Tuesday, August 26, 2025

A Blog Post 1 Year in the Making

 

In game time as pacing Or out of game time: a game you can play only during the summer? Reminders (the following text is in red) 8/26/24, 9:00 AM

Last summer (2024), I completed my third rewatch of the incredible show of Gravity Falls and I found myself struck by something going into the 3-part "Weirdmageddon" finale: the entire show has been taking place under the looming specter of the Pines siblings going home at the end of summer.

Upon this realization, I felt a little odd. That is, after all, the premise of the whole show. It's referenced many times throughout its two-season run, whether it's Mabel wanting a summer romance or Dipper feeling compelled to solve Gravity Falls' mysteries before he has to leave. But it doesn't feel particularly urgent until the end of Episode 37 "Dipper and Mabel vs. the Future" when (spoilers for a 10-year old show) Mabel tries to create an endless summer and inadvertently releases Bill Cipher into our reality.

Why does Mabel do this? Well, for a constellation of reasons, but primarily because the summer is about to end and all her friends (including her twin brother) are seemingly about to abandon her on her birthday of all days. It's been a wonderful summer, but the prospect of it ending so badly almost retrospectively taints it for her to the point of it all being for nothing. Worse than nothing even, because she had something so good and then would have lost it.

So what does this have to do with TTRPGs? I felt like there was something there but wasn't sure at the time, so I wrote the reminder you see at the top of this post to make myself return to the idea at a later date. Then that date came and went. And went. And went. Until I could barely even see it in the rearview as I drove out of Gravity Falls with Dipper and Mabel.

At some point, I decided that I would simply revisit it in a year's time. It'll make for a funny bit, I thought, a blog post about time-limited games that itself is time-limited. Then today came and I actually deleted that reminder because I felt that I had nothing to say. A whole year to think of the perfect blog post and what did I have to show for it? A masterpiece of theory? An incredible bit of advice? Something even halfway funny or thoughtful or interesting? No!!!!!




But then I restored the reminder and chose to write this anyways, because I realized that this post was never about having the perfect thing to say. It was about deadlines, procrastination, and time, both in-game and out.


So what would it mean to have a game on a timer? The Cross Stitch by Ben Mansky is a MÖRK BORG adventure where the players are stuck in a 30-minute timeloop that resets in real time. 60 Minutes to Curtain, a LARP I just wrote for Dice Exploder's 1 Hour or Less Jam, is about a community theater group having just 60 minutes to get their show ready for opening night. OMEN by Spencer Campbell is a one-shot game about a world ticking ever closer to its doom via a dwindling dice pool that gets rolled at the beginning of the session and never refreshes; when it's gone, so is everything else.

Games on timers are nothing new, but they are often short. The games mentioned above take only one session to play (maybe two in the case of The Cross Stitch); what would a whole campaign on a timer look like?

In many ways, grand TTRPG campaigns of the sort imagined by many a Dungeons & Dragons or Call of Cthulhu or Shadowrun player are already on a timer. How long until the players' schedules make it so that the game ends by default, in a whimper and not a bang as weeks since playing become months and months become years? How long until some thoughtless comment or action from the real world causes two or more of the players to cease speaking to each other? How long until a major life event (a child's birth, a new job, a family tragedy) makes it impossible for one or more players to devote 4 hours a week every week to Faerun or Eberron or your DM's homebrew world that's definitely not Middle Earth mashed up with whatever other fantasy series they were reading most recently?

Truly, the longer a campaign goes the more likely something like this will happen - and while the same is true for non-trad games, it is definitely trad games that tend to have the longest running campaigns and therefore fall afoul of these pitfalls most often. And I challenge any players of those campaigns to turn down the promise that was made to Mabel: a chance to keep playing, forever, in a perfect game where your friends will never be sidetracked by other things going on in their lives.

So I want to see games that face this grim reality head on, much like Mabel must do to save her brother and everyone else in Gravity Falls. What would it be like to have a game where one of the rules is that you can only play during the summer? What would it be like to have in-game and out-of-game time pass at the same rate, with telegraphed calendar events in-game barreling toward you at a seemingly breakneck pace? What would it be like to play a game you know will end on a specific day and time (either in-game or out-of-game)?

Ultimately what I'm really asking is, what choices would you make in those games, knowing those things? What choices would your characters make if they knew the same things you knew?

I think it would look a lot like it did in Gravity Falls: it wouldn't feel like it mattered, right up until it did.

Friday, August 1, 2025

July 2025 TTRPG Crowdfunding Retrospective

Mashup of Backerkit, Crowdfundr, and Kickstarter logos reading: BACKfundER

I talked back in the March about how the top fell off of Kickstarter TTRPG campaigns, with a decrease in money raised from February to March 2025 and a huge decrease compared to March 2024 largely driven by fewer high-grossing campaigns. Well, we're seeing something similar happen here in July 2025 except it's happening across the board and to a much greater degree. Take a look at the raw data, and let's get into it.

  • 146 campaigns
    • 17 Backerkit
    • 0 Crowdfundr
    • 3 Gamefound
    • 126 Kickstarter
  • $2,053,031.64 raised
    • $445,168.07 on Backerkit
    • $0.00 on Crowdfundr
    • $52,681.29 on Gamefound
    • $1,555,182.28 on Kickstarter
  • Types of campaigns
    • 15 accessories
    • 33 adventures
    • 1 audiobook
    • 1 book
    • 1 campaign settings
    • 1 fundraising
    • 67 supplements
    • 26 systems
    • 1 translation
  • 60 distinct systems used (12 original)
    • 59 campaigns (40.41%) used D&D 5E and raised $553,001.66 (26.94% of all money raised in July)
  • 50 campaigns used AI in some form (34.24% of total) and raised $244,932.90 (11.93% of all money raised in July)
    • 33 of these were D&D 5E campaigns, accounting for 55.93% of all 5E crowdfunding campaigns
  • Campaigns were based in 16 different countries
    • Top 3: 63 in USA, 22 in UK, 13 in Italy
    • Singleton countries: Mexico, Sweden, Turkey

Backerkit's July

The top 5 campaigns on Backerkit in July were:
  1. Castles & Crusades Adventurers Backpack REFORGED! by Troll Lord Games ($131,023 from 1,147 backers)
  2. Last Train to Bremen by Possum Creek Games ($72,690 from 1,334 backers)
  3. Fragged Kingdom 2 | ttRPG by Wade D ($60,697.17 from 736 backers)
  4. TAZ - A Roleplaying Game of Post-Cyberpunk Resistance by Mana Project Studio ($53,417.48 from 516 backers)
  5. Folk Hero - a solo mode and sourcebook for the Punk is Dead TTRPG by Critical Kit Ltd ($31,213.11 from 546 backers)

Hard to say what happened in July, the month with the least amount of money raised on Backerkit since this past January. Part of it is undoubtedly a certain lack of high-profile campaigns on the platform, but perhaps the larger part is that it's also the month with the fewest campaigns since January as well. Kickstarter, as a larger platform with (presumably) more users always has a lot of campaigns going at once. People go there to check out what's new because there's always something new (maybe not in precisely the area that you care about, but there's something). In June 2025, on the other hand, there was almost a full week at the end of the month (6/25-6/30) where no new TTRPG projects were launched. Things picked up again in the beginning of July with fairly regular launches, but this kind of lull in activity either creates or is emblematic of an environment where people aren't checking in regularly to see the churn of projects starting and projects ending. Kickstarter is a platform where people go to discover new projects all on their own; Backerkit seems like a platform where people still have to be funneled in from elsewhere. In specific instances where this isn't the case (Mothership Month in Nov-Dec 2024, Pocketopia in Mar-Apr 2025), you end up with more projects on the platform and fairly high average/median money raised.

Beyond this, the most interesting thing to me on Backerkit this past month was seeing what might be part of the first major wave of Draw Steel content. Both campaigns in question (Ratcatcher Magazine for DRAW STEEL - Issue 01 and Raiders of Ivywatch—A Draw Steel Adventure) didn't raise much money, and they're far from the first ones I've seen, but there are a couple more currently live and the final pdf just became available for backers. We're a little over a year-and-a-half out from the original record-breaking Backerkit campaign, and now that it's about to enter the wider ecosystem I'm very interested to see how it will be received (especially in the world of crowdfunding).


Gamefound's July

There were only 3 campaigns on Gamefound in July:
  1. Kryształy Czasu by Dark Rabbit ($46,797.02 from 246 backers)
  2. Minerim GDR by Mist_games ($5,670.27 from 54 backers)
  3. 450 Steampunk Battle Maps for TTRPG and VTT by Agnesagraphic ($214 from 9 backers)

Not much to say here other than I have learned that Kryształy Czasu is a classic Polish TTRPG dating back to the early 90s. A whole world of TTRPGs outside of the Anglosphere? It's more likely than you'd think!


Kickstarter's July

The top 5 campaigns on Kickstarter in July were:
  1. Land of Eem: Beginners RPG for Kids + Underlands Expansion by Exalted Funeral ($227,887 from 1,809 backers)
  2. Fantasy World Creator: Chronicles by GAME START ($173,044 from 1,014 backers)
  3. Echoes in the Deep - A Fateforge Tale: Advanced Solo TTRPG by Adeliane ($84,222 from 1,053 backers)
  4. SideQuest Volume 1: A Collection of 5e Solo Adventure Shorts by Obvious Mimic ($74,074.38 from 1,860 backers)
  5. CBR+PNK: OVERLOAD by Mythworks ($67,095 from 1,465 backers)

After several banner months in April-June, July is a real outlier for Kickstarter. It's the lowest amount raised in a month since January, which was also uncharacteristically thin on the ground. By this point in 2024, Kickstarter TTRPG campaigns had raised ~$3.5M more than the current count with only 2 more campaigns (1069 in 2024 vs 1067 in 2025). I really have no explanation here beyond the relative absence of big players this past July. No big D&D 5E campaigns (as in huge campaign settings or supplemental sourcebooks), relatively few big indie publishers beyond those present in the top 5 campaigns above; there was only 1 additional campaign beyond those 5 that even raised more that $50,000 and that was a Swedish AP publishing the adventures they've played since it began in June 2017. There haven't been any big economy-related fuck-ups shake-ups in the last few months and US tariffs remain in flux, but this has also been true for the last few months and therefore doesn't really explain this sudden drop (both month-to-month and year-to-year).

It's a real mystery, and it just goes to remind us that models and trends have excellent explanatory power in hindsight and incredibly limited predictive power.


July 2024 vs 2025

  • Number of campaigns
    • Backerkit: 14 (2024) => 17 (2025)
    • Kickstarter: 143 (2024) => 126 (2025)
  • Money
    • Backerkit: $978,983.04 (2024) => $445,168.07 (2025)
      • Average campaign: $69,927.36 (2024) => $26,186.36 (2025)
      • Median campaign: $12,716.00 (2024) => $10,395.00 (2025)
    • Kickstarter: $4,472,629.89 (2024) =>  $1,555,182.28 (2025)
      • Average campaign: $31,277.13 (2024) => $12,342.72 (2025)
      • Median campaign: $4,435.00 (2024) => $3,126.00 (2025)
  • AI
    • Count: 43 (2024) => 50 (2025)
    • Money: $157,621.97 (2024) => $244,932.90 (2025)
  • D&D 5E
    • Count: 75 (2024) => 59 (2025)
    • Money: $1,541,340.98 (2024) => $553,001.66 (2025)

Two things to note here:

First, I remain impressed that the median money raised by campaigns is so resilient to reductions by 1/2 to 1/3 of overall money raised. It really continues to show that there is a solid (and quite low) floor of small campaigns that make up the vast majority of TTRPG crowdfunding projects. As always, you can't necessarily rely on these things (because I've had a project fail that was looking to raise less than the July 2025 Kickstarter median), but setting your sights in the low thousands of dollars for a first crowdfunding attempt is a reasonable goal, even if you're going to have to work quite hard to get that much.

Second, it remains deeply concerning to me how much AI slop continues to fill the space. I recently had to switch up my methodology for keeping track of projects on Kickstarter (because the search for successful projects now only returns things from mid-2024), and that meant combing through all the projects set to end in the next few days' time. Now that I'm seeing all of those, I'm realizing that there are even more AI projects that don't fund successfully. It's not that many more (and I'm considering sticking to this methodology so that I can potentially see what percentage of projects fund at all), but there are still more out there and it fucking sucks.

Let me just say this now: I know for a fact that my 50% success rate (1 yes, 1 no) with crowdfunding my games has made me happier than any of the loser slop-merchants I now duly record on the daily. I may have made less money, but I'm a better artist, a better gamer, and, quite frankly, a better person than any of you.

Die mad about it.

Thursday, July 3, 2025

June 2025 TTRPG Crowdfunding Retrospective

 Mashup of Backerkit, Crowdfundr, and Kickstarter logos reading: BACKfundER
Pride Month is over, so it's time to see what the gayest month of the year yielded for TTRPGs (the gayest medium of them all?). One thing it certainly has yielded: a new platform to analyze! Gamefound is not new on the scene, but I wasn't previously aware of how many TTRPGs are on it. I'm curious to see where this goes!

As always, the raw data is free for you to peruse.

  • 159 campaigns
    • 21 Backerkit
    • 0 Crowdfundr
    • 7 Gamefound
    • 131 Kickstarter
  • $8,2275,903.08 raised
    • $3,243,137.69 on Backerkit
    • $0.00 on Crowdfundr
    • $499,147.52 on Gamefound
    • $4,533,617.87 on Kickstarter
  • Types of campaigns
    • 19 accessories
    • 1 Actual Play
    • 48 adventures
    • 2 advice
    • 10 campaign settings
    • 41 supplements
    • 34 systems
    • 2 translations
    • 2 zines
  • 61 distinct systems used (21 original)
    • 65 campaigns (40.88%) used D&D 5E and raised $2,717,489.68 (32.84% of all money raised in June)
  • 41 campaigns used AI in some form (25.79% of total) and raised $544,766.14 (6.58% of all money raised in June)
    • 29 of these were D&D 5E campaigns, accounting for 44.62% of all 5E crowdfunding campaigns
  • Campaigns were based in 17 different countries
    • Top 3: 78 in USA, 21 in UK, 12 in Italy
    • Singleton countries: Denmark, Ireland, Kazakhstan, Norway, Turkey

Backerkit's June

The top 5 campaigns on Backerkit in June were:
  1. The World's Largest Dungeon by World's Largest RPGs ($1,021,783 from 2,435 backers)
  2. City State of the Invincible Overlord by Goodman Games ($597,530 from 2,478 backers)
  3. Outgunned Superheroes by Two Little Mice ($572,395.39 from 3,533 backers)
  4. Invisible Sun: Electric and Indigo by Monte Cook Games ($300,613 from 2,014 backers)
  5. Blades in the Dark: Deep Cuts by Evil Hat ($248,637 from 4,732 backers)
Backerkit's June has some high highs and a low low. A high? The highest-grossing campaign on the platform since the MCDM RPG campaign in December 2023/January 2024. Another high? A very successful Blades in the Dark campaign that saw more backers than any other Backerkit campaign this month!

A low? The City State of the Invincible Overlord campaign, the intellectual property of Robert Bledsaw II, a man who posted (by all accounts, I have not seen them myself) stunningly racist and anti-semitic things on Facebook in 2020 causing longtime collaborators to cut ties with Judge's Guild (his company and the original publisher of the adventure, though it was his father who authored the adventure). On top of that, in 2010, shortly after Bledsaw took over the company in 2008, they ran a Kickstarter campaign for an updated version of this same adventure, raising ~$85K and failing to deliver on that product for over a decade.

This is all relevant because around the time that Bledsaw II showed his whole ass on Facebook, Goodman Games were in talks to create their own adaptation of this classic adventure. Despite all that happened and despite issuing a statement and video about how abhorrent they found the behavior, behind the scenes they proceeded with their adaptation. All of this under the condition that Judge's Guild use any money they receive from it to reimburse the 965 backers they swindled in 2010.

All the information in the previous paragraph came from the first statement Goodman Games put out after announcing the new crowdfunding campaign. And you know it's a good sign when you have to specify "first" there. Because in their second statement they make several clarifications to clear things up.

The money going to the 2010 backer refunds comes from the royalties that Judge's Guild would receive, seemingly 10% of the overall money raised. Therefore, if the campaign had raised more than $850,000 then any excess royalties would simply go to Judge's Guild (aka the Nazis). Speaking from the other side of the campaign, we now know they did not raise this much money. Some $59,753 worth of 2010 backers will see that money (assuming they request the refund, which they have to do manually). So hooray, the Nazis didn't make any money! What a thing to celebrate, considering that they could have guaranteed the Nazis didn't make any money by simply not running the campaign.

There's a lot of talk in the two statements about how good and noble the original adventure designers were, and I have no reason to disbelieve that. There's also a lot of talk about how important the original adventure is to TTRPG history, and I have no reason to disbelieve that either. But neither of those points seem like reason enough to potentially enrich a Nazi and his Nazi company (that have been removed from DriveThru RPG btw, so someone at least knows to not give them money).

Gamefound's June

The top 5 campaigns on Gamefound in June were:
  1. Das Schwarze Auge - Das Aventurische Lexikon by Ulisses Spiele ($410,513.78 from 1,214 backers)
  2. THE ADVENTURER'S TAROT & COMPENDIUM FOR 5E D&D by Weird Works ($43,060.48 from 556 backers)
  3. The Dark Carnival by Storytellers Forge ($14,991 from 121 backers)
  4. Liminal Horror by Wydawnictwo Hengal ($10,447.52 from 125 backers)
  5. Sirensong: A 5E Supplement & Campaign + Tarot Deck by Kelfecil's Tales ($9,829.08 from 103 backers)
Gamefound is a moderately strange crowdfunding platform for TTRPGs. A brief perusal of its highest grossing projects immediately reveals that it's primarily a platform for board games. Even the structure of its campaign pages reflects this:
Screenshot of a part of a Gamefound campaign page reading: "Players: 4-6; Play time: 4 h; Age: 12+; Category: TTRPG; Tags: fantasy, history, RPG, adventure, multiplayer, narrative, TTRPG
Screenshot from "Das Schwarze Auge - Das Aventurische Lexikon" page

It's not that counting the number of players or play time for a TTRPG is a bad thing, they're just not metrics that I usually see front and center in this way. Board games, on the other hand, typically put this kind of information somewhere on the side of the box. I actually think that these are not bad things to track for people potentially interested in a game, whether board or tabletop, it's just surprising for them to be so prominent here.

Another oddity: Gamefound seems to be Poland's favorite TTRPG crowdfunding site. 7 of the 18 TTRPG campaigns either currently funding or that funded in 2025 are from Polish creators, and only 3 of the campaigns are based in the US.

A final oddity (more of a screaming frustration for me personally in the context of this project really): Gamefound is seemingly allergic to telling me when campaigns started and finished. They love to say how long a game took to reach its funding goal! They love to say what date it funded on! But the HATE to give a start or end date!!! I have to work backwards from the funded date and the time it took to fund to figure out when it started (not too big of a deal), and then just CROSS MY FINGERS that the people running a campaign posted an update when the campaign ends! And if it's a Polish campaign, that means I'm bouncing back and forth between the campaign page and Google Translate to copy and paste updates in Polish to figure out which one even IS the campaign end update!!!!

It's fine.

Everything's fine.

NOW.

In all seriousness, now that I'm on the Gamefound train and catching projects as they're funding, it's actually very easy to figure out when they start and end because the information is there on the page. I just wish that that information stuck around for longer than that 😭

Kickstarter's June

The top 5 campaigns on Kickstarter in June were:
  1. Arkand & Book of Magic for Free League's Dragonbane RPG by Free League ($706,763.60 from 5,930 backers)
  2. Avatar Legends: The Roleplaying Game—Voyage of the Unity by Beadle & Grimm's Pandemonium Warehouse ($522,832 from 3,198 backers)
  3. 2026 ⚔️ Quest Calendar 📅 by Sundial Games llc ($293,054 from 5,137 backers)
  4. ASTRA ARCANUM: The Roleplaying Game by Metis Media ($281,974 from 1,987 backers)
  5. Player's Guide 2: New Power for 5E and TOV Players by Kobold Press ($242,248 from 3,269 backers)
Compared to everything I had to say about Backerkit and Gamefound, there isn't much to Kickstarter this June. Oh there's a very successful Free League supplement? Oh there's a very successful Avatar Legends adventure?

Gif of Meryl Streep from The Devil Wears Prada saying "Groundbreaking" while looking unimpressed

Something I did want to talk about, though, is the 2026 ⚔️ Quest Calendar 📅, which used AI in about as close to an 'ethical' way as I can see. I went back and forth on whether to mark it as using AI, but ultimately decided to say that yes, they did. Full disclosure, I was going to mark it as not using AI even as I was writing this post, but upon further reflection felt that it wouldn't be an internally consistent metric if I didn't.

Text reads: Use of AI: Our project does NOT contain content or assets solely created using generative AI tools. We may use AI in the following ways: * Content fill or object replacement (e.g., blending or replacing parts of images) using image editing software. * Image adjustments such as changes to saturation, color, or resolution. * Language or text refinement (e.g., spelling, grammar, and syntax corrections).

The reason for this decision, ultimately, is that using AI tools in image editing software as they described still benefits from the energy-guzzling maxi-theft training of AI tools. It doesn't sound (nor does it look) like they used generative AI to create images whole cloth, but they are using AI tools in some way, shape, or form as part of their workflow.

I think that this is, again, as close to a defensible use of AI as it currently stands, but given the larger context of the technology it still just leaves too much of a bad taste in my mouth. The well is poisoned, so even tiny sips of the water is going to be an ultimately bad thing.

June 2024 vs 2025

  • Number of campaigns
    • Backerkit: 20 (2024) => 21 (2025)
    • Kickstarter: 139 (2024) => 131 (2025)
  • Money
    • Backerkit: $1,411,365.07 (2024) => $3,243,137.69 (2025)
      • Average campaign: $70,586.25 (2024) => $154,435.13 (2025)
      • Median campaign: $20,097.50 (2024) => $14,539.00 (2025)
    • Kickstarter: $3,786,692.31 (2024) =>  $4,533,617.87 (2025)
      • Average campaign: $27,242.39 (2024) => $34,607.77 (2025)
      • Median campaign: $3,721.00 (2024) => $2,931.00 (2025)
  • AI
    • Count: 34 (2024) => 41 (2025)
    • Money: $215,853.36 (2024) => $544,766.14 (2025)
  • D&D 5E
    • Count: 62 (2024) => 59 (2025)
    • Money: $1,853,484.49 (2024) => $1,068,273.37 (2025)
The main point of comparison to draw attention to here is that, from 2024 to 2025, average money raised by campaigns has risen for both Backerkit and Kickstarter while median money raised has fallen.

For Backerkit, I believe this is mostly a factor of smaller creators actually using the platform  while bigger players continue to reap the rewards of more eyes on their platform as more people come to use it more regularly.

For Kickstarter, it feels more troubling. When the 'average' campaign raises 10x as much money as the median campaign, it can give a very skewed idea to newer creators of what to expect from Kickstarting their project. Over 50% of successful projects raised less than $3000 USD on Kickstarter in June, and the median value for the year so far is only just above that ($3,017 USD). At some point, crowdfunding begins to feel little different than gambling except stretched out over a much longer (and arguably more stressful) period of time.

Tuesday, June 3, 2025

May 2025 TTRPG Crowdfunding Retrospective

Mashup of Backerkit, Crowdfundr, and Kickstarter logos reading: BACKfundER

April showers bring May flowers, and April crowdfunding successes bring minor May slumps it would seem. Check the raw data to confirm my summaries:

  • 164 campaigns
    • 23 Backerkit
    • 1 Crowdfundr
    • 140 Kickstarter
  • $7,228,432.90 raised
    • $727,356.92 on Backerkit
    • $505.00 on Crowdfundr
    • $6,500,570.98 on Kickstarter
  • Types of campaigns
    • 18 accessories
    • 34 adventures
    • 1 advice
    • 1 anthology
    • 1 audiobook
    • 12 campaign settings
    • 1 reprint
    • 64 supplements
    • 31 systems
    • 1 zine
  • 56 distinct systems used (17 original)
    • 79 campaigns (48.17%) used D&D 5E and raised $3,093,350.95 (42.79% of all money raised in May)
    • 44 campaigns used AI in some form (26.83% of total) and raised $441,459.48 (6.11% of all money raised in May)
      • 35 of these were D&D 5E campaigns, accounting for 44.30% of all 5E crowdfunding campaigns
  • Campaigns were based in 17 different countries
    • Top 3: 84 in USA, 20 in UK, 11 in Canada
    • Singleton countries: Austria, Belgium, Japan, Sweden, Vietnam

Backerkit's May

The top 5 campaigns on Backerkit in May were:

  1. Call of the Sea: The Everhart Expedition by Shadowlands Games ($168,971.44 from 1,295 backers)
  2. Liminal Horror Deluxe Edition by Space Penguin Ink LLC ($143,496 from 1,683 backers)
  3. Tome of Intangible Treasures 2 - A Hunter's Guide to Rituals by Lone Colossus Games ($64,210 from 743 backers)
  4. Midnight Muscadines - The Cozy-Dark TTRPG of Magical Jams by Pandion Games ($50,190 from 720 backers)
  5. Grimwild: Expanded Hardcover Print Run by Oddity Press ($47,225 from 597 backers)

I would not call this a bad month for Backerkit by any means, but this marks the first time that a month in 2025 didn't outraise its 2024 counterpart (just about $8,000 less this year than last). And this is despite having more campaigns this time around than in May 2024! All told though, this does follow a broad pattern of a minor mid-year slump that was evident last year.

Crowdfundr's May

Crowdfundr revives itself every once in a while, and this time it was with 1 campaign: Cat by John Wick...by John Wick ($505 from 26 backers).

Kickstarter's May

The top 5 campaigns on Kickstarter in May were:

  1. Realm Brew: Magnetic Map Tiles for D&D by The Shop of Many Things ($1,492,062 from 8,417 backers)
  2. Zaman's Guide to the End of Time (And How to Fix It) by Loot Tavern ($830,853 from 6,737 backers)
  3. Pocket RPG. Play DnD Anytime. Anywhere. Magnetic. Patent Pe. by Pocket RPG ($612,821 from 2,847 backers)
  4. Humblewood: Beyond the Canopy by Hit Point Press ($558,096 from 5,022 backers)
  5. The Kingdom of Keshanar: Ancient Egypt 5e Setting & Campaign by David Dean Hadden ($404,008 from 2,627 backers)

I can never tell whether really successful D&D crowdfunding campaigns take air away from smaller indie game crowdfunders or benefit from their absence in the first place. This month in particular, every single one of the top 5 campaigns were about D&D in some way (if not a supplement/campaign setting for it, then an accessory explicitly enhancing the play experience). Were they so successful because they took away attention from other campaigns or did they receive increased attention because of the lack of other campaigns? As always, it's basically impossible to tell but there are two tangential pieces of evidence that suggest the former.

First, there were more campaigns this May than last year (140 vs 133) yet less money raised ($6,500,570.98 vs $7,238,839.84), meaning more competition for eyes and less money available. This also manifested in lower average and median money raised in May 2025.

Second, system diversity. May 2024 saw 61 distinct systems (26 original) while this month saw 56 distinct systems (17 original). Of the pre-existing (non-original) systems, 25 were used in only 1 campaign (true for both years). D&D accounted for 59 campaigns in 2024 (39.07%) and 79 in 2025 (48.17%). Some of this can presumably be chalked up to survivor bias (I'm not keeping track of campaigns that didn't meet their funding goals because even my neuroses have their limits, so it's possible that any number of original/non-D&D campaigns failed to fund [though this would be further evidence toward my overall point]), but even so we're seeing a decrease in non-D&D crowdfunders and a more than corresponding increase in D&D crowdfunders between May 2024 and 2025.

What's the overall takeaway? Hard to say. It's something that I'll be interested in tracking over time (basically whether a rising tide floats all boats or whether D&D crowds out other systems) because to say anything meaningful these have to be long-term trends and not monthly blips.

May 2024 vs 2025

  • Number of campaigns
    • Backerkit: 18 (2024) - 23 (2025)
    • Kickstarter: 133 (2024) - 140 (2025)
  • Money
    • Backerkit: $735,159.58 (2024) - $727,356.92 (2025)
    • Kickstarter: $7,238,839.84 (2024) -  $6,500,570.98 (2025)
  • AI
    • Count: 34 (2024) - 44 (2025)
    • Money: $251,400.35 (2024) - $441,459.48 (2025)
  • D&D 5E
    • Count: 59 (2024) - 79 (2025)
    • Money: $4,936,605.69 (2024) - $3,093,350.95 (2025)

I've mentioned most of this already, but I always find it helpful to have it laid out in a separate section.

The primary point to draw attention to: the D&D 5E money raised in May 2025 looks a little low, but this doesn't take into account most of the Accessory category of campaigns. Since they aren't usually system-specific (nor indeed engaged with mechanics at all), I don't categorize them with any system. But if you were to add the top 1 and 3 campaigns from Kickstarter this month (both explicitly referencing D&D in their title and body text) to the D&D 5E money, you'd see that May 2025 basically evens out to May 2024's D&D money raised. Were there D&D-related accessories in May 2024 that should raise that money too? Absolutely, but they were nowhere near the top 5 campaigns that time around and therefore won't affect the total all that much.

Wednesday, May 7, 2025

Games That Are About Choosing the Pope (To Me)

The rear view of a Catholic cardinal putting on a large white pointed hat
Me preparing to write this post

As a regular (read: lapsed, queer, nonbeliever) Catholic, I of course felt the Catholicism reenter my body upon hearing of Pope Francis' death, and there is no better way to commemorate the ongoing Papal Conclave (from the Latin cum clave because they are freaks) than to discuss games that are about choosing the Pope (to me).

The Criteria

We doing a three-way factorial analysis babeyyyyy (aka an alignment chart). The are two axes we'll be using are:

The Narrative Axis: the degree to which the game is about choosing a Pope

  1. The game is about choosing a new Pope
  2. The game is about making a decision of religious importance
  3. The game is about making any decision of importance
The Mechanics Axis: the degree to which the game resembles the functioning of the Papal Conclave
  1. The decision is made through secret ballot
  2. The decision is made democratically
  3. The decision is made by any means necessary
Throughout this post, these will be abbreviated to N1/2/3 for the Narrative Axis, and M1/2/3 for the Mechanics Axis.

N1/M1: The Conclave of 1492: A Game of Faith and Power by Shawn Roske

Pretty straightforward: this is a Golden Cobra 2023 submission about the actual historical 1492 papal conclave. Secret ballots, real popes, the whole nine yards. Fun fact: this was the first conclave to be held in the Sistine Chapel!

The front part of the Sistine Chapel, showing many of the frescoes painted by Michelangelo
Would that all of our game rooms looked this good

N1/M2: Behold My Grand & Glorious Hat And Weep by Kay Marlow Allen

We're already in questionable territory given that there is no explicit voting in this game, but there is a Pope present and you are given the opportunity to produce an Antipope if you can get enough players to agree with you so it counts. Plus who doesn't like making silly glorious hats?

N1/M3: The (Orc) Pope is Dead by Grant Howitt

In this silly little one-pager, there's no voting to be seen anywhere! A bunch of orc cardinals fight amongst themselves to replace the Orc Pope - hilarity ensues.

N2/M1: ???

Once again in trouble: I could not find a single game about general religious decision-making that was governed by secret ballot. If you know about one, hit me up.

N2/M2: Papatouille by bujold

This game can be best summed up by a potential alternate title that I'm making up: Everyone is (Pope) John. Inspired by the original game by Michael Sullivan, this game sees an older rat (the Father), a younger rat (the Son), and a pigeon (the Holy Spirit/Ghost) take control of a tourist named John who was somehow named Pope. Is this actually democratic? Only in the sense that three people make all the decisions and will eventually need to agree amongst themselves to some extent.

N2/M3: Benediction by Laura op de Beke

Another Golden Cobra 2023 submission, this LARP sees you play as a bunch of nuns awaiting the arrival of a traveling miracle worker. You're not making a decision so much as figuring out how you feel about this strange man coming to see you, but sometimes important decisions can be internal as well as external.

N3/M1: Death Game by Laurie O'Connel

This whole post will have been worth it if only because it made me finally read this game after I backed it last year. Everyone (players and GM alike) submit a possible gimmick for the arena the death game is happening in, and then everyone votes by writing down their pick and giving it to the GM (just like the papal conclave!). On top of that, the GM position rotates whenever a player character dies, with the old GM fleshing out an NPC to enter the game with (just like the pope!).

N3/M2: The Hench Union LARP by Sam Dunnewold

The third and final Golden Cobra submission on the list, but this time from 2021. Here, a bunch of henchfolk and their supervillain boss must come to an agreement about their contract negotiation. What's keeping everyone at the table? Mutually assured destruction via doomsday devices on each side. The henches can vote to set theirs off, while the supervillain can unilaterally detonate theirs at any time (just like the pope!).

N3/M3: Picket Line Tango by Emily Weiss

IDK what to tell you. A murder mystery in space against the backdrop of a union strike? Seems like a game about picking the pope to me!


A D&D-style alignment chart (9 boxes, 2 axes) with the games discussed in this blogpost placed in their relevant boxes

Saturday, May 3, 2025

April 2025 TTRPG Crowdfunding Retrospective

 Mashup of Backerkit, Crowdfundr, and Kickstarter logos reading: BACKfundER

So last month I talked about $2.5M that went 'missing' from March TTRPG crowdfunding compared to last year, and it would seem that I've solved the mystery of its disappearance: it just went to April instead. Read on to see the details, or peruse the raw data if you're so inclined. But first, the broad summary:

  • 201 campaigns
    • 51 Backerkit
    • 0 Crowdfundr
    • 150 Kickstarter
  • $9,925,409.32 raised
    • $2,180,147.02 on Backerkit
    • $0.00 on Crowdfundr
    • $7,745,262.30 on Kickstarter
  • Types of campaigns
    • 11 accessories
    • 47 adventures
    • 1 audiobook
    • 8 campaign settings
    • 1 novel
    • 64 supplements
    • 66 systems
    • 1 translation
    • 2 zines
  • 91 distinct systems used (48 original)
    • 82 campaigns (40.80%) used D&D 5E and raised $2,136,602.54 (21.53% of all money raised in April)
    • 49 campaigns used AI in some form (24.38% of total) and raised $213,130.42 (2.15% of all money raised in April)
      • 36 of these were D&D 5E campaigns, accounting for 43.90% of all 5E crowdfunding campaigns
  • Campaigns were based in 14 different countries
    • Top 3: 101 in USA, 38 in UK, 10 in Australia and Italy
    • Singleton countries: Belgium, Poland

Backerkit's April

The top 5 campaigns on Backerkit in April were:
  1. Castle Zagyg Galleries of the Arch Mage by Troll Lord Games ($601,490 from 2,669 backers)
  2. Brambletrek - Tales in the Hundred Acre Woods by Crossed Paths Press ($414,208.69 from 2,709 backers)
  3. Dungeon Denizens 2, How To Write Even Better Adventures, & More GM Tools! by Goodman Games ($314,525 from 2,404 backers)
  4. RiverBank: A cozy RPG of elegant animals, chaos, & whimsy by Kobold Press ($155,817 from 1,631 backers)
  5. Exalted: Essence Player's Guide by Onyx Path ($106,361.01 from 1,438 backers)

Backerkit's trajectory in 2025 continues to improve, with the platform seeing both more campaigns and more money raised each month than the one before it. This was helped in April in large part by Pocketopia, a "celebration of portable easy-to-learn tabletop games." (Though in all fairness since this lasted from March 13 - April 3, so it's sort of more relevant to talk about in March? Look I have to draw arbitrary lines somewhere, and I've opted to take the ones provided to me by the Gregorian calendar.) Pocketopia alone raised $1,068,937 across 61 projects, but removing the strictly boardgame offerings it was responsible $726,234.15 across 34 TTRPG projects (33.32% of April Backerkit money raised and 66.67% of April Backerkit projects) with over half of this money coming from one project (#2 on the list above, Brambletrek).

One other interesting datapoint here is RiverBank, a campaign that has a number of notable firsts for publisher Kobold Press:

  • Their first original system (ignoring Tales of the Valiant, which is close enough to their previous 5E content that I'm counting it among it). It promises a sort of Wind in the Willows experience following the madcap adventures of anthropomorphic genteel animals.
  • Their first campaign on Backerkit, as opposed to Kickstarter
  • Their first campaign in years to not crack $200k (the last one being Book of Ebon Tides in November 2021)

I don't point this out to say that this campaign failed by any means, and I truly wish Kobold Press all the best in their endeavors, but it seems to point to an artistic silo that they find themselves in. By the mere existence of this campaign, they're clearly interested in trying out new things beyond endless iteration on 5E and the like, but their audience very demonstrably was not so interested in this new direction. I will be very interested to see whether they continue to stretch beyond their current comfort zone, or perhaps how often they do so.

Kickstarter's April

The top 5 campaigns on Kickstarter in April were:

  1. ALIEN RPG - Evolved Edition and Rapture Protocol by Free League ($2,407,782.82 from 11,741 backers)
  2. Shadowdark RPG: The Western Reaches Setting by The Arcane Library ($2,405,108 from 12,923 backers)
  3. Professor Primula's Portfolio of Palaeontology by PalaeoGames ($365,894.94 from 3,933 backers)
  4. ZAMANORA: Ballad of the Witch by Eren Chronicles ($328,961 from 3,197 backers)
  5. The Dark Moon Rises by Archmage Press ($247,450 from 1,789 backers)

It must needs be remarked that it only takes a few successful campaigns to turn a month from "normal" to "remarkable." Case in point: Kickstarter's April, which saw just under half (48.5% to be precise) of its money raised by just two projects. Were it not for both of these projects, Kickstarter would have seen its second month in a row and third month this year where it made less money in 2025 than in 2024 (and that's before we account for inflation - or before somebody accounts for inflation, I have to draw the line somewhere).

This does raise an interesting question though: how many backers (on any TTRPG crowdfunding project) are showing up just for this project and how many are generally interested in TTRPGs? What I mean to say is, to what extent are the backers that come out for IP tie-ins like the ALIEN RPG sticking around on Kickstarter to check out other games? This is the fundamental question, the same one that gets relitigated every time Wizards of the Coast does something that indie designers object to. Does a rising tide lift all boats? Or does it just drown some of us?

The answer to both questions seems to be no. Let's take a look at some statistics: April's average ($51,635.08) and median ($3,841.24) campaign money raised are the highest they've been this year. Both of these stats being higher than the last three months at least shows that small campaigns aren't being hurt by mega-successful ones, but they're also not being helped all that much. April's median is only about $550 more than January's, and that was the worst overall performance Kickstarter has seen in the 1.5 years I've been tracking these stats. So yeah, very little correlation (let alone causation) can be drawn from these data.

April 2024 vs 2025

  • Number of campaigns
    • Backerkit: 8 (2024) - 51 (2025)
    • Kickstarter: 137 (2024) - 150 (2025)
  • Money
    • Backerkit: $845,617.27 (2024) - $2,180,147.02 (2025)
    • Kickstarter: $5,683,707.15 (2024) -  $7,745,262.30 (2025)
  • AI
    • Count: 33 (2024) - 49 (2025)
    • Money: $310,089.95 (2024) - $213,130.42 (2025)
  • D&D 5E
    • Count: 70 (2024) - 82 (2025)
    • Money: $2,486,126.48 (2024) - $2,136,602.54 (2025)

There isn't much to talk about here that I haven't already mentioned. As always, I am heartened to see that AI campaigns continue to make very little money compared to non-AI campaigns, but I continue to be concerned about the sheer number of them. At 49 campaigns using AI in some form or another, April is officially the month with the most AI campaigns since I've started tracking the stat. At what point does the slop become so pervasive that it starts to make everyone else feel bad about having their projects on the same site?

Saturday, April 26, 2025

Let Us Build a Tower: A Readthrough Review

A tower covered in cranes and scaffolding reaches up into the heavens. Above it the text: "Let Us Build A Tower"

The following is a review of the game Let Us Build a Tower by Caleb Wimble. I was provided a copy of the game to review but received no other compensation.

Let Us Build a Tower (LUBAT) by Caleb Wimble is a game that strikes me as an excellent encapsulation of the current state of OSR playstyle. Whether this is a positive or a negative for you will depend largely on your existing feelings about said movement and the many-headed hydra it has become. While reading through this book, I personally found the answers to questions I have had about OSR-style games for years, and for that I will remain eternally grateful.

To start, let's get back to the basics. Let Us Build a Tower: A Mythic Bronze Age Adventure in Babel crowdfunded on Kickstarter in November/December 2023, raising $20,699 from 414 backers on the promise of "an epic megadungeon-building ascent to Heaven full of wonders and hellish dangers through ever-stranger floors." The game as it stands now, ~1.5 years after the campaign's end, is 140 pages that contain all the rules you need to run four different classes of Throne-Seekers through 1,296 possible combinations of rooms and events, an extensive bestiary, and a smattering of details about other cities in the desert sands around Babel. The campaign also funded the Tower Builder App, a product now freely available that generates floors of the ruined Tower of Babel complete with rooms and events.

 So what does this all amount to? Well as I read through this book about endless adventure in a crumbling cursed structure of Biblical proportions, I was reminded of nothing so much as one of my all-time favorite games The Binding of Isaac. For though LUBAT's primary game influence is credited to The Gardens of Ynn (which makes sense, the former draws extensively on the depthcrawl mechanics introduced by the latter), this newer iteration has much more in common with the roguelike genre of videogames given the way that the Tower of Babel resets itself every time your Throne-Seekers leave its walls and the overall easy manner with which player characters might meet their end. This combined with extensive religious subject matter and randomly generated twisting maps full of strange rooms made for an obvious connection to a game that I have spent over 41 days of my life playing.

The Steam banner image of "The Binding of Isaac: Rebirth" showing 991.9 hours of playtime

And it was this connection to Binding of Isaac that sparked a sort of divine revelation to me about the nature of this game. For you see, as I was reading through the rooms and events and monsters you might encounter while playing, I couldn't help but ask myself..."So?" They all seemed very gameable and fun to encounter, but they weren't quite adding up to something that felt like a very compelling roleplaying game. All you're doing is going from one room to the next, dealing with or fighting creatures you find there, and collecting treasure.

Much like you do in Binding of Isaac.

The game I've played 41 consecutive days in total.

A close-up on the 991.9 hours of playtime
Send help

So clearly I'm not opposed to spending significant amounts of time running through procedurally generated levels. But what has compelled me to play so much of one game but balk at the same in another? Well in BOI, I'm pushed forward by a sense of mastery and mystery. M(a/y)stery if you will (and I will not). Different characters have different powers, there are literally thousands of active and passive items to encounter that can be used in different ways, and there remain several hundred achievements I have yet to unlock. The impulse for mastery is satisfied whenever I manage to complete a run or unlock a difficult achievement, and the impulse for mystery is sated each time I enter a new room and find out what awaits me on the other side (usually an adorably disgusting monster to kill). LUBAT surely has the mystery with the depthcrawl mechanics slowly ratcheting up the strangeness of the rooms and encounters, but the book itself seemed to be missing the mastery. Yes, you can level up your Throne-Seeker with a nicely modular system that gives a surprising amount of customization to the small roster of classes, but that just doesn't hit the spot in the same way that navigating the bullet hell of BOI does.

Now you might notice that I specifically said "the book itself" is missing the mastery, and that is the nature of my personal aha moment (which has been extensively documented in OSR blogs, so this is not an original idea by any means): mastery in LUBAT comes from internal motivation rather than player skill. Why is your Throne-Seeker, specifically, exploring the ruined Tower of Babel? Well there's the obvious: it's there, it's full of treasure, and there's supposed to be a literal stairway to heaven somewhere inside. But what might you want any of that for? What does the treasure do for you? What would you do with the power of a god if you managed to actually enter heaven? The answers to those questions are where *gasp* roleplaying enters the picture, and truly what separates LUBAT from BOI. Throne-Seekers must deeply and sincerely want something to be willing to risk death and divine transformation to get it.

To the game's credit, the "Mythic Shinar" section offers information about a wide variety of cities near Babel and the petty warlords/ambitious sorcerers that fill them, but this section is also the most confusing addition to the game. (It was, appropriately, a stretch goal for the Kickstarter and not presumably part of the original vision.) It expands the focus of the adventure beyond Babel, but most of the game's text is about Babel: its rooms, events, monsters, treasure. Expanding the world beyond it provides some helpful context to imagine the reasons a Throne-Seeker would enter the cursed tower, but it also dilutes the focus of the adventure. The Gardens of Ynn and The Stygian Library, the primary predecessors for LUBAT, don't really bother with explanations for why you might enter them; they're either just there for the exploring, or else they're making it difficult for you to escape them. I don't really prefer this style of adventure, but I must admit that it gives them a certain purity of purpose. You either engage with their puzzle boxes as they are, or you don't.

Here at the end of the review, it might seem silly to say that the main thing I took away from LUBAT is "characters need a motivation," but it was a genuinely important revelation for me. In games like D&D, my impulse to play comes from the story, sure, but also from the mechanical progression. There are spells to pick, cool abilities to play with, and ever stronger monsters to test my character against. Storygames tend to provide upfront story beats and motivations to pursue, and while perhaps a little lighter on the "mastery" side of things, the broad roadmap given means that I have guidelines within which I can explore while still being confident that I'll end up somewhere meaningful. OSR games (for me) fall into something of an uncanny valley between these two: not enough mechanical levers to look forward to pulling and little to no story roadmaps to follow. I still don't think that OSR games will ever be my favorite to play, but I now realize that I was approaching them too passively. I was used to games that bring more to the table and can carry me along with them a bit more, but in LUBAT you'd better be ready to help build that Tower of Babel yourself or it might just crumble out beneath you.


Some final itinerant thoughts about LUBAT that don't really fit anywhere else in this review:

  • The bestiary is truly fantastic. The Fallen Ones, Great Serpents, and Legendary Revenants in particular are really dynamic antagonists/patrons/monsters to encounter. Provide information about these early and often to your players, it will help motivate them to keep climbing the tower (I know that it would motivate me!).
Black and white illustration of a bipedal humanoid with taloned bird feet, a lion's tail, hands with long nails/claws, and an elongated face with a mouth full of long sharp teeth
Who wouldn't want to meet LILÎTU in the Tower of Babel?
  • I deeply respect the amount of research that clearly went into this game, and I find the combination of Old Testament and Sumerian mythology really compelling. It's just familiar enough to have something to grab onto, just strange enough to be surprised.
  • Love love LOVE the spellcasting system: carry around a bunch of Babel Stones that each have one word on them, and combine those words into brief descriptors that govern what a spell can do. It's a system that will likely require some practice to get the hang of, what with negotiation around the power level desired by a spellcaster, but one that can make for highly creative results.

Friday, April 11, 2025

On Con Games and the Apocalypse (World)

 This past weekend I did a very silly thing that has become part of a pattern for me: running games for the first time at a convention for strangers.

On the three occasions I have attended a con thus far in my life, I have always run games, and of those games there is always at least one that I have not played previously. I consider myself a pretty good GM and thus see cons as an opportunity for me to try out some new stuff in a one-shot environment. This time around I was bringing Apocalypse World and The Warren to the table, games that I had been very excited by upon reading them for the first time within the past few years but had yet to actually play. Surely, I figured, being familiar with PBTA games in general would allow me to make one-shots for them without too much trouble.

I was wrong.

Okay that's overdramatic; the games were fine and the players said they had a good time, but I definitely struggled a bit more than I expected to with Apocalypse World in particular. There would be times when I'd grasp in vain for an appropriate move to resolve what a player had just described or struggle to figure out how moves might cascade into each other appropriately and thereby keep the action churning along. Nothing went off the rails, but sometimes it felt like the wheels were spinning without catching much traction.

At the time I was confused: I had familiarized myself with the moves, created some pre-gen characters so that we could get started playing right away (and so that I would be familiar with the moves present at the table), and created a setting with conflicts ready to boil over the moment action started. So what went wrong?

Well as I've been thinking about it since then, I've realized two important things:

  1. I wasn't always making the best use of AW's arenas of conflict in my games.
  2. I'm not 100% convinced that AW makes for the best convention games.
Let's break these ideas down.

Working with Arenas of Conflict

In the linked article above, Vincent Baker lays out the 8 arenas of conflict he sees in Apocalypse World: honest negotiation, commitments & obligations, negotiation in bad faith, implicit threat of violence, explicit threat of violence, outbreak of violence, nonviolent physical striving, and weirdness. These are all places where characters (PCs and NPCs alike) can come into conflict with each other over their differing goals and motives. Additionally, all of these arenas have Basic Moves associated with them, allowing for players to take a variety of approaches when trying to accomplish things and gently encouraging players with certain stats to focus primarily on particular arenas (someone with a high Hard stat is going to be most mechanically effective when in the "Explicit threat of violence" and "Outbreak of violence" arenas, for example).

Now it's worth saying that these are descriptive and not prescriptive; the arenas are not laid out in the rules nor are the associations between them and the Basic Moves. But it all makes general sense: you can't really say that you're negotiating with someone if you're trying to seize something from them by force. The mob might be able to say that, but the reality is still that they're taking something, not asking for it.

But even with that said, even with no one telling you that these are the arenas of conflict available to you or that certain moves are associated with said arenas, something is missing from the game if you don't make full use of these arenas, something both narrative and mechanical. Narratively, you're not getting a full scope of what the world you're playing in can offer, while mechanically you're missing out on some of the cool stuff that your characters can do.

In one of my games, for example, a military strike force came to claim ownership of a derelict oil platform where a community of people live. By the end of the game there had been threats of violence, outbreaks of violence, and even some negotiation, leading to a lot of going aggro and reading a person/situation, but not so much seducing/manipulating someone or opening your brain to the world's psychic maelstrom. The game just felt a little incomplete to me, the person running it and most clued into all the moving parts.

Apocalypse World Con Games? Prep Wisely

The real central lack of my two games, I now realize, was the absence of Commitments & Obligations. My players were very happy to slot themselves into my world and make up some history with each other, but without more explicit ties from my world to them it was a little too easy for them to all team up and work together.

In most games this would be a great thing! No one likes the player in the D&D party who's an edgy lone wolf and doesn't want to work with anyone else, but for Apocalypse World you really want some conflicting loyalties among the players. They don't need to actually come into direct conflict, but it really helps if they have to renege on some other agreements in the world in order to work well with the other players. That way, the decision to work with the other PCs cascades into new NPCs showing up and getting involved in the action, and the decision to work against the PCs creates more action between the people at the table.

AW is a game that expects and encourages conflict between player characters because it creates interesting, dynamic stories, and I'm honestly not sure if people in a convention setting are necessarily always ready for that. (Not the interesting dynamic stories part, the PC conflict part.) Trad play cultures (especially D&D) are full of horror stories of player conflict gone wrong, tearing apart tables and ending friendships, and people looking to try out some fun games at a convention might just be averse to getting anywhere near that kind of play.

I can say for sure that at my tables players were always trying to get along and work together, which is great! But it's not really what Apocalypse World is bringing to the table. Had I known better, I would have prompted the players to explore that kind of conflict and to make sure that we were all on the same page for what to expect. And if they weren't interested in that (which is completely fair), I would have needed some strong backup NPCs to barge into situations and start fucking everything up.

A Blog Post 1 Year in the Making

  Last summer (2024), I completed my third rewatch of the incredible show of Gravity Falls  and I found myself struck by something going int...