Tiny Wastelands is post-apocalyptic roleplaying in a minimalist package! Using the rules in this book, you'll be able to play survivors of lost and destroyed civilizations, mutants rampaging the wastelands and so, so much more.
Character creation is simple, fast, and exciting. You pick your character type based on the exciting stories your Game Master is going to tell, you pick a few Traits that each grant a single benefit, and you're done! Sometimes you don't have time to plot lengthy, detailed worlds, but you want that experience. Well, we've got your back, and that support comes in the form of micro-settings!
Micro-settings are short settings filled with adventure hooks, and designed to scavenging adventures with minimal effort! Our goal is to fund a softcover edition, a limited number of hardcover collector’s editions, and the Tiny Wastelands dice.
We’ve planned several stretch goals which will increase page count and provide you with more fun and engaging content!
This project is a relaunch from our project last year, which was canceled when the owner of Nocturnal Media passed away. Since then, GKG has split back out into it's own company, and we're back with Tiny Wastelands!
Time and space have necessitated a few changes and printing costs have gone up, so our price points have changed in the last 7 months and the project isn't exactly the same. Regardless, we are aiming for the same success and quality we always have!
You can watch a video of our interview on Victory Condition Gaming from last year!
You can also read Alan's Q&A with the #rpgnet IRC channel last year!
TinyD6 uses up to three six-sided dice as part of action resolution during the game. If you roll a "5" or "6" on a die, your check succeeds. Most checks are made with two dice. However, if you are deemed to have "advantage" on a roll, you gain a third dice to roll. If you have disadvantage, you lose a dice (rolling only a single dice).
Characters are made quickly and easily. You will select an archetype (which grants you a special trait), a favored weapon, 3 Traits, and your character is done! Tiny Wastelands focuses on the game at hand, removing fiddly subsystems or complicated tracking powers and abilities.
Tiny Wastelands brings some unique mechanics to the TinyD6 line, including customization for vehicles, scavenging tables for a variety of locations (both mundane and fantastic), mutation traits and a lot more in order to help you survive the fallout of the apocalypse!
One of the biggest additions to the ruleset are the Enclave rules! Containing rules for managing a post-apocalyptic settlement, complete with an Enclave Deck that helps you to manage random events that might occur each year! Each session of Tiny Wastelands is designed to be bookended as a year, with the start of the year providing an event from the Enclave Deck and the end of the year, dealing with upkeeping your Enclave against the ravages of the Reaping!
The book will be 5.5 x 8.5 in dimensions. If we unlock all the stretch goals, the book will be over 120 pages. Without, it'll be closer to 50.
- If you want to add an extra softcover of Tiny Wastelands, you can increase your pledge by $25 USD.
- Every softcover comes with one Enclave Deck!
We teamed up with our friends at Black Oak Workshop to offer totally unique and crazy Tiny Wastelands dice! We love these, and we think you will too!
- If you want to add an extra set of dice (they come as 3 of each), you'll want to increase your pledge by $8 USD.
The GM screen is 5x7, trifold, matte GM Screens (they'll be card-stock and light-weight, to fit the minimalist style of the game).
- If you want more than one GM screen, you can add more for $2 USD each!
The Enclave Deck is used to help manage the events that happen to your Enclave and provide a cool play aid at the table!
The handcrafted dice-bags on the deluxe level look like the picture below. These dicebags (and the accompanying hardcovers) are Kickstarter exclusives and are never sold retail after the Kickstarter is over.
ESTIMATED SHIPPING COSTS
Keep in mind that these costs are just estimates and of all the parts of a project like this, shipping is most likely to change.
- United States: $8 to $10
- EU: $20 to $25
- Rest of the World: $25+
Micro-settings are unique, yet small "example settings" specifically designed to be used as a tool, resource, or spring-board for your own campaigns.
All of the micro-settings come with some story, some fluff, and oftentimes rules that are designed to be unique to that particular micro-setting. These setting-unique rules are in addition to the base rules of the game.
The core book comes with some very different micro-settings, written by professional authors, industry veterans, and fans of the genre. Below are the first micro-settings that are included in Tiny Wastelands if we fund! Additionally settings can be discovered by achieving stretch goals! As we explore further, we'll update the list.
$6,000: FUNDED! We've unlocked the book and two included micro-settings:
- Steve Diamond's Salvage
- Wendelyn Reischl's Deepwater Titan
$7,000: Elizabeth Chaipraditkul will write The Metal Wastes !
"The war happened centuries ago, that's what my data bank tells me, but who knows if that is true? Try to recharge for a few hours and hackers come by, upload your creds, and corrupt your data files.
My RAM isn't what it used to be and I don't want to spend the time de-fragmenting. Gig told me before the war, we were all more flesh than machine, that babies were born and not created. I wonder what that was like?"
$8,000: Steve Radabugh writes Post-Human Terminus!
"You are Post-Human. That makes you dangerous, and marked for termination. The war that raged a generation ago between the Post-Human Collective and the nations of man ravaged the world.
The nanites that flow inside you, a relic of times gone, are highly illegal, but are also the key to your survival. Just don’t get caught by the inquisitors."
$9,000: Marie Brennan joins us with The Ravenous Green!
"Welcome to a world covered in lush, green, vegetation. Welcome to a place, where a massive, mutant jungle is attempted to overrun the world, choking and strangling everything out.
What strange mutated beasts can survive in such a place? And when, the Ravenous Green comes crawling up your Enclave walls....can you?"
$10,000: David Annandale writes PHANTASMAGORIA!
"The final war on Earth was so devastating, reality itself was gravely wounded. Now the remaining humans must struggle to survive in a surreal landscape, where even the floating ruins of skyscrapers are predators."
$11,000: Mari Murdock will write The Plunge!
"Something has crashed into the moon, breaking part of it off. As the shattered moon has crashed into the Atlantic ocean, massive increases in sea levels devestated everything the resulting tsunamis could reach.
The Plunge takes place in the first few years after that, in a world still reeling, where memories of life before the devestation are still fresh..."
$12,000: Angus Abranson will write Floodland!
"Atlantis? It’s a legend, nothing more. Ignore anyone who tries to tell you otherwise. Tales told to the young to make them dream of a salvation and another way of life. Some life though, a nightmare more like! Trapped beneath the seas? Who’d want that over being able to live under the open sky with the vast horizon stretching away at every turn!
Atlantis is said to be a vast city built on the ocean floor with a magical sphere surrounding it keeping the waters at bay. Wizards have created an artificial Sun that heats and lights the city allowing vast farmland to grow providing food to both the Atlanteans and their animals. Yeah, I said it, “their animals”. This underwater paradise is home to not only Man but to Beasts that no one else has seen since before the lands were dry and water only covered part of the planet. They have so many Beasts that they are actually used for meat they are so plentiful! The city is home of fabulous artifacts from the Old World, riches beyond our wildest imagination!
Of course it’s all nonsense though. Atlantis doesn’t exist. Tales for children and dreamers."
$13,000: Shawn Carmen takes us into the world of The Red Fever!
The Red Fever brought the world to its knees. Competing for resources finished it off. People ran out of fuel, out of food, out of ammunition. Chaos reigned. Most of the world fell into complete anarchy. But not all of it.
Between the mountains and the western coastline, a man of destiny forged an empire. He was called the Shogun, and his chosen lieutenants, his Sons, brought order where there was madness. Under his rule, the Sons divided the land into baronies and ruled it in his name. Their enforcers embraced the old ways, and called themselves Blades or Fists depending upon their chosen weapons.
For a time, the rule of law returned. But the Red Fever has returned, and the Shogun is dead. His Sons speak of war with one another, and the Blades and the Fists stand ready to spill blood once more on the ancient, dust-covered highways that cross the land."
$14,000: Paul Weimer takes us to High Plains Drift!
"The High Plains of the Dakotas are wide, flat, and deadly. Between the mutant prairie dogs, what lurks in the minuteman silos, and the farmers turned bandits who have adapted farm tractors to war vehicles, survival on the plains is nasty, brutish and short.
What makes it unique? Farm Tractor war vehicles, mutant wildlife and endless horizons in a hardscrabble world."
$15,000: Jean-Baptiste Perrin leads us in Killing Rats!
"The apocalypse has left the surface of our planet uninhabitable. No one remembers why.
So humans have been forced to dig deep in the tunnels that were left from the megalopolises of the future. Even more than our current capitals, they were crisscrossed deep underground by cellars, metro systems, maintenance conveyor belts, underground malls, train and highway tunnels, sewers, stone quarries, necropolis and even the odd bunkers or missile silos. After the final catastrophe, what's left of humanity is learning to survive in the constant 18° C of subterranean dwellings, linking these passages in makeshift (and dangerous) connections.
Of course, factionalism, tribalism and weird theologies have thrived and violence is unabated. But the worst threat for humanity, after caving in of course, are their neighbours: hordes of giant mutated rats! Perhaps they have thrived even better than humans in this new world, perhaps they have been affected by the catastrophe itself, perhaps they have evolved extraordinary intelligence.
Who knows? Maybe they hold the key to the return to the surface?"
$16,000: Ryan Schoon will explore The Drift!
"After a global ice age, the cities of the past lie buried beneath an expanse of ice known as “The Drift.”
Humanity has found a new life atop the Drift, adapting to the cold as best they can. Those who are daring, or hopeless, enough make a living exploring the caves and tunnels that lie beneath the ice."
$17,000: Scott Smith will take us to meet The Children of the Forest!
“They call us freaks, monsters. They sit behind their massive walls, in their mountains of steel and formed rock, and sneer at us.
They’ve done what they needed to survive. We’ve become what we needed to be to thrive in this new world. We are the chosen, the Naturals, the Children of the Forest.”
Humanity has long fought a war against the tiniest of foes: plagues and pestilence are the most merciless of killers. Only a tiny fraction of the human population has survived biowarfare gone wrong - those who had the wealth and connections to buy a place in the Refuge Cities, and those who endured the hellacious plagues and emerged changed. Some might even say: evolved.
$18,000: Jaym Gates takes us to a post-apocalyptic California!
"California's always been a land bigger than you can dream, a place where anything can, and will, happen. These days, it's the place where the haves live in state-of-the-art sky-castles, and the have-nots eke out a minimal living in smoke-choked deserts, outrunning the wildfires."
$19,000: Dianna Gunn will be contributing a micro-setting, The Second Stone Age!
They created the self-replicating robots to end the war. What they didn't expect was that they would keep fighting, long after the war was over. The robots defeated the enemy within days. By the time they completed the mission, they had devoured entire cities, and gone from an army of one hundred to an army of five hundred. But they didn't stop there. They invaded the next nation, and then the next.
Their creators tried to stop them, but the robots bypassed their commands and kept going. They adapted to every weapon. Within months they had devoured most of the developed world. Then they turned on their creators. They devoured everything. Every inch of metal and wire. A handful of the wealthiest people escaped, but there was nothing left of their civilization. Nothing left of any civilization.
With this metal they started a new project: a spaceship. They launched themselves into space, leaving the remnants of humanity with nothing. And so humanity entered a second stone age.
The only scraps of their once incredible technological prowess that remain are in the most remote parts of the world, hidden away in case the robots ever return.
$20,000: DOUBLE FEATURE!
First, John Kennedy brings us The Instant Matter Project!
"It was supposed to be the next step in mankind's evolution and allow us to create matter from thin air. In its early stages, it could create simple shapes and forms, but it promised to liberate mankind and provide us with all that we could crave.
But then our heart's turned to war, and the Instant Matter Project went from a bountiful dream to our endless nightmare. It consumed the world, and gone were the blue skies of our past only to be replaced with endless mountains of stone and a dome of stone that blots out the sun and the sky. No matter how high the survivors dug into the earth, the sky seems forever out of their reach.
Now we are reduced to colonies trying to survive in the endless wastes of solidity that now surround mankind. Strange creatures and plants mutated by the Instant Matter's after effects have managed to thrive in the dark, and remote colonies spend their days scavenging for fuel and supplies to keep their solar generators running in order to keep themselves alive. Dirt rains down constantly over our heads while in the distance, the sounds of rocks grinding against each other threaten to cave in at any moment.
Now mankind must pull together to survive if they have any hope of escaping the Endless Mountain and find the free skies once again."
and we'll have Darren Pearce joining us with Broken Star!
"The Terran Colony Vessel, Calico, set off on a 300 year voyage to a new star system, to find a new home for the select few upon the ship. This was not a case of overpopulation, or dwindling resources, this was a single giant leap for terran-kind across the stars.
Little did they know that their voyage would end in tragedy for both their ship, and the planet they crashed upon. As a disaster brought the ship out of hyperspace early and in the wrong place, the vessel landed on a medium tech world -- some of the Calico's crew and passengers survived thanks to emergency escape vehicles.
However, the drive core detonated and caused a chain reaction that triggered volatile upheavals for the planet -- now the survivors of the ship and the people of this world live in a post-apocalyptic wasteland where the Great Crater is the only sign that a vessel from beyond the stars ever made landfall on their world."
$25,000: More art! We're going to commission more art for the book!
$30,000: Tobie Abad will be joining us to write our last stretch goal micro-setting: The Wild!
"Survive as a beast in the post-apocalyptic world. Mark your hunting grounds and establish feeding borders against other monstrous animals. Find a mate and ensure the survival of your species. Playable now semi-intelligent animals (not anthropomorphic) who survive in the nearly humanless world. Feed, Breed, and Survive. How many generations will you reach? Inspirations: Tokyo Jungle, Post-apocalyptic games but with the focus on animals instead of humans..."
PLUS.... NEW RULES!
We'll be adding a rules chapter that helps you play mutant animals, in the vein of some of the best post-apocalyptic stories! Wanna be a ninja amphibian hero? A mutant fox with laser eyes? It's time to get GONZO! This chapter will include a series of tables for randomly creating and generating your mutant creature to play as!
$35,000: The Scavenge Deck!
We'll turn the Scavenging Tables in the core book into a deck that will add some tactile scavenging (and some extra options) to your table! It'll have items, random encounters, and adventure prompts and seeds on a deck of cards!
This item will be an add-on to your pledge, requiring $10 to get.
If we don't hit this stretch goal, we'll still be producing this, it'll just be further down the timetable and release schedule!
Risks and challenges
Q: Can Gallant Knight Games handle this project?
This is Gallant Knight Games' ninth Kickstarter, and we learned a lot from the first eight. We've been early or on time every time, but once (due to a death.) We have one project that is in the middle of preparing for second wave fulfillment, but that's it. This is a straightforward project with no nuances.
Q: What if the text or art isn't finished?
A: The art is all finished, and the rules are all done and edited! All we're waiting on are the micro-settings we unlock (and any other stretch goals we unlock.)
Q: What if the complexity of the project overwhelms GKG?
A: We've done this a few times, and we're pretty darn good at our TinyD6 Kickstarters. There's no risk about this project overwhelming us. Life and surprises can happen, but we always learn and do our best to work through them. You'll get a high quality product at the end of the production cycle.
We've worked ahead very far, and we're confident in our ability to deliver on time and with excellent value.
Q: What about delays in art?
A: All the art is in! If we commission extra art, we'll work with artists we've used before, professionals who are on time!
Q: Increase in shipping costs?
A: We've prepared and planned ahead as best we can. That's one reason we're collecting shipping after the campaign.
Q: What if something happens to the principals?
A: Barring a real-world apocalypse, a backup plan is in place, and this project will move forward.
- (30 days)