RPG Crowdfunding News 071: The Silence of Hollowing, Tragedies of Middle School, No Country For Grea

Welcome back to our weekly look at tabletop roleplaying game, and accessories, crowdfunding roundup! Each week we’ll be looking at a few campaigns currently running that have caught our eye as well as occasionally speaking to some of the creators about their campaigns, or looking at some of the ‘behind the scenes’ business aspects of putting together, launching, operating and then delivering a crowdfunded project. If you have anything you’d like us to cover, or questions about anything we talk about, please don’t hesitate to leave a comment or contact me directly.

Welcome back to our weekly look at tabletop roleplaying game, and accessories, crowdfunding roundup! Each week we’ll be looking at a few campaigns currently running that have caught our eye as well as occasionally speaking to some of the creators about their campaigns, or looking at some of the ‘behind the scenes’ business aspects of putting together, launching, operating and then delivering a crowdfunded project. If you have anything you’d like us to cover, or questions about anything we talk about, please don’t hesitate to leave a comment or contact me directly.


The Silence of Hollowind – Urban Fantasy RPG by Luca Bellini
(Campaign Ends : Thursday 23rd November 2017; 15:58 UTC)

The Silence of Hollowind is an urban fantasy RPG, based on the Savage Worlds rules but with additional setting-specific mechanics. The setting is similar to 1930’s America, but features countless fantasy creatures (Orcs, Elves, Dwarves, etc) living within the oppressive Hollowind, a “ metropolis rich with mysteries and contradictions where magic is outlawed and whoever makes use of it is hunted down as a criminal.”

Hollowind is a vast megalopolis that fifty years ago, thanks to Merlin’s Edict, managed to overthrow the tyranny of arcane families; since that very moment it has been fighting the remaining survivors of the Purge. The Bureaus represent the first line of defense in their daily battle against enemies within and without, observing the motto: order, reveal, and persecute. Anyone attempting to break this new balance, conquered with the blood of thousands, will have to face the Bureaus. The arcanists are always plotting, and people must remain vigilant.

Given their power, wizards have always been considered akin to Gods. And like Gods they built Zapiri, forcing the ground itself to rise above all of Hollowind, the vast city founded by the sorcerers’ servants and submerged in the arcane mists that slowly fell from the dwelling of the Gods.

Despite their power, they were unable to save themselves from the spreading Arcane Plague. The magical illness struck regardless of lineage or position, and the panicking populace begged their masters for salvation but received no answer. The outcry was first moved by fear, then grew ever more violent, culminating into bloodshed and repression.

Only the direct intervention of the Primage Merlin was able to bring temporary peace: he promulgated the Edict, which limited the use of magic. Then, he disappeared from the pages of history.

Sadly, Merlin’s Edict was not sufficient to protect the Arcane Families: it simply proved to all unarcanes (those without magical powers) that the use of magic was indeed the cause of Arcane Plague. Urged by the public outcries, the Families granted increasing rights to the people; part of the reason was that many wizards had already been killed by the epidemic.

However, such a secret could not be kept for long; when the people learned the truth, a ferocious rebellion broke out. The insurgents assaulted Zapiri with the help of Giants, cornering the already weakened Arcane Families.

In the darkest moments of the Purge, the arcane clouds over Zapiri ignited with a fire that killed thousands among insurgents, mages and monsters. That event marked the end of Magocracy and the beginning of the Government of Hollowind. Zapiri was quarantined and the Bureaus were created to prevent the mages from regaining their position. The Bureaus’ names form the motto known by every free citizen of Hollowind from their very birth: Order, Reveal, Persecute.

Forty years from that day, Hollowind is fragmented by arcane mists that split its territory into dozens of Urban Islands, safe districts swimming in a sea of magical fog. Due to the Giants’ help and the vertiginous technological evolution freed from the Mages’ yoke, the Islands can now boast towering buildings, cars, trains and firearms. The many races populating Hollowind are a true powder keg of ethnic tension, threatening to explode at any moment; fear of losing what has been so hard to earn led the Government to fight fire with fire, employing the use of manite: a mineral composed of crystallized mana acting as fuel for Hollowind’s latest technologies, making it the most advanced country in the entire world.

But at what price?

The core book for “The Silence of Hollowind” will allow you to play the role of agents from the three Bureaus fighting against dangers criminal and arcane. Each bureau has different goals and embodies a different approach to the game.

· Bureau of Order: Officers handling everyday cases that do not involve magic and aren’t relevant to the entire megalopolis. They investigate murders, robberies, burglaries and such (apparently) non-arcane crimes. You might think of them as policemen with firefighting duties. Suggested option for those who are new to the setting or prefer low-magic investigations. Still as deadly as other choices.
· Bureau of Revelation: The best detectives among all Bureaus, tasked with solving arcane or high-profile mysteries. They may deal with common crimes if these prove especially complex or unusual, such as with a serial killer or a smuggling network. You might think of them as federal agents. Suggested option for those who like magic to be involved in their investigation, and possibly to face monsters and deadly arcanists.
· Bureau of Persecution: Special squads trained to fight wizards and arcane monsters. They are the hammer of the Bureaus: their duty is to forcefully annihilate threats without hesitation, since their intervention is synonymous with a desperate situation. They might also lend their support to other Bureaus if a specialist is needed to capture or locate an enemy. You might think of them as S.W.A.T. squads. Suggested option for those groups who’d rather have deadly confrontations and little investigation in their games.

The core book for “The Silence of Hollowind” will amount to about 130 pages, which might increase based on the stretch goals.

Within the book you will find:
· A deeply structured setting, filled with mysteries.
· Several play styles, from purely investigative games to action-pulp adventures.
· Playing the role of lowly Order agents, skilled Revealers or brave Persecutors. If stretch goals allow for it, you will be able to play as Arcanists and see things from a different perspective.
· Dozens of NPCs and ideas for investigative sessions.
· A variety of conversions for different rule systems. The initial project includes compatibility with Savage Worlds only, but stretch goals may unlock more. Each system conversion will be released through its own free PDF.
· Layout and art direction aiming to evoke the setting and resemble dossiers from the very Bureaus.
· A map of the City of Hollowind!



Tragedies of Middle School by 9thLevel
(Campaign Ends : Tuesday 21st November 2017; 21:00 UTC)

9thLevel Games (you may remember them from their Kobolds Ate My Baby RPG) are back with an anthology of games (tabletop RPGs, story games, live action games and other strangeness) all based around Junior High (13 years old for non-Americans). The collection combines classic horror tropes and nostalgic junior high activities such as “ spin the bottle, Truth or Dare, passing notes, Bloody Mary, school dances, friendship bracelets, etc. The PG-13 horror vibe running throughout represent the fear, awkwardness, and angst of being a thirteen year old. It’s the worst!

Other strangeness? In addition to the RPGs, story games, and LARPs, The Tragedies of Middle School features a card game, a Choose Your Own Adventure, a solo dungeon crawler, a sport, a dance party, some craftivities*, and more!

*Craftivities are like craft activities - duh!

The Tragedies of Middle School currently* features 20 games and activities with more to come as we hit stretch goals throughout the campaign (fingers crossed!). 20 designers and 3 artists, from a diverse mix of backgrounds, are already involved, ready to share their middle school experiences and game styles. THERE ARE EVEN A FEW CURRENT MIDDLE SCHOOLERS!



No Country For Great Old Ones by End Transmission Games
(Campaign Ends : Thursday 23rd November 2017; 16:22 UTC)

No Country For Great Old Ones is a “now-western crime noir/Lovecraftian horror adventure” from ENnie nominated company End Transmission Games.

The adventure has been written for their DicePunk system but has rules and stats to enable you to play it using Savage Worlds, HERO System, or 5th Edition. Stretch goals will unlock other systems that the adventure and pregens will be converted to – including Delta Green and Pathfinder.

The campaign page doesn’t tell us a lot about the actual adventure apart from… “ In addition to being available fully statted out for the game system of your personal preference, whatever that may be (we hope), the adventure is also a two-sided game of cat and mouse between a group of dangerous bank robbers and the Texas Rangers and US Marshalls. Either side can be the PCs, meaning the adventure has an A Side and a B Side, and players can have fun experiencing either side of a gritty, intense crime drama.”


The Chapel on the Cliffs – A Horror Module for Pathfinder by Goblin Stone
(Campaign Ends : Thursday 30th November 2017; 23:07 UTC)

Goblin Stone successfully funded a 5th Edition version of The Chapel on the Cliffs back in July and are now seeking to repeat that success with a Pathfinder edition of this 3rd level horror module.

It’s been fifty years since the curse struck Kennmouth. Since then, few have dared brave the dangers of the abandoned village, and even fewer came back in one piece. Kathryn Reed has her eyes set on the fishery waters of Kennmouth Bay, but she needs adventurers foolish enough to lift the dark curse. Will you be the heroes who finally rid Kennmouth of its denizens?

Adventure Overview

The Chapel on the Cliffs is a Pathfinder RPG horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. In this adventure, you will get:

· Up to 10 hours of challenging gameplay
· 35 pages of high quality content
· Beautiful color illustrations and maps
· New monsters and magic items, including the famed Hand of Saint Sidvela, and the Guardian Beast
· New rules to deal with chases and sieges involving dozens of shambling skeletons


The adventure’s main location is the abandoned village of Kennmouth. As the characters explore its forlorn ruins and its surroundings, it will become clear the quiet little fishing village everyone used to know is long gone... Only whispers remain of what happened in the cellars of Kennmouth and the ancient barrow mound in the marshes to the north. Are you ready to unearth its dark secrets?



Magic Item Card Catalog: 5e Fantasy Reference Cards by Inkwell Ideas
(Campaign Ends : Tuesday 21st November 2017; 04:00 UTC)


Inkwell Ideas are raising money to fund six 54-card decks full of 5th Edition Magic Items reference cards. The decks include all the magic items that can be legally republished, with some duplicates appearing in the decks of the more common items.

The six available decks are as follows:

Deck 1 : Rods, Staves & Wands
Deck 2 : Rings, Potions & Scrolls (Scroll cards will have lined backs for you to write in specific spells)
Deck 3 : Armor & Weapons
Deck 4 : Wondrous Item Instruments & Jewelry
Deck 5 : Wondrous Item Books, Clothing & Containers
Deck 6 : All Other Wondrous Items

The front of each cards has artwork depicting the item, whilst on the reverse you will have a description of the item and some possible variant ideas.


Critical Hit & Fumble Dice by New Comet Games

(Campaign Ends : Wednesday 29th November 2017; 03:00 UTC)

Ever fancied adding some randomness to your Critical Hits and Fumbles? Well New Comet Games are making a set of large 40mm dice that is here to help. This set of two ten sided dice offer you a range of effects. From doing maximum damage to an instant kill on the Critical Hit die, to Nothing Happens to Critically hitting yourself or an ally on the Fumble die.


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EN Publishing, the publishing branch of EN World, is currently running a Kickstarter for Xenomorphs: The Fall of Somerset Landing – a brand new setting & adventure book for the What’s Old Is New (W.O.I.N.) system. A limited ‘Xeno’ edition of the N.E.W. – Science Fiction Roleplaying Game Core Rulebook is also available through the campaign. Xenomorphs was co-written by Russ Morrissey, Darren Pearce and myself. The campaign is running until Friday 1st December so check it out!
https://www.kickstarter.com/projects/enworld/xenomorphs-the-fall-of-somerset-landing-tabletop-r

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If you like what we do here at EN World (the Forums, Columns, News, ENnies, etc) and would like to help support us to bring you MORE please consider supporting our Patreon. Even a single dollar helps Thanks!

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If you have a forthcoming Kickstarter, or see one that excites you, please feel free to drop me an email on angus.abranson@gmail.com You can follow me on Twitter @ Angus_A or on Facebook where I often post about gaming.

Until next week, have fun and happy gaming!

Angus Abranson
 

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SharnDM

Explorer
Awesome article!

Another item of crowdfunding business I'm saddened to hear about is that Burning Games has decided to close down the Kickstarter for Dragons Conquer America. Apparently they intend to rework the game for a future attempt.

These are the guys behind Faith: The SciFi RPG so I know they have it in them to make great stuff. It's sad, DCA seemed like a neat concept.
 

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