About this project
Welcome to the Mindjammer kickstarter! Help us fund the release of our new adventure THE CITY PEOPLE in full-colour softback and also massively expand the Mindjammer RPG line with a whole new range of supplements, sourcebooks, fiction, and adventures into 2016 and beyond!
With your help, we've already achieved our initial target of funding the full-colour softback print run of the new Mindjammer adventure THE CITY PEOPLE. Thank you! It will be sent out in PDF in January 2016, and the printed books in February 2016.
Now we're focussing on funding exciting new sourcebooks revealing more about the New Commonality of Humankind, the far future transhuman setting of Mindjammer, as well as adventures, a player's guide, an equipment book, new Mindjammer fiction, campaign packs, a version of the Mindjammer setting for the Traveller RPG system, accessories, upgrades to increase the content in the books, and much more!
We've now unlocked twenty-four stretch goals - see the "Stretch Goals" section below. Your pledge will increase in value with every stretch goal we hit - so join in, and check back regularly!
Our initial goal in this Kickstarter was to fund the full-colour print run of the new Mindjammer adventure THE CITY PEOPLE, which you enabled us to achieve in less than a day. Thank you! Now we hope our funding total will allow us to produce even more exciting new products for your Mindjammer game!. As we reach ("unlock") each of these "stretch goal" funding totals, we'll reveal a new one, so keep checking back! With your help and participation the stars are the only limit - we have some awesomely exciting products to reveal to you, and we hope you'll enable us to produce them!
The following list shows our currently revealed stretch goals, updated with new goals now that we've achieved our initial target and twenty-four stretch goals - including the MINDJAMMER PLAYER'S GUIDE (in both digital and print add-on versions), MINDJAMMER TRAVELLER (digital and hardback print), the MINDJAMMER COMPANION (digital and print), the transcendent alien adventure BLUE (in both digital and print add-on versions), the novel-length collection of Mindjammer short fiction THE SONGS OF OLD EARTH, CHILDREN OF ORION - the Venu Sourcebook (in both digital and print add-on versions), the ENHANCED COMMONALITY SPACE SCHEMATIC (in digital and print), THE CORE WORLDS Sourcebook (digital and print), THE FAR HAVENS campaign pack (in digital and print), and the HYPERTECH sourcebook, and shows which have been unlocked and which are yet to come. Right now, you can download a free 40+ page preview of the Mindjammer RPG here, and also read the first short story in "Songs of Old Earth", THIS OCEAN NIGHT, here. You can find out more information about all the books in the "Add-Ons" section below.
We also want to spread the word about the amazing Mindjammer universe and the unique opportunity of this Kickstarter to massively expand the line. Please help us do that by telling everyone about this Kickstarter. As you've been helping us get the word out, you've been also unlocking some fun free bonus products - and with your help we've now unlocked all six of these bonuses, meaning you'll be getting a complete free 32-page Mindjammer Quickstart, with pregenerated characters, an introductory scenario DOMINION, and an overview of the basic rules, so you can get playing right away! Also, since we've now exceeded 500 backers, we're going to be providing these campaign bonuses in versions for both Mindjammer Fate and Mindjammer Traveller!
Kickstarter link for Retweeting: http://kck.st/1MzxcnQ
Mindjammer is an award-winning far future transhuman science-fiction roleplaying game and fiction line. First published in 2009, it's now in its second edition. It's a modern, 21st century take on space opera, with realistic yet hyper-advanced science, technology, worlds, star systems, and alien life based on our current scientific understanding and assumptions. It's dedicated to making science-fiction roleplaying action-packed and fun, while staying true to the heart of great SF: the sense of wonder, the losing yourself in the awesomeness of great ideas.
The default setting of Mindjammer is the New Commonality of Humankind. It's the far future of our own planet Earth and our own species. Fifteen thousand years in our future, humankind has spread to the stars. First, in great, slower-than-light colonisations taking millennia, seeding alien worlds with human life and cultures, many of which lost contact with their homeworld.
Meanwhile, back on Old Earth, humankind stagnated in a high-population, benevolent, yet overly controlling utopia. Our species seemed about to fail.
Then, two hundred years ago, the secret of faster-than-light travel was mysteriously discovered. With the invention of planing, humankind was rejuvenated, imbued with a new, confident, optimism, and travelled forth to the stars to rediscover and recontact the many thousands of lost colony worlds.
Not all these worlds welcomed rediscovery. Some had diverged beyond imagining, into different species; some were inhabited by unfathomable alien intelligences; others contained hostile cultures which viewed the New Commonality as invaders.
That's the world you live in today. A world of conflict, yet optimism; of newness, yet great antiquity; of hyper-advanced technology, and lost colonies fallen into savagery. Of great danger, and great wonder. The Second Age of Space.
Humankind has transformed utterly. Many things are the same, yet now every Commonality citizen is linked by neural implant to the Mindscape, a vast interstellar shared consciousness and data storage medium. You can converse with your thoughts; control machines, weapons, even whole starships, with the power of your mind. You can upload your memories, and download (and "remember"!) the memories of other people - even dead people. And there are artificial beings, with personalities based on the memories of long-dead starfighter pilots and war heroes. Even sentient starships like the near-legendary Mindjammers, which travel the spacelanes updating the Mindscape in every star system they visit. Ships you can play as characters...
It's a vast and astonishing cosmos. What will you find there?
The Mindjammer game currently comprises two published game books and a published novel; this Kickstarter aims to unlock a whole lot more. Here's what those books contain:
The Mindjammer Core Book
A 496-page hardcover rulebook containing the full Fate Core rules system customised for the Mindjammer setting and dense setting detail. Includes:
- Character genotypes, cultures, and occupations.
- Equipment and enhancements.
- Rules for starships and megaconstructs, including stats and deckplans.
- Rules for organisations and corporacies, including the instrumentalities of the New Commonality of Humankind.
- Rules for cultures and culture conflict. Become a culture agent! Fight memetic combats to protect the Commonality from lethal memes!
- Rules for star systems and planets, based on current planetary science and cosmology.
- Rules for alien life, including truly alien exofauna, ecosystems, and exointelligences.
- Guidelines for playing Mindjammer in many different SF genres, from exploration to military SF, tramp freighter to culture agent, political thriller to virtual realities.
- A whole octant of Commonality Space, with starmaps, planetary maps, and descriptions.
Hearts and Minds
Hearts and Minds is our first published Mindjammer scenario, an action-packed adventure of intrigue, unrest, and possible civil war on the rediscovered world of Olkennedy. Includes:
- Descriptions of an entire alien world: a lost colony in a vast life-supporting crater on an otherwise barren world in a binary red dwarf system.
- A rediscovered world culture on the brink of civil war, based on "Old Canada" colonists from a millennia-old stasis slowboat and genurgically uplifted pithecine xenomorphs.
- An exciting four episode multi-session adventure spanning the whole world - play it as military SF, culture ops, political thriller, science investigation, or more!
The City People
The City People is our brand new second Mindjammer scenario which we're aiming to publish as part of this Kickstarter. It's a mystery and exploration adventure of lethal dangers beyond the Commonality Frontier. Includes:
- Description of a complete alien world and star system, ripe for space exploration. Realistic science and action-packed adventure.
- Details of the Space Force instrumentality, including branches, organisation, the Fringe World Pilot Programme, and the Event Horizon Probes.
- Descriptions, deckplans, and artwork portraying the stage 2 explorer starship Magnanimous Intervention. Join its crew - or even play the ship as a character!
- An exciting four episode multi-session exploration and mystery adventure. Push back the frontiers of human knowledge!
The Mindjammer Novel
Published in 2012, the novel Mindjammer tells the story of Thaddeus Clay, controller from the Security and Cultural Integrity Instrumentality (SCI Force), and his team of culture agents as they encounter the Transmigration Heresy on the rediscovered worlds of the Solenine Cluster--and uncover a conspiracy which might threaten the very Commonality itself! 444 pages. A bonus ebook of the novel is bundled with every pledge of £5 or more.
Songs of Old Earth short story collection
You asked us for more fiction - here it is! Songs of Old Earth is a collection of original short stories detailing the complex and tragic history of the Commonality and the Venu - its greatest foe and its greatest mistake. Just how did things go so badly wrong? The answer, like so many political tragedies, lies in the deepest past. You can read the first story in this collection, THIS OCEAN NIGHT, here. We've now unlocked this whole novel-length collection of short fiction, which will be delivered to all backers in PDF, epub, and mobi formats.
The Mindjammer Player's Guide
Our first big stretch goal - a 160-page book of everything a Mindjammer player needs. Includes material from the core book, plus original unpublished material, now available in both PDF and print versions. Featuring:
- The Fate Core rules mechanics for character actions.
- Genotypes, occupations, and cultures, including never-before-seen examples.
- Guidelines and examples for genurgic enhancements and equipment.
- Character-oriented setting background.
Our first £10K Bonus - a version of Mindjammer for the Traveller game. Many of you have asked us for this, so we're unlocking it early as a milestone bonus to ensure you can use all the material in this Kickstarter, whether you play Mindjammer with Fate Core or the Traveller system. Mindjammer Traveller is a supplement for the Mongoose Traveller system and aims to use the upcoming new edition of the Mongoose Traveller rules. The 288-page book, initially in PDF, with a print version to be unlocked at the £30K stretch goal. Features:
- a smooth and elegant way to play Commonality characters, hominids, xenomorphs, and synthetics (including sentient starships!)
- rules for the Mindscape
- rules for dealing with organisations and culture conflict
- details of the hyperadvanced technologies of the New Commonality of Humankind.
(Note that Mindjammer Traveller requires a core Traveller rulebook - ideally Mongoose Traveller 2nd edition - for play: it's not a standalone game.)
The Mindjammer Companion
Our second £10K Bonus, for Fate Core Mindjammer players, the Mindjammer Companion contains the new setting material from Mindjammer Traveller for use with the Fate Core game. Initially in PDF but with a stretch goal to upgrade to print at £30K. Includes:
- details of the Outremer subsector and Sentient Alliance
- planet descriptions and planetary maps
- technical depth on the constructs and megastructures of the Commonality, from the smallest event horizon probes right up to plateworlds
- and much more!
The PDF and print version of the third Mindjammer adventure, by John Snead and Sarah Newton. Adventure in a star system where a strange alien civilisation on the verge of transcendence mysteriously collapsed. Amidst huge dangers there is so much to learn - but what is the secret of BLUE?
Children of Orion
The PDF version of the long-awaited Venu sourcebook, by David Donachie and Sarah Newton. Includes secrets and histories of the Empire of Bright Venu, starmaps, world descriptions, and the lethal hazards of the Orion Nebula, full details of Venu character creation, and much more. Can there be any accommodation with the Commonality's deadliest foe?
The Commonality Space Schematic
You've been asking for this, and here it is! A full poster-sized (A2 / ANSI-C) physical print version of the Commonality Space Schematic which initially graced the inside covers of the MINDJAMMER RPG core book, but which we're now presenting in a gorgeous new edition, updated and enhanced with key Commonality Space worlds, stellar bodies, and statistic-informationals, this is a practical play aid and a beautiful art piece in its own right!
The Core Worlds Sourcebook
The PDF version of this pivotal Mindjammer sourcebook, detailing the strange worlds of the Commonality core, from the Solar System of Manhome itself, including Old Earth, out to the worlds of the old First Commonality and its periphery. Includes histories and cultures, regions and starmaps, world descriptions and deep guides for creating Core Worlds characters - as well as secrets and mysteries never before revealed...
The Far Havens
“Beyond the constructed hive mind of the assimilating Commonality, far from the cold reach of their synthetic autarchs, lies freedom, our home in the Far Havens. Long may the Protectorate stand fast against the threats of Commodus, the messenger sent by the Commonality to awe us into obedience. Fractured we may seem, but when needed we are united, despite the vastness of space between us.
"My family are of the revered Wayfarers Guild, with Voyager eugenics strong in our lineage. I do not hold to the Utopian rapture, for I have flown a Stargull across the Dragonfly Ruins on Balar and believe that all our fates are to be found there.
"I am Jenitha, of the Artalla dynasty, and I will celebrate my third century by dancing through the flower fields on Astra Gardens. Come, dance with me and taste true freedom.”
By Paul Mitchener (Age of Arthur, Blood of the Gods, Crucible of the Dragons) and Graham Spearing (Wordplay, Age of Arthur, OpenQuest), THE FAR HAVENS is an 80-page supplement detailing a polity beyond the Commonality Fringe, above the Galactic Plane, fiercely resisting Commonality integration and the machinations of the Commodus sentience and the rise of ancient dangers...
Join the Licensed Free Agents and New Traders exploring this perilous frontier!
The Hypertech Sourcebook
The hyperadvanced technology of the New Commonality of Humankind is not distributed evenly throughout Commonality Space. In the Core Worlds the cutting edge technologies of T10 3-space travel and relativity beams holds sway, while on the Fringe rediscovered worlds of T6 and T7 still struggle when faced with faster-than-light travel and ubiquitous Mindscape. The HYPERTECH SOURCEBOOK discusses the many technological paradigms which prevail throughout Commonality Space, and presents a rich array of equipment and items for your Mindjammer characters to acquire and employ.
The Fringe Worlds Sourcebook
Have you ever wanted to travel through the starlanes of the Foliate Hierarchy? Visit Jesedipere? Try to fathom the mysterious temporal signals emanating from the Mardisti Anomaly? Then look no further - this 80-page full colour PDF details the history, cultures, and peoples of the vast belt of worlds separating the Core Worlds from the Commonality Frontier, bringing you starmaps, culture descriptions, brand new hominids, xenomorphs, and truly strange alien species from the far-flung reaches of Commonality Space. Out where cultural conflict crackles constantly, and the pulse dragon phenomenon lies in wait for hapless planeships adrift in the interstellar medium, are the Fringe Worlds...
We've got so much planned! We listened to you when you answered our recent Mindjammer survey, telling us what you'd like to see next in the Mindjammer line. We have adventures, sourcebooks for the Outer Worlds and lost colonies, and much, much more. You even asked us for more fiction, and later in the Kickstarter we hope you'll help us fund the second and third novels in the Mindjammer trilogy! Let us tell you more!
Here are our Pledge Levels, including two new "Art Master" pledge levels - and we'll be adding more as they're unlocked! Check the contents graphics below to see exactly what each Pledge Level contains!
Mindjammer Press, together with our distribution partner Modiphius Entertainment, works hard to support retailers. Simply choose the Deposit for Retail Orders Pledge of £20 as a deposit towards 10 copies of THE CITY PEOPLE adventure. After the Kickstarter has closed you will confirm your retail store details in the Pledge Manager and can add other books from the line. You will only pay the balance (and get a retail discount) when we ship the goods. Please note only books are currently available with the Retail Pledge, it does not include other accessories. Please contact us for more information.
Add-Ons are additional copies of Mindjammer products you can add to your pledge; at the moment they include copies of the Mindjammer core book, Hearts and Minds, The City People, and now the Mindjammer Player's Guide, and as the Kickstarter progresses we'll be adding more cool products! See the Shipping section below for how Add-Ons affect your shipping.
How to Add an Add-On
To add an Add-On to your pledge, simply click on the blue MANAGE button next to your pledge total at the top of this page, to change your pledge total to include the cost of the Add-Ons you want, as shown below.
For example, if you're currently pledged at the £45 (appx $67.50) Print + PDF Core Master pledge level, and you'd like to add a print version of the Player's Guide as an Add-On, simply click on MANAGE and increase your pledge total from £45 to £60 (appx $90). When the Kickstarter ends, we'll invite you to a pledge manager where you can tell us exactly what your pledge total covers, and also manage your shipping, shipping address, and so on.
Note that all book Add-Ons are printed physical copies; PDFs are included free with the PDF Master and Print+ PDF Master pledge levels and above. Any pledge level may choose Add-Ons.
We'll be charging for shipping after the Kickstarter closes using a Pledge Manager. Here's a table showing you how much the shipping will be. It's possible the shipping may decrease as we get better deals, but you will not pay more!
The City People is ready and will go to print in January and ship once the Pledge Manager is completed. We expect it to ship in late February. The Mindjammer Core Book and Hearts & Minds are also ready. Other books will ship later in 2016. You will have the option of one single shipment or multiple shipments, depending on what you order.
To calculate your shipping, simply add up the total weight of every physical print book in your pledge, including Add-Ons, and add 150g for packing. Then look up the shipping cost for your country for that total weight.
Weights for our current print products are as follows:
- THE CORE WORLDS sourcebook: 259g
- CHILDREN OF ORION: 259g
- MINDJAMMER TRAVELLER: 845g
- MINDJAMMER COMPANION: 259g
- BLUE adventure: 259g
- COMMONALITY SPACE SCHEMATIC: 200g
- MINDJAMMER PLAYER'S GUIDE: 500g
- THE CITY PEOPLE adventure: 259g
- HEARTS AND MINDS adventure: 259g
- MINDJAMMER RPG core book: 1586g
Remember, shipping is payable after the Kickstarter closes using the Pledge Manager tool we'll send you a link to later.
Fate Core is the 4th edition of the award-winning FATE RPG system, created and published by Evil Hat Productions and based on the FUDGE game system. It's an intuitive system with a simple core mechanic which unpacks into deep sophistication with long-term play potential. One of its key concepts is the Fate Fractal, which allows any entity to be statted as if it was a character, and it's this which we harness in the Mindjammer RPG to make our far future transhuman science-fiction setting sing. In Mindjammer, starships can be characters; you can have stat blocks for organisations, corporacies, and even whole cultures. This sophisticated yet flexible mechanic means that your Mindjammer games can revolve around the cultural conflicts between entire star systems and star cultures; individuals ("culture agents") engaging in memetic combat and memetic engineering to manipulate cultures; characters taking on organisations; starships exploring new worlds and advancing their skills and exploring their personalities; and even characters "going post" and transcending the limitations of human existence.
At its heart the Fate Core system is simple: you roll dice, add a skill level, and compare it to a difficulty number. Any excess determines the magnitude of your success. Stunts enable you to break those rules.
Where Fate gets cool is in its Aspects mechanic. An aspect is a simple phrase saying something about a character (or "character entity", or even a location). Example aspects are: Glutton For Punishment, Innocent Farmboy Spacer, Bull in a China Shop, Dammit I'm a Doctor Not a [INSERT EPITHET HERE], and many more. When you, as a player, think that one of your aspects (you usually have just a handful) applies to a situation, you can spend a "fate point" to "invoke" it, and get a bonus on your skill roll, or re-roll the dice. You have to describe how your aspect helps you, but otherwise that's it.
You only have a few fate points. However, if one of your aspects might complicate your situation (like that Bull in a China Shop we mentioned...), you can choose to "compel" that aspect, describe how it gets you into trouble, and earn one of those fate points back.
It's as simple as that; the to-and-fro of spending and regaining fate points is sometimes called the "fate point economy", but it's a simple yet sophisticated mechanic for really making your character come alive in play.
Mindjammer - The Roleplaying Game contains the full Fate Core rules in the core book; you need nothing else to play.
Mindjammer Press was set up by award-winning RPG author Sarah Newton (Mindjammer, Achtung! Cthulhu, Legends of Anglerre, Fate Worlds: Burn Shift, The Chronicles of Future Earth, Monsters & Magic, and more) and Chris McWilliam in 2012, to publish original roleplaying games and fiction. We have a track record for high quality, well-written, well-edited work, innovative, deep, and playable settings, and a detailed knowledge of rules system. Sarah is the core of the Mindjammer team, with an open 3-space Mindscape conduit direct to the New Commonality of Humankind, and is product manager and lead developer for the Mindjammer line.
Jason Juta (Mindjammer, Shadowrun, Gamma World, Warhammer 40K, Battletech, Song of Ice and Fire, and much more) is the artistic director of the Mindjammer kickstarter, with a powerful vision of the New Commonality which he's been revealing to us in previous Mindjammer books, the current Kickstarter, in through into the future with breathtaking and inspiring visualisations.
John Snead (Exalted, Eclipse Phase, Dying Earth, Blue Planet, Mage, and much more) is our resident gear-head and imagineer of the New Commonality, a lover of deep setting realism and an advocate for the Traveller rules system. He's our lead developer on the Mindjammer Traveller conversion.
David Donachie (Solipsist, Legends of Anglerre, The Collective Endeavour) is currently deep behind enemy lines in Venu territory, documenting the Commonality's nefarious foe and fathoming the mysteries of the Dark Radiance.
Paul Mitchener (Age of Arthur, Blood of the Gods, Crucible of the Dragons) is adventuring in the Fringe Worlds, exploring ancient ruins and investigating sensor anomalies. He loves both a sense of adventure and heart in his RPGs. He believes cats regard him as a minor deity.
Graham Spearing (Wordplay, Age of Arthur, OpenQuest) is a hybrid Pict/Cockney veteran table top roleplayer. Never fully recovering from a heavy dose of FGU in the Eighties, Graham organises frivolous game conventions in the Peoples' Republic of Sheffield. In his less than spare time he self publishes the Wordplay RPG and brain melds with Paul Mitchener, to create memorable roleplaying experiences. And no, you can't have too many dice.
Michal Cross (Mindjammer, Monsters & Magic, Achtung! Cthulhu) is our layout and graphic design expert, responsible for the slick professional look and feel of our Mindjammer products.
Ian Stead (Mindjammer, Traveller) is the lead technical design on Mindjammer shipbuilding. Whether it's deckplans, ship schematics, or 3d imagery, Ian travels the Commonality and the Fringe Worlds documenting our voyages between the stars.
Andy Wintrip (Mindjammer, Cimmerian Space) is our "in the field" imagineer of the Mindjammer universe, creating stunning colour artworks of strange worlds, alien landscapes, and uncanny beings. His action pieces convey the excitement and peril at the frontiers of human experience in the Second Age of Space.
Chris Birch (Starblazer Adventures, Achtung! Cthulhu, Mutant Chronicles, Infinity, Thunderbirds) is our mentor and guru of all things Kickstarter and publishing. Co-founder and director of Modiphius Entertainment, Chris has worked with Sarah for 7 years on a number of RPG projects, and is the powerhouse behind a number of industry-leading Kickstarter campaigns.
Together we're the MINDJAMMER team. We hope you'll join us as we explore the fascinating worlds of the far future...
Risks and challenges
While this is Mindjammer Press's first Kickstarter, we believe we're in a strong position. We're a team of dedicated RPG professionals with a background in project management, and are proud to be distribution partners with Modiphius Entertainment and Wayland Games, two companies with extensive experience in the Kickstarter field and who are giving us the benefit of their experience in close and regular consultation. We've planned and budgeted this Kickstarter carefully to ensure we can make our targets and fulfill your pledges.
We've also structured our goals to be able to deliver rapidly and reliably. THE CITY PEOPLE is already written and laid out, and is now in proofing; it'll be ready to go as soon as the Kickstarter completes. We have our three subsequent stretch goals in the advanced stages of writing, and the thousands of words of Sarah's Mindjammer setting writings to mine and expand for subsequent supplements.
We've also structured ourselves to be able to meet the challenges of an expanded product pipeline which we hope you'll provide us with in this Kickstarter. With three writers, multiple artists, an art director, a layout director, and a production manager, we're a dedicated team very excited about what we hope this Kickstarter will permit us to do.
Naturally we're all also human (well, we think Sarah might be a cyborg sentience, and David may have already spent too much time among the Venu...), and we acknowledge that real life happens and that we're a small, family-run business. But we're all also committed to openness and regular updates and communication, and will keep you informed as to how the projects are going and when you can expect to receive your pledges. We've planned a number of contingencies in our flexible production schedule, and hope to avoid delays, but rest assured we will communicate with your regularly and let you know of any developments.Learn about accountability on Kickstarter
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