped. It still felt like I wasn’t quite engaging as much or in the same way as everyone else at the table though. I don’t know. Gen Con was always the tabletop convention, board games and rpgs both. Somethings been lost.

People

My favorite thing about Gen Con, outside of the games, is meeting people. One of the weirdest thing in this hobby/industry/communit(y/ies) is how many people I’ve known for years who I’ve just never met in person. Gen Con is kind of a wonderful opportunity to bridge that gap. Richard, Tony: it was absolutely lovely to see you both again. Sid, Mike, Sam: it was wonderful to meet you all in person. I was really enjoying our chat about games and would love to again in the future. Hope you all had great cons and please feel free to hit me up on discord!

Queer Normativity

I saw more trans people in the last four days than in the last four years. If you know what it means, you know how I feel. It meant the world.

More broadly, things felt different than they have in previous years. Some of that is me being more aware, probably hyperaware. But the times they are a changing. Most tables people put pronouns on names and characters with little or no prompting. The bathrooms near Magpie were gender neutral. There were a lot of flags, a lot of pins, a lot of swag. I still have quite a bit of anxiety around going out that I didn’t before. I feel… small sometimes. Traded my voice to walk. For four days I went without that particular anxiety. It was like flying.

Loneliness

I traded one anxiety for another. I still mask. Not a lot of people did. Many of my friends didn’t mask. Most of those that did didn’t mask inside crowded restaurants or outside of the convention center. Which… people! Cmon! Holding food in hand does not make you immune to covid. I don’t have the pto to afford the risk, and know too many people affected by long covid to gamble. I still have some remaining symptoms from when I got it back in March.

It was the first convention I ate most of my meals alone.

Thursday night I told myself it would be my last Gen Con. People kept confusedly asking me to come have a meal with them, as if my friendship with them provided us both immunity. It made me feel like a crazy person, yelling about a revelation that would never come. And guilty for effectively demanding they change their behavior if they wanted my company. And disgust for my own rigidity. And shame for having gotten someone sick previously. I had the sick satisfaction of seeing a close friend get sick two days later, who knows with what, which is the kind of awful told you so that makes you feel fear and shame mixed in with your empathy. I had to simultaneously be worried about him and worried about him having spread whatever it was to all the people he was around at the same time and worried about myself and… Its poison.

I feel like my friends have moved on into a place I can’t follow them. And because most of them have moved it makes me feel like I’m the one who has left them rather than the other way around. It makes me feel like a bad friend. Its isolating. I don’t know what to do about it.

Lessons Learned

In some ways this was one of the best cons I’ve ever had. In others it made me want to never go back. If I do go back I’m going to play more indie games. I’m going to play more games run by Tabletop Gaymers. I’m going to make sure to reach out to people before the con and schedule meetups rather than hope I run into them in a lobby. I’m going to challenge myself to be a better player at the tables I play at and play more types of characters I don’t currently play. I’m going to make time for chonky boardgames and see if I can reconnect. I’m going to bring less stuff with me to make packing and hotel check out easier. I’m going to keep working to make each con experience for me and those who go with me that little bit better.

If I go back.

Thanks for reading.

Xenolanguage

Earlier this year Dan over at Throne of Salt and I got the chance to play Xenolanguage together. He’s posted his thoughts here. It didn’t work for him, and it didn’t for me either. Lets get into it.

Xenolanguage is Arrival the rpg. An alien ship has recently landed, and you are the group tasked to communicate. You do this by choosing archetypes, creating connections between players, and then going round robin drawing from a deck and using a modified Ouiji board when prompted to see what the aliens are saying.

Character creation went pretty well. You choose from a set of archetypes with prompts, and then create relationships with the people sitting next to you. They’re broad enough to give some flexibility in who you want to be, but evocative enough to help you get there. No one struggled with character creation and there was a lot of energy at the table. We had ideas, we had some interesting interpersonal tension, and we were ready to go.

The deck itself is deterministic. The order is, some optional rules aside, always the same. The game says its not just Arrival. Its Contact too! And Close Encounters of the Third Kind! And… But thats not how its framed. The prompts want to be broad enough to give freedom, but they’re structured to mirror the story beats from Arrival.

So first card prompt asked to describe the approach. Second card asked for more detailed info on approach that had already been answered from the first prompt. The deck didn’t give enough room to avoid collisions. But once we got past the opening it got very open ended, and very repetitive. Everyone eventually answered the same exact prompts, over and over and over. The game wants everyone to have an initial interpretation phase, a chance to flashback. A one on one with another player. And for the same prompt to work with every player archetype and setting equally, they are entirely open ended. An example.

After seeing the alien message, you get a Report card. “Based on your initial findings, you’re asked to provide a preliminary report of the message. SHOW US YOUR REPORT: Given what you observed, what do you believe they are trying to say? Is the message positive? Negative? Something else entirely?”

Or the followup card, Dissent. “You feel differently about the message. SHOW US ANOTHER VIEW: What is a different way to interpret what was said?”

No variance or substance but for what the players bring to the table. And I get why. Different archetypes and character relationships plus changes in context from seeing new alien messages are supposed to provide variety. But unlike character creation with some prompts and pick lists theres absolutely no support. And unlike Arrival itself, there was no outside tension from political pressures. There was only the tension of the diminishing deck. And for us that just wasn’t enough.

I think Xenolanguage still could have worked for us even with the lack of supports if it was shorter. Momentum from character creation lasted about 2 hours. The problem was it was a 4 hour game. And that… that was rough. You could see the excitement go out of players eyes as the hope of literally anything new went away. The game tried so hard to be open for different approaches and interpretations it left nothing concrete for us to bounce off of or work with.

The end itself is interpretive and open ended. Dan got the last card and gave his answer to what happened and what it all meant. It was a decent answer. But by that point it felt, as he put it, hollow. There were no stakes but what we brought, no meaning but what we gave it and took from it. And by the end that meant very little at all.

Recent Read Roundup

After a long hiatus, I’m back to reading and playing rpgs and rpg adjacent things. It was a weird feeling to look up from my stack of novels and realize a year had passed. But its been good. I was very burnt out, and its been a real joy reading new things with fresh(er) eyes. Between a few kickstarters delivering and several awards lists dropping, theres been quite the selection to go through.

Fabula Ultima Press Start

Fabula Ultima is a jrpg ttrpg, and Press Start, its free(PDF) intro module is a gold standard for ttrpg tutorials. The adventure itself is pretty straightforward. Some quick semi controlled action rolls, a small bit of social interaction, and 2 fights. What makes it so effective is its control and presentation, as well as the clear and helpful GM advice. Character Sheets are gated by scene. Each mechanic is numbered, and you immediately get the opportunity to use them as you’re introduced to them. It also slowly increases complexity and freedom as it does this. First a hard framed scene with some reactions, then a larger scene to explore. First a simple and easy fight, then a boss with both more mechanics and more options to play with. Its layered, well paced, and walks the GM through both the mechanical bits being introduced and narrative framing.

The game itself seems simple enough. Stats are die types. Actions have you rolling 2 stats, or double up on a single one. There’s HP and MP, character bonds and metacurrencies. The standout for me was Inventory Points, which tracks your standard potion set. Different potions use up different amounts of IP, and merchants can be paid to top back off. It gives the feel of tracking and hoarding potions from your standard jrpg, but removes most of the accounting. Nothing revolutionary, but well considered and, at least for the scope of the tutorial, effective at hitting its genre beats.

As for me? I was scheduling a session before I was done with Press Start, and reading the core book within minutes of finishing. I get the hype and have jumped on the train. Really impressive.

PDF here

PDF and physical here

A Collection of Improving Exercises

The book is a set of exercises in drawing perspective. Its not quite a game in the traditional sense, more of a interactive metacommentary? A narrative drawing experience? I’m not sure how to describe it, which I consider a mark in its favor. Its unique, and its clever. It didn’t quite emotionally land for me, but I have a lot of respect for what its trying to do, and I could see it being a win for others. Its also stunning as an object, which hits a certain way when it immediately asks you to draw all over it. Hell of an opening bid. If you decide to get it, get the physical version.

PDF and physical here

A Guide to Kroma

This zine is an incredibly beautiful setting guide focused on the culture and language of its people. It explores local language, gender, religion, magic, and the way they intertwine to shape the island. Kroma is full of lovely artwork, clever graphic design choices, and a clear and ever present love of the material. It hit the right balance for me between introducing a living, breathing world, and hinting at more, both under the surface and beyond the horizon. And, so important for me with projects like this, it didn’t overstay its welcome. It also comes with a lightweight rpg on both sides of a folded sheet tucked into the end. I wouldn’t get Kroma just for the rpg, but if you like what you’re reading and want an excuse to play the world, it’ll do. There’s even more screenshots on Eve’s website if you’re curious.

PDF here

PDF and physical here

CBR+PNK Augmented

Augmented is a cyberpunk FitD game meant for one shots. And lets just get the most impressive bit out of the way first: the product design is spectacular. Augmented is, when unfolded from its compact travel and storage mode, made up of 2 stacks of folded pamphlets, many of them dry erase. On the right is the rules and 5 reusable character sheets. On the left are 6 content modules: a framework for short campaigns, an intro one shot, a tool for building particularly rough NPCs, and hacks to emulate Shadowrun, Predator, and Gibsons Sprawl series. Its a lot in a small package.

…ish? The game has quite a lot of options but not much in the way of support. Which is probably fine! Its leaning hard on genre shorthand, and given FitD is naturally action oriented, this may be a situation where players snowball their own fun. I’ll find out fairly soon when I run it for the first time later this month. Very cool product, and I hope that it sees followups. If you get this one, get the physical edition.

PDF here

PDF and print here

Perils & Princesses

Perils & Princesses is a solid NSR/OSR game, clearly taking its mechanical inspiration from games like Black Hack, Mork Borg, Knave, and others. You play fairy tale princesses, each Gift(class) an archetype. Everyone gets innate magic from your fairy godmother, powerful but prone to mishaps. The book provides a few tables for world generation, a reasonably evocative starter adventure, and assumes that beyond that you’ll create your own or throw the princesses into every other dungeon crawl and sandbox you’ve accumulated over the years. The art throughout is beautiful. If you like the cover you’ll love the rest.

It’s completely unfair to the game, but I found myself exhausted at times while reading this. Not through its own fault. Its well written! It has some great ideas! Its beautiful and strongly laid out! I just got the sense of reading variations on a theme I have read before. At this point I have over 50 similar systems sitting in dropbox, all of them playable, most of them competent. The problem of broad competency is that it takes more and more to stand out of the crowd. Which is all to remark upon the context of this game and little upon the game itself. It is, if familiar, still quite strong. I’ve simply discovered the shifting edge of my own interest.

PDF here

PDF and physical here

Fedora Noir

This is a 4 player indie game where one player decides what the detective does, another what the detective thinks, and 2 others alternate between their primary roles as flame and partner respectively, and any other NPCs who enter the tale. It follows a structured 7 act framing device and should last 2 hours. Theres a few settings included as sets of cards with some locations, NPCs, and name lists to round it out. Like a lot of similar indie games, it puts most of the weight onto improv skills and and genre tropes, but the clever framing device will, I’m guessing, do wonders. Im legit looking forward to putting this on the table for couples night in between bad holiday movies. Feels made to fit.

PDF here

PDF and physical here

ink

The settup had me at go. You play the recently deceased, trapped in Limbo, a world of ink. You are split into your reasoning self and your emotions, made manifest and aggressive. You can quietly fade away, or choose to face your burden: your memories, your past, your death, and in doing so escape this place. The art is adorable and everywhere. The world is great. The core journey mechanics… less so. “Important! Journeys generated solely using this system are highly combat-oriented, similar to a traditional dungeon crawl. GMs are strongly encouraged to balance the combat, roleplaying, and exploration interests of their party when planning out campaigns.” It recognizes this could be a combat fest, warns you it could be a combat fest, tells you that if you follow its guidance it will be a combat fest, and then advises you, without supporting you, that you might want it to not entirely be a combat fest. Which certainly is a power move. If thats a known issue and works against core themes then provide a structure thats not so combat heavy. If its not an issue then why preface that it might be? There is a lot to love in here, but I wish it gave GMs more support outside of extensive monster lists and the occasional cafe. The premise deserves the follow through.

PDF here

Physical here

Bundle here

Border Riding

I have a soft spot for map games. I love Quiet Year. Companion’s Tale. There’s something about the physical act of creation that brings an experience to life for me. We see our choices manifest and morph with time, can viscerally feel the scars and celebrations and mistakes in the pencil and ink and erased lines. Histories and generations carved into paper across 2 hours. And friends? This mapping game is itself a lovely fold out map. Brings me joy.

In the game, you found a community and define it against a Them. The people across the border. You ritualize the affirmation of your borders, redrawing them again and again as players and time pass. Different categories of prompts and events ask you to define yourself, redefine yourself, and discover what those borders mean to your community. I’m a fan.

Physical here

Up Next

I’ve also been reading some books on playing and running games, but given how they reflect on each other, I think they deserve a post of their own. Maybe deserving of a small rpg reference library series? Beyond that I’m just looking forward to playing more in the coming months. I have a stack of casual games for quiet nights, a big playtest or 3 to mess with. I’ve got some old groups coming together to play again, older friends trying new things, a duet campaign I’ve wanted to run for the longest time, and a few solo games deserving of attention(Miru looks fire, and Midnight Melodies hits my tastes hard). All in all, looks to be a rewarding close to the year. Thanks for reading.

Revisiting the NSR

The term NSR has evolved into something of its own, thanks almost entirely to the efforts and passion of Yochai Gal, but over the years I’ve gotten a few recurring questions about some of the points from my original NSR post. It feels like its time to come back and put all my thoughts from across the internet into one place. This won’t be everyones answers. They aren’t canonical. But they’re mine.

A Weird Setting – More palette than approach to play. It was a common recurrence among OSR and OSR adjacent games at the time I wrote the original post to draw from a similar well as the New Weird literary movement, or to lean into psychedelic mechanics and trappings, or simply to add a layer of the surreal. It was an explicit pushback against “vanilla fantasy”. I’m not quite as tapped into the scene as I was and I have no idea if this still holds, but back then it felt like a common enough trope to call it out explicitly.

A Living World – Sometimes in trad games, built for campaigns, or indie games generating everything contextually, it feels like the world warps around the characters. In NSR games the players far more often play protagonists of this story than heroes of THE story. Sometimes they’re just the latest trespassers. They’re the focus, but not the hinge the world turns on. Things happen in the background. Cities rise and fall. Kingdoms war and conquer. Life moves on. The world advances whether the players do or not. On the small scale you’ll commonly see this represented as wandering monster tables, sometimes tied to reaction rolls. On the large scale you’ll see this as things like faction turns.

Deadly – Maybe the term I regret the most from this list. I should probably have gone with “consequential”. Barring funnels and horror games, deadly combat isn’t quite what it appears to be. Many of these games care about resources, and HP just happens to be one of them. Monsters are moving traps. Resource drains. They’re excuses for creative thinking and smart planning and sneaking and diplomacy and… Monsters are dangerous because you should be avoiding them or talking with them. They’re disincentive. And more than that, the reasons behind a living world apply to your life and death too. That dragon isn’t a gold hoard with an HP value. Its a creature a thousand years old that plans to outlive you. Combine and you have a lot of tables that rarely see characters die. Although for what its worth, most of these games are rules light, chargen is fast, and if your character dies it takes less than 5 minutes to create a new one. So it goes.

Emergent Narrative – The story isn’t in the book the GM buys, and it isn’t in the narrative the GM presents. The story is what the players do. Players don’t play through a story, they create one through their actions. The only difference between this and what many indie games do is how much is pregenerated vs generated on the fly.

External Interaction – A long time ago I ran a Kingmaker campaign in Pathfinder. And every time they would enter a new scene, before I could describe anything at all, one particular player would roll their d20 and tell me what their perception check was. It was a mechanics first response. Compare to something like Into the Odd. In an ItO game I would describe a room and players would tell me what they wanted to do in the fiction. At the point where there was a question about what could happen or what was possible, only then would we look to the rules. So. External environment first instead of mechanics first. External interaction. Fiction first might have been a better description, but the term has historical baggage.

I haven’t had much in the way of questions for the others, but you never know what the future holds. Rasp of Sand automates the GM role for solo play. Stars Without Number isn’t always so rules light. Ideally NSR is flexible enough for it to adapt to trends, and I can update this post accordingly. If not? Something else will come along. It always does.



For those interested in a wee bit more historical context I found the original twitter posts that led to all this. Brian Bloodaxe and Necropraxis came up with the acronym to mean New Sworddream Renaissance and New OSR respectively. All credit where its due.

Zinequest Guest Post 4

Hi friends! I put up an open offer to mutuals on twitter to talk about whats exciting them this Zinequest. The first one is here, the second here, and the third here. Today I have the pleasure of sharing some great picks from Clayton. Enjoy!

My Late ZineQuest Three 

By Clayton Notestine

Are we surprised? My most-anticipated zinequests are about designers.

No? Good. Let’s get out our rulers, our color-meters, and clinking thieves tools. We’re not looking for gilded manuscripts or pristine idols this year. We’re looking for $5 omens and mud-covered goblins clutching a gem or two. 

Zinequest is where new designers are born and old designers get weird.

It’s like a scholastic book fair for RPGs. So how do we choose? I narrowed down the list with two questions: who’s working on the project and how new are the ideas?

Here are three Kickstarters I want you to check out:

Lay on Hands: A Solo Dexterity-based RPG by Alfred Valley

Wander the wasteland like some AD&D-style cleric meets Mad Max meets Fallout meets The Dark Tower meets Cormac McCarthy’s The Road. 

Lay On Hands wants to be the first of its kind. A journaling dexterity-based OSR game with coin-spinning and drawing mini-games. Sounds like the makings of a new game engine to me. And because it’s solo, the only thing that’ll stop me from playing it is me. The bastard.

Design: Very tactile. Valley plans to produce the zine’s visuals with a process called relief printing. A method where ink is applied to pages by pressing down on it with an ink block. This means the zine will be very unique. Pockmarked with tiny flecks, over-bleeds, and imperfections that will carry over into the Mixam copies.

In the Light of a Faded World by Derek Kinsman

What will the world look like when we’re not in it? How will it sound? And what will happen in the echoes of humanity as nature returns?

Derek Kinsman is the graphic designer behind Best Left Buried’s adventure Spy in the House of Eth and Tuesday Knight Game’s Dissident Whispers. With his design prowess, Amanda Lee Franck’s illustrations, and Zedeck Siew’s writing we’re about to see the world in a light not so faded as the title suggests.

Design: Black and white with healthy margins. In the Light of a Faded World is guaranteed to be a haunting but quiet accomplishment for collections.

What We Give to Alien Gods by Lone Archivist 

Explore ancient ruins, decipher alien languages, and question existence in this sci-fi module for Mothership.

Mothership is on the verge of its next evolution. And when it evolves, it won’t be a half-letter zine with staples anymore. Mothership will still push boundaries—I doubt the team could do anything less—but we’re close to closing the loop on this incredible era for RPG zines.

What We Give to Alien Gods is going to be the last of Mothership’s products before it goes hardback. And who better to squeeze that stone for innovation than its best 3rd party designer, Lone Archivist? I’m excited to see the new tools and mods they print (and how they might influence more zines to come).

Design: Mothership’s maximalist layout, artwork, flowlines, and hud-displays aren’t going away. Instead, we can expect to see even richer art, more intricate spreads, and a whole slew of new ideas. What We Give to Alien Gods is going to be another installment in ZineQuest’s greatest question, “just how much can three staples be responsible for, anyway?”

ZineQuest Lightning Round

An Altogether Different River by Aaron Lim, Scurry! by Dungeons on a Dime, Not a Place of Honor by David Lombardo (with illustrations by Emanoel Milo of CBR+PNK!), The Million Islands of Doom by Red (with writing by Batts), The Door Locks Behind You by Christian Della Donna, Repugnant! by Terrible Games (literally maybe the grossest RPG of all time), Vis-a-Visage by Max Lander, and Crescent Moon by Ema Acosta. 

Zinequest Guest Post 3

Hi friends! I put up an open offer to mutuals on twitter to talk about whats exciting them this Zinequest. The first one is here. The second is here. Derek (he’s great and you should follow him too) was kind enough to join in. Enjoy!

I Hate Listicles But I’ll Make One For Zine Quest: A Top Ten List of Zines Still Funding

By Derek Kinsman

Some notes: I’ve currently backed 25 projects (6 have funded successfully YAY), I’ll probably add a few more to the list as there’s still nearly half a month to see what else is coming up. A quarter of the 25 were of the “wildly successful funding” variety. A quarter of the same 25 are from creators who I am friends with, whose work I am aware of and admire, and who I am also collaborating with—this set exists within the “met their funding goal, and a few are also wildly successful”. The remainder of zines, and anymore that I back after this have been created by people who I am not familiar with, and whose wonderful creations I have not experienced.

This list is going to focus on some cool projects that need more attention. I’ve also not included anything that will finish within 44 hours of me writing this (as I’m not sure when it will be posted).

Creature Feature – I backed this game pretty quickly. I grew up watching Hammer Horror, and the Universal Classic Monsters films as a kid. Double features at the drive-ins, and old-timey monster movie marathon Saturdays were a big part of my childhood. This is a collection of three small games that celebrate horror, monsters, and their creation.

Endless Banquets – I am a big fan of Troika! It is fun, and the default “setting” of Troika is weird and whimsical, and people who make content for it often keep to the idea of weird and whimsical. Which means we get lots of weird and whimsical gaming content to play with. And Endless Banquets does not disappoint. I’m not sure I know how to describe this further, but it’s exciting. And Eric K. Hill organized the Dissident Whispers project, so he will always and forever get my support.

Scurry – Another game I’ve backed. This is a game about tiny creatures adventuring through the underbrush of Scotland. This is from the wonderful creator Dungeons on a Dime, and I’m pretty sure this game could be used as a prequel to my ZQ3 zine. The art looks great, and the pitch looks to be offering all the things I’m currently thinking about when designing and running games. Quick, fun, different.

The Vitacernis – Another game about playing as tiny creatures. Albeit anthropomorphic ones this time. Mausritter is a wonderfully fun game for fans of Mouse Guard, Redwall, Mice & Mystics, Secrets of NIMH, or The Rescuers. Games Omnivorous made an excellent boxset version. This is a small zine with a huge set of locations, an equally large bestiary, and a super fun sounding adventure.

The High Summer – a fantasy western where the combat rules have been streamlined to maximize the fun hollywood-esque high action of western combats. If you’re a fan of spaghetti westerns, or even the Kurosawa films that inspired many of your favourite western films this one is worth looking at.

Coiled.Spæce – another quick back for me. The mockups look glorious. Conceptually it reminded me of the rpg Paranoia, and the video games Portal, and FTL. All of those things just tick the right boxes for me.

Cryptid (Mis)Communication – this is a game you play outdoors. It is a game played outdoors where you cannot see the other participants. Because you play as a cryptid, and you can’t be too visible as that would give the mystery away. So you yell the game across parking lots, fields, and through the woods. This is the kind of silliness I’m here for.

A Catalogue Chimerical – this zine hasn’t launched yet. It is a book of strange magical items. The setting is Michael T Lombardi’s Pentola setting that was used for his zine quest project last year. Although, these are system agnostic, and will fit into any setting easily.

Aether Operations – another upcoming zine. This one is a zine that folds out into a big poster (possibly like a Pocketmod style zine, or possibly just a big fold out poster). I don’t know a ton about it, but it’s a collab between Floating Chair and World Champ Game Co. and they are both very fine and wonderfully creative people.

Vampire Cruise – an adventure vacation featuring mummies, vampires, and mutinies from the creator of You Got a Job on the Garbage Barge, Amanda Lee Franck. Disclosure: while I’m not involved in her project, she is doing all the illustrations for mine.

Zinequest Guest Post 2!

Hi friends! I put up an open offer to mutuals on twitter to talk about whats exciting them this Zinequest. The first one is here.  Joe (who you should also definitely follow) was kind enough to respond as well. Enjoy!

ZQ3 Is Destroying My Life and It Hurts So Good

By Joe DeSimone

Preamble:

I’m currently backing 45 zines as of sitting down to write this piece (the morning of 2/14). I’m going to be receiving a bunch more than that. I will also be talking about some that I’m not backing. Why would a zine that I’m not backing wind up on my list of most exciting zines of the year? Firstly, fuck you. Next question. Secondly, because at this point I have a group of friends who make a big Goddamn spreadsheet each ZQ and we split up the projects so we can cover the widest possible spread. So, there are some things I’ll be getting that I’m not backing. Some of those are deeply awesome. There. You can have an answer, as a treat.

The Things (well, 10 of them) In No Particular Order:

1) NERVES by John “Batts” Battle

I’ve been stanning Batts since he had two weird adventures to his name and his shit has only gotten better since. When I saw he was going to be adding to the growing collection of books about games rather than making yet another awesome game, well, that got me immediately excited. If you know me at all, you know that is My Shit. I trust Batts implicitly to select good people who will in turn write good pieces about games. That earns a spot.

2) The Vast in the Dark – Exploring Ruins in an Infinite World by Charles Ferguson-Avery

“The Vast in the Dark is an exploration setting for the world’s most popular role-playing game and takes place in a crumbling alien wasteland filled with brutalist mega-structure ruins.” Okay one: yes. Two: brutalist mega-structures are amazing and something I try to put into every campaign I run. Three: Charlie is one of the best, least-recognized artists currently working in the space as far as I’m concerned. It’s $10 for a physical copy. That’s less than I pay for a pack of cigarettes. Only issue I have is “role-playing” is a far inferior way to write it than “roleplaying.” Otherwise, this is awesome. It ends tomorrow so back it today.

3) The Very Good Dogs of Chernobyl RPG Zine by 9th Level

Couple years ago, I stumbled upon four zines detailing one game called Mazes. It had one of the coolest dice mechanics for an FRPG I’d seen in a hot minute. It wasn’t made by one of the cool kids on the block so I basically never see it discussed, but it should be. Anyway, the people who made that are back with this game about dogs and Chernobyl and like… I don’t even know what to say. I find it inconceivable that this could be anything less than amazing. It’s called The Very

Good Dogs of Chernobyl. Come the fuck on. Anyway, it isn’t live yet so sign up to get notified when it launches.

4) Darkest Demons, Devils, and Dungeons [a ZineQuest thing!] by Doug Tabb

Okay so you might not know who Jack Chick was (spoiler: he fucking sucked), but Chick Tracks are a fascinating historical curiosity. They’re little pamphlets usually handed out for free on the street by batshit insane missionaries about how popular culture is going to send you to Hell. Real fundamentalist Christian trash. So, the idea of using that format and inverting it to make an RPG supplement (which Chick thought were evil: “It told the story of two girls who got into D&D. One of their characters died in game, and the other girl was made to treat her friend as if she were actually dead, to obtain the “real power” of D&D”) about demons and devils and shit… well it’s awesome. I have no idea who Doug Tabb is or if he has the chops to pull this off, but I am absolutely willing to put money down to find out. Also, the art is all vintage etchings of what demons were believed to look like in 1863 by French artists Louis Le Breton and M. Jarrault.

5) Hope is Not a Plan (ZineQuest 3) by Steve Wright

The Wretched & Alone SRD, based on The Wretched by Chris Bissette, has been behind some of the more interesting solo journaling games I’ve seen recently. That said, I’m not really into solo journaling games. I’m not trying to introspect right now more than in strictly necessary to keep myself sane. Mindfulness is well and good until it reliably instills mortality salience and then you’re just trying not to die. So, not fun. But here’s a game that doesn’t sound fun at all, so it gels perfectly! I don’t mean that snidely or as an insult. I’m super down for a game where the theming matches up with the play experience, even if it isn’t a strictly speaking enjoyable time for me. Anyway, Hope is Not a Plan is a game about attempting to develop and deliver something really big on time and under budget. It’s something I’ve dealt with many times before, an unrelenting nightmare of the working world, and I’m honestly extremely here for a game that takes a mundane, stressful experience and distances it from the real-world consequences of failure. It’s basically a therapeutic exercise in a zine. So yeah, backed.

6) Dying Hard on Hardlight Station: a Mothership Adventure by David Kenny

The subtitle starts “Die Hard meets Alien” so yeah. I don’t know. Yes?

7) External Containment Bureau, a Zine Quest RPG! by Eli Kurtz

“If you enjoy media like Control, Fringe, The Magnus Archives, Men in Black, SCP Foundation, or X-Files… you’ll love External Containment Bureau!” Well considering you just named my one of my favorite videogames of the past several years, a show I’ve watched a bunch, my favorite narrative horror podcast, one of my all-time favorite movies, my favorite website to read late at night, and the show that deeply scarred me as a kid… Fuck yeah, I’m in. Couple that with a team of people I respect immensely, three of whom have produced games in my Top 25 All-Time Bangers, and I’m utterly sold. This book could come out looking like absolute garbage and I wouldn’t care. I know what’s inside of it will be amazing. That said, I really don’t think it’ll look anything but gorgeous since they’ve got Julianne Griepp attached for both the cover and a bunch of interior art at this point. So yeah. Easy buy for me.

8) 3DIE6: A Dungeon Creepy-Crawler Roleplaying Game by Kris McClanahan

Sometimes I back things because they just look cool. I’ll open a KS page and my brain just goes full Marge Simpson saying, “I just think they’re neat.” That’s the reaction I had to 3DIE6, which I can only describe as “What if the movie Antz but it didn’t have Woody Allen involved and also the art was simultaneously cute and cool.” I don’t know. That doesn’t seem like a great description. But it got me excited enough to keep scanning through the page. The art is great. The colors are rad. The layout is clean but not ascetic. It has the feeling of that cool shit you see somebody post on a blog that gets tweeted out and RT’d a bunch and then nobody does anything with it, except it’s a whole-ass product and I might even play it. Plus, it’s got bugs.

9) Warmer in the Winter: ZineQuest Holiday RPG by Will Lentz

Okay so here’s something you might not know about me: I love Christmas. I fucking love Christmas. I don’t know why. I love everything about it. The cold, the songs, the bad movies, the BAD movies, the occasional good movie, the TV specials, the food… just everything. It’s my favorite holiday. Basically, any game explicitly Christmas- or winter holiday-related is something I’m gonna buy. I don’t know if that’s actually an endorsement of this game or just me admitting somebody found my very specific button and smashed that shit hard. I’m thinking it might be both in this case, though.

10) BEstitchARY for MÖRK BORG by Michał Gotkowski

So back in the day there was this program called Mavis Beacon Teaches Typing. In at least one version of that program, there was a minigame where you mashed together cross-sections of animals to make these horrifying chimeric monstrosities. I mean, in actuality they weren’t that scary and it was mostly about you making sure you got all the pieces of the animal correct. But I was young. I’ve held onto that memory for a long time for absolutely no good reason. Or so I thought. Now there’s a zine that’s basically that concept and I am extremely into it. It’s got weird art and garish colors and you’re supposed to cut it apart (which I hate) but it’s only PDF so you can print it out a bunch (which I love). So yeah. I like this one a lot.

Postscript:

I have weird taste and I buy a lot of stuff I’ll never use. These days when I get a new game in the mail, I literally take it out of the package and immediately put it into a drawer. It doesn’t even go on a shelf. Sometimes I don’t fully unwrap it. So, don’t take my word for any of these. Take an afternoon and just dig through all the ZQ3 projects you can. Hell, I don’t even use the tag to search them. I just search with the categories “Live” and “Tabletop Games” and then sort by newest and scroll and scroll and scroll. You’ll find shit I didn’t talk about. You’ll find shit nobody is talking about. And sometimes that’s the stuff that really calls out to you. Good luck.

Guest Post!

Hi friends! I put up an open offer to mutuals on twitter to talk about whats exciting them this Zinequest. Amanda (who you should definitely follow) was kind enough to respond. Enjoy!

Some Zines I am Excited About, Briefly, And In No Order

By Amanda Lee Franck

Isometric Blanks by Geoff (Fish in the Pot) (Only 2 days to go!)

These little outline landscapes have just enough information to get you past the scary blank page part of idea having. The miniature format reminds me of drawing in the margins of notes in class, tiny maps and room plans and no pressure at all. I love that it’s really lo-fi and colorful. I want to get one and draw a dungeon in it and then send it to someone else to draw a dungeon in it.

Lowlife by Sam Sorenson (Only 2 days to go!)

I really like thinking about caves and putting caves in games. I like that this zine is explicitly a toolset rather than an adventure or a whole game. That is such a good fit for zinequest, a little book to have on hand for when your players go down a hole.

City of Flesh by Elizabeth Chaipraditkul and Steffie de Vaan

The setting is a city in the womb of a titan (and not, like, metaphorically). I love that this game makes explicit the things that body horror usually just alludes to: what if you had a child and it ate you? Is caring for something self-destruction? What if you lived every day with the comfort & claustrophobia of not being born yet?  It has a story game tarot card based system, it’s unapologetically gory, it’s very exciting.

Nerves by John Battle (Only 2 days to go!)

Nerves is gonna be a real magazine about theory and games and it will be so nice to read big ideas in a place where they can spread out and be complicated (and not on twitter). Also it looks like an academic journal but there’s still ghosts and comics inside.

Bloodheist by Leo Hunt

This is some serious business dystopian vampire stuff, which sounds really grim, but like watch the video and imagine you are crawling through sodden catacombs to steal stuff from Dracula. That’s the spirit of stupid hopeless rebellion against the oligarchy that I want from a game.

Patchwork World 6th Edition RPG by Aaron King (only 2 days to go!)

Aaron King writes evocative & exhaustive lists & moves and they all work so well with this snowed-in midwestern magical vibe, like a shadow box full of wooden birds & glitter.  

BEstitchARY for Mork Borg by Michał Gotkowski (only 2 days to go!)

A zine of garishly colored combo-animals. This is an excellent idea. There is a 15’ long mosquito shark.

Zinequest 2021

Zinequest is once again upon us, and so I’m resurrecting the blog. For ease of reference I’ll be tracking all Zinequest projects and updating this page daily. Please use backer and funding numbers as guides rather than current figures as I won’t be updating throughout the day. For comparison all values are in USD and all end dates are listed in US formatting. Please note there will likely be slight changes to currency conversions over time. PDF will include digital stretch goals where available. There may be less expensive tiers for hardship levels as well. Print will be for Print+PDF when applicable, and in cases where multiple zines are offered I only include the price for every zine. Completed projects section added to the bottom. Information will be updated as I get it. If you’re a creator and you don’t see your project please comment below or message me at pandatheist on twitter and I’ll update as soon as I can. Suggestions welcome. I hope you all find this useful!


Total Number of Zines: 384

Number of Zines Funded: 373

Percentage of Zines Funded: 97.1%

Zines with more than:

100 Backers200 Backers500 Backers1,000 Backers
2881644910

Top 10 Zines by Backer Count

RankNameBackers
1Bucket of Bolts3,919
2The Vast in the Dark2,345
3The Lighthouse At The Edge Of The Universe – Solo RPG1,636
4Desert Moon of Karth1,479
5The Drain1,402
6Dying Hard on Hardlight Station: A Mothership Adventure1,365
7Apothecaria1,334
8The Burning of Carbex1,123
9DM Yourselves1,013
10Through Ultan’s Door1,010

Total Spent on Zines: $1,576,114

Zines with more than:

$1,000$2,000$5,000$10,000
3162378239

Top 10 Zines by Funding:

RankNameFunds
1Bucket of Bolts$101,401
2Through Ultan’s Door$50,928
3A Fantastic Longing For Adventure$33,195
4Apothecaria$26,734
5The Vast in the Dark$22,383
6Desert Moon of Karth$21,921
7Realms of Peril$21,755
8Dying Hard on Hardlight Station: A Mothership Adventure$21,231
9What We Give To Alien Gods$21,084
10The Burning of Carbex$19,828

Zines

NameFundsGoalBackers
12 Years$3802$120237
3 Zines by Horse Shark Games and Psychoda Press$4242$1800228
3DIE6: A Dungeon Creepy-Crawler Roleplaying Game$15858$560589
6 ZINES to create YOUR own (RPG) CAMPAIGN$862$5937
A Catalogue Chimerical$9049$7725372
A Complicated Profession$7326$2084479
A Diabolists Guide to Role Playing Games$848$175110
A Divorce of Druids$2972$782204
A Fantastic Longing For Adventure$33195$1000513
A FEAST OF BLOOD$349$2415
A LITTLE MOBA$500$48328
a loud noise in a quiet place$2320$1396155
A Small Collection of Flowers & Entanglements$627$27689
A State of Being: Bonds, Backgrounds, and Rumors$803$50093
A Tangled Web Vol. 1$1249$450134
Academia T.I.T.Á.N.$2205$1813189
Accesible Gaming Quarterly, Year 2$51131$4000166
Aces of Cerberus$602$10065
Action Potential: a Forged in the Dark tabletop RPG$1381$48877
Adam Bell’s #zinequest Mini Zine Bounty Board$609$10054
Aelemental Zine-O-phobia – Part 1: Wood$985$96056
Aether Operations RPG$4424$1500271
Aetherjammer: OSR Space Adventure$1752$697132
After World$1719$350138
Against the Dark Conspiracy$2084$1415170
Agents of BAMF$984$70160
All Magical Creatures Great & Small$2542$500137
All Must Bow$8754$1200572
Alley-Oop!$4133$1500127
Amnesiac Space Whales and Renegade Nebulae$488$275130
An Altogether Different River$4439$1433301
Anarchy!$1492$1200118
Apothecaria$26734$14021334
Arcana Palace: Competitive Tarot Reading$327$50041
Arcane Academia$3188$2500134
Arklite$1569$50086
Around Alone: A Solo Sailing RPG$1460$250101
At Your Peril: A Practical Guide to Curses in TTRPGs$2543$1045140
Back Again From the Broken Land$11491$800751
Bad Decisions$2175$350129
Beakwood Bay$1945$850120
Before Fire: The Comedy Cave Dweller RPG$2067$149993
BEstitchARY for Mork Borg$3051$606387
Beta Red – A Cyberpunk-Genre RPG$3150$1500181
Bimblebottom’s Book of Bits and Bobs$1342$50080
BLACKOUT in Crater Valley: a VHS era Slasher RPG$8992$2360404
Blackvale: A Fantastical Pittsburgh Campaign Setting$3486$1000144
BLOOD FEUD – An RPG about Honor, Power and Toxic Masculinity$10602$2362506
Bloodheist$2715$277185
Bloodstained Hands$2827$1034208
Bones to Dust, Dreams to Rust$2757$800148
Boots Full of Mud$4814$500238
Bounty Hunter$12766$3473581
Brewkessel: School of Spellcraft and Sorcery$1861$700114
Bronx Beasts: Year of the Beast$4257$200097
Brutal Quest: A Miniature Narrative Game$7406$1117616
Bucket of Bolts$101401$34733919
bystanders$1568$50099
Cahoots$1335$1000116
Captain’s Log$3112$139604
Cast Away$2786$300164
Cephalopod: Ocean Home$1819$464157
Children Of The Dust: A Survival RPG$1929$1212126
Choose-Your-Own-Skills$265$10060
Chronicles of the Spacejammer: Enoch’s Wake$4156$3000216
City of Flesh$8266$1813496
Codex Corporis$1447$700113
Coiled.Spaece$1085$69864
Colloquial Monsters$719$70029
CONSTANT DOWNPOUR, a Sci-Fi RPG ZINE$1398$100099
Contemplation – A zine of personal discovery$2617$139103
Contorta RPG$2639$800137
Cosmic Hooligans$831$50065
Courier – a solo RPG zine$6124$644349
Crawler$6373$2500183
Creature Feature$2137$2000101
Creature Feature Quarterly Vol. 5$547$30072
Crescent Moon$5131$730311
Critters$947$35840
Crush! Two micro Zine Quest RPGs in one!$884$50055
Cryptid (Mis)Communication$897$85071
Curse: The City of One Thousand Martyrs$1505$500156
D.U.M.P Quest 2$1420$140073
d36$13533$5663450
D6xD6 Dungeons! Zine Edition$3004$1100140
Daemonologie: A Field Guide for the Devil’s Dice$2912$1953130
Dark Scrolls, an OSR/5E RPG Zine$685$49540
Darkest Demons, Devils, and Dungeons$1605$1000126
Dear Great Cthulhu, PLEASE Stop Giving Me Superpowers$2807$593201
Definitely Wizards: A Game About Not Being a Wizard$4599$200458
Denial & Yearning: A Trashy Lesbian Romance Novel Game$1144$78675
Descendants of Darkness$2628$2091107
Descending the Stairs$2844$600152
Desert Moon of Karth$21921$5001479
Destination: Uncharted$1254$50065
Dethroners$4811$500304
Dirty Bowbe’s Roadhouse Presents: Catpocalyspe Meow$1457$50062
DM Yourselves$18195$13941013
Docks of Caswarren$2682$84476
Dodeca RPG$3077$2094159
DoK presents: Chuck Dies in the End!$347$70022
Dr. Zero Presents: Wee Bit Twisted, Too!$632$30051
Dreaded Diseases & Amusing Afflictions$1417$500168
Drok’s Trove of Wonders$1462$25086
Dungeon Plumbers Vol #1$2093$170098
DUNGEONEERING$6317$1500517
Dying Hard on Hardlight Station: A Mothership Adventure$21231$15881365
E.V.O.L.V.E$1643$1115140
Echoes of Chaos: A Time Travel RPG$1751$511129
Edinburgh Indie Gamers$1711$69116
Dungeons and Dominatrixes$106$19810
Dungeons? Score!!!$1084$68373
Elvismancer$1034$50077
Endless Banquets$2603$2055155
Errant$10367$1500503
Evershift: An Ascension Adventure$5560$1200315
EVERY GOD WILL FALL for MORK BORG$729$600162
Explore Dungeons Zine #2$2313$900143
Exquisite Polycule: True Love Edition$2393$2000123
External Containment Bureau$15520$1000912
Exterreri$851$70158
Farmyard Fatalities$668$50077
Fat Self Care: Volume 1$3580$1000181
Fever Dreams$1845$697126
Flik Silverpen’s Guide to Dragon Town$4657$600299
Flott’s Miscellany Volume Two$4704$1000329
Follow/Following…$4184$1000117
FONT – a story game of hope and loss$2940$1000282
Fortunes: The Tarot Card Storytelling Zine$3346$200260
Fractured Unity$1404$300141
Fresh from the Forge$6099$418486
FULL COMPENDIUM: IDEAS! Hooks & Plots!$492$23917
Games that Goblins Play$963$50052
Gamma Zine, Issue #3$1747$250274
Gili’s Guide to Fantastic Plants$2341$150202
Glimmer’s Rim$5897$800300
Glimpses of a Dying World$4094$139554
Glirky Gleboldt’s Guide to Glorious Grub$1634$600100
Glitchspiel$1154$393120
Gobsmack$2770$1000165
Gordinaak$10812$3000584
Gorilla Warfare: Talking Apes for 5E!$544$23442
Grasping Nettles$4915$1500339
Gratitude: A horror game$1457$500125
GRIDSHOCK 20XX: Post-Apocalyptic Superhero Setting$5100$3900149
GrimBlade: A Grim Fantasy RPG$880$80071
Grogzilla #2 – Song of Grogzilla!$2336$836106
Gruesome Ghoulies$576$50073
Habits of the Common House Ghost$2326$444107
Halflings and the Hive$3009$500175
Hardboiled: A Private Eye Roleplaying Game$1269$80065
Harrowed Grounds, Volume 1$916$50083
Harrowing#3: Muspelhell$5206$1300212
Harsch Tables, Volume 1$617$35060
Have You Heard About The Beast? & We Sail Beyond$2793$566181
Hibernation Games: 5 Journaling RPGs for Solo Play$15320$3800732
High Speed Low Drag$2380$1045161
Hinterland: Peoples and Perils$1821$393135
Hometown Holiday- TV Romance RPG$1349$100073
Hope is Not a Plan$3154$750225
Horrors of the Sepulchre$2237$1573186
I Remember When All This Was Trees$492$20065
I’m Sure You’re All Wondering Why I’ve Gathered You Here…$12662$500838
In the Light of a Faded World$4257$3146426
In the Shadow of Tower Silveraxe$12384$2000716
Infinite March$914$80099
Into the Black$375$75046
Introduction to Practical Demonology: A Weird Schoolbook$2795$348205
Isometric Blanks$1861$100203
It Came From the Message Board$2777$1200182
Journeylands #1$2973$154427
Keep It Together$103459590
Kill Today, Die Tomorrow$3190$1430214
Kitchen Knightmares$4292$3050248
Knights of the House of Mars$3653$1300225
Kriegsmesser$3655$2415$227
LACUNA: READ ONCE AND DESTROY$12336$100529
Lands of Legends$6466$604211
Last Orders! 16 Beers and Ciders for Fantasy RPGS$3858$2917169
LAY ON HANDS, a solo dexterity-based RPG$3800$488257
Lethal Fauna Bric-a-Brac$854$45064
Lichcraft An RPG about Trans Necromancers$14183$698725
Lifted – Vault 01$3395$1000174
Little Katy’s Tea Party$8197$1793368
Love’s Labour’s Liabilities$1134$40086
Low Stakes$8652$500752
Lowlife$9246$800630
Macabre – Volume I$2389$1200195
Mage to Order$1734$800150
Major Arcana$2164$348191
Marching Order – A Solo or Co-op Dark Dungeon Delving Zine$7505$600361
Mari Zellout’s Gay Survival Guide$3375$500183
MarrowScar$710$40042
Maximum HP RPG zine #005 – KOBOLDS$4882$300216
Meanderings #5$1318$50060
MechaZine: a zine about giant fighty robots$624$59938
MechTek$1704$350121
Meguey’s Miscellany of Mending$4451$800201
Melkim’s “The Art of Drinking”$385$23981
Menagerie of the Void$5432$3072282
Merchants of the Multiverse$2978$500241
Microvania: A Map-Making Hack of Microscope$3871$950363
Mimic Madness – an RPG Zine With Lots of Teeth$1450$15098
Monolith: Path of Transcendence$3621$1000106
Mork Materia$2533$600156
MORKAL KOMBORG: A Tournament of Death for MORK BORG RPG$2752$1000239
Most Wanted$224$120816
Mutants in the Now: A Modern-Mutant-Animal Zine RPG!$4703$2021235
Mysteries of the Mysts$1792$138975
Natalia’s Guide to Necromancy$2897$500158
Necrojerks$1671$250106
Neon Gutters$1264$500118
Nerves$10225$8500446
Network 23 RPG$2839$967155
Ninja City: A DCC RPG Zine$2060$600216
Noctis Labyrinth$3515$2500134
Not A Place Of Honor$4001$1000399
Occultural$1598$976126
Old Roads$7571$1500392
Old School & Cool Volume 2$4306$1000258
One Hour TTRPG Prep$1157$350164
Operation Thingamajig – A comedy RPG$1386$80094
Ostro$793$31698
Other Magic #3: The Ancient World$3837$1000487
Our God is Dead$4376$900303
Our Veil of Discontent$2192$750195
Outlaws ‘N’ Owlbears$1002$30092
Paradoxes & Possibilities: A Time Travel RPG$4408$1000157
Paranormal Inc.$10090$4766655
Patchwork World 6th Edition RPG$3422$1000157
Peculiar Children$1824$280124
Peril at Frost Manor$985$78107
Pistol Packing Bondage Nuns from Dimension Sex$2995$388333
Planar Compass Issue 2$14819$400602
Precious Little Animal$8000$1589599
Pressure Drop the larp$1687$1000127
Pro Patria Mori$3739$450280
Procrastination Day$957$59755
Project 8Ball$1406$500116
Project Cassandra$2531$557175
Project Terminus$2138$500157
Psalm IV:I, A Third-Party Mork Borg Zine$4052$200336
Pungeon Quest$3949$500299
Puzzle Dungeon: The Seers Sanctum$1559$800152
Pythagorean Pharmacology$1348$967106
Quodlibet$621$40075
Raccoon Sky Pirates$7679$2000675
Rakham Vale$3577$2600281
Rascals$3316$1163233
Realms of Peril$21755$3500714
REBEL SCUM$15355$1138581
Reliquary: A Science Fantasy World-Building Tabletop RPG$6410$1200333
REPUGNANT! $4604$1000206
Rocket To Russia$5836$3000181
Roll Them Bones: A Dice Mini-Game Postcard Zine$355$3057
RPG Elements$708$96109
Savage Sisters$3310$900148
SCIENCE KNIGHT$341$30043
Scoundrels: Make Your Games “Criminal”$2050$900137
Scrap Rats RPG$2562$1222196
Scurry!$4604$3349232
Season of the Moth$3389$200214
See You, Space Cowboy$2577$600193
Shipwrecked$1029$59770
SIEGE: Pocket Warfare$1077$250$223
Silk Hollow: A Travel Guide (a bug city rpg ‘zine)$2083$500207
Skies of Hyperborea – A zine of airships and exploration$2127$300143
SKULLBOX: Dungeon, Mayhem, Magyk$11462$5000409
Space Weirdos$2162$100333
Splat #2: Adventures in Cyberspace$2000$1000133
Stealing the Throne$5922$1408583
Steve Jackson Games’ Illuminated Manuscript & Ogre 1976$15334$1000602
Sticks & Stones$1643$110754
Stories from the Slough$3519$500306
STREETS – Stray animal advenures!$2746$399145
Subtle Fluid$1507$333106
Superstition$3391$791254
Surviving Idyll: Quest 1 – Shelter$1084$60432
Swordpoint: A Swashbuckling Zine$2240$100441
Tabletop RPG Battlemaps$957$16992
Tactical Deck – A Solo RPG Zine$1391$701113
Tales from the Dungeon #3$881$75058
Tales of the Glass Gnomes$1512$714120
Tension$4512$2200231
Terror of the Stratosfiend #3$6044$2000271
Tezca Sentai: a Mexican Rangers Zine RPG$1928$725153
The 13th Fleet$3235$789253
The 2020 Bestiary$2616$1000200
The Academy Chrysalis$4598$635331
The Band of Misfit Boys: A D&D5e Zine$1301$30057
The Barrier & the Sound$3592$400333
The Beast of Bridgedunon$869$26060
The Book of Hanz for the Fate RPG$7890$1500526
The Box of Shadows: A MORK BORG scenario set in Grift$3635$100303
The Burning of Carbex$19828$10751123
The Child Thieves$1711$800133
The City of the Red Pox$3582$838210
The Collector$2620$139270
The Company: Conflict Resolution Guidelines$5472$500250
The Depths of This Forest$3663$1221204
The Door Locks Behind You, a Puzzling Dungeon Adventure Game$13795$2600714
The Dragonwilds$16461$3000530
The Drain$15510$20001402
The Era Zone 2021$848$69341
The Gardener is Dead$2151$976142
The Goblin Manor of Anstruther-Mogg$3447$278205
The Grind Turn 3: Hell or Highwater$4037$70089
The Haunted Hamlet$14913$1973807
The Heroes of Radness: Camp Tenderpeak$592$225047
The High Summer: A Fantasy Western RPG Zine$571$75040
The House of the Hollow$5609$500786
The Inn in the Forest – DCC RPG Zine & VTT Pack$6280$800282
The Island of the Excellent: A Hexcrawl Zine$1602$592134
The Journal of Fantastic Linguistics$3383$2000346
The Knights of the Road$1622$300256
The Lair of the Manticore$2016$900193
The Last Valley: an OSR setting$817$50077
The Last Will and Testament of Gideon Blythe$16925$1800963
The Legend of Gallow’s End$2130$697100
The Lighthouse At The Edge Of The Universe – Solo RPG$17275$2091636
The Lights of Winthrop Manor$6500$2000252
The Lord of Wolves – A Trophy Gold Incursion$824$200189
The Many Crypts of Lady Ingrade$4616$500406
The Merovingian Hack$797$50136
The Million Islands of Doom$3422$2417222
The Monastere de Saint Gastronomie$4948$1374268
The NPC Portrait Gallery$2394$200182
The Pamphlet of Pantheons$2196$353307
The Power Words Engine$8845$800606
The Sonders$1202$800150
The Soul Sword Forge$2144$600159
The Sun’s Ransom$2549$603253
The Tattoopunk Antebible$965$42874
The Thawing Kingdom$4365$241332
The Tome of Debasement- DCC RPG compatible zine$4185$500233
The Tower and The Garden$3953$1984301
The Trans Rage Trilogy$2528$250114
The Vast in the Dark$22383$5002345
The Very Good Dogs of Chernobyl$6494$900291
The Vitacernis$1410$1000149
The Void of Thrantar$2308$1200103
The Well – An Immersive, Narrative RPG$607$239103
The Witch, The Wolf & the Wedding$2708$500187
The Wizard’s Grimoire$19227$850920
This is Spacebase A solo adventure$594$1426
This Night on the Rooftops$3901$866248
Three Legs Bad – A Tripods inspired Sci Fi RPG$43$3006
Through Ultan’s Door$50928$25001010
Thru-Hiker: A Journaling Game of Long-Distance Hiking$2250$750176
Thursday RPG$6042$1000358
Tiengi$823$66927
Token$6326$1000416
Tomb of Immolation$7235$1000451
Tooth & Claw$4824$418413
TORQ: rallyraid roleplaying$8223$750360
Trash Planet Epsilon 5$5133$1000326
Traveler’s Trunk: Magical Emporium$1057$60070
Twill’s Twist Points: Turn the D&D World to your Advantage$2176$1000158
Two Summers$5039$1213430
Vampire Cruise$4575$600319
Viam, until we meet$330$119518
Virtuemancy: A Zine-Powered TTRPG of Saving The World$1659$85056
vis-a-visage$1528$59377
Wait, That’s a Game?!$742$249945
Wandering Stars$1339$500105
Wandering Steel$939$39691
Warmer in the Winter$3030$1000183
Wax & Wane$774$41050
Weirdwood$2022$600152
What Once Went Wrong$2287$500211
What We Give To Alien Gods$21084$750983
Where Mystery Dwells$2315$700226
Where the Wheat Grows Tall$10677$2777577
Wide-eyed Terror Zine$2274$500236
Wild Blue Yonder$2366$500206
Wise Women$9799$704569
Wisp$12668$478404
Wizard Funk 3$1044$50071
Wrath of the Wilds – Druids go to War$470$69836
Yee-Paw! High Raccoon$1267$75091
You Repugnant Hunters$1200$328223
Zine-o-Maps$3295$500242
Zineography – A bibliography of Zine Quests$2018$12367
Zines That Tell You What To Do$757$50049

The Rapture of Bastion

Rapture, from Bioshock

Phosphene beneath the depths! If Bastion is the electric light of progress above, Phosphene is the light of pressure below. It is New York to Bastion’s London. Beauty in the halls of power hiding cracks and leaks at the edges. People scrabbling for their next meal under the shadow of new invention. Opportunity and danger tempting those with no options left…

Woman underwater

This will be a series to hack the phenomenal Electric Bastionland into a wondrous if concerning underwater city.

Setting

Electric Bastionland is built around 4 types of sentient beings

  • People
  • Mockeries
  • Aliens
  • Machines

And 4 zones

  • Bastion
  • The Underground
  • Deep Country
  • Living Stars

Phosphene will use the same structure.

4 sentient beings

  • People
  • Machines
  • Tidedancers
  • The Summoned Few

4 zones

  • Phosphene
  • Islands Above
  • Cracked Domes
  • Endless Seas

System

Electric Bastionland is a wondrous clock tuned to perfection. I have no interest in changing any rule beyond what I need. And what I need is plasmids. Genetic modifications taken from the creatures of the deep, some of which wander the halls of Phosphene profiting off the trade or being exploited in equal measure. What this means is I need to design a spell system.

EB has no spells. They have oddities, which are items that act like spells. That still works I think, but it won’t do double duty for what we want and I have no interest in porting in spell lists from D&D. I think looking to a superhero game might be the better way to do things. Maybe spell points. Maybe Whitehack style abilities for HP, though that would be dangerous without inflating numbers. Next post I’ll compare our options and narrow down the field.