Thank you for taking the time to learn more about Raids.
What is Raids?
Raids is an immersive storytelling role playing game. I use that description because the focus should be on the stories that the players are creating, with the rules acting as a framework and a guide, rather than constricting them. That's not to say that Raids won't offer a challenge for veteran gamers- the base setting is a dark fantasy world, where you'll need to think carefully about your actions or else you'll find it very challenging.
What makes Raids different?
The rules vary from other RPGs in many ways. There are no character levels, instead as you use skills and abilities to progress the story, you will level up your abilities. There are no classes: you can be whoever you want to be. The game won't punish you if nobody wants to play a healer type character, and you won't feel like you're doing a disservice to your team. The combat system involves actively rolling to block attacks, making you feel more involved even on the enemy turn. In fact with chase sequences and reaction rolls, you'll feel like you're in the driving seat of an action movie. But one of the biggest differences is that you can play this game with one player.
Sometimes you want to dive into a tabletop RPG, but for whatever reason, you can't muster a party. Raids is there for you in that respect. All published adventures will be made available for multiplayer use, and single player use (with or without someone to run the game). There will also be a way to randomly generate dungeons and adventures, so you always have a new story to play.
I hope that we can build a strong community of players who will create and share adventures with each other, and maybe help out the solo players.
What is the setting?
The initial setting for Raids is a dark fantasy world called Novathe. There are gods of light and living shadow, warring on a young world. Future adventures will take place in this setting. Of course, this doesn't have to be your game's world. There will be templates and conversion notes to turn it into a more traditional fantasy setting, or even something a bit more historical.
The goal is to eventually create more settings for Raids which can blend seamlessly with one another, with balanced gameplay and not having to create house rules. I know too many gaming groups who have been torn apart by changing rule systems to play different genres, so I'm hoping to keep all players happy. To achieve this, I have been working on two main settings simultaneously: the dark fantasy world of Novathe, and the super sentai inspired world of giant monsters and colourful mechs. The second setting can create worlds and characters for sci fi, mecha, kaiju, fighting anime and tokusatsu based stories, and will be available as a digital stretch goal at £7500.
Did you ever used to wonder what would happen if your favourite tv and book characters met? Well I'm hoping to give you back a bit of that nostalgia and childlike wonder.
How the game works
When playing Raids you will create a character to explore the campaign world of Novathe, or any world of your choosing. The character creation is simple to help get you straight into the action and so that new players are able to feel comfortable.
Creating a character
Firstly, pick a concept for the character. What sort of person do you want to play as? You can either pick an archetype, or let your imagination run wild. What drives this person? What are there goals? What is their profession?
Next you pick a race. There are 3 main humanoid races to choose from, but there are notes in the creature section of the rules if you wish to play as a non humanoid (a unicorn, a dragon... anything!) Your race will grant you some features to aid you as you perform ability checks through the game, and there will be information about their cultures and how to fully get into that role.
Next you pick 5 skills that you are trained in. There isn't a specific list of these to choose from, and not picking one doesn't mean you can't perform that skill check. For example, if you are not trained in heavy armour, you can still wear it but you won't get the full mobility benefits of it. The only real rules behind what skills you should pick are these: one of them should be your craft/ hobby/ profession to add some flavour, one should be a combat skill (unless you wish to play as a pacifist, but you'll need to think carefully about why they could end up in fights) and magic is only accessible to those who are trained. Each of these skills will level up as you use them to aid your party and progress the story- you yourself will not level up. This way you can always train new skills as you adventure.
Next up you'll roll for your ability scores:
- Resolve: Your strength of will and hardiness
- Awareness: Your social and situational awareness
- Intelligence: Your intellectual prowess
- Dexterity: Your control of movement and finesse
- Strength: Your physical force
As you adventure, you will need to make skill checks to see if you are successful in completing tasks. You will roll a d20 and add the relevant attribute score to your roll, and any bonuses from trained skills that you have. These rolls may either be opposed checks, or to achieve a target set by the adventure/ Raid Boss. If you are playing without a Raid Boss, one of your fellow players can roll the opposed check for you.
Combat follows a similar style as the skill checks. You roll to attack an opponent, and they will make an opposed roll to actively dodge you or block. You will also be able to dodge and block yourself, and as you survive more battles, you will increase your skill to do so.
Magic can be played out one of two ways. For younger players, and people who want to focus more on the stories, there is an attack spell they roll like a normal attack, and for utility abilities (such as light, or flight) they can describe their chosen action and roll to see if they are successful.
For the more mechanics minded players, there is a list of spells to choose from and by casting more spells successfully you unlock a deeper learning of magic and more powerful spells. This also opens the magical mishaps, which occur on the roll of a natural 1. Your spell may explode, or drain you of your connection to magic altogether. This is the more balanced way of playing the game and is the suggested way for fairness, but we don't want to take away the fun from people exploring RPGs for the first time.
Listed at the back of the book are conversion notes for you to take anything you like from other games or worlds, and convert them into the Raids system. This way you can truly customise your game and tell the stories that you want to.
With the rules, you will get the Starter campaign, and a Kickstarter exclusive adventure. You can use these, or create your own. We will be releasing more adventures in the world of Novathe after the full launch of the game, which will be available to download in a pay what you want format. But we will also be upgrading the website so that other players may share their adventures with the community.
What will the fundraising achieve?
The main goal of the fundraising is getting enough to fund a print run of the book, and to make sure that we get great artwork to spark the imagination of our players. The rules will also be made available as a PDF for those who prefer it, but without your help we won't be able to put the physical book in people's hands. Everything you need to play the game is included in one book. I did this on purpose to lower the price and to make the game as accessible as possible for players.
Raids is a game from gamers, for gamers. Support us now so that the story never ends.
Risks and challenges
One of the biggest challenges I'm facing with Raids is that I am creating this project on my own- all of the writing and the art is being done by me, and could slow down the process as I work to complete the game. But with the funding, I will be able to bring on board artists and story writers (hopefully from the community of backers) to help realise the game.
Another potential challenge is printing and distribution being a new company, but I plan to use a print on demand service with locations in the UK and the US which should keep down costs for everyone. The main reason for the Kickstarter campaign is to cover printing costs, as I know that most people prefer a physical book over a digital only copy.Learn about accountability on Kickstarter
- (30 days)