Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Promotions/Press
PREQUEL a history-building boss fight TTRPG coming to KS February 2025
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="quigjam" data-source="post: 9562479" data-attributes="member: 7049533"><p>[ATTACH=full]393905[/ATTACH]</p><p></p><p><strong>Fact sheet</strong></p><p>Developers: Ethan Yen, James Quigley</p><p>Launch: February 3rd, 2025</p><p>Platform: Tabletop Roleplaying Game</p><p>Price: $10 Digital, $20 Print</p><p>Available here: <a href="https://www.kickstarter.com/projects/355301516/prequel-rpg" target="_blank">https://www.kickstarter.com/projects/355301516/prequel-rpg</a></p><p></p><p><strong>[Madison, US] January 22</strong> - Ethan Yen’s Glyphtide Games announces it will crowdfund their new tabletop roleplaying game, PREQUEL, starting February 3rd, 2025.</p><p></p><p>PREQUEL is a tactical storytelling game of heroic sacrifice where you play as doomed heroes fighting against their final adversary. Over the course of the game you play out a tactical combat while building the Heroes’ quest using the world, events, and bonds that led the heroes to this point. Although you will not defeat the Evil, you can still leave a legacy for future generations.</p><p></p><p><em>“You will fall, but you are not The End.”</em></p><p></p><p>PREQUEL is a oneshot game for a GM and 2-4 players. The game consists of a “final fight” that results in a collaboratively-built setting complete with story seeds to start a long-term campaign, if desired. PREQUEL is built using the Lumen 2.0 system by Spencer Campbell and draws upon world-building elements from Microscope by Ben Robbins. The game focuses on the burdens heroes accumulate across their quests and the legacies their actions leave behind.</p><p></p><p><strong>Features</strong></p><p>● Fight the final boss in challenging tactical combat while building the quest leading up to</p><p>this point</p><p>● Use your hero's unique abilities to change the battle, add to their history, and forge their</p><p>legend</p><p>● Build a world for future campaigns by creating legacies and “broadcasting” the Evil’s</p><p>weaknesses for the next generation of heroes</p><p>● Upgrade your heroes by constructing a timeline of the group’s past adventures</p><p></p><p>PREQUEL is crowdfunding during Kickstarter’s Zinequest 7 from February 3rd to the 16th. You</p><p>can grab a digital copy of the game for $10 or a printed copy for $20. A free preview of the</p><p>game is available at the link below.</p><p></p><p><a href="http://ethanyen.itch.io/prequel" target="_blank">ethanyen.itch.io/prequel</a></p><p></p><p><strong>Developers</strong></p><p>Ethan Yen (he/him) is a tabletop game designer and writer. He provides contract production support for Ghostfire Gaming and has worked with publishers including Evil Hat Productions, Hit Point Press, and Wet Ink Games. Ethan co-created the solo journaling game, Fetch My Blade, which was featured in Polygon’s The best tabletop RPGs we played in 2023.</p><p></p><p>James Quigley (he/him) is a digital and tabletop game designer. He co-authored the card-based apocalypse rpg Afterworld along with self-publications for Dungeons and Dragons 5e. In his fulltime job, James works as a game designer at Iron Galaxy Studios where he’s contributed to a number of AAA titles such as Teamfight Tactics.</p><p></p><p><strong>Press Quotes</strong></p><p><strong>"Why did you start writing Prequel? What was the main inspiration?"</strong></p><p></p><p>Ethan - “The main inspiration for the PREQUEL is the first six minutes of the Fellowship of the Ring. The movie opens with a prologue featuring this massive battle between the united armies of good against Sauron and his army of evil. The evil is seemingly defeated, but the story is not yet done. The choices of those heroes at the end of the battle has major implications hundreds of years later. I started PREQUEL as a way to play as those heroes from before, where their time in the spotlight has ended and their choices have very real consequences for the “actual” heroes of the story generations later. Relatedly, whenever I play traditional fantasy TTRPGs, I always consider the thoughts of my characters during combat. What is my character thinking when they’re making that attack? What pertinent flashbacks occupy the mind? That was one of the core goals of PREQUEL: how can we blend the narrative motivation with the tactical combat choices as closely as possible so that one feeds off of the other?”</p><p></p><p>James - “I think I saw Ethan’s first PREQUEL devlogs and I had been thinking alot about what makes combat fun in tabletop games with D&D-esque combat. The premise was super sick and I loved how the game was trying to ride the line between world building and fighting. At this point I still had Critical Role’s Exandria Unlimited: Calamity on the brain and I really wanted to build a</p><p>game for people to tell similar stories. Ethan was kind enough to let me jump on board.”</p><p></p><p><strong>"What's an unexpected or interesting challenge you've ran into while developing Prequel?"</strong></p><p></p><p>Ethan - “We knew going into development that blending the tactical combat with the storytelling aspect of the game would be a challenge. There are games out there that treat combat as a conversation with quick narrative beats. There are games out there that treat combat as tactical, methodical, decisions and optimizing actions on a grid with miniatures. These two treatments of combat can be at odds in both goals and play experiences. James and I wanted to see how close together we could bring these opposing sides with the understanding that there would be a lot of tension between concerns about keeping the story moving and wanting to make the optimal tactical decision.”</p><p></p><p>James - “I definitely never expected player burnout to be an issue. Since players are usually using the same ability multiple times in a game, they find themselves repeating the same Worldbuilding. It’s been a challenge to find the right wording that allows players to take the same text in multiple creative directions. For example, we had an ability that asked players to narrate a time they had to “sever something to succeed” everytime they used it. By the end of a session, usually one to two characters were without arms.”</p><p></p><p><strong>"What are your hopes or desires for the outcome of the project?" </strong></p><p></p><p>Ethan - “Ultimately, I want PREQUEL to be a fun game, and a game that people play. As a game designer, that is my dearest of desires. We’re already seeing some of that with playtesters asking us if they can playtest the game with their home group. My hope is to hear strangers share their play experiences with others and learn how their Heroes left legacies of their own.”</p><p></p><p>James - “I hope we create an experience so fun players want to try again, even though they all died. It’s always so cool to see players thinking about what they could have done differently. If we’re able to get players wanting more from a weird boss fight combat game, that would be a huge victory for me.”</p><p></p><p><strong>Advance Praise</strong></p><p>Fennec Fables - "a fantastic game for those looking to pull players into worldbuilding and lore from the beginning. The struggle of knowing you will fail but leave the keys to success to those That follow is bitter sweet and perfect for drama"</p><p></p><p>Veritas Tabletop - “[PREQUEL] is a unique blend of narrative worldbuilding storygame and tactical combat that I haven’t seen elsewhere... It makes you think about the ways that history is forgotten, and which moments are important enough that they imprint in</p><p>our social consciousness.”</p><p></p><p><strong>Links to Downloadable Assets</strong></p><p><a href="https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e dit?usp=sharing" target="_blank">https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e</a></p><p><a href="https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e dit?usp=sharing" target="_blank">dit?usp=sharing</a></p><p></p><p><strong>Contact Information</strong></p><p>Email: <a href="mailto:ethan@glyphtide.games">ethan@glyphtide.games</a></p><p>Twitter/X:<a href="http://twitter.com/ethanyen" target="_blank"> twitter.com/ethanyen</a></p><p>Bsky: <a href="http://bsky.app/profile/ethanyen.com" target="_blank">bsky.app/profile/ethanyen.com</a></p></blockquote><p></p>
[QUOTE="quigjam, post: 9562479, member: 7049533"] [ATTACH type="full"]393905[/ATTACH] [B]Fact sheet[/B] Developers: Ethan Yen, James Quigley Launch: February 3rd, 2025 Platform: Tabletop Roleplaying Game Price: $10 Digital, $20 Print Available here: [URL]https://www.kickstarter.com/projects/355301516/prequel-rpg[/URL] [B][Madison, US] January 22[/B] - Ethan Yen’s Glyphtide Games announces it will crowdfund their new tabletop roleplaying game, PREQUEL, starting February 3rd, 2025. PREQUEL is a tactical storytelling game of heroic sacrifice where you play as doomed heroes fighting against their final adversary. Over the course of the game you play out a tactical combat while building the Heroes’ quest using the world, events, and bonds that led the heroes to this point. Although you will not defeat the Evil, you can still leave a legacy for future generations. [I]“You will fall, but you are not The End.”[/I] PREQUEL is a oneshot game for a GM and 2-4 players. The game consists of a “final fight” that results in a collaboratively-built setting complete with story seeds to start a long-term campaign, if desired. PREQUEL is built using the Lumen 2.0 system by Spencer Campbell and draws upon world-building elements from Microscope by Ben Robbins. The game focuses on the burdens heroes accumulate across their quests and the legacies their actions leave behind. [B]Features[/B] ● Fight the final boss in challenging tactical combat while building the quest leading up to this point ● Use your hero's unique abilities to change the battle, add to their history, and forge their legend ● Build a world for future campaigns by creating legacies and “broadcasting” the Evil’s weaknesses for the next generation of heroes ● Upgrade your heroes by constructing a timeline of the group’s past adventures PREQUEL is crowdfunding during Kickstarter’s Zinequest 7 from February 3rd to the 16th. You can grab a digital copy of the game for $10 or a printed copy for $20. A free preview of the game is available at the link below. [URL='http://ethanyen.itch.io/prequel']ethanyen.itch.io/prequel[/URL] [B]Developers[/B] Ethan Yen (he/him) is a tabletop game designer and writer. He provides contract production support for Ghostfire Gaming and has worked with publishers including Evil Hat Productions, Hit Point Press, and Wet Ink Games. Ethan co-created the solo journaling game, Fetch My Blade, which was featured in Polygon’s The best tabletop RPGs we played in 2023. James Quigley (he/him) is a digital and tabletop game designer. He co-authored the card-based apocalypse rpg Afterworld along with self-publications for Dungeons and Dragons 5e. In his fulltime job, James works as a game designer at Iron Galaxy Studios where he’s contributed to a number of AAA titles such as Teamfight Tactics. [B]Press Quotes "Why did you start writing Prequel? What was the main inspiration?"[/B] Ethan - “The main inspiration for the PREQUEL is the first six minutes of the Fellowship of the Ring. The movie opens with a prologue featuring this massive battle between the united armies of good against Sauron and his army of evil. The evil is seemingly defeated, but the story is not yet done. The choices of those heroes at the end of the battle has major implications hundreds of years later. I started PREQUEL as a way to play as those heroes from before, where their time in the spotlight has ended and their choices have very real consequences for the “actual” heroes of the story generations later. Relatedly, whenever I play traditional fantasy TTRPGs, I always consider the thoughts of my characters during combat. What is my character thinking when they’re making that attack? What pertinent flashbacks occupy the mind? That was one of the core goals of PREQUEL: how can we blend the narrative motivation with the tactical combat choices as closely as possible so that one feeds off of the other?” James - “I think I saw Ethan’s first PREQUEL devlogs and I had been thinking alot about what makes combat fun in tabletop games with D&D-esque combat. The premise was super sick and I loved how the game was trying to ride the line between world building and fighting. At this point I still had Critical Role’s Exandria Unlimited: Calamity on the brain and I really wanted to build a game for people to tell similar stories. Ethan was kind enough to let me jump on board.” [B]"What's an unexpected or interesting challenge you've ran into while developing Prequel?"[/B] Ethan - “We knew going into development that blending the tactical combat with the storytelling aspect of the game would be a challenge. There are games out there that treat combat as a conversation with quick narrative beats. There are games out there that treat combat as tactical, methodical, decisions and optimizing actions on a grid with miniatures. These two treatments of combat can be at odds in both goals and play experiences. James and I wanted to see how close together we could bring these opposing sides with the understanding that there would be a lot of tension between concerns about keeping the story moving and wanting to make the optimal tactical decision.” James - “I definitely never expected player burnout to be an issue. Since players are usually using the same ability multiple times in a game, they find themselves repeating the same Worldbuilding. It’s been a challenge to find the right wording that allows players to take the same text in multiple creative directions. For example, we had an ability that asked players to narrate a time they had to “sever something to succeed” everytime they used it. By the end of a session, usually one to two characters were without arms.” [B]"What are your hopes or desires for the outcome of the project?" [/B] Ethan - “Ultimately, I want PREQUEL to be a fun game, and a game that people play. As a game designer, that is my dearest of desires. We’re already seeing some of that with playtesters asking us if they can playtest the game with their home group. My hope is to hear strangers share their play experiences with others and learn how their Heroes left legacies of their own.” James - “I hope we create an experience so fun players want to try again, even though they all died. It’s always so cool to see players thinking about what they could have done differently. If we’re able to get players wanting more from a weird boss fight combat game, that would be a huge victory for me.” [B]Advance Praise[/B] Fennec Fables - "a fantastic game for those looking to pull players into worldbuilding and lore from the beginning. The struggle of knowing you will fail but leave the keys to success to those That follow is bitter sweet and perfect for drama" Veritas Tabletop - “[PREQUEL] is a unique blend of narrative worldbuilding storygame and tactical combat that I haven’t seen elsewhere... It makes you think about the ways that history is forgotten, and which moments are important enough that they imprint in our social consciousness.” [B]Links to Downloadable Assets[/B] [URL='https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e dit?usp=sharing']https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e[/URL] [URL='https://docs.google.com/document/d/1nYJlgqGqKoeoEu-s8guqLOgBgwE4XE8nQB-0_2Tt-KQ/e dit?usp=sharing']dit?usp=sharing[/URL] [B]Contact Information[/B] Email: [email]ethan@glyphtide.games[/email] Twitter/X:[URL='http://twitter.com/ethanyen'] twitter.com/ethanyen[/URL] Bsky: [URL='http://bsky.app/profile/ethanyen.com']bsky.app/profile/ethanyen.com[/URL] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Promotions/Press
PREQUEL a history-building boss fight TTRPG coming to KS February 2025
Top