Monday, February 10, 2025

Gaming With Death

 

Black and white still from The Seventh Seal (1957) where Death (a white man dressed all in black) plays chess with a slightly older white man dressed in what looks like chainmail

Warning: spoilers for Spiritfarer (2020, Thunder Lotus Games) and Citizen Sleeper 2: Starward Vector (2025, Jump Over the Age).

In late 2021 and early 2022, I had a mild breakdown. It began a few days before I was scheduled to fly home with the unwelcome news that COVID cases were spiking again despite vaccinations. The spike in cases was not particularly new by this point in the pandemic (I had canceled a flight home in 2020 because it didn't feel safe for me personally or responsible in a public health context to do so), but I think that I had perhaps subconsciously hoped that the vaccination rollout would have changed something, anything, about the new reality we continue to find ourselves in.

My brain began spinning up the anxiety loom, weaving intricate tapestries of terrible futures that could befall me: I could catch COVID on the metro to the airport and die, I could catch COVID on the plane and die, I could catch COVID and bring it back to my family and we could all die. The focal point that this doom spiraled around was my clearly imminent death, followed by the simple question:

What will it feel like to die?

I was intensely stuck on this point. I had no frame of reference for what oblivion would feel like because it inherently can't feel like anything. Even the idea of drifting in an endless dark void presupposes that you will still exist to experience the crushing emptiness. It perhaps goes without saying that, though I wouldn't call myself an atheist, I have no strong faith in any particular afterlife. Even reincarnation, which at least entails the further existence of my abstract self, will necessitate the end of the specific entity that is my current subjective existence. The examination, consideration, and abandonment of each potentially comforting afterlife possibility occupied all my waking hours (which were ever so conveniently extended by semi-regular panic attacks that kept me awake far longer than I wanted to be).

Until I was able to start escitalopram (great value Lexapro for those not in the know) about a month into 2022, the miasma of this obsession hung over me, choking out much the light and keeping new life from growing. Even now, three years on, I sometimes feel the old specter loom and know that it is something that I will be battling for the rest of my life. The old me, ironically, is dead. Let us instead turn to the new one that struggles to be born.

Two games that have helped me process this are Spiritfarer, a 2020 cozy lifestyle sim from Thunder Lotus Games where you play the titular spiritfarer helping departed souls on their way to an afterlife, and Citizen Sleeper 2: Starward Vector, the 2025 sequel from Jump Over the Age where you play a sleeper (an emulated human mind put in a robot body to work for the Essen-Arp corporation) on the run from your benefactor-turned-tyrant Laine.

Though vastly different in setting (dreamlike afterlife ocean vs scattered settlements in an asteroid belt) and tone (cozy chores vs cyberpunk dystopia), the games are shockingly similar in many ways. Take the main characters: amnesiac individuals who accumulate a varied cast of characters as they figure out what they want out of their second lease on (after)life. Or world structure: a slowly expanding map of settlements you visit many times as you run missions for both yourself and your shipmates. Or ending: the death of your character, at a time more or less of the player's choosing, that gives them a chance to move on to something new.

It is less the ending of these games that has helped me process my feelings about dying and more how they both help you get there. Both games have a sort of bell curve experience: an  introduction to the world that's pretty linear and introduces fundamental mechanics, a quite open middle that allows you to explore the world on your own terms (assisted by quests that point you to various points of interest), and a slow whittling down of gameplay until there's not much left to do but move on.

In Spiritfarer, this comes as you complete your shipmates' quests and bring them to the gate where they can move past this afterlife ocean to whatever is next. You build up the boat that you travel on over the game, adding livestock and agriculture modules as well as homes for your guests until you have a truly massive edifice that practically rivals any of the towns you can visit in the game, but when your last companion moves on you're left with an empty boat that feels all the emptier from the buildings you added to it. Similarly, the map that was so exciting at the beginning of the game with the unexplored spaces on it so full of potential is now all filled in, nothing left to discover. And this is good! This is how it should be. The whole game is about you helping these whimsical and troubled spirits make peace with their lives and themselves so that they can move on, and secretly the game has been walking you along the same path. Of course you could keep playing, keep fishing and growing flax and catching falling stars and traveling the same well-sailed sea routes...but don't you want to rest? Don't you want to try something new? And what could be more new than the place beyond this, the place where all of your friends have already gone? You've accomplished what you needed to here. Isn't that enough?

Citizen Sleeper 2, on the other hand, builds up to a grand confrontation with Laine on Darkside, the space station where his gang reigns supreme. His influence has been growing in you (literally) ever since he stopped your reboot at the beginning of the game, kicking off the whole chain of events that led to this moment, and this is the time where you can finally free yourself from him. And you do...but that's not the end. See, you were being rebooted to break your artificial body's dependence on stabilizer, a futuristic cocktail that counteracts the planned obsolescence Essen-Arp built into sleepers, and the incomplete reboot is starting to take its toll. You accumulate more permanent glitches, a game mechanic that expresses the fundamental decay your body is experiencing, and your companions warn you that if you don't complete the reboot you will die. But it was the reboot that created the amnesiac character so convenient for a player to step into (after all, if the character doesn't remember anything then it all has to be explained to them - and to the player). Are you willing to risk losing everything again? Everything you worked for, the relationships you forged, the life you made for yourself? What if it were all taken away from you a second time?

After the revelation that the reboot must be completed, you still have some time left. I used that in my playthrough to complete the last quests I had: creating an archive for the history- and tech-obsessed Juni, seeing the Greenbelt asteroid come alive with stepsilk I had retrieved, partying in the isolated colony of Olivera, dealing with a drive containing incriminating information about one of the corporations waging war in this system (the ultimate conclusion of which is probably the most disappointing things in the game). And when I was done with all that, I was left with basically nothing to do. I could do various odd jobs in the scattered settlements, but all the people I cared about had settled down and started moving on with their lives. The only way for me to move on with mine was to finish the reboot, but it was as I began returning to Darkside to do this final task that I realized that whether I survived it intact or not, my influence on the world and on the people who traveled with me would live on regardless. I might be different when I wake up, or the same, or I might not wake up at all, but the choices I made and things I did mattered.

Both these games lay out what I hope to have at the end of my life, whenever that comes: the feeling that my world map has been essentially picked clean and I'm ready to move on. I know that the real world doesn't work that way and that there will always be new things to do, new experiences to have, new people to meet, but these games have shown me that there is a beauty and a purpose in putting a character to rest and letting them move on to the next part of their story, even if it's somewhere that you can't follow.

Friday, February 7, 2025

January 2025 TTRPG Crowdfunding Retrospective

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

January may have felt like it took forever to end, but don't worry! There were also very few TTRPG crowdfunding campaigns that ended within this time period. On one hand this was kinda good because it gave me some time to relearn R and start putting together some statistical analyses of the 2024 data. On the other hand, it made the numerous AI campaigns feel that much more prevalent and depressing (even though there weren't many more than usual).

That said, let me actually get into the stats to give you context. As always, the raw data are available for you to peruse at your leisure.

  • 68 campaigns
    • 6 Backerkit
    • 0 Crowdfundr
    • 62 Kickstarter
  • $554,028.38 raised
    • $199,232.66 on Backerkit
    • $0.00 on Crowdfundr
    • $354,795.72 on Kickstarter
  • Types of campaigns
    • 10 accessories
    • 23 adventures
    • 1 audiobook
    • 1 campaign setting
    • 2 reprints
    • 24 supplements
    • 5 systems
    • 1 translation
    • 1 zine
  • 18 distinct systems used (4 original)
    • 37 campaigns (54.41%) used D&D 5E and raised $176,170.54 (31.80% of all money raised in January)
  • 28 campaigns used AI in some form (41.18% of total) and raised $130,553.04 (23.56% of all money raised in January)
    • 22 of these were D&D 5E campaigns, accounting for 59.46% of all 5E crowdfunding campaigns

Backerkit's January

The top 5 campaigns on Backerkit in January were:
  1. MythCraft TTRPG Enhanced: New Loot, Reprint, and VTT Support! by QuasiReal Publishing ($139,903 from 1,002 backers)
  2. Fallout, el juego de rol by The Hills Press ($48,813.76 from 456 backers)
  3. Audiobook of Deadlands for Savage Worlds by World's Largest RPGs ($3,860 from 73 backers)
  4. Dystopian Dawn "Cowboys & Mutants!" by Fractured Brain Studios ($2,602 from 30 backers)
  5. OSR Booster Zine - System Neutral and Mรถrk Borg by Severed Books | Severed Toys ($2,592 from 148 backers)
This may seem odd, but the campaign I'm most interested in here is the "Audiobook of Deadlands for Savage Worlds," and that's because this used to be a mainstay of Kickstarter for all of 2024. Under the name AudioRPG (which seems to have been wrapped into or always was part of "World's Largest RPGs"), they made seven audiobooks of Traveller and Savage Worlds supplements from February through October 2024. In December they switched to Backerkit for the first time with the Audiobook of Third Imperium, a supplement for Traveller campaign, and now that they've done a second on this platform I suspect that the switch might be permanent. The other reason this is probably the case: both Backerkit campaigns made more than any of the Kickstarter campaigns.

I'm obsessed with these couple of data points and will be keeping an eye out for more. These are the kinds of campaigns that could really grow a regular userbase on Backerkit beyond big blowout projects with larger companies behind them. Smaller campaigns like these are the bread and butter of Kickstarter, vastly outnumbering bigger campaigns by a factor of anywhere from 10:1 to 100:1 (depending on how you define "smaller" campaigns). They are also, I would argue, crucial to realizing the promise of democratizing project financing that crowdfunding platforms originally sold themselves on: small creators getting their projects supported by a wider audience than they would have been able to get themselves.

That said, I do want to call attention to two things. First is AudioRPG's past use of AI in all of their Kickstarter campaigns. They said that it was only their "table chapters" that were generated by speechify, but I'm fairly uncomfortable with AI being used in any capacity at this point. I hope that they've abandoned that practice with the move to Backerkit, considering Backerkit's AI policy. Second thing to consider is that both of these Backerkit campaigns were released in an environment where there weren't many other campaigns going on and may have benefitted from a more open field. My observations here aren't a clarion call to say that Backerkit is where all the money is at, but to point to an interesting potential change in the winds.


Kickstarter's January

The top 5 campaigns on Kickstarter in January were:
  1. The GM's Citadel: 3D Printable GM Screen & Storage Case by Tabletop Terrain ($43,120 from 636 backers)
  2. .DUNGEON a Dying MMO Fantasy Roleplaying Game by Snow ($32,838 from 876 backers)
  3. 100 Unique Factions for D&D 5e! by Igor Antunes ($26,957 from 968 backers) - used AI
  4. Wild Magic: Expanded (A DnD 5E Expansion) by David Ferguson ($23,527 from 582 backers)
  5. Knight Errant by St Caedmon Studios ($20,311 from 237 backers)

This was a dark month for Kickstarter on the AI front. It didn't see the most AI campaigns by raw amount (that was July 2024 with 43 campaigns) but we did see the highest proportion of AI campaigns, both by count (28 campaigns, or 45.16% of Kickstarter campaigns) and by money raised ($130,553.04, or 36.80% of money raised on Kickstarter).

I'll put it bluntly: this fucking sucks. It sucks that generated slop is obscuring art made by real people. It sucks that the process of slop generation is also microwaving the planet before our eyes. And it sucks that we have no real way of stopping this.

This is part of why AudioRPG moving to Backerkit is so potentially exciting to me. Firstly, the hope that someone has abandoned AI tools. Secondly, and more importantly, if we can move away from a platform with terrible AI policies we can potentially move money away from people who are actively harming us all with their use of harmful AI tools.


2025 vs 2024

Now that I have a full year's worth of data, I'm going to include a short section comparing this year to last. Let's see how the Januaries stack up:
  • Number of campaigns
    • Backerkit: 4 (2024) - 6 (2025)
    • Kickstarter: 71 (2024) - 62 (2025)
  • Money
    • Backerkit: $4,608,855.66 (2024) - $199,232.66 (2025)
      • This isn't a particularly fair comparison since the MCDM RPG campaign happened during January 2024 so here's the total with that taken out: $8,335.66 (2024)
    • Kickstarter: $801,189.61 (2024) - $354,795.72 (2025)
  • AI
    • Count: 19 (2024) - 28 (2025)
    • Money: $113,268.66 (2024) - $130,553.04 (2025)
  • D&D 5E
    • Count: 32 (2024) - 37 (2025)
    • Money: $367,344.91 (2024) - $176,170.54 (2025)
To sum up: more campaigns, more AI, less money overall but more money in Backerkit (sorta).

Thursday, January 2, 2025

December 2024 TTRPG Crowdfunding Retrospective

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

Turns out that "New year, new me" is proving true so far, because this blog post is coming shockingly on time. As always, the raw data is free for you to peruse, and here are the hits:

  • 166 campaigns
    • 35 Backerkit
    • 1 Crowdfundr
    • 130 Kickstarter
  • $4,113,487.12 raised
    • $1,898,104.11 on Backerkit
    • $1,912.00 on Crowdfundr
    • $2,213,471.01 on Kickstarter
  • Types of campaigns
    • 14 accessories
    • 65 adventures
    • 1 advice
    • 7 campaign settings
    • 1 reprint
    • 60 supplements
    • 18 systems
  • 49 distinct systems used (11 original)
    • 73 campaigns (43.98%) used D&D 5E and raised $917,977.49 (22.32% of all money raised in December)
  • 37 campaigns used AI in some form (22,29% of total) and raised $145,101.71 (3.53% of all money raised in December)
    • 28 of these were D&D 5E campaigns, accounting for 38.36% of all 5E crowdfunding campaigns

Backerkit's December

The top 5 campaigns on Backerkit in December were:
  1. Household - Welcome to the Garden by Two Little Mice ($556,463.21 from 3,438 backers)
  2. Mothership: WAGES OF SIN by Tuesday Knight Games ($483,428 from 6,018 backers)
  3. Alchemicals: Forged by the Machine God for Exalted 3E RPG by Onyx Path ($160,095 from 1,931 backers)
  4. The Cyberpunk Set - Official RPG Battle Maps and MUCH more! by Loke Battle Mats ($115,421 from 1,273 backers)
  5. Interloper: Sandbox Mystery Module for Mothership RPG by Silverarm ($86,088 from 1,836 backers)

The big story for Backerkit in December was Mothership Month, which raised $1,001,068 (52.74% of the money raised on the platform that month). Now I'm usually a pretty cynical person in these retrospectives (see my paragraphs on paragraphs bemoaning companies turning these democratizing platforms into glorified presale stores), but this time I feel only good things about this. I would certainly say that a significant factor in the success of Mothership Month is certainly that Mothership is a popular system and Sean McCoy in particular is a well-known and well-liked member of the indie TTRPG community, but those facts in and of themselves are largely the product of community building work that is evident in the support that the participating campaigns received. This is also clear in the number of backers that WAGES OF SIN received, dwarfing the people-power support that the only two more financially successful campaigns received this month. Genuinely, Backerkit is innovating in some great ways that have real potential to benefit large and small creators alike.

Crowdfundr's December

In my rush to praise Cezar Capacle last month, I forgot that there is another consistently hosting TTRPG campaigns on Crowdfundr: John Wick. He's back this time around with Wicked Dungeons ($1,912 from 92 backers).

Kickstarter's December

The top 5 campaigns on Kickstarter in December were:
  1. DC Heroes Role-Playing Game 40th Anniversary by Cryptozoic Entertainment ($519,226 from 1,879 backers)
  2. Rifts® for Savage Worlds: Europa by Shane Hensley ($141,636 from 1,389 backers)
  3. Monstrous Menagerie II: Hordes & Heroes: D&D & Level Up A5E by Morrus ($129,118.98 from 1,772 backers)
  4. Advanced Kinks and Cantrips by Stellara Books ($127,336 from 2,158 backers)
  5. Pico: Tiny Bugs, Big World ๐Ÿ›๐Ÿ by Mythworks ($112,532 from 2,003 backers)

The change from November to December is a stark one. As I pointed out this time last year, I generally attribute the decrease in money raised on crowdfunding sites in December to people just spending their money on other things around the holidays, but the change was much more dramatic this time around. Last year, campaigns in December raised about a third of the money that was raised in November ($3,062,243.35 vs $9,018,619.50). This time around, campaigns in both months raised less than last year's counterparts, and December campaigns raised just under 25% of what those in November did ($2,213,471.01 vs $8,957,845.53). This is in spite of a smaller decrease in campaigns than last year:

  • November 2023: 164 campaigns
  • December 2023: 112 campaigns
  • November 2024: 150 campaigns
  • December 2024: 130 campaigns
Some of this can assuredly be chalked up to Backerkit's rise in popularity and success: this time last year, 29 campaigns raised only $116,631.00, while this year 35 campaigns raised over 16x that amount. But that doesn't satisfy me completely; something feels like it's shifting and I don't know what that is. Since I only started this project in November 2023, I don't have data for the entirety of 2023 to compare to 2024 and can't speak about long term trends really at all.

Speaking of long term trends...

The next update will be a doozy: the complete 2024 retrospective. I genuinely don't know how I'm going to put that together since my half-year recap took up three separate fairly long posts. I've been toying around with putting together a kind of semi-official report and sharing that on itch, but I want to make sure that people who aren't complete sickos like me can actually get access to some of the more significant results. Rest assured, something will be shared on this blog, I just don't know what yet.

Wednesday, January 1, 2025

100% Accurate 2025 TTRPG Predictions

 It's that time of year when we all attempt to curse ourselves with the gift of prophecy!

A young Black girl winding up to throw a red rubber ball at three other young girls standing on a lawn. The girl with the ball is labeled "My thoughts and opinions" while the three targeted girls are labeled "Innocent bystanders" 

So here's my five predictions about what TTRPGs will look like in 2025.

1. More Ambitious Physical Projects

With the release of Yazeba's Bed & Breakfast and Triangle Agency, we've seen TTRPGs really make the most of their physical medium as an art object in a way that goes beyond the art in the game. Both of these games have a tactility and physicality that sets them apart from others, whether it's the manipulation of the book itself through stickers and sealed cards in Yazeba's or the Normal Briefcase physical version of Triangle Agency. And both, significantly, have parts that are sectioned off from players at the start of a game, only to be revealed after certain conditions have been met.
 
Now these aspects aren't breaking new ground, per se (I'm assuming most of you are aware of Invisible Sun's Black Cube and the scroll games Fall of Magic and City of Winter, as well as the existence of the legacy boardgames that pioneered locking off parts of a game for later in the tabletop space), but both of them actually coming out in the same year after spending considerable time in development feels like they're forerunners of a new trend in the TTRPG field.

That said, I hope that the size of these games and the time it took to get them out in physical form gives excited designers some pause. Anything that gates play material away from players is, by necessity, pretty demanding. Demanding of time and attention to unlock those things, demanding of space in a rules book, and demanding of the money it takes to create and purchase those games. These games might be on the leading wave of a trend in games, but I don't think it would take too much for the space to get oversaturated with that kind of play. In fact, I wouldn't be surprised if this kind of game becomes the storygames version of the fantasy heartbreaker.

2. D&D's Fly-or-Flounder Moment

The more normal expression is "sink or swim," but I'm not kidding myself that D&D or Wizards of the Coast writ large is going away anytime soon. No, instead 2025 is going to be a moment of truth for D&D 2024 with the Monster Manual slated to release on February 18. Finally, all three core books for the not-a-new-edition of D&D will be out, and players and third party publishers alike will start to make the choice of what they're going to do about it. Will they convert to D&D 2024 entirely, buying expensive new physical and digital versions of core books that they kind of already own, or stick with original 5e and run the risk that everyone else will leave them behind?

I don't imagine it will ultimately matter that much to the number of people playing the game, but what could matter is whether the new semi-edition does enough for Wizards of the Coast and Hasbro's bottom line. We're already seeing Magic: The Gathering being milked for all it's worth with the injection of more Universes Beyond sets in 2025 and a potential Commander video game in the works, and D&D cannot be far behind. Hasbro revenue was overall down by 15% despite a 7% increase in WotC's revenue, and there seems to be an overall pivot to a digital strategy with the success of MtG's Arena and $30 million of revenue from Monopoly Go! alone.

All this is to say that D&D is in a precarious position: the development of D&D 2024 must pay off, WotC must continue to make even more money to make up for Hasbro's overall financial situation, and we have yet to see if players are particularly excited about the direction D&D is going. Again, the brand of D&D will continue to make money hand over fist compared to literally every other TTRPG out there, it's just a question of whether that's enough money to sate Hasbro's need for endless growth. If not, that will mark the beginning of a long and tortuous decline as the parent company finds new and innovative ways to make players cough up money to play a game that they like.

3. Backerkit Ascendancy

BackerKit has been giving Kickstarter a run for its money in 2024 and that is likely to continue in 2025. There's more detail in the site's yearly retrospective, but the most salient points are:
  • Huge campaigns across multiple markets (TTRPGs, board games, publishing, physical toys)
  • Explosive growth in new users (70% increase)
  • Great success from overtime feature (specifically The Between and Mothership Month)
  • Great success from collaborative funding (Goodman Games' Purple Planet collab and the aforementioned Mothership Month)
People, projects, and money are coming to BackerKit and they're innovating to make sure that they all have a reason to stick around. Much like D&D, I don't imagine that Kickstarter is going anywhere anytime soon, but if they're not careful they might find themselves getting left behind.

4. Polarization of Cozy/Intense Games

Someday I will probably write up something about my feelings surrounding the "cozy" genre of games, but suffice it to say for now that it's not really my cup of tea. And that's not to say that super intense games are my favorite thing ever, but I will always admire art that really swings for the fences on something difficult to explore and unpack. But my feelings on the matter don't matter as much as what I'm predicting here: an increase in the number of cozy and intense games due to political uncertainty in the USA and the personal vulnerability brought on by that.

What exactly do I mean by this? Basically that as the USA enters an even more (overtly) fascist period of its politics, people making games are going to react in one of two ways: 1) they'll make and seek out art that is comforting, safe, and escapist (cozy games); 2) they'll say "fuck it" and make and seek out art that is in-your-face, defiant of the increasingly upsetting norm, and challenging to both make and play. Even though my preference is clear from how I opened this section, I want to make clear that I don't consider this a moral choice. It makes complete sense to want to seek respite from a difficult and dangerous everyday life, and making/playing 'intense' games does not make one a better person.

That said, if this polarization does come to pass I anticipate considerable discourse on both sides about the validity of doing one over the other. If you find yourself wanting to contribute to that, here's my advice: find a local community organization to get involved in, be it mutual aid or a hobby group. It's going to do a lot more for you than arguing with strangers online, and you might even find new people to play games with.

5. Pregen Games Galore

Games like the aforementioned Yazeba's Bed & Breakfast and the now-mentioned Eat the Reich and Last Train to Bremen get a lot of mileage out of giving you some characters to play with and telling you to just go nuts with them. They don't include any rules for making your own characters, but for Yazeba's and Last Train it was clear to me when I played them that it wouldn't be all that difficult to figure out how to make some up if you wanted to switch things up (I can't speak for Eat the Reich since I have neither read nor played it), but also there's so much to explore with the provided characters that I don't know how much you would feel the need to make additional ones.

I predict that the success and popularity of these games will inspire people to experiment with making their own pregen characters for their games and overall looking at how to make tighter and more focused game experiences. This prediction is informed by Knight at the Opera's 3-part series on capsule games (published, appropriately enough, 1 year ago today) and inspired by the Dice Exploder Pregen Jam that happened in 2024, something that I didn't participate in but observed as part of the DE community. So on some level this prediction is actually coming a year too late, but I feel like there's momentum with this style of game and we'll see more of them in the coming year.

So that's it!

Those are my 2025 predictions! If I remember, I'll check in at the end of the year and see how right/wrong I was. Until then, keep playing games!

Tuesday, December 10, 2024

November TTRPG Crowdfunding Retrospective

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

 We're riding this wave of productivity folks! The November data are 
(yes, I am one of those pedants who insists [correctly] that "data" be used as the plural noun it is) here:

  • 180 campaigns
    • 29 Backerkit
    • 1 Crowdfundr
    • 150 Kickstarter
  • $11,564,515.87 raised
    • $2,601,889.34 on Backerkit
    • $4,781.00 on Crowdfundr
    • $8,957,845.53 on Kickstarter
  • Types of campaigns
    • 16 accessories
    • 45 adventures
    • 2 advice
    • 6 campaign settings
    • 1 fundraising
    • 2 platforms
    • 1 reprint
    • 44 supplements
    • 62 systems
    • 1 zine
  • 79 distinct systems used (32 original)
    • 76 campaigns (42.22%) used D&D 5E and raised $2,343,963.24 (20.27% of all money raised in November)
  • 37 campaigns used AI in some form (20.56% of total) and raised $362,118.92 (3.13% of all money raised in November)
    • 27 of these were D&D 5E campaigns, accounting for 35.53% of all 5E crowdfunding campaigns

Backerkit's November

The top 5 campaigns on Backerkit in November were:

  1. Ars Magica Definitive Edition by Atlas Games ($841,123 from 5,046 backers)
  2. The Darkest Woods by Monte Cook Games ($305,125 from 2,025 backers)
  3. The Between by The Gauntlet ($289,681 from 3,528 backers)
  4. Trail of Cthulhu 2nd Edition by Pelgrane Press ($227,288.91 from 2,210 backers)
  5. Slayers Survival Kit and Hunter's Journal by Evil Hat Games ($162,327 from 2,047 backers)

Crowdfundr's November

Cezar Capacle is single-handedly holding down the TTRPG presence on Crowdfundr with his Everspark: epic fantasy quests with the freedom you always wanted campaign ($4,781 from 287 backers).

Kickstarter's November

The top 5 campaigns on Kickstarter in November were:

  1. Terry Pratchett's Discworld RPG: Adventures in Ankh-Morpork by Chris Birch, Modiphius ($2,961,490.79 from 16,495 backers)
  2. Grim Hollow: Transformed by Ghostfire Gaming ($904,004 from 5,205 backers)
  3. Mythic Carpathia & City of My Nightmares for the Vaesen RPG by Free League ($530,853.48 from 5,728 backers)
  4. Mycologist's Primer by Double Proficiency by Hunters Books ($502,925 from 6,648 backers)
  5. Conan: The Hyborian Age - The Roleplaying Game by Monolith Board Games SARL ($458,548 from 3,207 backers)

Big Picture

I've recently become interested in the divide between money raised and number of backers for crowdfunding campaigns. While these two aspects of a successful campaign are obviously pretty tightly correlated, there is some interesting variance at the top end of the range.

Graph showing shallow exponential relationship between Amount raised (USD) and Number of backers

For those not especially well-versed in statistical analysis, the equation shown on the graph (y = 0.0063x2 + 75.111x) is technically a pretty good model for the relationship between number of backers and money raised (an R-squared value of 0.9596, on a scale from 0 to 1, is pretty good). Most of that explanatory power seems to come from the lower end of the scale, with campaigns in the hundreds of backers clustering around the line quite closely, while more successful campaigns (such as the labeled Conan, Ashes Without Number, Grim Hollow, and Mycologist's Primer) tend to deviate from the 'expected' trend by a decent margin.

What this trendline does display relatively well is the tendency of success to beget more success. Even though the polynomial component of the equation is quite small, they represent that as campaigns accumulate more backers, they tend to attract increased attention and gain even more backers. And not only are there more backers, but with more backers there's a greater chance of getting backers who are willing to back at higher levels.

This also tracks with the commonly accepted wisdom that you get 1/3 of your backers during the first 48 hours, 1/3 during the final 48 hours, and the remaining 1/3 during the rest of the campaign. Performing well at launch means that people who find the campaign during that middle period see a healthy campaign that might meet some stretch goals if they back it, and doing well in the middle means that people who have been on the fence about backing are perhaps more likely to finally get in on a great campaign in its final stretch.

But beyond the raw numbers, I want to think about what the difference in funds raised and number of backers means. More money raised obviously means greater resources that the artists have available to them, but in my experience the campaigns with the most money have also made the biggest promises: lots of stretch goals, more writers and artists, fancy versions of books, extra physical rewards, etc. All of these cost money, and though they're factored into the various pledge tiers/overall goal they still result in less money overall going to the people actually making stuff. This is why companies can have wildly successful crowdfunding campaigns and still need to rely on crowdfunding to make their ambitious projects: so much crowdfunding money goes into delivering on all of the extra stuff beyond the basic game that helped drive the success of the project in the first place. I don't pretend to know how much by any means, but given the common cautionary tales against scope creep in TTRPG projects I imagine that it represents a significant time and resource suck.

Backers, on the other hand, represent your audience (an arguably greater marker of success). Every backer on a project is someone who will potentially play your game and come back again for more. I am convinced that this is the main thing that accounts for D&D's continued dominance of the TTRPG space: a dedicated audience who can be relied upon to return again and again. Without offering commentary upon the quality of the game itself, I just don't think that you can say that its design or play culture or art or whatever is better by orders of magnitude than any other game in the space. People know what they like and they will return to it. Crowdfunding campaigns offer this same possibility, a way to cultivate and grow an audience who will hopefully return for future endeavors.

For a rather remarkable example of what an audience can do for you, take a look at The Between from The Gauntlet. Not only did it raise the third most money on Backerkit (and ninth most overall) in November, it broke Backerkit records with a 48-hour, 1300-person, backer train-powered extension to its original length. (For those unaware, Backerkit now has an Overtime Mode where campaigns can extend beyond their original endtime if people keep a 10-minute timer going by backing the campaign.) Not only did this raise an additional $48,000 for the campaign, it really demonstrated its wide-ranging appeal and dedication from a potentially worldwide community of players. You see, the backer train only keeps going in 10-minute increments, resetting every time someone makes a new pledge, so that means that at least one person was backing every ten minutes across 2 full days. Unless people were staying up specifically to keep it going, you've got to imagine that this is the result of international community interest in the game and The Gauntlet writ large. Over a third of the overall backers either backed or increased their pledge during that time! I don't think it's a stretch to say that much of this success can be attributed to the strength of and engagement in the Gauntlet Discord server, which has also produced projects like Sprigs and Kindling, a fanzine for Carved From Brindlewood games. This kind of work takes time and effort (and usually a lot of volunteer labor), but if it's coming from a genuine place then it can really pay off.

The tension here is that you can't build an audience without the money to actually make your games, and without the money to actually make your games it's often quite hard to build an audience. And even when you do start to build your audience, if you're reliant on platforms like Kickstarter or Backerkit to maintain those audiences, then how much are they really your audience? Will they follow you from one platform to another? From Kickstarter to Backerkit? From Twitter to Bluesky? How easy is it for them to do that? Will they follow you from the game they're familiar with to a new one that you're interested in making? These are questions that people who make money from their art have grappled with since professional artists first came to be, but in this increasingly precaritized hypercapitalist world that we live in they take on even greater significance. How can we build communities around our art when the people in those communities are also supposed to be our customers? I know that I don't have the answer to that, and if anyone does please let me know.

Friday, December 6, 2024

October TTRPG Crowdfunding Retrospective

 

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

As it's now December, it seems the perfect moment to release the October data! What's the opposite of striking while the iron is hot? Whatever it is, I'm doing it.

  • 189 campaigns
    • 23 Backerkit
    • 0 Crowdfundr
    • 166 Kickstarter
  • $7,781,327.26 raised
    • $1,262,228.19 on Backerkit
    • $0 on Crowdfundr
    • $6,519,099.07 on Kickstarter
  • Types of campaigns
    • 16 accessories
    • 56 adventures
    • 3 advice
    • 1 audiobook
    • 11 campaign settings
    • 1 fundraising
    • 2 platforms
    • 58 supplements
    • 39 systems
    • 1 translation
  • 65 distinct systems used (17 original)
    • 82 campaigns (43.39%) used D&D 5E and raised $1,693,794.03 (21.77% of all money raised in October)
  • 41 campaigns used AI in some form (21.69% of total)
    • These campaigns raised $143,749.67 (1.85% of all money raised in October)
    • 30 of these were D&D 5E campaigns, accounting for 36.59% of all 5E crowdfunding campaigns

Backerkit's October

The top 5 campaigns on Backerkit in October were:
  1. Welcome to Night Vale Roleplaying Game by Renegade Game Studios ($529,977 from 6,654 backers)
  2. The Expanse Roleplaying Game: Transport Union Edition by Green Ronin Publishing ($360,727 from 2,364 backers)
  3. Worldographer 2025 by Inkwell Ideas ($93,560 from 877 backers)
  4. High School Cthulhu - Roleplaying Game by Gear Games ($60,883.09 from 696 backers)
  5. Netcrawl by Horse Shark Games ($44,290 from 386 backers)

Kickstarter's October

The top 5 campaigns on Kickstarter in October were:
  1. Ember by Foundry Virtual Tabletop ($710,981 from 3,808 backers)
  2. PIRATE BORG: Down Among the Dead by Limithron ($621,486 from 5,202 backers)
  3. The Broken Empires RPG™: Sim-Lite d100 Skills-Based TTRPG by Evil Baby Entertainment ($487,707 from 3,987 backers)
  4. Root: The Roleplaying Game-Ruins and Rolls by Magpie Games ($385,728 from 3,928 backers)
  5. Enter The Labyrinth: 5E TOV Expansion and Adventure Path by Kobold Press ($348,048 from 3,171 backers)

Big Picture

I've become interested in the 'big' indie D&D publishers, the people who make multiple hundreds of thousands of dollars when running Kickstarters but tend to focus primarily on D&D. They're obviously hugely successful, make nowhere near the money that Wizards of the Coast does, and were facing a uniquely precarious position with the whole OGL fiasco of early 2023. How are they doing now? What are they up to?

Take Kobold Press, for instance. Their in-house system Tales of the Valiant was created in response to the OGL fiasco of early 2023, and judging by their latest products they have been focused on supporting said system ever since it was created. That said, their four Kickstarter campaigns created since launching Tales of the Valiant have emphasized the compatibility between Tales of the Valiant (TOV) and 5E. Rather than create an alternative to 5E, they have a parallel product. And that makes sense, because in my mind Kobold Press is a studio that makes cool D&D monsters and adventures.

Back when there was the threat that Wizards of the Coast would try to take huge cuts from anyone other than them making money from D&D, it was a great idea to make something similar enough to 5E that they could keep doing what they do best without paying the literal price for doing so. But now that the threat has passed, they have this thing that's part of their brand that they sort of don't need anymore (except that WotC could always try something fucked up again, so it's good insurance I guess). Is anyone coming to Kobold Press specifically for Tales of the Valiant? 10,057 people backed the original Kickstarter campaign for the Player's Guide and Monster Vault, and 5,711 people backed the Game Master's Guide Kickstarter.

Their 5E and TOV adventure path Kickstarter that ended in October raised money and had backer numbers in keeping with both their pre- and post-TOV campaigns, but they're quite consistently still advertising both systems in their Kickstarter campaign titles. I would be very curious what conversations have been had about fully abandoning 5E, but I imagine that unless there's a specific downside to sticking with it they're unlikely to do it fully.

Wednesday, November 27, 2024

The Temple of Inexhaustible Charity

A woman faces away from the viewer, propped up on her arms as she surveys a landscape of gold coins against a horizon of vaulted columns seemingly holding up a ceiling of stars.
The Great Vault of Yre from Kill Six Billion Demons by Tom Parkinson-Morgan

 

In the Capital, there is a temple. An unassuming facade of simple limestone blocks sets it apart from the ornamented marble cornices of the Temple of the Full Moon or the ebon sleekness of the Temple of the Lost Moon, but the supplicants that walk through its gates each day dwarf the worshipers of every other temple combined. For this is the Temple of Inexhaustible Charity, hoard of the God of Mercy and repository of the world's wealth.

The Root of Evil

At the heart of the Temple of Inexhaustible Charity's mission is the simple belief that money is the root of all evil. If we follow that to its logical end, argues the temple's priests, only those of unimpeachable morality can be trusted to handle it properly. Thus, the founding of the temple, a place where the evils of money can be locked away and tended only by those who can be trusted with the onerous task.

But the temple is not just a repository of wealth, it is also the conduit by which it flows amongst the world. For while a world without evil is desirable, no one has yet found a way to conduct the business of empire or commerce (the degree of difference between the two is much debated) without filthy lucre changing hands. Bowing to this necessity, the temple's founder, Propter Rex, proposed that priests of the God of Mercy handle the actual accounting of all money stored within the vaults of the project, a way to maintain day-to-day business without sullying the soul with precious metals and gems.

The temple's mission was met with initial resistance, but early adopters discovered that conducting business under the eye of an accountant-priest was considerably easier than transporting huge quantities of gold and silver from place to place. Not only that, but once the temple began to fill its subterranean vaults with deposits and donations, it was able to extend credit and offer loans to rich and poor alike. The material itself would stay in the vaults, of course, but the money is as good as yours. Low interest rates and deadlines placed far in the future ensure that the burden isn't onerous, but rest assured: the temple will see its offer repaid in full.

Factional Conflict

Behind the sandstone walls and carefully balanced scales of the Temple of Inexhaustible Charity, tension simmers between four factions of priests:

  • Incrementalists, led by the aging High Enumerator Propter Rex VI, believe that the current path is the correct one. The wealth of the world is slowly but surely coming under the temple's purview. Some precious metals yet grace the walls of the temples of other gods, but since they are also under the care of pious individuals and not being used for commerce, that is of no particular concern. It has only been 378 years since the temple's founding after all, and saving mortality's souls is not a quick or easy task.
  • Tokenists, led by Dinessa, the Enumerator of Ardz (a city renowned for its artisans and craftspersons, and the site of the first satellite branch of the Temple of Inexhaustible Charity), believe that it is not enough to seal away precious metals. Rather, they argue, all objects that inspire greed in the mortal heart must be removed from public life. It is a testament to their rising power that precious gemstones have recently been added to the vaults in addition to the traditional precious metals that coinage is made from, but they are not willing to stop their. The temple in Ardz has recently begun to store artwork for 'safekeeping,' issuing tokens of ownership in return to ensure that proper records are kept. News of this has just recently reached the Capital, and many priests are waiting with bated breath to see how the High Enumerator plans to respond.
  • Purifiers, led by Plated Jailer Hart, believe that the accumulation of evil in the temple's vaults threatens the souls of all who live near them. Proponents of radical action, they have seized upon the idea of completely destroying their accumulated wealth in secret while running business as usual. Those outside the priesthood, they reason, never see or touch or taste the money that they already spend on a daily basis, so why risk keeping it around in the first place? The ultimate end of this argument, however, will inevitably bring them into conflict with those who wish to use gold, silver, and gems as decoration, but Purifier priests insist that that is a problem for the future.
  • Unifiers have emerged naturally within the last few decades from innovations in magical communication. Telepathic connections between the central temple and extended branches has long been utilized, but permanent connection between itinerant accountant-priests on assignment to far away lands is a recent innovation. An emergent collective consciousness has recently begun to stand on its many feet, and its members have begun to posit that even the need for locking away tainted metal would be eliminated should everyone in the world be equally pure and moving in agreement with each other. Without an identified public face, Unifiers remain a political minority within the temple, but they are increasing their numbers as they spread the telepathic connection both within the temple and beyond it.

Adventure Hooks

The Temple of Inexhaustible Charity may seem like an unwelcome dash of modernity to many vaguely medieval fantasy campaigns, but remember that banks were an innovation of the Early Renaissance and predate things like rapiers by a good 100+ years. In any case, the Temple is a great source of its own internal quests and as an issuer of classic hooks:

  • A merchant caravan has gone missing, and with it High Accountant Vessina, a likely contender to replace the aging High Enumerator. The Temple of Inexhaustible Charity is willing to pay (through their own system, of course) through the nose to recover her safe and sound. Should she belong to a particular faction within the Temple, though, another one (or more) may have equal incentive to keep her lost.
  • Dragon hoards are dangerous to liberate, but represent a literal treasure trove of gold and jewels that the Temple needs to complete its mission. Enterprising adventurers seeking to slay a dragon may find the Temple of Inexhaustible Charity an eager partner, willing to outfit them in armor, weapons, and information in return for a cut of the loot.
  • A wandering priest bequeathed you the gift of telepathy, but your dreams are suddenly full of a cacophony of voices urging you to spread it to the rest of your party.
  • The evil contained in the Temple's vaults has broken out due to a mistake from a new member of the Cupric Jailers. In an unusual breach of their own secrecy, the Temple of Inexhaustible Charity has brought you in to slay the vile creatures spontaneously manifesting in their halls. But during the job, one member of your party sees something they've been looking for their whole life suddenly within their grasp...

Sources

The idea of this was inspired in primarily by the Inexhaustible Treasury of the Three Stages School of Buddhism, which I learned of in Debt: The First 5000 Years by David Graeber. It was also, as the opening picture suggests, somewhat inspired by the webcomic Kill Six Billion Demons.

Wednesday, October 16, 2024

September TTRPG Crowdfunding Retrospective

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

The September data dump is here!

  • 113 campaigns
    • 12 Backerkit
    • 0 Crowdfundr
    • 101 Kickstarter
  • $3,750,155.58 raised
    • $1,454,136.46 on Backerkit
    • $0 on Crowdfundr
    • $2,296,019.12 on Kickstarter
  • Types of campaigns
    • 11 accessories
    • 28 adventures
    • 1 advice
    • 1 audiobook
    • 5 campaign settings
    • 1 platform
    • 40 supplements
    • 26 systems
  • 48 distinct systems used (17 original)
    • 50 campaigns (44.25%) used D&D 5E and raised $1,168,288.21 (31.15% of all money raised in September)
  • 31 campaigns used AI in some form (27.43% of total)
    • These campaigns raised $215,538.99 (5.75% of all money raised in September)
    • 20 of these were D&D 5E campaigns, accounting for 40% of all 5E crowdfunding campaigns

Backerkit's September

The top 5 Backerkit campaigns in September 2024 were:
  1. Old Gods of Appalachia: Deeper Still by Monte Cook Games ($803,832 from 5,211 backers)
  2. So You've Met A Thousand Year Old Vampire by Tim Hutchings ($284,129 from 4,108 backers)
  3. Fiendish Forge (5e) - Fearsome Bosses, Monstrous Items by Io Publishing ($127,211 from 1,141 backers)
  4. Get It At Sutlers: A Troika Adventure Generator by Melsonian Arts Council ($61,136.10 from 1,046 backers)
  5. Storypath Ultra Core Manual by Onyx Path ($58,525 from 1,261 backers)
A real smattering of systems here: D&D, Cypher, Troika, Storypath, Thousand Year Old Vampire (if you can call that a system per se). Some things that jump out at me immediately:
  • Not exactly a surprise that the Old Gods of Appalachia supplement did well given that it's based on a popular podcast, created by a big indie publisher, and following an incredible crowdfunding success for the original book.
    • What is a little surprising is the difference in money raised between the two: $2,097,820 from 15,064 backers for the original vs what we see here for the first official supplement. I would normally expect some dropoff between the two (not everyone needs or wants a supplement after all), but the reduction by roughly two-thirds in terms of money and backers is substantial
  • Tim Hutchings might be one of the only people in the TTRPG space who embarks upon such ambitious projects as this 'all by himself.' (As he says on the page, there were plenty of people who contributed some writing, but the bulk of it is his work.) To me, this is the peak of what crowdfunding is for: ambitious works of art that truly couldn't be achieved in any other way.
  • Finally, this is the first time I've seen something Troika-related raise so much money! It's genuinely nice to see it pop up from time to time, considering that it came out around the same time as Mothership 0e and Cairn but seems to see far less attention.

Kickstarter's September

The top 5 Kickstarter campaigns in September 2024 were:
  1. Monster Trainer's Handbook: 5e Campaign Supplement & Setting by Dungeon in a Box ($401,323 from 2,675 backers)
  2. Fantasy+, the Future of TTRPG Audio by Monument ($359,100 from 1,670 backers)
  3. Faster, Purple Worm! Everybody Dies, Vol. 1 by Beadle & Grimm's Pandemonium Warehouse ($232,336 from 3,376 backers)
  4. The City of Arches - A High-Fantasy 5e RPG City Sourcebook by Mike Shea ($202,890 from 4,371 backers)
  5. 7th Sea: The Price of Arrogance by Agate ($173,300 from 1,490 backers)
A lot of D&D in the top 5 list, but I want to focus in on the official D&D product tie-in for a moment. For those who don't know, Faster, Purple Worm! Kill! Kill! is a 2023 television production born from the collaboration between Wizards of the Coast and Beadle & Grimm's Pandemonium Warehouse, a retailer of premium D&D (and some Pathfinder) products founded by Matthew Lillard and four friends. Now this does not seem like a huge company (the website only lists the five founders and a "Social Media Goblin, Art Director" in the Founders & Staff section), but it strikes me as odd to need to crowdfund the official tie-in book for an official D&D TV show when some of the producers of the TV show are making the book and also there are a lot of celebrities (of both the real and the niche internet micro- variety) attached to the project. But this is just an example of the precarity that is normalized in the TTRPG space at the moment: big companies will support 'sure things' like the show itself (which I don't actually imagine is even a sure thing, considering that it's unclear whether the show is coming back for a second season, but is certainly in line with WotC's glitzy D&D TV line-up last year) but will pawn off the risk of making the tie-in book on the smaller partner, which in turn defrays the risk by running a glorified pre-order campaign on Kickstarter.

And unfortunately, it seems they might have been right to do so! Though the campaign raised 6 figures on Kickstarter, that's a drop in the bucket for the overall revenue of Wizards of the Coast ($5.9 billion in 2022) and probably not worth the time and energy it would take them to make. Kicking that over to a junior partner though (especially one already heavily dependent on the D&D brand and glossy premium content market) makes a lot of sense since it will continue to advance their market dominance and potentially drive eyes to the show itself. I cannot for the life of me remember where I saw this point made originally (I think it was about Avatar Legends) but we really have to remember who is benefitting from branded tie-in IP Kickstarters: investors and companies.

Crowdfunding games based on popular IP (which usually must be done because those games are given to smaller companies to make) foists the job of investing onto the consumer rather than on the company. Assuming that they have some kind of licensing agreement, and I cannot imagine a world where they don't, Wizards of the Coast (and Hasbro above them, and the stockholders above them) will reap profits from Faster, Purple Worm! Everybody Dies, Vol. 1 until it stops being printed, but you (as a hypothetical person who backed the Kickstarter) stop receiving benefits when the rewards are shipped to your house. In fact, you're accepting all of the risk because no one is even legally obligated to provide you a finished product when you back a Kickstarter campaign. This makes complete sense when it's an individual person's passion project, but is completely ludicrous when applied to Beadle & Grimm's!

Now please do not imagine that this is me defending capitalism and saying that everything would be better if companies just started doing investment correctly again like they did in some mythical beforetimes, I just think that it's indicative of how big companies move nowadays. They farm out projects to smaller players, rely on their precarity to dictate whatever terms they want to them, and cut them loose whenever they like. Consider what Warner Bros did to whole movies that they had ready to be released, or what continues to happen to streaming exclusive shows on Netflix and Paramount+ and HBO. And those were projects that they already owned! I completely understand why individuals or companies would want to work on popular IP on a personal, creative, and financial level, I just worry about the kind of precedent it sets for everyone else in this artform.

Tuesday, September 10, 2024

August TTRPG Crowdfunding Retrospective

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

Buckle up folks, August's data has an outlier in it - a big one.

  • 141 campaigns
    • 20 Backerkit
    • 0 Crowdfundr
    • 121 Kickstarter
  • $20,184,787.10 raised
    • $1,580,419.62 on Backerkit
    • $0 on Crowdfundr
    • $18,604,367.48 on Kickstarter
  • Types of campaigns
    • 16 accessories
    • 29 adventures
    • 3 advice
    • 2 audiobooks
    • 14 campaign settings
    • 2 platforms
    • 1 podcast
    • 1 reprint
    • 39 supplements
    • 34 systems
  • 55 distinct systems used (21 original)
    • 49 campaigns (34.75%) used D&D 5E and raised $1,956,290.32 (9.69% of all money raised in August)
  • 29 campaigns used AI in some form (20.57% of total)
    • These campaigns raised $145,005.70 (0.72% of all money raised in August)
    • 17 of these were D&D 5E campaigns, accounting for 34.69% of all 5E crowdfunding campaigns

Backerkit's August

The top 5 crowdfunding campaigns on Backerkit in August were:

  1. Our Golden Age: An Ultraviolet Grasslands RPG []equel by Exalted Funeral ($489,412 from 4,071 backers)
  2. ION Heart - A Lo-Fi Solo Mech TTRPG by Parable Games ($275,913.96 from 3,097 backers)
  3. Nimble 5e: A Fast, Tactical, 5e Compatible, RPG by Nimble Co. ($265,912 from 4,290 backers)
  4. Faerie: A Realm Wanderer's Guide | Feudal Fey Expansion for 5e! by The Dragons Vault ($218,167.88 from 2,547 backers)
  5. Rifts® for Savage Worlds - Core Reprint by Pinnacle Entertainment Group ($64,855 from 416 backers)
Backerkit's top 5 list has more Dungeons & Dragons in it than usual, but Nimble 5e is the one that catches my eye a bit. Originally Kickstarted back in November 2023, the project raised $17,815 from 1,762 backers. At the time, it was just a small rules booklet of suggested tweaks to the existing 5e ruleset, but the more recent Backerkit campaign has ballooned to the classic 3-book set that has served WotC so well in the past. It raised nearly 15 times as much money from close to 2.5 times the number of backers, showing (perhaps) the value of building an audience with a smaller project first.

This campaign has also benefitted from two other factors, though.

Firstly, a well-established ecosystem of D&D YouTubers who shouted out the project when it first came around on Kickstarter and again on Backerkit. Some of these are featured on the campaign pages, some have been shared on NimbleCo's Twitter, and I'm sure there are many more. This is very similar to the success of DC20 back in June and July, except that The Dungeon Coach (DC20's designer) is a YouTuber in his own right with almost 66K subscribers.

Secondly, the fairly new Cross-Collab feature on Backerkit that allows two campaigns to offer incentives for people who back both (assuming both campaigns succeed). Unbeknownst to me, there has already been an appearance of this feature in TTRPG crowdfunding back in June: MAZES City of Skull x Vast Grimm Horde: No Safe Haven. This time around, it's Nimble 5e and Faerie: A Realm Wanderer's Guide. But how much of a benefit does this provide? 815 backers chose to back both, accounting for 32% of Faerie's support and 19% of Nimble 5e's. Conversely, 55-56 backers chose to back both MAZES and Vast Grimm Horde, accounting for 11% and 10% of their respective support. There's obviously no way of knowing who would have backed both campaigns without the cross-collab incentive in either case, but for all four campaigns this is not an insignificant amount of money. If the average pledge is indicative in any way for these cross-collab backers, they represent:
  • $50,513.70 for Nimble 5e
  • $69,812.90 for Faerie: A Realm Wanderer's Guide
  • $5,657.28 for MAZES City of Skull
  • $4,742.79 for Vast Grimm Horde
Now there's a decent possibility that cross-collab backers might have given less money to each campaign than the 'average' backer since they're paying for two things at once, but the reverse argument could be advanced as well based on the logic that anyone who can afford to back two large campaigns at once might have the disposable income to give a lot to both. Either way, I'll be keeping my eye out for future Cross-Collabs to see how this gets used in the future.

Kickstarter's August

The top 5 crowdfunding campaigns on Kickstarter in August were:

  1. Brandon Sanderson's Cosmere® RPG by Brotherwise Games ($15,149,874 from 55,106 backers)
  2. Moonsoon by Arcane Minis ($465,775 from 3,344 backers)
  3. Neopets - Tabletop Roleplaying Game Official TTRPG by Geekify Inc ($410,786 from 7,114 backers)
  4. Iron Kingdoms: Strangelight Workshop (5e) by Steamforged Games Ltd ($255,049.77 from 2,022 backers)
  5. Berserkr by Slightly Reckless Games ($193,105.89 from 2,435 backers)
The Cosmere® RPG has not only become the highest funded TTRPG Kickstarter, it's the highest funded tabletop game Kickstarter period (beating out Frosthaven and Kingdom Death: Monster 1.5, both smash hit sequels to already smash hit board games) and the third-highest funded Kickstarter of all time (only a cool $26M short of the highest funded Kickstarter of all time, Brandon Sanderson's Four Secret Novels campaign). This in and of itself is fine, a lot of interesting designers got to work on the system, but I'm not wild about one of the biggest authors in the world crowdfunding a game based on his novels as though he can't make it happen any other way. I know that Brotherwise Games are the ones actually making and distributing it, but c'mon. These people are the "official games partner for Brandon Sanderson’s Cosmere® universe," made an official Dragon Prince tie-in game, and worked with Patrick Rothfuss in one of their previous boardgames.

Combine this with the Neopets project, a joke of a campaign that features barely a single specific mechanic on the page (aside from "it started as D&D 5e but now it's something else that still uses a d20"), and we're in for a rough time of it folks. Crowdfunding seems to be rapidly becoming an easy cashgrab for lazy projects with a brandname attached or a glorified pre-sale storefront for projects that would have been pretty successful regardless. I hope there's enough room left for everyone else.

Gaming With Death

  Warning: spoilers for Spiritfarer  (2020, Thunder Lotus Games) and Citizen Sleeper 2: Starward Vector  (2025, Jump Over the Age). In late ...