I’m not going to lie, there are a lot of good fantasy role-playing games out there. Right now, you're probably asking yourself:
“Why should I support this game?”
- Quick, Simple and Efficient. Get started within 30 minutes, both new and old players. The rules are designed to take as little time as possible away from the actual gameplay.
- Interesting Characters to Play As. Let yourself be guided by the motives and desires of uncommon fantasy character types. Fighter? No. Wizard? No. (See below for a list of characters)
- High-quality Questing. No need to know years of lore; delve into mysteries, crawlers and journeys that work to create memorable stories for you and your friends.
- Challenging. Tale is hard, there is no guarantee that your character will survive the night!
- World-building. The players and gamemaster cooperate to create details in the world as they go; quests are created with NPC archetypes without names or gender so that you can put a unique mark on it.
- Adventures! Tale pushes you to enjoy the small pleasures of adventures with simple rules for survival, travel and combat.
The first goal secures:
- Core Rulebook
- Diploma Set I: The Academy of Merelin
Take a break from daily life to experience a world of perils, treasures and drunken bar brawls. Armed only with your character sheet (diploma), your trusty notebook and two six-sided dice you can defeat creepy kobolds and skittering enzods along with your friends – all from the comfort of your living room.
Do you find yourself thinking back to the days when you had time and energy to play role-playing games all night, every weekend?
I certainly do!
There simply isn’t enough time to gather your friends regularly to play?
This game changes that.
Tried and tested, this game can be started within 30 minutes of sitting down – barring catastrophic printer failure. The starting guide is two pages long and lets you create a three-dimensional character in no time.
If the second goal is reached, you will also have the opportunity to have your pick of 54 quests and 45 errands (Side-quests). Getting into Tale is easy: take your family, friends or find a group online.
Choose from twelve different diplomas, each representing the educational background of your character. Each diploma contains common actions and qualities, your pick of gear and 23 unique skills to learn. Add a third dimension to the two-dimensional fictional archetypes by incorporating personality, ambition, motives and desires all on the same sheet.
One player per diploma per campaign.
“The elder asks you to clear out the bandit lair near the city.”
A simple request – and also not very inventive. By applying story structure to quests, you can turn a cookie-cutter kick-in-the-door two-nighter into something more. Something that is intricate, mystic and exciting. The quest creation kit leans on John Truby’s ‘Anatomy of Story’ to elevate the game experience.
The gamemaster has ten steps to follow:
- Plot devices
Get started with a set of twelve characters from the Academy of Merelin:
You are a walking library with a fun fact or tip for any situation. Less focus on spellcasting, more on understanding the arcane arts.
Use your connection to the Astra – the voices of the stars and the connection to the voices of the deep. Scrying, detecting auras and developing your insight are essential skills.
Use a form of blood magic developed by the Academy. Sacrifice your physical well-being to gain magical advantages and effects.
Study the mechanics of nature and how to use your surroundings to solve any problem. Combine practical knowledge, intuition and physics as your skill set.
Experienced as explorers and investigators in the service of mining companies, historians and archaeologists. Your skill set is indispensable for an adventuring party.
You are educated to promote good metalwork and to inspire artisanship. Your education is focused on the practical use of magical runes and mystical metals.
You are the most feared Alumni of the College because they practise their art on dead bodies. Your art of surgery breaks the norm of many religious conventions in several of the large cultures.
Alchemists are highly regarded both inside and outside the Academy. Your command of elixirs, elements and precious metals is seen as miraculous, helping and inspiring.
There is one in every village, responsible for healing and curing. At the Academy the herbalists are trained in stress management, due to their foreseeable career paths in healing.
You are adventure-driven and curious. Your field is the understanding and documentation of different cultures.
You are the master of languages, both dead and new. You excel at understanding, speaking, reading and writing different languages.
You study the ritualistic arts of dance and ceremony. Dancers are experts in different styles of martial arts and combat techniques.
World building is a passion of mine. The core rulebook introduces you to a new world that is wide open for players to carve their stories into. By using established methods, the gamemaster designs cultures and religions that heightens the players’ immersion in the world.
Includes guidelines and examples for:
- Magic items
There is a clear chain of events leading from Vincent Baker’s Apocalypse World, Sage LaTorra and Adam Koebel’s Dungeon world and up to the game of Tale. All roads lead through the town of Ebon Eaves. Being without a regular group for years, I sat down with my brother and a couple of friends to try a kickstarter game called:
“tremulus: a storytelling game of lovecraftian horror”.
This game is magnificent. Lean game mechanics, engaging gameplay and a setting of almost infinite possibilities. As a player I was entertained, but as a gamemaster I was truly inspired. Since that game session I have played each week with a host of different games and after two years I realized I had written well over 110,000 words of quests.
The timeline: The campaign is over January 4th, 2019. We will then immediately order the rewards. by january 5th. They will be sent out latest the February 20th. Digital rewards will be sent the same day as the physical rewards. The remaining add-ons are sent when the products are done, see a schedule on the link below. The sooner the rewards arrive, the sooner you will have your package.
It might seem like a bit of a stretch, but it is important that you know that there are a lot of possibilities if you choose to support this project. In total there are nine goals all of them resulting in additional add-ons, see the overview below or look at them in length on our web page: Stretch goals
Each reward level is named after an invaluable adventuring supply in the game. From rations to wooden poles, all contributions are met with a heartfelt
Here is what you can get for your money:
Everyone gets a copy of the E-book. Many will also get a paperback version – some will even get signed copies. Pledges from 500 NOK and up will be rewarded with digital copies of some of the stretch goal products (depending on whether or not that goal is reached).
The starting set of twelve diplomas from the Academy of Merelin. Some levels get additional mystery diplomas and some will even get neatly printed diplomas along with their reward.
Most will receive a collection of quests, the amount of quests varies with each reward. A small sample of the quests:
"Selling the bear" An elder druid is killed while in animal form, the players are sent out to retrieve the hide from a merchant.
"The Vulture King" A wrong turn sends the players into a involuntary gladiator tournament to appease the ‘Vulture King’. Warning: contains talking animals.
"Arbaklok’s Revenge" Royal Trapmaker Arbaklok Grblgok has left behind a detailed plan on how to take his homeland back from an army of monsters.
Quest Pack 1 (2 Short quests, 1 Medium, 2 Errands + support content)*
Quest Pack 2 (3 Short quests, 2 Medium, 4 Errands + support content)*
Quest Pack 3 (3 Short quests, 3 Medium, 1 Long, 5 Errands + support content)*
Bonus for all pledge levels: 1 Quest, 2 Errands (including support content)
*If time is on my side, I will add more quests to the different packs
Who wouldn’t want to dazzle the social landscape with a t-shirt featuring original Tale artwork by Ben Bauchau?
A set of dice in their own custom Tale dice bag.
Some will get credit in the finished version of the book, their name and supplied gear to the cause. 45-foot ropes and 11-foot poles come attached with a custom example of play including your name.
This is my first game, a result of a lot of hard work, and I am very excited to share this. I need your help to gather support to finish this project. Spread the word!
Thank you in advance.
Hans Olav - Creator, Writer & Producer
I have about 18 years of experience in role-playing games. From only a 20-sided dice and no rules to creating a world and system of my own – I love role-playing games. Contact me at email@example.com
Thomas - Co-producer
Has played tabletop rpg since 1998. Being a fan of unencumbering rules, and as a keen fan of being creative as a player and gamemaster, I love the opportunities Tale gives. Contact me at firstname.lastname@example.org
Ben - Illustrator
Ben is a freelance illustrator and concept artist from Brussels. He has done all the artwork including logos for Tale. Visit his website!
Paul - Composer
Paul van Geldrop has composed the music for Tale promotional videos, including the Kickstarter page video. Visit his page!
See our webpage to say hello to the rest of the team and helpers: About.
Risks and challenges
The book is written, revised, illustrated and playtested. Continuous playtesting and improvement until production will ensure the project quality.
The risks are:
Too many stretch goals.
The game needs additional balance testing before launch.
- (30 days)