Monday, June 24, 2024

Review: Haunted Heist

Cover of Haunted Heist by Daniel Carter-Hope and Paul Williams; a white stereotypical ghost runs with a bag of dollar bills spraying out behind them

What is it?

Haunted Heist is a game by Daniel Carter-Hope and Paul Williams of Red Mug Games, the games arm of the UK-based Evil Hypnotist Productions indie film studio. I was given a digital review copy of the game by Red Mug Games but have received no other compensation as part of the request to review it.

The pitch: players take on the role of deceased criminals under the guidance of a Game Medium (GM) to embark upon a heist that would otherwise be impossible by living human standards. The overall tone is comedy/horror.

The art communicates this endearing sort of horror atmosphere, akin to Disney's Haunted Mansion or The Nightmare Before Christmas, quite well, but unfortunately, as my players pointed out after we finished playing, the tones of the game clash discordantly at times. Some of the potential outcomes of actions (mostly the horrific and instantaneous death of unfortunate bystanders) really don't feel like they fit with what the game bills itself as. For example, one of the stronger abilities of the Possessor includes this detail: "Strong possibility the target will suffer a fatal stroke/heart attack/aneurysm when the possession ends." This is an awfully specific manner of death, one that has the potential to really upset some players given the relative prevalence of these health conditions in real life, and it's just not that funny either when it comes right down to it. Head exploding: high funny potential. Fatal aneurysm: less so. If you bring this game to the table, take the temperature of your players to understand what kind of bloody slapstick they have an appetite for.

How does it work?

Players have a resource called Spirit Level (SL) that they can spend on various spectral powers based on the type of ghost they are (Haunter, Poltergeist, Possessor). If they run out of SL, they vanish until the GM can reconnect with them. Action success is determined by rolling 2d6 and checking the table for the outcome (5-9 is a partial success, to give an idea of what to expect).

The GM's actions mainly involve predicting the result of dice rolls. When any player rolls for an Action, the GM predicts the outcome, and if they're correct they get a sizable benefit. Similarly, when it comes time to resummon ghosts, the ghost's player rolls a d6 and the GM predicts the result. If they're correct, the ghost returns with full SL, and if they're wrong they can try again next Turn with the ghost predicting their own number.

The game also operates on a ticking clock, with the GM keeping track of Turns in each Round with a 6-sided die. Every ghost gets one action per Turn, the Round advances after 6 Turns. The more time you take, the more likely the heist is to end in failure with the ghosts abandoning their jobs to take care of Unfinished Business or the GM's Debt causing their grisly demise.

How did it go?

I played this game with a group of three players about a week ago using the "End of the Pier" adventure summary from the book itself: "Magic isn't real... or is it? Down-on-his-luck hypnotist Derek Beige has the whole town under his thrall, but for what nefarious purpose?" With this summary, I spun up the Great Bosinski Game Medium, another 'psychic' conman who had been operating just fine in Mortecambe Bay until Derek Beige showed up. Using the spirits of Gem "Knock" _____, Spinnin' Sid, and Frozen Freddie, we were all set up to steal Derek Beige's platinum pocketwatch and break his terrible power.

It was right here, shortly after character creation, that everything started to go off the rails. And not in the fun heist way.

What happened?

Let me be clear: much of this was my fault. In my revision of the rules before starting, I missed the instructions to organize the game in three phases: Character Manifestation, Planning, and Heist. As a result, I skipped the Planning Phase and had the players jump into exploring the town as they tried to figure out how to take down Derek Beige. As a result, scenes were not so much pulse-pounding heist action as they were pulse-neutral information gathering, it was unclear when abilities could be used effectively, and everyone (including myself) left the game feeling a little frustrated.

A compounding factor on top of the initial error had to do with pacing. The game operates on a ticking clock in theory, but in practice we didn't even get all the way through a single Round. My players took about 2 hours to do character creation and play 5 Turns (15 actions), at the end of which we felt like we had just about resolved the problem of Derek Beige. This meant that we took an average of about 24 minutes per Turn and 8 minutes per action, which feels pretty fast for many storygames. But even so the game didn't feel particularly urgent or that we were on a time limit. This probably would have been mitigated with an actual Planning Phase as the players would have known more or less where they were heading.

Stuff I liked

Before going to the larger lessons learned here, I wanted to share bits and bobs that I particularly liked from the game:
  • I like the positioning of the GM as a player in the world and the explicit ticking clock that triggers certain events, and I really loved the thematic resonance of trying to psychically predict dice outcomes
  • The sample characters and their accompanying art give a good sense of the tone the game wants to live in: comedically gruesome and pretty absurd
  • The Grave Consequences table, while not always giving the most actionable or impactful results, has a clear voice with a dry sense of humor that is pretty fun and funny to read
  • Heist locations are all evocative and feel quite different from each other, but I would appreciate a better sense for how some of them would actually be used in a heist

So what do you do when you play a game wrong?

I'm not really sure, honestly. I only found my mistake in the rules upon rereading the text in preparation for writing this review. If I had just brought this game to the table because I thought it was fun, I probably would have just written it off after it didn't really work in play and never given it another thought. This speaks to a challenge that game designers face when working on their art: how do you ensure that something important doesn't get missed when people are learning how to play?

Ignoring the reality that you can never be 100% sure of this, one solution is to integrate the most important components throughout the rules. It's easy to miss a single reference to something important (as I did with the Planning Phase), it's harder to miss multiple references to a specific component that all feed into each other. These could be in the text of other rules, play examples, flowcharts, you name it; the important thing is that anything that is crucial to understanding how to play the game should be as inescapable as possible.

That is ultimately my biggest criticism of this game: its component parts don't quite gel together into the most harmonious whole. My experience playing it was frustrating, but that was partially due to one specific mistake I made before the game even started. I had an okay time playing, but neither I nor my players ever really found a groove where the game just worked for us.

Will I play this game again? Probably not. Will I be thinking about my favorite parts of the game (GM as diegetic character, ticking clock, psychically predicting dice)? Absolutely.

Thursday, June 20, 2024

May TTRPG Crowdfunding Retrospective

 


For an overview of my methodology, please refer to my original November post. The only things that have been added this time around are some median metrics for various variables (campaign type, platform, AI campaign performance).

As always, the raw data are available for you to peruse at your leisure.

The big picture statistics:

  • 151 campaigns
    • 18 Backerkit
    • 0 Crowdfundr
    • 133 Kickstarter
  • $7,973,999.42 raised
    • $735,159.58 on Backerkit
    • $0 on Crowdfundr
    • $7,238,839.94 on Kickstarter
  • Types of campaigns
    • 18 accessories
    • 34 adventures
    • 1 artbook
    • 8 campaign settings
    • 3 reprints
    • 49 supplements
    • 38 systems
  • 61 distinct systems used (26 original)
    • 59 campaigns (39.07%) used D&D 5E and raised $4,936,605.69 (61.91% of all money raised in May)
  • 34 campaigns used AI in some form (22.52% of total)
    • These campaigns raised $251,400.35 (3.15% of all money raised in May)
    • 22 of these were D&D 5E campaigns, accounting for 37.29% of all 5E crowdfunding campaigns

Backerkit's May

The top 5 campaigns on Backerkit in May were:
  1. Scions of the Dark Goddess - A new modern era Call of Cthulhu campaign by Shadowlands Games ($259,427.26 from 2,585 backers)
  2. Stewpot: Tales from a Fantasy Tavern by Evil Hat ($202,090 from 4,519 backers)
  3. Knight: An Avalon RPG by Antre Monde Editions ($94,006.15 from 846 backers)
  4. Valraven: The Chronicles of Blood and Iron by The World Anvil Publishing ($46,997.90 from 499 backers)
  5. HEROIC the Role Playing Game by ZEG Media ($21,786.78 from 410 backers)

Kickstarter's May

The top 5 campaigns on Kickstarter in May were:
  1. Adventure Time: The Roleplaying Game by Cryptozoic Entertainment ($1,631,479 from 7,681 backers)
  2. The Field Guide to Floral Dragons by Hit Point Press ($1,163,164 from 13,210 backers)
  3. Delve - a Guide to Dungeons for 5E & Shadowdark RPG by Bob World Builder ($387,779 from 6,588 backers)
  4. Lairs & Legends 2 - The Definitive 5e Resource Anthology by The DM Lair ($298,492 from 2,055 backers)
  5. Worlds at a Glance: 5E tools to describe towns, shops & NPCs by Nathan Horn ($298,105 from 3,082 backers)

Big Picture

One somewhat troubling aspect of May crowdfunding is the surprising capture of money by D&D 5E campaigns. 5E has always (unsurprisingly) been a significant moneymaker in the crowdfunding space and has had the most products using its system consistently since I started tracking these stats, but 5E campaigns have never gotten this big (61.91%) of the market share in that time.
Graph showing percentage of D&D 5E campaigns in numbers and dollars; numbers percentage hovers around 40% on average while dollars peaks around 60% in November and May

What I find really fascinating is that the percentage of D&D 5E projects in terms of quantity doesn't change all that much, with the exception of an obvious dip in February and March that coincides with ZineQuest/ZineMonth. But even then that doesn't necessarily equate to a relative drop in percentage of money raised. In fact, the only significant drop in percentage of money raised is in January, and that's almost entirely due to the success of the MCDM RPG in that same timeframe.

I plan on putting together a larger mid-year retrospective post in July once the June data come in, but what I have currently suggest that this might be a broader cycle that is only interrupted by a post-Christmas slump in spending and the concerted efforts of ZineQuest/ZineMonth.

Thursday, June 13, 2024

April TTRPG Crowdfunding Retrospective

For an overview of my methodology, please refer to my original November post. The only things that have been added this time around are some median metrics for various variables (campaign type, platform, AI campaign performance).

As always, the raw data are available for you to peruse at your leisure.

The big picture statistics:

  • 145 campaigns
    • 8 Backerkit
    • 0 Crowdfundr
    • 137 Kickstarter
  • $6,529,324.42 raised
    • $845,617.27 on Backerkit
    • $0 on Crowdfundr
    • $5,683,707.15 on Kickstarter
  • Types of campaigns
    • 14 accessories
    • 41 adventures
    • 2 advice
    • 1 art pack
    • 6 campaign settings
    • 1 fundraising campaign
    • 2 reprints
    • 46 supplements
    • 32 systems
  • 56 distinct systems used (19 original)
    • 70 campaigns (48.28%) used D&D 5E and raised $2,486,324.42 (38.08% of all money raised in April)
  • 33 campaigns used AI in some form (22.76% of total)
    • These campaigns raised $310,089.95 (4.75% of all money raised in April)
    • 23 of these were D&D 5E campaigns, accounting for 32.86% of all 5E crowdfunding campaigns

Big Takeaways

Since this post is coming late anyways, I'm going to eschew the usual breakdown by platform and look at a few pieces of the bigger picture.

Growth of AI

Unfortunately, April was the biggest month for projects using AI since I began tracking these data. The number of campaigns has stayed largely the same (19 in January, 35 in February, 34 in March, 33 in April), but the $310,089.95 raised by AI campaigns in April is a high water mark. This was mostly driven by one very successful campaign (The Captain's Logbook: 5E High Seas Adventure & Shipbuilding) as shown by the low average ($9,396.67) and median ($3,425.78) amount raised by these campaigns. Still, the general upward trend of funds raised by AI TTRPG campaigns is troubling to me personally.

Dropoff in Original Systems

There is usually a glut of campaigns using original systems every month that was absent in April. In March, 81 projects used original systems (30.34% of all campaigns) compared to only 19 in April (13.10% of all campaigns). Comparatively, D&D 5E was used in 69 projects in March (25.84%) and 70 in April (48.28%). I don't see the decrease in original systems a problem per se, but I do find it interesting that the perennial stable of 5E projects seem largely independent of the overall amount of crowdfunding campaigns.

Backerkit's Seeming Identity Crisis

I know I said I wouldn't get into individual platform minutia, but this seems worthy of commentary: Backerkit has consistently struggled to break through to a wide audience of people for their TTRPG campaigns. There aren't that many on the platform from month to month compared to Kickstarter, but they do fairly well on average. In April, for example, there were only 8 projects, but the average ($105,702.16) and median ($66,034.46) amounts raised are considerably higher than Kickstarter's ($41,486.91 average, $5,094.00 median). The platform continues to perform well for companies/people with large pre-existing audiences who will hear about the campaign regardless, but it appears to have trouble attracting the critical mass of people (both project creators and backers) who need to fill out the platform ecosystem and make it a real Kickstarter competitor.

Review: Haunted Heist

What is it? Haunted Heist  is a game by Daniel Carter-Hope and Paul Williams of Red Mug Games, the games arm of the UK-based Evil Hypnotist ...