Monday, December 22, 2025

The Awards 2026 Design Diary #3: Designing for Difficult Games

This design diary is a bit more philosophical than previous ones, as I've recently been thinking about the kinds of games that I'd like The Awards to recognize.

A screenshot of Ace Attorney with the "Objection" speech bubble in front of him

"Now just hang on there a second," you might say, "I thought you didn't want to put your thumb on the scale of The Awards! I thought you weren't a judge! Is this all some kind of giant conspiracy to just recognize the games you like???"

Well, rude interrupting straw-person, I don't, I'm not, and it isn't. What I'm talking about is categories of games that I think should have a home in The Awards and how to design towards that goal. In particular, I'm talking about two recently-defined (though certainly not actually new) genres of game.
 

#1: Faggot Games

I'm starting with something potentially controversial and uncomfortable because these are exactly the kinds of games I want to see in The Awards. If you're unfamiliar, Darling Demon Eclipse (the host of The Awards 2024's winner announcement stream) somewhat defined the genre in January:
  • Loud queer sexuality, without a desire to make play more comfortable for cishet people and prudes.
  • Departure from popular axioms around player and character consent, and broad rejection of the modern safety framework for something more interpersonal and robust.
  • A central role for fetish, kink and sexual fantasies. Faggot games aren't always necessarily /about/ these things, but they loop back to them as much as possible.
  • A focus on challenging and unexpected visuals. Blend the cozy and the macabre, the outside and the mainstream, in ways they didn't know they even wanted. Keep them guessing.
"Keep them guessing" is a great axiom all by itself for The Awards, but when I say that I want faggot games submitted to The Awards, I specifically mean that I want gross, uncomfortable, horrific games to be submitted, games that push the limits of what you might feel comfortable reading, let alone playing. I don't want stuff like faggot games, I don't want games in the spirit of faggot games, I want actual. Faggot. Games. Made by faggots, for faggots.

The problem, of course, is whether the judges will necessarily agree with me. And they have every right to disagree, of course! This is not The Faggot Awards, after all. (Eclipse already did that. Twice, kind of.) But what I do want is to have judges who won't reject these kinds of games out of hand simply because they might not be 'for' them.

I also do not want to put judges in a position where they feel obligated to engage with something that could cause them distress. Faggot games are challenging; they have sharp edges that could and probably will cut you when handled. What I hope to do is create an environment where when judges find themselves with cuts, they can apply bandages as needed and go back for more - maybe with gloves on this time.

I'm realizing that I, as the Coordinator, am going to need to take a more active role in the judging process. Not in choosing the games, but in communicating with the judges, understanding where they're at with the games, and maybe even actively challenging them to explain or defend some of the opinions they express. This is all a delicate balance to strike, and it runs a greater risk of overreach on my part, but it also means I need to choose judges who can, with both love and irritation, tell me to fuck off and leave them alone when needed.
 

#2: Expressionist Games

I think it relatively unlikely that anyone in 2025 could have found this post without already being aware of Jay Dragon's Expressionist Games Manifesto, but if by some miracle you have then go ahead and follow that link. I will not wait for you to catch up, so I suggest you read it quickly.

Whatever you think about expressionist games and this manifesto (and I have thoughts about both that are not pertinent to this conversation), they're a fascinating perspective on games and design that opens up some really fruitful artistic visions.

They are also (take it from someone who will soon wrap up playing in a Triangle Agency campaign) deeply frustrating at times.

The big challenge I see here is that expressionist games are polarizing and demanding. The multi-award-winning Triangle Agency clearly doesn't need any help from The Awards to recognize its artistic merit, but the expressionist games to come certainly might. These are games that benefit from deep dives into their dense texts, that want you to sit and think about what they're saying (and what they're leaving out), that might seem difficult to bring to the table or 'too much' to properly process. The timeline of The Awards is not particularly well suited to all of these needs.

Just out of necessity, The Awards does not have the luxury of giving judges all the time they could possibly need. And out of sheer logistics, the judges cannot take all the time they could possibly need - they have lives, after all, and they're giving so much of it to The Awards already. This challenge dovetails with what I grappled with in my previous Design Diary, trying to get as much good shit into contention for The Awards while also keeping the workload hopefully reasonable (or at least manageable).

Part of the answer might just lie in a directive to the judges: if you're really having a hard time figuring out whether something should advance to Round 2, it probably should. Anything that makes you sweat and frown and furrow your brow over whether you like it or whether it's interesting enough is probably worth further discussion.

Final Thoughts

That's the real goal of The Awards in my mind: finding stuff that's worth the time spent discussing it. I've played a lot of really fun games that I don't want to spend much time talking about, and I've played a lot of really bad games that I'd just rather forget about. But the stuff that really sticks in my brain that I want to talk about for hours? I want to show that to everyone and say, "Hey look at this shit. What's going on here, huh?"

So send The Awards your faggot games, your expressionist games, your huddled masses of games yearning to breathe free be played (or at least read). But make sure that they fall within the submission window. Because I haven't said this before, but that window is picking up right where The Awards left off: June 2024. More on that next time!

Tuesday, December 2, 2025

November 2025 TTRPG Crowdfunding Retrospective

Mashup of Backerkit, Gamefound, and Kickstarter logos reading: BACKfoundER

Mothership Month 2025 and RPG Party are officially done, Mausritter Month is nearing its conclusion, and (sigh) OSE Month 2026 is on the distant horizon. On the plus side, I was referenced in a Rascal article! All in all, an interesting two-year anniversary of this whole project. Here's the raw data, let's get into it:

  • 242 campaigns
    • 46 Backerkit
    • 0 Crowdfundr
    • 24 Gamefound
    • 172 Kickstarter
  • $7,740,735.97 raised
    • $1,836,907.08 on Backerkit
    • $0.00 on Crowdfundr
    • $374,321.14 on Gamefound
    • $7,1186,728.47 on Kickstarter
  • Types of campaigns
    • 22 accessories
    • 73 adventures
    • 2 advice
    • 1 anthology
    • 1 audiobook
    • 1 book
    • 18 campaign settings
    • 2 platforms
    • 5 reprints
    • 62 supplements
    • 52 systems
    • 3 translations
  • 88 distinct systems used (34 original)
    • 76 campaigns (31.40%) used D&D 5E and raised $3,428,051.25 (36.48% of all money raised in November)
  • 51 campaigns used AI in some form (21.07% of total) and raised $419,589.22 (4.46% of all money raised in November)
    • 35 of these were D&D 5E campaigns, accounting for 46.05% of all 5E crowdfunding campaigns
  • Campaigns were based in 22 different countries
    • Top 3: 114 in USA, 39 in UK, 15 in Canada
    • Singleton countries: Finland, Ireland, New Zealand, Norway, Sweden, Switzerland, and Turkey

Backerkit's November

The top 5 campaigns on Backerkit in November were:

  1. Mothership: PROSPERO'S DREAM by Tuesday Knight Games ($445,846 from 5,025 backers)
  2. Lodestar: A Spacefarer's Manual | Space Fantasy in 5e! by The Dragons Vault ($331,898.43 from 2,909 backers)
  3. Designers & Dragons: Origins by Evil Hat ($249,015 from 1,556 backers)
  4. Pathfinder® for Savage Worlds – Carrion Crown by Pinnacle Entertainment Group ($84,631 from 689 backers)
  5. WRASTLEVANIA by 9th Level Games ($70,690 from 1,040 backers)

Gamefound's November

The top 5 campaigns on Gamefound in November were:
  1. HeXXen 1733 - Jäger des Ewigen Eises by Ulisses Spiele ($73,443.87 from 425 backers)
  2. The Wildsea: Tigers on the Wire by Mythworks ($56,189.15 from 990 backers)
  3. Ambition by The Press Betwixt ($38,592.03 from 199 backers)
  4. The Table of Adventure: The Official Dungeons and Dragons Game Table by Game Theory Tables ($31,571.01 from 9 backers)
  5. Trenchcoat Raccoons: A Chaotic, Fail-Forward Heist RPG by OneShot TPK ($30,325.05 from 551 backers)

Kickstarter's November

The top 5 campaigns on Kickstarter in November were:
  1. Obojima Tales From Yatamon by 1985 Games ($859,145 from 7,167 backers)
  2. Bastions & Guildhalls: A Modular Map Maker by Czepeku ($536,354 from 11,431 backers)
  3. GHOST IN THE SHELL ARISE - Tabletop Roleplaying Game by Mana Project Studio ($498,868 from 3,216 backers)
  4. Dungeons of Drakkenheim: Daggerheart by Dungeon Dudes ($448,956 from 3,713 backers)
  5. Mega Dungeon: The Mines of Silverdeep by Dungeon in a Box ($415,575 from 1,857 backers)

November 2023 vs 2024 vs 2025


2023 2024 2025
Campaign count
Backerkit
10 29 46
Kickstarter 164 150 172
Money pledged
Backerkit total $1,256,857.98 $2,601,889.34 $1,836,907.08
Backerkit average $125,685.80 $89,720.32 $39,932.76
Backerkit median $58,370.49 $25,602.00 $15,695.93
Kickstarter total $9,018,619.50 $8,957,845.53 $7,186,728.47
Kickstarter average $54,991.58 $59,718.97 $41,783.31
Kickstarter median $6,189.33 $5,382.44 $5,768.63
AI
Campaign count 29 37 51
Money pledged $375,584.36 $362,118.92 $419,589.22
D&D 5E
Campaign count 67
76 76
Money pledged $5,824,894.60 $2,343,963.24 $3,428,051.25

Here at the two-year anniversary of this project, we have the first chance to actually compare more than two years' worth of data! Some interesting things that jump out at me:
  • Although Kickstarter and Backerkit are obviously competitors for users and money, there is no clear evidence that they are actually taking anything from each other. Backerkit's fortunes have largely risen (both in campaigns and money raised) while Kickstarter's fortunes are mixed (more campaigns, less money)
  • "More campaigns, less money" is really the name of the game: from Backerkit to Kickstarter, from AI campaigns to D&D 5E projects, there's more stuff out there than ever and less money to go around. What's important to note, though, is that these are all successful projects. So even though there's less money on the whole (and on average and on median), more people than ever are (in theory) able to make the stuff they want to make.
  • Backerkit's average/median money pledged dropping precipitously from 2023 to 2025 strikes me as largely a good thing. It means that more people are using the platform to fund smaller projects, rather than it being primarily for larger companies/creators (which was definitely the case in November 2023).
  • AI use in TTRPG crowdfunding projects continues to depress me, but I take some solace that the average money pledged has dropped by over $4k from 2023 to 2025 ($12,951.18 to $8,227.24). I hate that the number of projects has increased by 75%, but at least they're making 36.5% less money on average.
I'll keep making these three-year comparisons up until next November, at which point I'll have to figure out a more efficient way to compare data.

Mothership Month 2025 and RPG Party Debrief

So I talked last month about Month fatigue, and that hasn't changed (especially with the discovery in the interim of Backerkit's Holiday Market and that OSE Month is coming in May 2026). But I have reconsidered a small part of my issues with them, and I'll go over that once I examine the actual outcomes of Mothership Month 2025 and Gamefound's RPG Party.

Mothership Month 2024 featured 21 successful campaigns and raised $1,001,068 (according to the official page, my data show ~$995k for some reason) from 23,116 backers (obviously not all unique, but at least my data and the official page agree).

Mothership Month 2025 featured 27 successful campaigns and raised $858,140 (according to the official page and my data, though mine show slightly more for some reason) from 20,710 backers (again, agreement between data sources).

Using Backerkit's official numbers, that represents not only a nearly $143k decrease in overall money raised but $15,886.94 less per campaign ($47,669.90 average in 2024, $31,782.96 in 2025).

So at the end of all this, the important question to ask is: was it all worth it? For Backerkit? Almost certainly. It drives attention and money their way and gives them great PR for future themed Months. For the creators who participated? Definitely! They get to make what they wanted to make, and for all my complaining about hegemony last month I don't really believe that anyone involved in Mothership Month 2024 or 2025 secretly didn't want to make something for Mothership. (That concern is, again, reserved for the pipeline that initiatives like Mothership Month, Mausritter Month, and now OSE Month create to receiving broader Backerkit resources.) For backers? It's great for the ones who like Mothership, and, though we already knew this, that's clearly a large audience.

The main people I'm concerned about are those who fall outside of the in-group here. Creators who don't make stuff for Backerkit-approved OSR games. People trying to find time to get their smaller projects visible to a wider audience. People who might have, for instance, submitted their project to Gamefound's RPG Party.

This initiative mostly coincided with Mothership Month and Mausritter Month and made some big promises, like free ad money (based on follower count), workshops with industry veterans from Chaosium and Magpie Games, and marketing boosts from DTRPG. In the end, of the 23 featured campaigns, 17 were successful and raised $246,746.54 from $3,788 backers. Most of these projects were fairly modest in scope (with the exception of a project with an outlier goal of $69,000 that did not fund) and had professional-looking pages with videos and a decent amount of art.

Can you attribute the 6 failed campaigns to Mothership/Mausritter Month? No, I'd attribute it more to the lack of visibility both on and outside of Gamefound. But I also can't rule out the attention that the themed Months on another platform received. An end of year goal of mine will be to try to disentangle the effect that initiatives like Pocketopia, RPG Party, Mothership Month, etc. have on projects that are not included in their orbits. Do they reduce the money other projects receive? The backers? Can you even determine this? Do they seem to affect other platforms? Here's to finding out!

I said in the intro to this section that my feelings on these themed Months have changed a little, and they have. What I realized is that I have strayed a bit close to the capitalist event horizon in focusing so much on the money raised by all these projects. And while that unfortunately does matter, I've slightly lost sight of the continued increase in projects that get funded at all, which these Months and Topias and Parties seem to only be helping. I continue to have concerns about the hegemonic positions of crowdfunding platforms and whether smaller creators are getting the attention, money, and support that I truly think they deserve, but the fact remains that there are more games getting made than ever. And to slightly misquote Marge Simpson: I just think that's neat.



Except games that use AI. Fuck you, go to hell, jump in a lake that you drained for your shitty plagiarism machines you fucking vultures.

December 2025 TTRPG Crowdfunding Retrospective

  Another year gone, and a rather strange December for TTRPG crowdfunding closes it out. Here's the raw data ; let's dive in. 178 ca...