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Core Rulebook for the N.R.G. System, loosely based on the OGL (D20).
Core Rulebook for the N.R.G. System, loosely based on the OGL (D20).
97 backers pledged $3,001 to help bring this project to life.

About this project

$3,001

97

Here is a quick pledge summary:

Initiate

You get the PDF, or replaced with the Softcover copy if you backed The Legends of Sinbad Kickstarter

See sidebar for more specifics

Ally

  • You get the PDF and name listed in the book
  • See sidebar for more specifics

Adventure Lord

  • You get the Softcover book, PDF, and name listed in the book
  • See sidebar for more specifics

Voyager of the Seven Seas

  • You get the Softcover book, PDF, and name listed in the book PLUS The Legends of Sinbad PDF and EITHER the Game Master’s Guide or Player’s Guide
  • Add-ons from this level can net all of the books and PDFs for both System and Settings
  • See sidebar for more specifics

Acolyte Apprentice

  • You get the Softcover book, PDF, and name listed in the book PLUS 1-year consultation package from Game Smiths LLC (direct contact for industry support)
  • Add-ons from this level can net all of the books and PDFs for both System and Settings (N.R.G. and Sinbad)
  • See sidebar for more specifics

Journeyman Apprentice

  • You get the Softcover book, PDF, and name listed in the book PLUS 1-year consultation package from Game Smiths LLC (direct contact for industry support), plus direct email with Hank Woon for writing advice (prose or screenwriting)
  • Add-ons from this level can net all of the books and PDFs for both System and Settings (N.R.G. and Sinbad)
  • See sidebar for more specifics

Colleague of the Arts

  • You get the Softcover book, PDF, and name listed in the book PLUS 1-year consultation package from Game Smiths LLC (direct contact for industry support), plus direct email with Hank Woon for writing advice (prose or screenwriting), PLUS you may submit up to 50k words of writing material and up to 360 pages of a screenplay for formal review and critique.
  • Add-ons from this level can net all of the books and PDFs for both System and Settings (N.R.G. and Sinbad)
  • See sidebar for more specifics

Realm Master

  • You get the Softcover book, PDF, and name listed in the book
  • Original character of your submission drawn and inked by house artist Nicholas Gentile (also featured in NRG)
  • Add-ons from this level can net all of the books and PDFs for both System and Settings (N.R.G. and Sinbad)
  • Add-ons from this level can net the benefits of the Acolyte Apprentice and/or Journeyman Apprentice
  • See sidebar for more specifics

Master Sorcerer

  • You get the Softcover book, PDF, and name listed in the book
  • Original character of your submission drawn and inked by house artist Nicholas Gentile (also featured in NRG)
  • Design your own N.R.G. Adventure with the help of Game Smiths LLC (10-15k PDF Publication)
  • Add-ons from this level can net all of the books and PDFs for both System and Settings (N.R.G. and Sinbad)
  • Add-ons from this level can net the benefits of the Acolyte Apprentice and/or Journeyman Apprentice
  • See sidebar for more specifics

Here are our initial stretch goals:

STRETCH GOAL #1: $2,500.00 ACHIEVED!!!

If we reach $2,500, we will add our introductory adventure, THE DEPTHS OF GREED, to the back of the N.R.G.System Core Rulebook! In addition, we will increase the amount of monsters in the book’s Bestiary from 20 to 30!

Also, every backer who pledged at the Adventure Lord level or higher will receive a FREE softcover copy of The Legends of Sinbad Player’s Guide! (Player’s Guide only, for your PCs to use around the table!)

STRETCH GOAL #2: $4,000.00

If we reach $4,000, we will add 10 more monsters to the Bestiary, and increase the page count enough to fit in the rules for strongholds, running a kingdom, thieves guilds, and so on, plus mass combat!

In addition, everyone who pledged at the Adventure Lord level or higher will receive a FREE N.R.G. System 3-panel GM Screen! The center image will be the fabulous WAYNE REYNOLDS'S cover, but we'll send out surveys to decide which N.R.G. art you'd like to see on the two side panels!

STRETCH GOAL #3: $5,500.00

Game Smiths LLC has a lot of books coming out. One of them is a 300-page Asian Fantasy Campaign Setting for the Pathfinder Roleplaying Game System, Shattered Empire: The Chronicles of Khitai! (See below for more info!) We are also releasing a trilogy of novels (estimated 300 pages each) to go along with the release of this campaign setting, written by Hank Woon!

Hank has already finished writing the first two, and is hard at work on the third! These first two novels will be released at the same time as the game book (projected April 2014), and if we reach this Stretch Goal, everyone who pledged at the Adventure Lord level or higher will received a free PDF and trade paperback of the first novel, The Journey East: The Khitai Chronicles Volume I!

Though Khitai was designed using the Pathfinder Roleplaying Game System, the campaign setting is actually in the world of our core setting for N.R.G., as described in the N.R.G. System Core Rulebook. If we reach this goal, we will expand the Campaign Setting section of the Core Rulebook, and among the other added content, add a section on Khitai! We will also add another 10 monsters to the Bestiary, bringing the total up to 60!

STRETCH GOAL #4: $7,000.00

Hank has already finished writing the first two, and is hard at work on the third! These first two novels will be released at the same time as the game book (projected April 2014), and if we reach this Stretch Goal, everyone who pledged at the Adventure Lord level or higher will received a free PDF and trade paperback of the first novel, The Journey East: The Khitai Chronicles Volume I!

STRETCH GOAL #5: $8,500.00

If we reach this Stretch Goal, everyone who pledged at the Adventure Lord level or higher will received a free PDF and trade paperback of the second Khitai novel, Forgotten Shadows: The Khitai Chronicles Volume II! In addition, we will further increase the content in the campaign section and add 10 more monsters to the bestiary!

STRETCH GOAL #6: $10,000.00

In addition to bringing the monster count up to 80, but everyone who pledged at the Adventure Lord level or higher will receive a FREE softcover copy of the 300-page campaign setting sourcebook, SHATTERED EMPIRE: The Chronicles of Khitai!!!

It will deliver the same time as the N.R.G. System Core Rulebook, the The Legends of Sinbad (Savage Worlds) Player’s Guide, The Legends of Sinbad (Savage Worlds) Game Master’s Guide, and both Khitai novels! In fact, we’re already done with this fine book (except for some crunch passes/development). Would you like to see some of the art? Here are some illustrations from Peter Tikos and David Wright!

STRETCH GOAL #7: $15,000

This is where it starts to get fun! If you get us to $15,000, then we’ll bring the monster count up to 100, take them out of the Core Rulebook, and make a proper bestiary!

STRETCH GOAL #8: $20,000

Want another Wayne Reynolds’s cover? We do too! Get us here, and Wayne has agreed to do the cover of our Bestiary!!!

******************************************

What is the N.R.G. System? In short, it’s an epic sword-and-sorcery setting combined with a fresh, innovative iteration of the D20 OGL system.

N.R.G. stands for “Non-restrictive Roleplaying Game,” (pronounced “energy”), and alludes to ENERGY POINTS, our primary innovation blended with the traditional OGL D20 system. Energy is a form of currency that allows players to perform special MANEUVERS during combat.

There are FIVE types of Energy: COMBAT [C], SPEED [S], MIND [M],

MANA [Ω], and UNIVERSAL [ ∞ ]. The symbols for each type are as follows:

Combat Energy.
Combat Energy.
Mind Energy.
Mind Energy.
Speed Energy.
Speed Energy.
Universal Energy.
Universal Energy.
Mana Energy.
Mana Energy.

The N.R.G. System is slightly crunchier than standard OGL, but the payoff allows for a fluidity and unpredictability in combat that ENHANCES and MAINTAINS a consistent sense of VULNERABILITY and PLAYER ENGAGEMENT.

The N.R.G. System is centered around the philosophy and goal of player participation and continuous engagement. We created a highly tactical roleplaying experience that allows all players, no matter whose initiative it currently is, to be able to participate (or at least potentially be able to participate) at any time. Rather than trying to speed combat up to get through each player's turn as quickly as possible, we do the exact opposite--we slow it down. We make every moment and every decision critical, keeping the sense of vulnerability alive at each tick of the clock in an attempt to enhance the experience and put each decision, each action, under the microscope. When death can come from any attack at any time, it reduces the formulaic approach of combat and eliminates the feeling of resource attrition and going through the motions to just wait for your next turn to come up.

Even every attack is now unique. Damage is no longer distilled down to abstract numbers with no meaning and no evocative imagery, but instead each attack creates specific types of wounds, lending itself to deep, rich verisimilitude.

And we do it all around the D20 System, keeping the spirit of the system we all know and love alive, and cutting the learning curve for the N.R.G. System down to just a session. If you know how to play D&D 3.x, Pathfinder, or any other iteration of d20, you practically already know how to play NRG. Even the new rules all maintain an intuitive element, making the explanation of the rules feel at once familiar and simple to grasp.

EXAMPLE RULES

We will be putting up a PDF of our INTRODUCTORY ADVENTURE as a free download from our site within the coming days, along with an illustrated EXAMPLE OF COMBAT.

The Depths of Greed (introductory adventure).
The Depths of Greed (introductory adventure).

But until then, we’ll give you a very quick rundown on what’s the same, and what’s different:

·SAME: Players choose a race & a class. Six attributes are all the same. Many of the skills will be familiar to you.

·DIFFERENT: All rolls take into account Success Levels based on the modified roll versus the Difficulty Class (DC). The higher the level of success, the greater the effect of the action. This means, for example, actions such as Skill Checks are no longer binary “succeed” or “fail.”

·SAME: Experience points are cumulative rewards that determine your character’s level.

·DIFFERENT: There are two types of characters in NRG: COMMON and LEGENDARY. Legendary characters represent unique characters, such as the PCs; important NPCs; and main villains. Legendary characters use various types of Energy whose totals fluctuate up and down during the course of a battle. Common characters use only Universal Energy* and their Energy automatically refreshes to a certain amount every round.

*Universal Energy just means that any type of Energy can be used. For example, if a Maneuver says it costs 2 Universal Energy to perform -- which would be written like this: 2[∞] -- then the character attempting the Maneuver can use any 2 or combination of 2 types of Energy to pay for the Maneuver.

·SAME: All action rolls use a d20 with modifiers added or subtracted. Higher numbers tend to be a good thing.

·DIFFERENT: Some dice in NRG “explode.”

·SAME: Characters and monsters have Hit Points and an Armor Class. If you attack but fail to roll as high as the AC, your attack misses.

·DIFFERENT: When you attack, you compare your attack roll to the target’s Armor Class. This determines your level of success. If you roll exactly the AC, you achieve a “Success.” If you get higher, the Success Levels change. Success Levels for attack increase the damage you inflict. The amount it increases your damage depends on your weapon proficiency (whether you are proficient or not), and the weapon’s crit modifier.

·SAME: Characters have Hit Points. Damage is determined by rolling damage dice and adding any modifiers.

·DIFFERENT: Hit Points are used as a gauge for damage effects. Hit Points are listed as the maximum, and broken down into a Lethality Chart. For example:

Maximum Hit Points: 48

--1 to 12 = Superficial Injury

--13 to 24 = Minor Injury

--25 to 35 = Wound

--36 to 47 = Grave Wound

--48 to 57 = Mortal Wound

--58+ = Fatal Strike (instant death)

Each level of injury imposes different effects. For example:

--Minor Injury = Possible Descriptions: Deep bruising; cuts/scrapes; light bleeding. Effect: ˗1 to Maximum Energy. Heals in 18 – Con score days (minimum 1 day).

--Grave Wound= Possible Descriptions: Dismemberment; severed tendon; compound fracture. Effect: -4 to Maximum Energy. Possible that a permanent injury may result (refer to the Healing skill). After the victim is healed, recovers in 35 – Con score weeks.

For example, let’s say you attack an ogre whose AC is 17 and has 30 hps: 1-8 / 9-12 / 13-24 / 25 to 29 / 30 to 39 / and 40+.

You have a Strength of 17 with a +7 to hit with your longsword, with which you are proficient. You roll an 18, for a total of 25. According to our Success Level chart, that nets you a Remarkable Success. The crit modifier of your longsword is ×2. The table for bonus damage due to high attack rolls goes like this:

NON-PROFICIENT:

Ø×2 = +2 per Success Level over Standard Success (compounded). For example, a Remarkable Success is +2 to damage; an Outstanding Success deals +6 (+2 from Remarkable, then another +4 from Outstanding); and a +12 from an Overwhelming Success; and finally a +20 from a Legendary Success!

Ø×3 = +3 per Success Level over Standard Success (compounded).

Ø×4 or greater = +4 per Success Level over Standard Success (compounded).

PROFICIENT:

--×2 = +1d4* for a Remarkable Success; a 1d4* + 1d6* for a Outstanding Success; a 1d4* + 1d6* + 1d8* for an Overwhelming Success; and a 1d4* + 1d6* + 1d8* + 1d10* for a Legendary Success!

--×3 = +1d6* per Success Level over Standard Success (compounded as above with incremental die increases).

--×4 or greater = +1d8 per Success Level over Standard Success (compounded as above with incremental die increases).

*denotes exploding dice.

Dice scale per standard OGL: 1d4, 1d6, 1d8, 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Since your longsword is ×2 and you achieved one Success Level over a Standard Success, you gain +1d4* to damage.

Your damage roll then is 1d8+1d4*+3. You roll, getting a 6 + 4* + 3. You reroll the 4 (not adding Strength modifier a second time), this time rolling a 2. Your grand total is 15. Consulting the Lethality Chart of the ogre, you inflict a Wound!

Damage in the NRG System is familiar -- yet with a twist...
Damage in the NRG System is familiar -- yet with a twist...

CUMULATIVE DAMAGE

Damage is no longer recorded in cumulative points. Instead, as you've read above, each injury is a unique, specific wound that causes its own, specific effect.

One of the effects damage does is reduce your Maximum Energy. This means that as you accumulate more and more Wounds, you have fewer and fewer Energy each round, until finally you can barely hold yourself up and can only perform 1 base Maneuver--such as Movement--each round. But if your Maximum Energy is reduced to 0 or lower, you begin to bleed to death. If a Common Character is reduced to 0, that character is killed. 

If the total amount of damage points you currently has equals or exceeds your maximum hit points, your character gains the wounded condition. Wounded characters must succeed at a Fortitude Saving Throw every time they suffer damage against a DC equal to 10 + the total amount of damage they have that exceeds their maximum hps. For every level of failure of this saving throw, beginning with Standard Failure, the level of Injury received from the damage roll increases by 1.

For example, if your character has max hps of 33 and a total amount of damage equaling 35, then each time he or she suffers more damage, a DC 12 Fortitude save must be rolled.

DAMAGE & HEALING
Clerics can still heal wounds just as they can in regular D20. However, whenever you take any kind of injury, you note the type, and the damage you sustained which caused it. For example: Minor Injury (6 damage), Wound (11 damage), and so on.

When healed, all of the damage from one injury must be removed completely in order for that wound—and its effects—to be gone. For example, if you have 2 Minor Injuries (3,5) and 1 Wound (10) and get healed for 9 damage, you can remove both Minor Injuries (8 points of damage) and take off 1 from the Wound. Or, you could take all 9 off the Wound (but still be left with 3 injuries).

A Kethian Knight and Bowman.
A Kethian Knight and Bowman.

FATE DICE

Characters in the NRG System have FATE POINTS. Whenever you perform an action during your turn, you may spend 1 Fate Point in order to attempt a FATE MANEUVER. The Fate Maneuvers available are listed under four types: COMBAT, MIND, SPEED, and MANA.

Each class in the NRG System has a REMARKABLE TRAIT. This Remarkable Trait corresponds to one of those four categories. This affects not only which Energy type you have the most of, but also which category of Fate Maneuvers you are can perform the easiest. Any character can attempt a Fate Maneuver from any category, but if you attempt to perform one outside your Remarkable Trait, the DC is much higher.

Each Fate Maneuver has a corresponding DC. The more minor Fate Maneuvers have lower DCs, while the more difficult ones (and thus the ones with greater or more spectacular effects) have higher DCs. In addition, like all other rolls in the NRG System, each one has varying degrees of effects based on the Success Level.

An Orc Chieftain.
An Orc Chieftain.

Unlike all other rolls in the game, a Fate Maneuver uses the FATE DIE. The Fate Die depends on the character’s level. Fate Dice begin as d4, incrementally increasing with levels, depending upon the character’s class. The higher the character’s Fate Die, the more likely he or she can achieve a higher level of success when attempting a Fate Maneuver.

Fate Dice are EXPLODING.

There are many different kinds of Fate Maneuvers. Some are based off of ATTACKS. Some based off of certain SKILLS. Others, SPELLS.

Fate Maneuvers list which actions they can be used in conjunction with. For example, “Without a Trace” is a Fate Maneuver that can be used with certain Skills, such as Disable Device and Climb. If you use Without a Trace, you roll against a DC of 2. A Success means the DC for attempts to discern you were ever here (searching for subtle scratches around a lock you picked, or evidence of climbing up the outside of the noble’s estate to reach his daughter’s second-floor-window) receive a +2 difficulty. A Remarkable Success at this Fate Maneuver grants you a choice: Either another +2 to the DC, or the time it takes you to perform the skill is halved. And so on.

Meanwhile, one of the Combat Fate Maneuvers is “Bull Strike.” If you succeed at your Fate roll against a DC of 3 while attacking (melee or unarmed) an opponent, you get to immediately perform a Bull Rush Maneuver at no Energy cost and no risk of negative consequence should the attempt fail.

If you achieve an Outstanding Success or better on the Bull Strike Fate Maneuver roll, you have the option of directing your opponent into one of its ally’s squares, if in range, and gaining a second Bull Rush attempt, this time with a bonus, possibly knocking both back.

If you achieved an Overwhelming Success or better with this Fate Maneuver, then you also get the choice of either receiving a +4 bonus to both Bull Rush attempts, or simultaneously make a Trip attempt against the character (again at no Energy cost, and no risk of negative consequence should you fail).

Ogres prepare a night raid on an unsuspecting human village...
Ogres prepare a night raid on an unsuspecting human village...

SKILLS

Skills will feel familiar in a lot of ways. D20, add modifier, equal to or greater than the DC means success. But like other elements of the N.R.G. System, levels of success will yield different results, and as we already discussed, Fate Dice can further contribute to interesting effects, granting players more control over results (aka, more control over their “fates”).

So gone are the days of simple binary success of failure. Taking a 10 or 20 cannot contribute to Success Levels, so skill rolls again, even in mundane situations, take on more importance (and thus more excitement).

The party's archer uses his Hide skill while scouting the approaching enemy...
The party's archer uses his Hide skill while scouting the approaching enemy...

MANEUVERS

The driving force behind the N.R.G. System are the Maneuvers—special abilities that define every possible action a character can take during a combat round.

Maneuvers are divided into four types: MOVEMENT, REACTIVE, RESTRICTED, and NON-RESTRICTED.

Characters can perform ONE MOVEMENT and ONE RESTRICTED Maneuver per turn, and an unlimited amount of REACTIVE and NON-RESTRICTED Maneuvers per turn.

REACTIVE Maneuvers can only be used if triggered by an action, as defined in the Maneuver’s description.

A Torathian knight on a quest...
A Torathian knight on a quest...

Maneuvers each cost a certain amount of Energy, depending on the Maneuver. This makes choosing which Maneuvers to use during your turn a highly strategic and tactical decision. The synergy among Maneuvers makes an endless string of combinations possible. In fact, choosing your character’s Maneuvers as he increases in levels is as important part of the game as sitting down for an evening’s session.

With the several hundred Maneuvers available in the game, customization of characters in the game is nearly limitless. Two different 20th-level fighters, even if they have the exact same attributes, are the same race, have all the same equipment and magical items, have the same skills all at the same ranks, and have the exact same amount of maximum hit points could be COMPLETELY different, based solely on their players’ Maneuver selections. Thus, one of the player’s fighters could completely and utterly dominate the other in combat because his Maneuver selection and strategies are superior.

The Phoenix Legions of Keth.
The Phoenix Legions of Keth.

Maneuvers are ranked by level and have different costs, with the more powerful Maneuvers costing more than lower-level Maneuvers. Even though characters can select Maneuvers above their levels (unless there is a prerequisite they don’t meet), many higher-level Maneuvers won’t be possible to use due to the Energy cost.

Each Legendary Character has FOUR POOLS of Energy, each with its own maximum: Combat, Speed, Mind, and Mana. Except for very specific circumstances, a character can never have more Energy of a certain type higher than his or her maximum in that type.

When combat begins, a healthy, uninjured character suffering no conditions or other effects will have his or her maximum Energy in all types. This Energy is then used on his or her Initiative to perform Maneuvers. A character’s turn finishes once he or she is unable to perform any more Maneuvers, or elects to end the turn.

At the beginning of the character’s next turn, a certain amount of Energy automatically refreshes, depending on the character’s class and level. In addition, the character gets to make a saving throw to attempt to gain more Energy than just what his or her Automatic Refresh Rate is. The amount of Energy recovered with this saving throw depends on the Success Level of the roll, and the type of Energy regained depends on the Saving Throw: Mind or Mana Energy with a Will save; Speed with Reflex; and Combat with Fortitude. The character can only make one attempt of one type, unless he performs a Full-Round Action to make one more roll of any Energy type.

The Shadow Sorcerers of Cymra...
The Shadow Sorcerers of Cymra...

CAMPAIGN WORLD

The N.R.G. System Core Rulebook will also come with its own setting—a deep, rich world filled with history, mythology, cultures, and endless opportunities for conflict.

The more pledges we get, the more we’ll be able to add in. The world is actually very quite large, and we’d love to get enough to be able to afford a proper Setting Sourcebook to go along as a companion to the Core Rulebook.

The feudal land of Mauretania...
The feudal land of Mauretania...

Coupled with the setting information are rule mechanics that help integrate your character into the world. Interactive background creation steps so your character's life history unfolds with each step of the creation process, so by the time you are all finished and ready to sit down with your very first character at your very first N.R.G. session, you already lived a lifetime in this world. The ranks in your Profession (cobbler) skill now conjure memories of Master Kaven the gnome's workshop, and the pungent smell of leather. Similarly, the Background Traits offer the Game Master plenty of ammunition to weave your character's personal story into the campaign, uniquely tailoring the campaign to each player, making it feel personal but without taking the spotlight from anyone else. 

We also have rules for when your characters get advanced enough (starting at 10th level) to create Strongholds. Rules for how many followers you get, based on your class; rules for running a manor and a keep in a feudal land, and one day even an entire kingdom, setting taxes and increasing its wealth and holdings; taming hostile territories in the borderland wilderness; creating new trade routes and even engaging in being a merchant or running your own shop. We also have rules for kingdom-level diplomacy, engaging in political espionage by hiring spies and assassins, and for hiring mercenary companies -- and mass combat. 

We also have rules for clerics running their own temples; thieves running their own thieving guilds; and wizards and sorcerers running their own Wizard Towers and Arcane Schools, or -- if they have an evil bent -- their own dungeons, and tables showing which kinds of monsters you attract as your minions with which to populate your dungeon in order to slay any would-be adventurers that wander your way.

These rules are integrated into cities of the campaign world, so if you become powerful enough and decide to build a thieves' guild in one of the largest cities in the world, there will be rules there to let you know how you affect the campaign world, putting the consequences of your actions into the rules and not keeping it solely in the hands of the Game Master. That way as your character increases in strength, power, and reputation, you can actually affect the campaign world and not leave it up to arbitrary GM fiat.

However, whether or not these advanced rules make it into this book or not depend on our stretch goals (see below).

STRETCH GOALS

We know it’s customary to introduce stretch goals only after we reach the first—keep the suspense, and all that—but we’re trying to be upfront with what we are trying to do with these products. Our stretch goals aren’t rewards for giving us so much support—our stretch goals are the things we WANT to do, and if we get this much money, we will be able to do it. The minimum funding goals is what we need to get the book out the door soon and with the first batch of our other products—but if we get more funds sooner, we’ll be able to make these books bigger, stronger, and better, and get to our NEXT awesome products even sooner! =)

However, we will update our Stretch Goal map as each goal is reached:


Airk slammed the empty mug back down on the bar. "Another!" He said cheerfully, letting out a mighty belch. The bartender, unimpressed, leaned in, pointing past Airk's shoulder. "See that gal over there?" Airk turned, following his meaty finger to a woman, human, alone at a table. She was leaning back in her chair, gazing expectantly at him as if she knew him. "I believe she wants a word with you." Before Airk could ask any questions, the bartender stepped away, off to help another customer. Airk shrugged, and headed across the inn...

MINIMUM FUNDING: $1,000

If we reach this level, then THANK YOU for allowing us to get the N.R.G. System Core Rulebook into your hands that much faster! The orders will be fulfilled by Chronicle City, our publishing and distributing partner.

Our partner, Chronicle City, will fulfill backer order!
Our partner, Chronicle City, will fulfill backer order!

Risks and challenges

The problem we have is wanting the art and quality of the books to be greater than our current funds allow.

Yes, we have the content. Yes, we have quite a bit of art. But we want to make all of our books absolutely THRILLING to flip through. We want people to just pick one up, flip through it, and feel completely inspired for that night's session. We want the art to evoke unshakeable imagery that drives people to stay up until the crack of dawn clacking away at their laptops, the ideas for their campaign just flooding out of them.

For that, we need Kickstarter. We need you guys to help us make that dream happen. We're not here, hat in hand, asking for you guys to bankroll our lives -- we're asking you to help us make the best roleplaying game books we can possibly make. And we promise you, if you do, we won't stop here. If you only knew what else we got brewing in the Game Smiths' forge. ;) Stick around, and you'll find out!

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    NOTE: If you backed our other project, THE LEGENDS OF SINBAD, then this Reward Level (or higher) also grants you the SOFTCOVER COPY of the book! How 'bout that? ;)

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    ADVENTURE LORD:
    Whoa -- now you're getting serious. You got your 10-foot-pole, your week's worth of trail rations, and tanglefoot bag. You, my friend, are all set for adventure!

    At this level, you get the PDF, you get a shout out in the back, AND you get the SOFTCOVER book!

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    Pledge $60 or more About $60

    VOYAGER OF THE SEVEN SEAS: Missed out on THE LEGENDS OF SINBAD (Savage Worlds) RPG and want in on the action? Well it's not too late! Pledge at this level and you get everything listed at the Adventure Lord level, plus we throw in the PDF & softcover book of either THE LEGENDS OF SINBAD GAME MASTER'S GUIDE or PLAYER'S GUIDE! Also want a copy of the second Sinba book? PDF for an extra $10, and both PDF & softcover of the second book for an additional $15! That's 3 PDFs and 3 softcover b&w books at this level for only $75!!! (NOTE: Not including shipping. Both SINBAD books are estimated to be around 140 to 160 pages.) SHIPPING: If you add the second SINBAD softcover and live outside the United States, please add another $5.

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    Pledge $65 or more About $65

    ACOLYTE APPRENTICE: Ah, so you're more than just a gamer -- you're an aspiring designer! You wish to learn the knowledge passed only through trembling whispers in the dark, to hold the secrets of boundless creation at your fingertips, and to craft games so diabolical that the very mention of your name causes PCs the world over to tremble.

    Well, let us help you with that! With this backer level, you get everything at the Adventure Lord level, plus a 1-year (from time of Kickstarter funding) consultation package with GAME SMITHS LLC. You are free to e-mail us with your questions, day or night. Want some advice about a certain product? Advice on how to break into the business? We'll offer all our collective advice to help you on your road to being a successful game designer! Please note that we will not read or evaluate work at this level, however. SINBAD ADD ON: Add one of the Sinbad books & PDF for another $20, or both Sinbad books & PDFs for an extra $35! (If you live outside the US, please add an extra $5 for each added softcover book.)

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    Pledge $80 or more About $80

    JOURNEYMAN APPRENTICE: Just like the Acolyte Apprentice level, but you can also send Hank Woon any questions or advice about writing, either PROSE or SCREENWRITING. Want to learn how Hank got his first screenplay sold and produced? Want recommendations on learning the craft? Want to learn all the hard-earned wisdom he's gained so far as a professional, produced screenwriter and published novelist? With this back level, you will have those opportunities for 1 whole year! Please note that we will not read or evaluate work at this level, however. SINBAD ADD ON: Add one of the Sinbad books & PDF for another $20, or both Sinbad books & PDFs for an extra $35! (If you live outside the US, please add an extra $5 for each added softcover book.)

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    Pledge $100 or more About $100

    COLLEAGUE OF THE ARTS: As the Journeyman Apprentice, but you can send up to 50,000 words of writing (short stories, early novel drafts, adventures, sourcebooks, etc.) to Game Smiths during the course of your year, and up to 360 pages of screenplays. Game Smiths will review and critique your work. Please note that we are not in the business of telling people what they want to hear: Our criticisms are designed 100% with helping you become the successful writer and/or game designer you want to be! SINBAD ADD ON: Add one of the Sinbad books & PDF for another $20, or both Sinbad books & PDFs for an extra $35! (If you live outside the US, please add an extra $5 for each added softcover book.)

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    Pledge $150 or more About $150

    REALM MASTER: As Adventure Lord, but also have your original character drawn and inked by Game Smith's very talented in-house artist, Nicholas Gentile. This character will also be featured in the N.R.G. Core Rulebook, fully statted as a 1st-level character (+$5 for each additional level, up to level 10). Your name will appear in the credits of this book. SINBAD ADD ON: Add one of the Sinbad books & PDF for another $20, or both Sinbad books & PDFs for an extra $35! (If you live outside the US, please add an extra $5 for each added softcover book.) APPRENTICE: Add the benefits of an Acolyte Apprentice level for another $25, or the benefits of the Acolyte and Journeyman Apprentice for $40, or both plus Colleague of the Arts for $60!

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    Pledge $500 or more About $500

    MASTER SORCERER: As Realm Master, but also design your own N.R.G. adventure. We will work with you do develop your own 10k to 15k word adventure as a PDF publication for 2015. We will pay you a writing fee per your work (to be determined later and payable after publication). If all five of these pledges are filled, we will combine all five adventures for a physical publication. For additional add-ons at this level, refer to the options listed in the REALM MASTER level!

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Funding period

- (29 days)