A self-aware fantasy RPG about tearing down fantasy's legacy tropes. We're telling stories of revolution and optimistic change.
Farewell to Fear is our "Progressive Post-Fantasy Roleplaying Game". What do we mean by that? Fantasy’s full of all sorts of legacy concepts that are rather disgusting to us; sexism, classism, racism, institutional violence, those are just a few choice items. Farewell to Fear is a game about revolution, about taking fantasy out of the dark ages through drive and action.
Think punk rock meets fantasy. Bad Religion meets Tolkien, boot to face.
People Are People
It’s important that we recognize that people in the middle ages were still human, and were often a lot more intelligent than we give often them credit for. We’re putting that at the front of our fantasy in Farewell to Fear. When you’re done with a game of Farewell to Fear, the world should not be the same.
Our setting is Arduise, a continent that claims inspiration from numerous sources, but primarily looks Eastern European. However, that's on the surface. We're not bothering with dictating things like skin colors for certain regions. We're not tying ourselves to specific regional myths. We're going to take a little bit of everything we like. After all, it's all made to be torn down and rebuilt.
The current setting focuses on four main city states, each with particular strengths, weaknesses, politics, laws, and the like. We're not going to go into every little detail of every little NPC. Instead, we're going to give you the details that help bring your game to life. This means money, anecdotes, folklore, sayings, traditions, and bits of day to day existence that'll help you consider the micro, as opposed to just the macro implications of Arduise.
The history will also be important. Instead of a textbook of history, we're instead giving you hints, ideas, and seeds. The history was written by the winners. Unfortunately, the winners clouded the truth. Your characters might want to uncover the truth. This will be a fantasy game where archaeology is a valid character goal.
In our setting, wizards live in an alternate plane. That's where they keep their guild. To get there, they have special keys that can be used in any lock, to open temporary portals to their home dimension. There are a limited number of these keys, and since it's the mages' only way to get home, they're typically protected. But particularly powerful (or arrogant) mages will wear their keys publicly, as a sign of status. With most backer levels, I'm including real world antique keys. These keys are a neat little way to show you're part of Farewell to Fear.
The main game system is inspired by the scientific method. Instead of a huge focus on pass/fail mechanics, we’re mostly concerned about finding solutions through conjecture, precedent, and experimentation. It uses two dice, a d20 and another die (maybe a d4, d6, d8, d10, d12, or another d20). The d20 establishes your solution, and the consequences for your action. The d20 has five potential results, depending on your experiment, and your character traits (and whether or not you have time to prepare, or you're on the seat of your pants). The other die determines how well you execute the solution. If you have a good solution, but poor execution, you suffer consequences, but can come back later to try the same solution.
The game will come in a 10" x 7" hardcover, with black and white interior. As well, we'll release a PDF version. As a stretch goal, I'd like to include an HTML version of the game for ease of use on tablets and other devices, along with Epub or Mobi formats.
The game itself will be about half in-character, half out. The setting information is presented as a body of research collected by a young woman whose father stumbled upon a little too much of the truth.
Characters will be quick to create, and self-contained. I'll be using a playbook model, similar to Vincent Baker's Apocalypse World. If you're unfamiliar, that means a single sheet that is enough for the players to build their characters and play. Each character profession will have an ability tree (something like you might see in an MMO) that will determine all their game statistics and possibilities for advancement.
Basic character types will include things like archaeologists, historians, alchemists, monster hunters, priest hunters, musicians, detectives, politicians, sorcerers, exorcists, biologists, and cavaliers. We're changing the world. You're playing the people that bring the change. The game is modular enough to introduce new character types very easily. We'll be supporting the game with additional characters, and fans can make their own. We may offer new characters as stretch goals.
Foie Gras to Fear
Foie Gras to Fear is the tentative name of our first supplement, to be released right around the same time as the main game. It's half gaming supplement, half cookbook. It'll give a number of recipes as well as setting information, presented in-character from the perspective of a wandering chef looking for new ideas. It'll also have advice for how to use food to enhance your game experience.
It'll introduce a wandering chef playbook and ability tree, so you can play your own, awesome cook braving the wilderness to deliver good eats and support your party of adventurers. Backers will receive copies, as noted in the item descriptions.
Every backer at $250 and greater will get a custom monster (if you're at the $200 level, add $50 if you want a custom monster). This will be drawn by Max Brooks, our monster artist, and we'll do a page of fiction to accompany your monster, in the form of a note page from a setting monster hunter. You can have us surprise you, you can give us ideas to work with, or you can even tell us your favorite classic fantasy monster you'd love to see.
Like all Machine Age Productions, Farewell to Fear will be released as a Creative Commons Attribution/Share-Alike/Noncommercial license. Gaming's a community. We want to foster this.
We here at Machine Age Productions vow to put 5% of our Kickstarter profits into other creative projects via Kickstarter.
Things you can get:
$10: A PDF copy of Farewell to Fear (and any other books we include in the Kickstarter). This includes all character sheets and modules.
$20: Like $10, but you also get Foie Gras to Fear in PDF.
$35: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. Everything in PDF.
$55: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. A print copy of Foie Gras to Fear. Everything in PDF.
$65: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. A cloth map of Arduise. Everything in PDF.
$85: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. A cloth map of Arduise. A print copy of Foie Gras to Fear. Everything in PDF.
$100: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. A cloth map of Arduise. A print copy of Foie Gras to Fear. Everything in PDF. As well, we credit you or a character of your choice in the Farewell to Fear game book as an in-world character.
$150: A print copy of Farewell to Fear. The Farewell to Fear exclusive Guestbook sheet. A cloth map of Arduise. A print copy of Foie Gras to Fear. Everything in PDF. As well, I’ll write you a custom module. You tell me where you’re interested in adventuring. I’ll give you the module.
$200: A print copy of everything Machine Age Productions has in print. As well as a PDF of everything we have done.
$250: Everything from the $150 level, plus we’ll take you out to a meal at next we’re hanging out.
$500: Everything from the $150 level, plus I’ll write you a custom game to your specifications.
$1000: Everything from the $500 level, plus I’ll fly out and run a game for you.
"Farewell to Fear is a game about revolution, about taking fantasy out of the dark ages through drive and action."
We're engaging the world through a lens of what we can change. We might be delving through dungeons, going on archaeological digs, hunting monsters, or doing the things you might be familiar with in fantasy games. But we're doing them with a specific purpose (changing the world) in mind.
Characters receive advantages in accordance to their revolutions. As well, they advance in ability when they accomplish goals pertaining to their revolutions. As well, players will have certain amounts of trump agency when working toward their goals. This encourages players to consider how their actions advance their revolutions, when they might not otherwise.
For most everything, just include $5. This will cover the core book, the supplement, and the map. If you're from a country that's notoriously expensive to ship to (I trust you know these things), I'd love you forever if you added $10 to make it more worth my time. But I won't hunt you down if you don't.
If you're going for the level where you get all our games, or a level where you get multiple books (retailer or one of the highest levels), contact me privately and we'll work something out. I can't really predict shipping for that package, since it'll vary wildly depending on where you're at and stuff.
The first step for the players is to come up with a style of revolution. While not every action the characters take will relate directly to their revolution, they will receive advantages when acting in accordance with that chosen upheaval. Characters advance through accomplishment of that goal.
That's a function of the encouragement/rewards. Players tend to enjoy when they get to be awesome. When players are working toward their stated goals, when they're ripping down parts of a system, they get to be awesome.
Guestbook is our collectible flash-fiction RPG. All you need to play it is two people, two characters, and ten minutes. The character sheets are collectible, and come in series'. Some sheets are exclusive, you can only get them in certain ways. For example, last year, we did a Gen Con exclusive. The only way to get that if you don't have it already is to play someone that has it and trade them. Soon, we're going to be doing an iOS/Android version of the game that allows you to play without the physical sheets.
In the case of Farewell to Fear, we're going to make an exclusive character that you can only get on this Kickstarter.
You can find out more about Guestbook here: http://machineageproductions.com/guestbook/
pledged of $4,000 goal
seconds to go
Apr 20, 2012 - May 20, 2012
Pledge $1 or more
The "I want to get updates and maybe pledge more later" level. You get to get updates, and maybe pledge more later! You also get the satisfaction of a job well done. And our thanks.Estimated delivery: May 2012
Pledge $10 or more
Ethereal Level: Here, you get the PDF version of the game. You'll also be credited in the final product. If you include another $10, you'll get Foie Gras to Fear in PDF.Estimated delivery: Aug 2012
Pledge $35 or more
Golden Level: Here, you get the physical book. It'll be 7 x 10", hardcover, B&W. You also receive the PDF. You'll also receive a key. You'll get the PDF of Foie Gras to Fear. Lastly, you'll get the exclusive Farewell to Fear Guestbook sheet. Shipping is free within the US. Please include $5 for international shipping. You'll also be credited in the final product.Estimated delivery: Aug 2012
Pledge $55 or more
Book and a Book Level?: This gets you Farewell to Fear, and Foie Gras to Fear. You also get the Guestbook sheet. But no fancypants map. For people just interested in the barebones stuff.Estimated delivery: Aug 2012
Pledge $65 or more
Silver Level: Here, you get the physical book, as above. As well, you get the PDF, a key, and you get an exclusive cloth map of our game world. Think similar to classic video game RPGs, like Ultima and Dragon Warrior. You'll get the PDF of Foie Gras to Fear. You'll get the exclusive Guestbook. You'll also be credited in the final product.Estimated delivery: Aug 2012
Pledge $80 or more
Inkeeper Level (for retail): This level is designed for retailers. You can buy five copies at about half price (accounting for shipping). We're suggesting (and marking) sale for $29.99. If you want more copies, simply increase your pledge by $15 per. Shipping's included in the US. Connect with me for international shipping.Estimated delivery: Aug 2012
Pledge $85 or more
Bronze Level: You get the physical book. The PDF. You get a key. You get an exclusive cloth map. You'll get our exclusive Guestbook. You also get a print copy of our first supplement, tentatively titled "Foie Gras to Fear." It's half gaming supplement, half cook book. It addresses some of the interesting things the people of Arduise could do with food, and gives advice for how to enhance your game by bringing food to the table. It also offers an exclusive character class for a wandering chef.Estimated delivery: Aug 2012
Pledge $100 or more
Cited Level: You get the whole Farewell to Fear package, books, pdfs, key, map. As well, you're credited in the book as an in-character source. The whole book is made up of research from fictitious sources. You can be the author, or the character you name. Your copy of Farewell to Fear is signed.Estimated delivery: Aug 2012
Pledge $150 or more
Grounded Level: You get the whole Farewell to Fear package. Physical book, physical supplement. Key. Map. As well, you'll get a custom location PDF. The game has four main cities. There are countless villages on the outskirts, as well as caves, dungeons, and all that, which we haven't completely fleshed out. You give me the basics for a location, and I will design it and publish it in PDF. In essence, you'll have your very own place for adventure in the Farewell to Fear world. It's yours. You can put it on your website. You can trade it. You can hoard it. Your copy of Farewell to Fear is signed.Estimated delivery: Aug 2012
Pledge $200 or more
The Dragon's Hoard: You get Farewell to Fear. You get a key. You get Foie Gras to Fear. You get the cloth map. You get our neato Guestbook. You get all our other games, too. This includes Flatpack: Fix the Future, Amaranthine, Maschine Zeit, a series of Guestbook, and a bonus that I'm going to leave a secret. You also get everything in PDF, including some of our others like Kicking Historical Asses. Talk to me about international shipping. Domestic's included. We sign your copies.Estimated delivery: Aug 2012
Pledge $250 or more
Heroic Level: You get the whole Farewell to Fear package. Physical book, physical supplement. Key. Map. Plus, we'll get you dinner if we're at a convention together, or if you're in the SoCal area. We'll sign your stuff.Estimated delivery: Aug 2012
Pledge $500 or more
Iron Level: Farewell to Fear. Foie Gras to Fear. Key. Map. You get a Machine Age game. It'll be a short (look to Kicking Historical Asses for a reference point). You give me the specs or the pitch, I'll make it work. I'll release it Creative Commons on the net, and I'll credit you as the patron and co-developer. You'll get five signed print copies. The delivery date would be for the custom game. You'd get everything else on normal schedule. We'll sign all that.Estimated delivery: Dec 2012
Pledge $1,000 or more
Steel Level: Farewell to Fear. Foie Gras to Fear. Key. Map. Your own game. All the awesome. And I'll deliver your books to you, and run a game for you and your troupe. I'll run your custom game. Farewell to Fear. Maschine Zeit. FATE. Leverage. World of Darkness. Whatever you want. This means in the US, for logistical reasons. If you really want to do international, let me know. The delivery date would be for the custom game. You'd get everything else on normal schedule. Copies are signed. We'll even see to it you get five copies of Farewell to Fear.Estimated delivery: Dec 2012