Hyperreality - The Reality TV Gameshow RPG
Hyperreality - The Reality TV Gameshow RPG
Hyperreality is the best and worst of the new wave of reality TV. Chaos, controversy, and even death are just par for the course.
Hyperreality is the best and worst of the new wave of reality TV. Chaos, controversy, and even death are just par for the course. Read more
About this project
This ain’t your parents' game show!
HYPERREALITY is the best and worst of the new wave of reality TV. Chaos, controversy, adrenaline, sex, violence, and even death are just par for the course. It’s time to win big, so put on your game face and take this chance to get anything and everything you ever wanted.
The internet age is over, it’s time for HYPERREALITY.
HYPERREALITY is a tabletop role-playing game about creating and playing outlandish Reality TV Gameshows. The game system is very lightweight, using dice and interstitial confessionals to guide the story.
About the Game
There are a lot of bizarre people out there and when they get cameras on ‘em, they get inspired to do things truly stranger than fiction. Which, when guided properly, makes a captivating story.
Some shows are about bringing our social “betters” down to size while others have the goal of seeing what people will do for some cash. And others are just genre tours of the weird wild inhabitants with whom we share this world. In some sense, stories are stories are stories. And as most anyone who turns down fiction for non-fiction is likely to tell you, weirder things happen in real life... the things you can’t make up. Which leaves this game occupying an oddball space: creating fiction of a “non-fiction” situation. But to my mind it’s absolute freedom. We’re entirely unbound by genre convention, by story form, by literally anything that constrains a “good story.” We get to make up the stuff you can’t make up.
About the Product
The goal is to finish making a book. At the moment, it's likely to be a softcover in black and white. We've put together some great art that fits that setup really nicely. But that could change. I'd love to see it change. But to change, it first has to be real.
This is a draft Table of Contents. It's subject to change as the text and layout continue to move around.
In order to bring you the best book I can, the funds I'm asking for are going towards that product - largely in the form of payment to the immensely awesome creative people who worked on it. Token rewards means things like logo stickers, a pair of customized dice, a listed credit in the printed book - the cost of which probably amounts to maybe 2-3% of the total requested funds. A little extra thank-you for helping make this game come to life. If you want bigger and better rewards, help me raise more money!
The idea with the two tiers that offer "Improved Rewards" is a kind of sweat equity in the campaign. You take a chance on this overfunding, and the more we raise to meet eventual stretch goals, the more rewards you get in return - with no need to ever raise your backing level. I want to spread the word, not just raise cash. But I'm not going to leave you hanging if we only just barely fund. Backers at the Brooklyn Indie Superfan level will receive a Hyperreality Production Crew patch that will ONLY ever be available at that tier. Backers at the B.I.G. Official Fan Club level will receive a Brooklyn Indie/Hyperreality Fan Club patch that will ONLY ever be available at that tier.
UNLOCKED: Laminated play materials
49 Pitches Remain to unlock full dice add-on!
Pitch me Shows for Rewards!
As part of the last few days, I'm now offering rewards for your ideas! Pitch your crazy reality gameshow ideas in the comments section of Update #4, and tell me what other rewards you want to see!
About the Crew
I'm Tim Rodriguez, and I wrote the game. I started designing board games in 2008, and published Ghost Pirates in a successful Kickstarter project in 2011. Now I run Brooklyn Indie Games. Hyperreality will be the second game I've published.
John Adamus is the editor for the game. I'm lucky to have gotten him as his resume is much more impressive than mine; including the Paranet Papers for the Dresden Files RPG, as well as work on Marvel Heroic, Night's Black Agents, and Project Ninja Panda Taco. He also teaches online writing workshops.
Astrid Lydia Johannsen is the artist for the game. Astrid is a freelance illustrator whose sketch of the Firefly cast lineup sold me on her work instantly. Check out her webcomic: Threads from the Blue Rock Tapestry
Lisa Aurigemma is the book designer for the game. She is a graphic designer by day, art directed Ghost Pirates, and regularly turns my sketches into art. She's also an awesome photographer.
Want to try the Game?
I'll be running demos at LunaCon (Rye, NY - March 15-17) and PAX East (Boston, MA - March 22-24). Hope to see you there!
Risks and challenges
This isn't my first time around the block. I've run one successful kickstarter already (Ghost Pirates) and advised on several others (the list includes Artizens, Narratavius, City Hall, "Pulse" Fate/Fudge Dice). I have an idea what's coming, how to prepare, and I also have a lot of smart people with a lot of kickstarter/publishing experience that I can draw on in times of need.
In regards to the project specifically: the text is written, and is about half-way through the editing process. The core art has been obtained and paid for out-of-pocket. Book design is actively in progress. Many major pre-production steps are mostly finished. Basically we're asking for the cash-flow in order to make the books - not to fund development time/costs. Production delays could theoretically happen, but I'm working with the same print management company I used for Ghost Pirates, and they work with lots of printers in order to minimize delays. Possibly the worst thing that happens is that continued play reveals some clever things that require some rewriting to make the game better. The schedule is already built to accommodate that possibility and should not impact a timely delivery.Learn about accountability on Kickstarter
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