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As we are coming in to the final week of the Kickstarter, I had been planning to announce one last stretch goal for $10,000. I have, however, decided against adding any further stretch goals. What I was going to provide at the $10,000 mark is going to be provided whether we hit $10,000 or not. It is a reward for just making this project such a huge success as it is.
So what is it? Well, I will be compiling a Creature Codex that will be an additional supplement included with what is now a bit of a bundle of supplements in the Print and Play version of the game. So everyone hwo gets the Print and Play copy of the game will receive this!
The Codex will have a bunch of different monsters, creatures, and bad guys stated out and ready for play.
I want to thank everyone again for the huge support! But at this point, instead of adding any further stretch goal, I want to make sure I can deliver a well polished product in the goals we've unlocked already.
The Special Edition Smoking Salamander d6!
These dice are created by Chessex, the undisputed leader in polyhedral gaming dice.
Bryan Shearer, who is the Game Master for my gaming group, has offered to create a special adventure just for this Kickstarter! Bryan has worked closely with me to help fine tune and test Tiny Dungeon, and as my gaming group's Game Master, he has spent more time behind the screen running Tiny Dungeon than I have! This reward is open to every Backer who receives any version of Tiny Dungeon!
It’s nearing midnight as the trade caravan you had been hired to guard finally reaches its destination after its two week long, uneventful journey. You and your fellows decide to retire for the night at the village’s local tavern, The Smoking Salamander.
Several local patrons are on the main floor having drinks as you secure yourself a room for the night. You overhear that your caravan wasn’t the only arrival in the village today; a heavily guarded prisoner transport also rolled in a few hours earlier, apparently causing quite a stir with the locals. Too tired to listen in any further, you and your companions take to your rooms and quickly fall asleep.
In the early hours of the morning, the sleeping village is rocked by the sound of an explosion, followed by the shouts of panicked and injured guards.
The prisoner has escaped!
Adventurer's Sheet! The sheet will be included with all print-to-play copies of the game, so every Backer will be able to print them. They print two to a standard 8.5x11 sheet of paper.
Podcast Adventure Episode #1
Podcast Adventure Episode #2
The bags are 5x7.5" and are grey felt with a black cord, and feature the Smoking Salamander embroidered on the front. The size has been upgraded from the original 4x6" (the current prototype pictured) so that you can actually use the bag as a sleeve for your Tiny Dungeon rulebook and hold you dice!
Additionally, you will have the option of choosing either a drawstring to close the bag, as pictured below, or a Velcro fold-over flap to better serve as a book protector!
Game Master Backers will receive one bag free!
Hero and Legend Backers can add $5 to their pledge to receive a bag, while all other Backers can add $10 to receive a bag.
Please note: the images provided are a working prototype based off the original file sent. NutSak Games has advised me that more detail and adjustments will be added in the official run. But this should give you a good idea of what the final product itself is like. These are high-quality bags!
By popular demand, Stretch Goal #5 is a new playable race, called Salimar. The Salimar race will be included in the print and play edition and the pocket book edition of Tiny Dungeon!
Stretch goal #6 is a tiny game master screen! The tri-fold screen will fold down to 6x6 inches, and when unfolded, will be 18 inches long and 6 inches high. Game Master and Legendary Backers will automatically receive one game master screen with their pledge, once unlocked.
All other Backers can add $5 to their order to receive the game master screen.
What will be on it? Well, Tiny Dungeon does have several useful charts which will make it onto the screen, as well as some important rules. Keep in mind, this is a tiny screen. I will try to get some mock up images done this weekend so you can see what it will be like.
They will be printed on a thick cardstock with UV coating.
Here is a preview of the front of the screen:
Less Is More
I've been working on Tiny Dungeon for a little over two years now, and I'm ready to share it with the world! Prior to creating Tiny Dungeon, I felt a need to create a tabletop roleplaying game that focuses less on "ruleplaying" and more on actual roleplaying.
Tiny Dungeon is truly a minimalist game. Minimalism doesn't mean there isn't a lot to offer, it just means that what you have is all you need and nothing more. Coming in at less than fifty pages, this book covers everything that other gaming companies want you to buy multiple books for. By whittling down superfluous or convoluted rules, you actually end up with a game that opens you to a world of possibilities.
Tiny Dungeon is also fairly setting-neutral. This means that you should be able to use the Tiny Dungeon rules in a variety of pre-existing fantasy campaigns and adventure settings with little conversion.
How Does It Work?
At its core, Tiny Dungeon runs on a dice pool of three six-sided dice, or 3d6. In the game, you typically roll 2d6 to complete what are called Tests. Tests are any obstacle your adventurer is faced with that requires some sort of skill to overcome. This may include attacking an enemy, climbing a steep cliff, or searching a room.
When rolling a Test, any dice that lands on a 5 or a 6 is considered a success. Simple, right? I think so.
In some situations, your adventurer may be particularly skilled or suited for a task, and you have Advantage, allowing you to roll 3d6 from your dice pool. Other situations may cause you to be at a Disadvantage, and you will only be able to roll 1d6 from your pool to succeed.
Classless is Classy
Creating your adventurer is an extremely fast process, and can be completed in as little as five minutes. Players create their adventurer by selecting one of four races at Adventurer Creation. The four races are humans, fey (elves), dwarves, and goblins. Why goblins? Because goblins are significantly cooler than halflings and the poor critters get a bad rap.
Your race determines how many hit points you have, and it also provides your adventurer with a unique Racial Trait.
There are no classes in Tiny Dungeon, and instead, players create an organic adventurer by selecting from a list of special Traits. Traits are often open-ended abilities that grant you Advantage in a variety of situations. For example, the Sneaky Trait provides an adventurer with Advantage whenever they are trying to hide, sneak around, or otherwise do something without being noticed. Some Traits are specific abilities, such as the Spell-Reader Trait, which allows an adventurer to cast powerful arcane spells from magic scrolls.
Because the Trait list is so diverse, and there aren't any prerequisites for selecting a Trait, you can create a truly unique adventurer every game. There are over 3600 possible Trait combinations alone, and that isn't taking into consideration other starting options!
Advanced No Advancement System
That may sound counter intuitive, but as a minimalist system, Tiny Dungeon does not have any sort of mechanical advancement built-in. That means no leveling or experience points. So where does this leave your adventurer?
You start the game with an established adventurer, who has already mastered various skills through the Trait system. By taking the focus away from leveling and gaining experience, players are more open to advance their adventurers through roleplaying. Build your story! Become a powerful and respected hero - not because killing those kobolds made you hit level 9 - but because you killed those kobolds and saved a town from destruction!
And don't forget, as your adventure continues, you will certainly come across unique magical items to further supplement your abilities.
Form Follows Function
Let's be honest, this is a rulebook, not an artbook. Somewhere, game designers seemed to have confused the two. Keeping with the minimalist design of the rules, however, Tiny Dungeon's artwork is also done on a minimal scale.
That doesn't mean Tiny Dungeon is devoid of art. Illustrator Anthony Cournoyer lent his talents to Tiny Dungeon to create exceptional character artwork, and I myself produced some artwork for the book as well. The point is I'm not asking you to help me fund an artbook - I'm asking you to help me fund a rulebook! My hope is that you are going to be too busy enjoying the game to be paging through a book to admire the artwork.
Kickstarter has become the quintessential place to get a project going. While my friends and I have enjoyed playing Tiny Dungeon, I want to share it with the world, and Kickstarter in my opinion is the best way to get the funding necessary to produce a beautiful product that any tabletop gamer would be proud to own.
Risks and challenges
Once the project is funded, the biggest obstacle will be the physical shipment of the goods. As Smoking Salamander Games is a one man operation, delays could be possible if orders exceed expectations. I certainly hope orders exceed my expectations, though! Even so, I'm just one person. That's potentially a lot of shipping for one person to do.
The print pocket-book and special edition dice are items which are ordered through two different manufacturers. Depending on the volume ordered, this could potentially cause delays.
Hopefully everything will run smoothly, and I've provided enough time from the end of the Kickstarter to the fulfillment in December, 2014 to cover all bases in case there are any potential hiccups in manufacturing.Learn about accountability on Kickstarter
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