Showing posts with label Crowdfunding. Show all posts
Showing posts with label Crowdfunding. Show all posts

Saturday, February 4, 2023

ZineQuest 5 + ZineMonth 2023: Here We Are!

 It's February and ZineQuest is back on Kickstarter, with a load of small but awesome ttrpg zines.



It's ZQ number 5, and the event returns to the regular February edition after last year's shift to August, which brought us the ZineMonth event, so now we have TWO platforms to check! But don't worry: I've done that for you.

Let's see what's going on, beginning with my OSR game of choice: OSE.

The Old-School Essentials Projects

Advanced Ancient Academy - An expanded version of the classic one page dungeon adventure by Stuart Robertson.

Old School & Cool Vol. 4: The Undead Issue - The fourth issue of Wind Lothamer's OSE zine focuses on undeath, with options to use undead creatures as player races, plus an undead-themed city, tables to create new unique undead monsters, new spells and magic items, and a mini adventure. Volumes 1, 2 and 3 of Old School are already available at dtrpg, and you can check my review of vol. 3 here.

Gary's Appendix - Issue 2 - A Thoughtful Zine for Old School Essentials - The second issue of Jeffry Jones' unique zine, offering essay-like articles on DMing, world-building, and other OSR topics. This issue focuses on languages, currency, and religion, among other topics.

Delver 7: Resources for the Random-Rolling Referee - Delver hits issue 7, continuing the series of collected random tables of all kinds. The first 6 issues are up at dtrpg.

The Doom of Blackwinter - An OSE (and Zweihander) adventure set in frozen mountains, against fey creatures, by Mark Meredith. 

CANDLE III: Fantasy Audio Magazine - The third issue of this unusual zine + cassette (and digital audio) combo. Check out issue II, which also features Kaptain Carbon, Danger Bear Art, Luka Rejec, and even me!

Ziggurat of the Blood God  - A zine adventure for OSE,  DCC, and Mork Borg, written by Christopher Willett, with strong horror vibes.

Odyssey - Black Tales RPG - A grim take on Ulysses' journey, for OSE, Mork Borg, and even 5E.

Other OSR Zines

Plenty of interesting OSR projects!

Dungeon Malarky - Levi Comb's new zine: a guide to hazards, magical items, strange plants & bizarre spell components for GMs.

The Electrum Archive - Issue 02 - Expands issue 1's science-fantasy tabletop RPG written by Emiel Boven and inspired by games like Morrowind, Ultraviolet Grasslands, Mothership, Dark Sun and Cairn. 

Cloud Empress: Ecological Science Fantasy Roleplaying - a Nausicaa-inspired fantasy campaign setting for the Mothership RPG.

Loot Hunters - Pouch of Gold - A system-neutral maps, adventures, and random tables, just perfect for OSR games. Also check out last year's Loot Hunters - First Coin.

Bio-Drones & Cryo-Clones - A biopunk facility-crawl zine for Mothership RPG by Chris Airiau, with insane art.

MisAdventure Games: Horror Compendium (upcoming) - apparently a collection of spooky adventures.

A Home Reforged (upcoming) - A dwarven-themed OSR zine, based on The Black Hack.

Carapace & In the Heart of Oz - a Hex Flower RPG Bonanza - A double-features zine project by Goblin's Henchman.


Beneath the Sea of Dust 1 - A a revised, re-organized, and even play-tested compilation of Ray Otus' Dungeon23 journal.

AMMU: A Whimdark Adventure (upcoming) - A system neutral RPG adventure through the corpse of an eldritch god.

GRANDMOTHERSHIP - A sci-fi TTRPG about senior ladies in space - With a title like that, this deserves a look.

Other Zine Projects

TLD RPG - An indie RPG with OSR influences, designed by Billy Blue.

La Masseria (upcoming) - An investigative RPG Zine set in the folklore of a farm in Southern Italy, designed by Alessio Spalluto. I'll have to check this because it's set where I was born and grew up!

Electrocube War Adventures - A transformers zine for Erik Bloat's Valor Knights RPG.

MEKKAKONKRETE - A chiptuned fantasy RPG - A zine project on the new Crowdfundr platform, with Mechas in a medieval world, with insane art!

Dungeon Delver: A Card+Zine Crawl (upcoming) - Dungeon tiles + a generation system? Sign me in! Looks like something I might use with HeroQuest!

Candied Blood - An adventure set in a hungry candy factory, playable with both To Change and Trophy Dark. 

And More!?

Well, while you're checking crowdfunding, here's a bunch of projects which are not zines but you should definitely take a look at.

Yoon-Suin: The Purple Land, 2nd Edition - The new edition of the 2004 acclaimed, seminal OSR setting toolbox by Noisms Games.

Cities Without Number - the cyberpunk RPG from Kevin Crawford, the creator of the acclaimed Stars Without Number and Worlds Without Number games.

Wrapping Up

Lots of interesting projects here, and lots more I've probably missed. Use the comments below to add to the list!

Wednesday, August 3, 2022

ZineQuest 4: The Old-School Essentials Projects!

 ZineQuest4 is happening now, with 70 active projects as of today.

Lots of cool projects, but apparently less than usual, what with the decision to skip February, and August being the month of Gencon, and people trying to be on holiday, maybe.

But still more than enough projects to make a list! So let's get it going.



The Old-School Essentials ZineQuest4 Projects - plus a bunch of not-zine projects worth checking!

Please note this list includes active projects as well as some in pre-launch.

Delver Issue 5 - The fifth installment of the zine series that provides LOTS of random tables for the OSE referee. Each issue also includes an adventure. The previous issues are available at DrivethruRPG.

Inn to the Deep - A five-booklets deal by Bill Edmund, offering four dungeons, a bestiary, and an inn connecting the whole thing. Check out those sweet annotated maps!

The Beast of Borgenwold - A level 1-3 adventure with a big bad reanimated taxidermied manticore! Written by Harry Menear, with cool art by Yuri Perkowski.

Zines With Class For Old-School Essentials - Offers 5 new classes and advanced races for OSE, including a chimpanzee folk and necromancer. 5 more classes are listed as stretch goals, and each class is featured in its own individual zine. By Appendix N Entertainment.

Gary's Appendix - A zine with articles by various authors, offering advice, inspiration and guidance for OSE referees. At $1 fr the PDF, it's definitely worth checking.

The Scourge of Northland - By Jacob Fleming, a new adventure module in the same vein as Tower Silveraxe and Valley of the Manticore.

Blackmore: a high fantasy Rock & Roll zine for 5E & OSE - A zine with three connected adventures, inspired by the Rainbow rock band albums.

Worldbreaker / Dark Tides of Zaratos - A HUGE double-feature campaign offering a pirate/psionic campaign setting and adventure (Zaratos), AND a sourcebook to end your campaign world with a bang (Worldbreaker). The whole campaign actually delivers 6 zines!

Into the Space Worm - A dungeon adventure inside a colossal space worm, from Knight Owl Publishing, authors of the Old School & Cool zine series.

Old-School Solo Adventures - Four zines each with a scenario that can be played solo like choose-your-own-adventure books, or used in regular group play with a referee.

Secret of the Black Crag - Written by Chance Dudinack, author of The Black Wyrm of Brandonsford. Nuff said.

BIG EYE CHUNGUS - From Levi Combs (check the Phylactery zine!), a zine dedicated to those tentacled, big-eyed, floating sphere monsters of the deep. Not officially associated with Old-School Essentials, but still close enough to make it into the list, as the OSE Advanced Rules has the eye of terror monsters available. You know, those with beauty in their eye...

The Den of Nightmares and Sweets - A "spoopy" adventure for low level characters.

Loot Hunters - System agnostic set of regional, city and dungeon maps, with a great old school feel and a bargain €1 pdf pledge.

The Medieval Margin-agerie Zine - A generically osr of bizarre content, by Paul Baldowsky, acclaimed author of award-winning The Dee Sanction.

Ogre's 11 - Not OSE-licensed, but a zine with heist scenarios by Mark Finn. Plus I love puns.

Black God's Kiss - An OSE adventure and "microgame" based on C.L. Moore's tale The Black God's Kiss (still in prelaunch as I write, so this is all I know).


Have I missed something? A new project has launched? Hit the comments so I can update the list

Friday, June 24, 2022

About Kosmosaurs

You are a dinosaur. You are a Kosmo Ranger. You are a Kosmosaur—a protector of the galaxy. You and your companions travel through the stars to help all sorts of people, planets, and organizations by preventing disasters, battling assassin robots, banishing chaos mutants from the Void Dimension, and facing all kinds of weird dangers. [From the blurb]



Kosmosaurs is Diogo Nogueira's latest rpg.
If you don't know him, he's the author of several acclaimed games, including the Ennie-award winning OSE adventure Halls of the Blood King and big hits such as Sharp Swords & Sinister Spells, Solar Blades & Cosmic Spells, Dark Streets & Darker Secrets, and Lost in the Fantasy World.

A few months ago Diogo asked on his socials for bloggers etc to check and review his upcoming game, so here I am. I received the work-in-progress pdf and had the opportunity to check it. Now the game is available both on Diogo's itch.io page and on DriveThruRPG.

Here's some basic facts:

  • Written by Diogo Nogueira
  • Lavishly illustrated by Łukasz Kowalczuk, with a colorful layout by Guilherme Gontijo
  • Format is A5 or similar (guessing this from the pdf)
  • At the time of writing this it is an 80-page full color sweet little book

It is inspired by Saturday morning cartoon shows and as such is a perfect game to play with younger players. The characters are Kosmosaurs, i.e. dinosaur space rangers and protectors of the galaxy. While it is not stated explicitly in the game, it's very well suited for children. That doesn't mean you can't have fun with it even with a group of adults, of course.


Let's see how the game works.

The core mechanic is inspired by John Harper's new classic Lasers & Feelings. Kosmosaurs only have two numerical statistics: Kosmo and Saurs, which represent intellectual and physical capabilities, respectively. When you create your character, you divide 5 points among these two stats, and that's the pool of d6s you roll when you make an attribute test. Characters are further defined by the type of dinosaur they are, of course (a pterosaur can fly, for example; an a ankylosaur can bash things with its tail, and so on), and they must also choose a role (pilot, scientist, xenologist, commando, etc), and two extra things the kosmosaur is good at and one thing they are bad at. Furthermore, each character can choose a number of significant items equal to their Saur score, and a number of knowledges equal to their Kosmo score. That's it for characters.

You roll your Kosmo or Saur pool of d6s, and add an extra die if the action is typical of your role, if that's something you're good at, or if one of your significant items or knowledges applies to the situation.

Things you are bad at, and stuff that your role would be bad at, reduce the die pool by one. Same goes for difficult actions, which is determined by the GM.

So you roll your pool and take the die with the highest result.

Results have five degrees of success and failure which can be described as:  No, and / No, but / Yes, but / Yes / Yes, and. These are not the terms used in the game, but I guess most of my readers get this type of thing. The game explains the results fairly clearly.

The rules are player facing, meaning the GM never rolls. Combat is quick with players rolling to attack and to avoid damage. Damage is handled as markings on your Kosmo or Saur scores, and the default rules dictate that characters don't die: they are just taken out for the scene, as appropriate for Saturday morning shows. Players also have the option of (temporarily) losing a meaningful item instead of taking Saur damage (which can be later repaired or replaced), or one of their knowledges instead of Kosmo damage (representing temporary self-doubt). 

The "combat" rules apply to any type of conflict really, so Kosmo damage can represent the outcome of a failed social conflict.

Beside their characters, the players get to create the group's spaceship, which is handled with similar stats as the Kosmosaurs.

This is pretty much all there is to it as regards rules. I didn't go into the details of the consequences of damage but I think you get the idea.



What I've found especially good is the large set of tables that accompany each section of the game: types of dinosaurs, roles and names, for players, and then a whole lot of tables for the GM: mission objective, antagonists, locations, supporting cast, complications and rewards are the tables you get to help you quickly set up a scenario. All of these are d66 tables, which means there are 36 results, a reasonable number for the scope of the game, and also a way to have tables with many entries in a game that only uses d6s. 

The book also contains a series of five detailed enemy factions, a sort of recurring villain organizations that help define the setting. They are: the Robot Empire, the Voidsaurs, the Undead (space) Pirates, the Slime Lords, and the Broccoloids. Each has a fun general description, a list of associated themes, and two d6 tables: one with what they want, and one with what they are doing. The first is more of a possible long-term objective which can be the subject of an adventure or even a series of adventures, while the second can fuel a scene or a single scenario.



The final pages of the book are the colorful character sheet and space ship sheet. 

Is this game for you?

I think there are two possible ways of playing this.

One way is to play with a group of kids of any age as soon as they can read and write a bit. Rolling a bunch of d6s is something children can do long before they can read, and the game requires zero math skills, but they need to be able to write a few things on their character sheet... unless you write stuff for them.

As a game for adults, it certainly is a great choice for a light-hearted game night for players who enjoy the joyful silliness of Power Rangers and similar shows.

What I find very good is that:

- the rules match very well the spirit of the "source material", with heroes that don't die, simple action, and no simulation or realism whatsoever;

-the same goes for the fabulous art which is colorful, full of action, and fun with a lot of goofy details and over the top characters;

-considering the two types of gaming groups I see this for, the suite of player and GM tables are very helpful and definitely help to get quickly into the game. You want all the help you can get to run a game for kids who are absolute beginners, and it's also good to have tables to quickly set up a scenario for them (or for adults, of course).



- The game has the potential to be a very good introduction to RPGs both for kids AND for parents who have never played rpgs before, so I've especially appreciated the few pages devoted to explaining how the game flows, and what are the task and responsibilities of the players and the GM. These include the who does what in game terms, but also some advice on the social aspects of the game. These recommendations may seem obvious to experienced role-players, but I think they are very precious for beginners.

So, yes, Kosmosaur seems like a great game. Frankly, I hope some Italian publisher will localize it. I see it as a perfect game for me to play with my 7yo, and as a gift I could give to my gaming friends who have children of similar age!

So yes I think you should definitely check it out!

Thursday, January 27, 2022

10 QUESTIONS TO: Andrea Sfiligoi

Andrea Sfiligoi is a man of many talents: designer of miniature games, RPGs and solo games; fiction writer, illustrator, translator, and also publisher, with his Ganesha Games brand, of his games as well as other authors’.

One feature I love of his miniatures games is that they are generally simple and accessible, and can be played with any minis you have around.

His games include the acclaimed Songs of Blades and Heroes skirmish/war game, the astoundingly successful Four Against Darkness game line, and also my favorite skirmish game Battlesworn.

He’s also recently tried his hand at children's books with the recently published What To Do When Mr. Blue comes to Town, which he created together with his wife Anna.



But who is Andrea? I’ve known Andrea personally for about 10 years now, as we’ve met in several gaming cons in Italy, and I’ve known him as a designer since the ‘90s, when I was a teenager reading gaming magazines, and he was just starting his career as a game designer writing gaming articles and adventures on those magazines.

He is a gentle man, and a vegetarian and cat lover; a gaming enthusiast in the broadest sense of the word, always happy to share ideas, collaborate, or just discuss gaming.

He moved to Kharkiv, Ukraine a couple years ago, and he got married last summer!

Ok, so let's start with the questions!


1 Hello Andrea. Let’s talk about your work as a designer and publisher. How did you start? What was the first game you released? Have you ever tried working for other publishers, or has self-publishing always been your only preference?

My first self-pub game was Song of Blades and Heroes in 2007, which actually was designed as a short filler between games of DBA. But many years before that, I wrote and illustrated a supplement about demons called Inferno for the French rpg Simulacres, which was published in Italy by Nexus, and I wrote several articles for GURPS on Steve Jackson Games’ Roleplayer and Pyramid Magazine.

After my first few games were successful, I was contacted by Osprey and wrote three titles for them: “Of Gods and Mortals”, “A Fistful of Kung Fu” (which got nominated at Origins) and “Rogue Stars”.



2 We can say Song of Blades and Heroes is your biggest hit among your miniatures games, with dozens of supplements derived rulesets. Why do you think it has been so successful? 

I guess it was the first miniature-agnostic system that became very popular because it was published at the right moment, and because it tried to solve the many little obstacles that people have when playing miniature games.

What have you learnt about design since its release?

I think I didn’t really learn anything major – I fly by the seat of my pants and just use my intuition. I just try to design games that I would like to play. I am lucky that there are many gamers with exactly the same taste.



 And what about publishing?

Oh I learnt about formats, distribution, and how to save money. The most likely mistake that a new publisher can make is to spend too much money. This business is small and you need to watch your dollars.

 (Bonus question: How many miniatures have you got?)

Painted? I think about 5000. Unpainted: better not ask.

3 You told me Four Against Darkness is, by far, your best selling game, with several thousand copies sold, lots of expansions and spin-offs, and a bunch of localizations. What has been the key to such a glaring success, in your opinion?

It’s a solo game that puts together some of my favorite games: the simplicity of Tunnels & Trolls, the collectability of Fighting Fantasy, and a simplified version of the Red Box.



4 What’s your advice for aspiring or beginning designers and self-publishers?

Read and play what has been done before!

5 Kickstarter, and crowdfunding in general, has become more and more important for tabletop games. What has your experience been with the crowdfunding campaigns you ran in the past?

We used crowdfunding when we needed to produce expensive stuff like miniatures, but probably I am not going to use the platform anymore. It’s too crowded, too easy to make financial mistakes, and, for books, I really don’t need it. I just write, illustrate and publish.

6 Do you see the whole crowdfunding scene changing anytime soon? How would YOU like things to change? 

I don’t have any special ideas about crowdfunding. I continue to support original, grassroots ideas as a backer, and I hope this will continue. I would like a new platform that worked together with paypal and filtered out big companies, but I understand this is not going to happen because money talks…

7 I know you are always working on more and more games. What can you tell us about your future gaming releases?

4AD will be released in many different languages, thanks to the excellent work of MS Edizioni in Italy that acts as my agent for international rights. This takes a bit of my time. 2022 will see both new releases and new editions of old titles. For sure there will be a new revised “all in one book” edition of Song of Blades and Heroes, and we have no less than 25 books for 4AD in the pipeline.

8 As your online shop shows, you are very open to collaborations. Should anyone reading this interview be interested in working with you on any of your games, what should they do? Are you currently interested in content writers, illustrators, designers, playtesters?

Playtesters always. Illustrators no (I do art myself to keep the costs down). We have so many games in different stages of production that any proposal will have to wait for a long time, but we do accept new writers now and then. The best thing is to study what we do and send me a short synopsis (DO NOT WRITE THE WHOLE THING!) and email it at andreasfiligoi@gmail.com .

9 “What To Do When Mr. Blue comes to Town” is a completely new type of thing for you. How have you come to this? Are you planning more children books?



I studied children’s illustration and book production and I have been somewhat active in this area, occasionally painting illustrations for other writers. My wife has plenty of fresh ideas and is learning illustration so we just decided to try something together. She writes a story, I edit it, she paints some illustrations in gouache that later I refine digitally, then I do layout and we send the whole thing to an external editor. We want to produce a catalog of about 10 picture books and a game-book for children and see how they sell. We want to diversify and try different niches.

10 How do you see the future of miniature games and rpgs, let’s say in 10, or 20 years?

If I knew I would write games for the future :-) I think the current trends will continue, and 3d printing will be a powerful factor that should be considered even in rules design. For example, I think of games allowing players to print their own equipment upgrades to their figures.

11 I know, they were supposed to be 10, but I have one more question before we say goodbye. Please point us to a song you think we should listen to.

I like songs that tell a story. For people who love cats, “In Dreams of Mine” by Faith and the Muse is just perfect

Thank you Andrea! Hope to see you again soon at some gaming con!





Wednesday, January 5, 2022

Kickstarter, Blockchain, ZineQuest 4 and Zine Month - Whaaaa?

UPDATES! See end of post!

February is coming, and February means ZineQuest. Or does it?

It seems there we'll be no ZineQuest this year:


Anya is Anya Combs, director of games at Kickstarter, so we can assume she knows what she's saying. Let's take a closer look:

"Officially", yeah, but all we have for now is Sam saying Anya said... That's not my definition of "official". If anything, this proves that KS doesn't care much about ZQ anyway.

 Note the specifics: it is not happening in February... which leaves the door open for another time frame.

Other sources say ZineQuest 4 might still be a thing, but in August:


And that's Tony Vasinda of Plus One Experience, one of the most important voices in the zine/indie rpg scene. (I interviewed him some time ago). He's been encouraging creators to try different platforms instead of Kickstarter for a while now, such as GameFound, which he's been working with when crowdfunding Down We Go.

So where are all the zines going? Tough question.
The indie/zine rpg community truly is a community: Charlie Fergaves is already setting up Zine Month, a site to showcase all zine projects on any crowdfunding platform. And the RPG Zines Facebook Group is always there. 

And yet, many creators are reluctant to leave Kickstarter. Even now that ZQ4 isn't a thing! 

The acclaimed Old-School Essentials zine Planar Compass is crowdfunding their third issue on KS next month, ZQ or not ZQ. And they are not the only ones. Project pages are being filled and activated as I write.

I have a zine project for next month too. Haven't made up my mind 100%, but I think it will be on KS anyway. If you've enjoyed my electronic/print-at-home OSE zines, and the Lands of Legends series, you might definitely be interested.

I'm the smallest creator. I've only run one crowdfunding last year during ZQ3, and it well very well, because yes, KS and ZQ give you a lot of momentum. Besides that, I only have a bunch of zines on Drivethru. I believe Kickstarter is still my only option for now, ZQ or not.

But all this commotion about Kickstarter is not only because of ZineQuest 4!

At the root of the general disaffection towards KS is their announcement on December the 9th of their intention to move to the blockchain technology, in partnership with Celo.
The news only mentions blockchain, but has been generally received as bad news because 1. blockchain is the technology associated with cryptocurrencies and NFTs, which are generally viewed as scams, and 2. this type of technology seems to have a terrible environmental impact.
It must be noted that the KS announcement doesn't mention cryptos nor NFTs at all, so the association is a bit arbitrary, for now at least. It must also be noted that very little information has come after that, regarding when the new technology will be implemented, and how.
Tech-savvy people have spent hours on social medias to discuss and explain the details of blockchain, and the difference between proof of work and proof of stake blockchains, which have largely different consequences on the environment.
But as of now, there is very little to discuss as facts are scarce.

My friend Alan Bahr of Gallant Knight Games has just launched their own "GallantFunding", after deciding to stay away from KS. Their original plan was to crowdfund both War of the Magi and the awesome Kosmosaurs (both by Diogo Nogueira) in a "double-feature" Kickstarter, but things have changed. War of the Magi is being crowdfunded now on their own web store, and Kosmosaurs is temporarily on hold.


Even before that, Pinnacle Entertainment (a veteran on Kickstarter) has experimented with other platforms (East Texas University on GameFound), and even on their own platform with the Super Powers Companion for Savage Worlds.

So there is that. Creators are skeptical about the blockchain change, and ZQ4 isn't happening. Is this going to be the end of ZQ as we know it?
One thing I'm sure is the community that has grown around will go on and prosper!

I've made this post to collect the info I've found so far, and to help other creators (small, big, aspiring!) to figure out what's going on. If I've missed some important piece of info, drop it in the comments!


UPDATE!

ZINEQUEST 4 IS COMING AUGUST 2022


UPDATE 2!


UPDATE 3!

ZineMonth site is live!




UPDATE 4!

My zine Kickstarter is coming!



Saturday, October 2, 2021

10 QUESTIONS TO, ENNIES SPECIAL: Mauro Longo & Two Little Mice

This is a special interview! Today we chat with Mauro Longo, the mind behind Brancalonia the Spaghetti Fantasy RPG, and the Two Little Mice team, who gave us Broken Compass. Why am I interviewing them together? Because they have a lot in common, such as being Italian and having won a bunch of Ennie Awards two weeks ago!




Brancalonia got the Gold Award for the Best Electronic Book category, and three more Silver Awards for Best Setting, Best Writing and Product of the Year, while Broken Compass received a Silver Ennie for Best Production Values. 






Mauro Longo is an old time friend of mine: we played RPGs together for years, and we wrote together the Savage Worlds settings Ultima Forsan and Tropicana, and the Old-School zine series Lands of Legends. He’s also worked on internationally acclaimed RPG projects such as Lex Arcana and Inferno, and is also a novelist and a Choose Your Own Adventure gamebooks author.


Two Little Mice actually is three -regular sized- people: Rico Sirignano, Simone Formicola and Daniela Giubellini. Before Broken Compass, they created the fairy-themed Household RPG, which won the Italian RPG of the Year 2019 award, the Parsifal graphic novel, and the Anime e Sangue urban fantasy series (available on Amazon Prime Video). And today’s news is the TLM team has just been acquired by the board game colossus CMON!




1 Hello Mauro, Rico, Simone and Daniela! So, how does it feel to be nominated for the Ennie Awards? And then to actually win? Did you see it coming? What was your reaction? Italian RPGs had received a few nominations in the past, but this year Italy totalled five Ennies, which is a record. Do you see a trend in that? What are your plans to keep winning?



Mauro: Well, as you can imagine, it was OUTSTANDING and we don’t have plans for that :D . Of course, we submitted our game to the judges, “with our hat in our hands” like we say, hoping for 1-2 nominations. We didn’t see the four nominations coming, nor the four awards we got. We actually spent the night (3 a.m in Italy) watching the streaming together with the TLM team and our shared joy was a real thing. In one moment, we all passed from our national RPG scene to the world top level… What a night! 


There is a trend: an internal Italian trend. Starting with Ultima Forsan, then with Lex Arcana, Broken Compass, Valraven, Inferno, Lands of Legends, Not the End and similar Italian games, Italian game designers are transcending the national border and bringing our games to the rest of the world. We didn’t have the strength to arrive on the English speaking marketplace before, we have it now. And the whole thing will escalate quickly.


TLM: Being nominated for the Ennie Awards was thrilling, and winning a silver medal was way beyond our wildest expectations. This is one of the greatest awards for games, and we only stepped into the gaming sector three years ago.


In the last years Italian role-playing games are proving well received even beyond our borders, thanks to some very successful KickStarter campaigns. We hope that the recognition awarded to Broken Compass and Brancalonia will contribute to bring even more attention to our niche and help the Italian gaming industry to grow.


2 Ok, just in case someone reading this doesn’t know your games, could you please pitch them for us here in, like, 10 lines?


Mauro: Brancalonia is a “spaghetti fantasy” setting for the 5th Edition of Dungeons & Dragons. It’s set in an unheroic, picaresque and roguish version of Medieval Italy, a world that quotes, collects, and mixes references from contemporary Italian fiction and over a hundred works of Italian fantasy tradition, pop culture, and collective imagery – like Collodi’s Pinocchio, Orlando Furioso, Calvino’s fiction, fairy tales, Dante’s Divine Comedy, and the “Spaghetti Western” films. In Brancalonia, all the player characters are knaves, members of a Free Company of mercenaries, rogues and rascals, engaged in questionable jobs across the various domains of what is left of an ancient kingdom now in ruins.



TLM: Broken Compass is a pulp adventure game inspired by the classics of the genre like Uncharted, Indiana Jones, and Tomb Raider. When playing Broken Compass you step into the role of an Adventurer, someone who braves the dangers of the world in search of a Treasure and will have to face a terrible and dangerous Rival to get it. The best things about Broken Compass are that it’s very easy to pick up, simple to learn and play, even online, and the great attention to details that gained it the Silver ENnie for Best Production Values.





3 Tell us about your specific jobs. What are your roles and your areas of expertise? How does your creative and productive process work? Your creative productions include RPGs and also novels, CYOA books, comics and live action shows. Is there an overlap, influence, contamination that seeps into how you conceive, play and create RPGs?


Mauro: I’m now the creative director of all the RPG and gamebook lines in Acheron Games. I lead a composite staff of writers, artists, developers and other contributors. I usually try to work on POP CULTURE as a whole subject, from which to extract tropes, ideas, features and quotes. This is the way I approach RPGs, even in their mood, their atmosphere. Ruleset comes later.


TLM: Two Little Mice is made up of Riccardo “Rico” Sirignano, Simone Formicola, and Daniela Giubellini. Rico and Simone are both writers and they focus on the development and writing of the games, while Daniela is the artist behind the beautiful illustrations in our books.

Before diving into the RPG scene, we produced a tv series released on Amazon Prime Video and several plays for theatre. These days we are also working on a graphic novel that should be delivered to our backers shortly. We take inspiration from many sources; Broken Compass, for example, was clearly the product of our shared passion for both movies and travel.


4 Both Brancalonia and Broken Compass were launched on Kickstarter, with very successful campaigns. The perfect example of how crowdfunding was supposed to work: small publishers gathering funds for large projects.

Through the years, though, it has become more and more important even for the “big players” in the RPG industry.

Do you consider that unfair? Or is the presence of big publishers beneficial to the small ones? Do you see that changing anytime soon? How would YOU like things to change?

What’s your overall experience with Kickstarter campaigns?


Mauro: Kickstarter is a tool publishers can use for their projects, and in this way it’s neutral. For us in Acheron, an international crowdfunding portal is the way we can directly reach an audience worldwide: players living in the USA, UK, Australia and so on. The point is not the money, the fundraising, but the visibility our games can have, and the direct connection between creators and players. 


It can’t be unfair, if everything is used in transparency. I like this system, I adapted very well, and I will use it again, when needed.


TLM: Many of our projects over the years have been founded with the help of Kickstarter and we are very grateful to have such a platform. When big players also use this platform, they help introduce it to a greater public, which then has a chance to discover the smaller companies there. In our opinion, and as proved by our experience, this coexistence doesn’t work against indie companies. It’s not unfair for larger companies to use this platform, so long as they do it responsibly. But this goes for everyone, big or small.


In future, we’d love for both creators and backers to come closer to the philosophy behind crowdfunding campaigns, both explaining clearly and accepting the risks they involve, and striving for a better communication on all sides.


5 Italian style. Is there any such thing in RPGs? How “Italian” are your Brancalonia and Broken Compass? Rules, setting, concept, approach, anything you think may apply. Has it been a key element for success?


Mauro: Acheron IS a producer of Italian-style concepts, IPs, games and fiction. It’s our mission: “Made in Italy, shared worldwide”. We are expressly devoted to Italian-ish settings, novels, lore, pop culture and so on. Of course we also like stories and settings with completely different flavor, BUT we use “Italian stuff” as a distinctive trait, to introduce ourselves and to be distinguished from other publishers.

In our case, it definitely has been a key element for success.


TLM: Italian style is famous all over the world in many sectors, from design, to fashion, and for many other artistic products. We like to trace our love and attention to details back to our traditions, our history, and the many beautiful things our Country has to offer, and we hope to keep sharing our love for peculiar things with others. It would be hard to say if there is such a thing as an “Italian Style RPG”, but the cultural wealth that surrounds us is a great inspiration for our imagination, and there’s no doubt it played a role in the creation of our products. In many ways, Broken Compass is NOT an Italian game, but we believe that our novel approach to a genre so dominated by the American perspective played a role in our success.


6 Inclusion and representation of minorities in RPGs are a hot topic. How do you address that? 


Mauro: We try the best we can. Our saying, for Brancalonia, is that we are “social justice knaves”, and everything in the setting is planned to be "cosmopolitical", inclusive and respectful, even if in an ironical way. Our most frequent trick is: take a stereotype and then subvert it. This way you get to use the tropes that you want to, but you can create more than that, representing a lot of differences. 


TLM: When designing Broken Compass, we came to realize that the genre that inspired us (let’s call it “archaeological adventure”) historically hasn’t been the most inclusive or respectful in the representation of other genders and cultures. Our objective was to bring the genre into the present, adapting it to a modern society and leaving its problematic traits in the past. Representation and diversity have always been a cardinal element of our creative ideals, and we often had to go against the reference material and find different ways to stay true to them.


We are proud of having created Broken Compass as a game with people of many genders and nationalities, and proud of our fans and backers who appreciated and supported our choices.


7 Let’s see how good you really are as role players. Now you are Hollywood screenwriters and must write a short email to convince Mr. Warner Bros to produce a movie or tv show based on your games. Go!


Mauro: Brancalonia is “fantasy with no money for CGI”. Think Clint Eastwood and Eli Wallach with blades instead of guns and that’s it. What could possibly go wrong? 


TLM: With the fifth Indiana Jones in the works, Jungle Cruise in theaters, and a movie based on Uncharted that’s already going through post-production, we think Hollywood knows already that the archaeological adventure genre is ready for a revival. It would be hard to come up with anything that could rival such colossal productions!


8 Licensed games. If you could buy any franchise/IP for an RPG, which would it be? Tell us about the franchise and the game you’d make.


Mauro: I’d go with some Italian crime story, but with an ironic mood in it. Inspector Coliandro would be a great game.


TLM: Without leaving Italy, it would be great to work with the great people at Bonelli. We think coming up with an investigative rpg that lets players become “Nightmare Investigators” like Dylan Dog would be a fun and interesting project.


9 I’m sure the four of you already have at least ten other ideas for new RPG products that you might be publishing in the future! Am I right? Can you share what’s on the design table? 


Mauro: Brancalonia and Inferno will go on for a while with extended lines. A new idea for the future could be “Fascists from Yuggoth”, a pulp-weird adventure game in a fascist empire that never fell, thanks to some crazy alien lovecraftian tech. In the game, you will be part of the international antifascist brigades and fighting against this evil Italian tyranny, their legionaries and their mad scientists, up and down the Mediterranean Sea.


TLM: We think we’ll stay at the House for a while and, as already announced, work on the second edition of our very first role-playing game: Household. There are more surprises ahead, but nothing we can tell you yet.


10 My regular final question: please point us to a song you think we should listen to, game related or otherwise.


Mauro: We spoke about Italian stuff, so my suggestion is a piece by Ennio Morricone from “My name is nobody” OST: “Il Mucchio Selvaggio”. It’s a not-so-known spaghetti western music I really love very much.  Again: so Italian!


TLM: Ok, we’ll give you three, one each.


Rico: The beast of pirate bay (Aurelio Voltaire) 


Simone: Aerials (SOAD)


Daniela: Weapon of Choice (Fatboy Slim)


Thank you Mauro, Rico, Simone and Daniela! Bye!!


Mauro: Ciao Giuseppe!


TLM: Thank you Giuseppe, ciao!


Ciao!


This ends the interview with Mauro and the Two Little Mice.

If the interview made you curious, go check out Brancalonia and Broken Compass!

And stay tuned for more interviews!

Hit me on the Axian Spice Facebook pageon Twitter or even on Telegram to never miss one! Hit the comments if you want me to interview your favorite author, artist, publisher or other RPG-related person!

If you want to support this blog, check my OSR and Savage Worlds stuff, or simply shop on DriveTrhuRPG (affiliate link).

Monday, September 13, 2021

10 QUESTIONS TO: Tony Vasinda

Tony Vasinda is a very active voice in the indie RPG community, and the founder of Plus One Experience, which “multiclasses in Beard & Skincare Alchemy, Game Design, & the Bardic Knowledge of Content Creation”.

He's one of the main voices in the RPG zines scene, networking and encouraging creators to make great stuff. You might have heard of him with regards to the Repugnant project during ZineQuest3, for example. And his enthusiasm certainly encouraged me with my Lands of Legends project!

He is currently crowdfunding Down We Go Infinite Edition, by Markus Linderum, on Gamefound.

He’s got an amazing beard, as you can imagine (and he's also written a game about that!), and he’s also a catholic missionary. Plenty to talk about here!





1 Hello Tony. First of all, tell us everything about Plus One Experience, from games to beards, as if you were trying to explain it to my aunt!
Hello auntie, I make beard balm (like a leave-in conditioner for beards) for a living and love sharing it with specific groups. So I made some that were RPG inspired because it’s something I love. As part of that I made a beard RPG called Beards & Beyond and started helping review and promote other folks' games on youtube. Folks love the balms, and the games, but most folks know us for reviewing other peoples games and promoting community conversations in the Indie RPG space. 


2 Let’s talk about Down We Go. How did it become a fully fledged KS multiple-contributors crowdfunding project from when it was a one page game? Are you the one to blame?


Yeah, it’s my fault. I saw a beautiful 1 page game that Markus Linderum made and asked him to run it on stream. He did and created some simple 1 page dungeons to go with it. I loved them and asked if he could make a city so we could print the game as a small zine. We kept playing the game on streams anytime we had an OSR module to feature and I and other folks fell in love with it.
So I worked with Markus to build a team, flesh out the content, and fill in the blanks on the project. 





3 Can you tell us more about the game as it is now?

So the core rules are still just 1 A5 page. We fleshed out the Ref (what we call game masters) page a bit, and built some simple procedures for helping folks make their own Dungeons. Currently we are playtesting our Faction, Event, Location, and Hexcrawl procedures that are getting added to the game. So the core rules fit on that 1 page, but you have a 10 more pages of option procedures to help the Ref have everything they need to run a session or a campaign with very low prep. The rest of the book is made up of and other support material for each of those procedures. The Dungeon section has 1 page of procedures and then 4 Dungeons. The Faction section has 1 page procedures and 10 Factions. Think of it as a toolkit that has everything you need in it to run an amazing game, but that you can ignore if it’s not a part of how you want to play.


4 Obvious question: why not Kickstarter? Why Gamefound?

Great question. In short it’s because we need to end the stranglehold Kickstarter has on the way we think about crowdfunding.

Kickstarter isn’t bad. I plan to use it for another project coming up. However, just having 1 good option for any process is never ideal.
Competition breeds innovation and the funding process needs lots of innovation to be healthier.
Kickstarter has a better reach and footprint, but I think Gamefound has a better toolkit for marketing and building the page you want to build. We are probably leaving money on the table by choosing Gamefound right now, but we can always sell more games. What we don’t always have the choice to do is to make a choice that improves the RPG scene for others. We chose Gamefound because I wanted to open the space up more for others who want to fund their games theer and prove small projects could thrive on the platform. 

I have been thoroughly impressed by Gamefound and the team. I can’t wait to finish the campaign and smoothly integrate their pledge manager into our process. 


5 Down We Go is the perfect example of what crowdfunding was originally designed for. Through the years, though, it has become more and more important even for the “big players” in the RPG industry.

Do you consider that unfair? Or is the presence of big publishers beneficial to the small ones? Do you see that changing anytime soon? How would YOU like things to change?


Look this may not be popular, but I love seeing bigger companies funding on the platform. There are two reasons:
1. It 100% brings people to the platform.
2. Producing games and printing books is a huge risk. WotC does not have to worry about a book not selling. Almost every single other publisher does.
A bad run at scale would ruin most publishers, or at least mean layoffs. I want us all to succeed, and believe it or not, I think we all can.
Competition breeds innovation, but it has to be healthy competition. We created Down We Go as a unitive game with a global team because I think the best thing we can do is be united as a community of players & designers. It’s the only type of success I am interested in. There will be bad actors who out themselves over time, and we need to be on the lookout for that, but not at the cost of our own dignity or mental health.
I work with publishers of all sizes who are interested in building up our community and speak out against those who act in self interest. That’s what I care about.

6 Inclusion and representation of minorities in RPGs are a hot topic. Considering the theme and size of it, I don’t expect Down We Go to address much of that within the game, am I wrong?

Great question. I don’t know because it’s a complex issue.
Down we go is about a dungeon crawling in and around a twisting dark hungry city that depends on the sacrifice of delvers to keep its economy operating.  We don’t have Races in the game, but we have had plenty of folks play different races, in our upcoming space hack Through the Void, I use Backgrounds that play a similar role.
Markus & I have never sat down and had a conversation about this, but from my perspective there are huge conversations about class, race, upward mobility, politics, religion that I expect every session to be able to touch on. For me games are about exploring the human experience in community with others. I think every designer needs to ask themselves, “Does this game encourage the players to have real conversations about moral, social, and political issues that humanize others?”
I think the answer should always be, “Yes”.
We built a diverse team so that these ideals would be baked into the game's DNA. I have never asked a single person on the team to make “inclusive content” because we picked a team who I never imagined would do anything else.
I really hope folks explore these issues when playing Down We Go. I hope they overthrow fascist bosses, and explore the injustice of unlimited wealth. However if they just go get weird mud for the Dirt Licker faction and fight a bunch of oozing slimes on the way, I want to hear about that also.


7 Let’s talk about other games now. What is the best game you’ve played in, say, the last two years?

Aaron King’s Patchwork World, Bloodfeud, or Gods of Metal Ragnarock are tied. Patchwork World is the best game. Bloodfeud had the best introspection, Gods of Metal… man Markeia McCarty is an amazing GM. 


8 Let’s talk about you as a catholic missionary. What does it mean, and do you put RPGs into that? Also a bit of a complex thing. In short, everything.

Let me start by stating I know tons of folks reading this might have some kind of religious trauma and that the Catholic Church might be the cause of that. Be kind to yourself if you need to stop reading here or skip this question. To make this easy I have asked to have the next section of my text spoilered so that you need to highlight it to read.

All the choices I make are guided by 38 years of being nurtured, fed, questioned, and challenged by my Catholic lens and imagination. I believe there is a God that exists outside of time who is love, goodness, and truth and from whom those things flow. I believe that He (and let’s acknowledge that pronouns fail to encapsulate a transcendent being) desires to be in a relationship with us. I also believe that I eat the flesh and drink the blood of this undying God every Sunday as a way to be in communion with him. Objectively, that’s pretty weird.
That impacts everything I do because, if someone says they believe these things and does not let it impact them totally... why believe it?
Here is a major thing though. What I believe is not what you believe. I don’t hold anyone besides other Catholics to believe what I believe, and the main group of folks I tend to disagree with are... other Catholics. 

For folks who are not Catholic all I want to do is to amplify what is most good and true and beautiful in your life. For most folks in the games community that means sitting down and playing amazing games, listening to others, but lots of times it means having real conversations and advocating for those in need. Lots of the time it means pushing back against toxic and harmful elements in the community.
Plus One is a diversity first channel and company. This means that we prioritize LGBTQ, PoC, and minority voices on stream and when choosing who to hire or support financially. A huge part of this comes from my faith, but I don’t promote this on channel because I understand the trauma that many folks have experienced around religion and I always put the needs of the person in front of me first. 

Like Jesus, I am here to comfort the afflicted, but to afflict the comforted. 


9 You’re not new to it, nevertheless I think I can say “KS Crowdfunding days are crazy days”. How are you coping?


Pretty fine. Gamefound actually makes running a campaign much easier in the middle. I am able to set up a number of items in advance that I normally have to manually schedule in which means I don’t have to look at the page if I don’t want to and everything runs really smoothly. I am playing more and doing a lot of press, but that’s the fun part. 


10 Please point us to a song you think we should listen to to get the feeling for Down We Go!


There is no better song to listen to than the Infected Tomb on the Down We Go Dungeon Synth album that you can get as part of the project. Loot the Body did an amazing job with it, and you can find it on the campaign page or right here.


Thank you Tony for your time, and best luck with Down We Go!


So folks, check out with Down We Go on Gamefound!

And stay tuned for more interviews!

Hit me on the Axian Spice Facebook pageon Twitter or even on Telegram to never miss one! Hit the comments if you want me to interview your favorite author, artist, or publisher!

If you want to support this blog, check my OSR and Savage Worlds stuff, or simply shop on DriveTrhuRPG (affiliate link).



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