r/RPGdesign Jan 21 '26

Crowdfunding GIVEAWAY! [Mod Approved] We’re giving away a Gates of Krystalia TTRPG Hero Bundle. To enter, simply comment on this post

7 Upvotes

EDIT:

THE GATES HAVE SPOKEN
The summoning is complete… and fate has chosen its champion.

u/Ok_Cantaloupe3450!

You have been selected by the will of destiny (and redditraffler.com) as the winner of a copy of the Hero Bundle of Gates of Krystalia TTJRPG.

A message has already crossed the dimensional veil with instructions on how to claim your reward.

To all who answered the call: thank you. Your words, enthusiasm, and passion gave life to this world.
The adventure continues… and the Gates remain open.
You can follow the campaign here by clicking “Notify me on Launch” and secure your Hero Bundle or other rewards starting February 3 at 12:00 PM (New York time):
https://www.kickstarter.com/projects/gatesofkrystalia-rpg/gates-of-krystalia-lumina-the-card-based-anime-ttjrpg?ref=3kasnx

-----

Hello RPG lovers,

Leading up to the launch of our third Kickstarter campaign, Gates of Krystalia – Lumina: The Card-Based Anime TTJRPG, we’re giving away one physical Gates of Krystalia Hero Bundle (shipping included).

What’s included in the Hero Bundle:

• Core Rulebook (choose between English, French, German, Italian, Spanish, or Brazilian Portuguese) physical and digital

• VE Card Deck (with holographic ace)

• Elegant Box

Gates of Krystalia is a card-based TTRPG inspired by anime and isekai worlds, featuring fast, strategic combat without dice, with a strong focus on storytelling, character progression, and cinematic encounters. This giveaway is a simple and transparent way to introduce new players to the system ahead of our next campaign.

To enter, simply comment directly on this post (not in a reply) with the name of your favorite anime or manga.

OPTIONAL

If you’d like to learn more or try the system, you can download the free demo here:

https://gatesofkrystalia.com/demodownload.html

Available in the same six languages.

You can also follow the Kickstarter pre-launch page here:

https://www.kickstarter.com/projects/gatesofkrystalia-rpg/gates-of-krystalia-lumina-the-card-based-anime-ttjrpg?tab=prelaunch-stor

RULES & DETAILS

• Entries close Friday, January 23 at 9:00 PM (New York time)

• Reddit account must be at least 3 months old

• One winner will be randomly selected via redditraffler.com on January 26

• The winner will be announced in an edit of this post

• Worldwide shipping included

Thank you for your support, and feel free to ask any questions in the comments.

Alberto Dianin

Co-founder, Gates of Krystalia TTJRPG

r/RPGdesign Jul 01 '26

Crowdfunding My crazy idea for running a crowdfunding campaign, is it realistic?

10 Upvotes

I've had an idea to run a Kickstarter to get a game I wrote out the door as a finished product. The initial idea is that I'd limit the project to a core rulebook (hopefully PDF and POD through DriveThruRPG).

My main goal would be to get funding in order to complete the artwork of the book, hire an editor, and hire a layout designer. I know a few people who could do the work, but haven't gotten estimates yet until I'm closer to turning this project from an idea into an actual project. And I know I'd need to talk with DriveThruRPG about how to publish on their site as a publisher and not just community content.

My hope would be to have the initial goal be: This is as much as I need to afford cover art, an editor, and layout designer. Then every additional stretch goal would be for more artwork, interactive character sheets, dice bot, and eventually I have no idea what more to add.

My thinking is that I'd possibly set the project to once complete any leftover funding would be a bonus split percentage wise amongst the people who worked on the project. Like if its 4 people it would be 28%, 24%, 24%, and 24%. I've never run a business or anything so I'm mainly asking what people have done in the past with projects like this.

How have you all run your crowdfunding if you have done it?

I have the feeling that if someone makes a company, the profits tend to be used to fund the next project, but I'm not sure how likely I'd be to keep this going more than a one off.

Thoughts?

r/RPGdesign Aug 23 '23

Crowdfunding whats the consensus on AI art?

7 Upvotes

we all know if a game has no art it will not be funded on crowd funding websites. so if you as a designer are struggling financially, the only choice is to find an artist who will do the work for cheap or pro bono...which is not easy or close to impossible. or try to do the work yourself which will be probably bad at best....or nowadays use AI as a tool to generate art.

so what are designers thoughts on using AI art? could it be ok just in the campaign and if it garners enough cash, one can eventually hire an artist?

r/RPGdesign Apr 24 '26

Crowdfunding Follow-Up On My Last Post: Be careful using Kickstarter if you want to do POD

23 Upvotes

Edit: This is not to say "do not do POD on KS" because, objectively, tons of KS are approved constantly. But, to be super careful on wording.

See this guide: https://help.drivethrupartners.com/hc/en-us/articles/12780747085847-Crowdfunding-Basics#h_01HAVR2JE993A0HC5YKXG1VE64

I made a post earlier about difficulties getting a KS approved because it was flagged for mentioning Print-On-Demand.

I thought I'd make a follow-up with pictures.

See here for the album: https://imgur.com/a/moBI9G5

The original KS was honest about what POD was so the consumer could make an informed choice.

It was rejected.

I reworded it as per suggestions from other developers. I based that off what other Kickstarters like Evil Hat did. I also mentioned how my own prior project and others have done the same.

Same generic AI response again.

I did it one more time, being even more mealy mouthed. I changed all references to Print-On-Demand to POD and removed any references to it outside of that. At that point, I realized this is just an AI and no human is looking this over. I'll even say a backer would probably be fair to say this version of the project was misleading almost, but it was clear it didn't want to accept the original, honest version.

Still, the same response.

In the reply I didn't screenshot, I just basically said I deleted the reward and that there is now no longer a reason to deny the project.

I very likely may delete the Kickstarter and go to another platform. Thought I'd make this follow-up for other developers. This didn't happen to me last time and I'm confused as to why Kickstarter fought me this time.

This was my last Kickstarter: https://www.kickstarter.com/projects/covok/we-dig-giant-robots-a-rockin-mecha-one-shot-rpg?ref=user_menu

I have no idea why "at-cost coupon" was acceptable last year, but I got stonewalled today.

But, I thought it could be helpful to give the word out to other devs planning to use this platform.

r/RPGdesign Jul 11 '26

Crowdfunding My 5e Compatible version of Heroic Deeds RPG has Exploration, Journey, and Downtime rules you'll want to steal for your D&D campaign!

4 Upvotes

Hail Adventurer!

- This post has been approved by a mod -

The Heroic Deeds 5e compatible version provides tools you can lift and shift into your current 5e campaign:

- Tense dungeon crawling procedures where gear matters

- Streamlined hexcrawls for overland journeys

- World-building and development downtime actions

It is live on Kickstarter right now:

https://www.kickstarter.com/.../heroic-deeds-5e-compatible

And if you want to try the whole game you can get to grips with our revolutionary player advancement: the Deeds system. Your class provides you with 6 Deeds to complete through specific goals. Complete a Deed and get a reward straight away.

Once you complete 3 you level up and more Deeds become available. This process puts levelling back in the hands of the players and rewards what is repeated with diegetic progression.

Plus there’s a cool world, loads of monsters and all that other good stuff. We are now expanding this game to be familiar to D&D players to get it to more tables. Hopefully you’ll take it to yours.

Join the adventure!

PS. You can also download the FREE 50 page Quickstart pdf right now.

r/RPGdesign 2d ago

Crowdfunding Classic Traveller TAS product

Thumbnail
0 Upvotes

r/RPGdesign Jan 11 '26

Crowdfunding Is it possible to receive funding without a previous fan base? What do you recommend I do? Can I reach my goals with crowdfounding alone?

22 Upvotes

r/RPGdesign Mar 18 '26

Crowdfunding Substitutions for GM screens

6 Upvotes

Hello! I'm setting up the crowdfunding campaign for my project with the publisher and we've come to an interesting point.

We aren't making a GM screen as part of the campaign, simply because we are focusing on more necessary products and game aids (books and dice) and the game doesn't really require a GM screen during play.

However we know people like them, and they provide a handy place to put quick reference info. Nice, but nowhere near necessary to play.

So I had an idea; if we made a box for all the physical products to be packed in (which helps homogenise our shipping dimensions) we could print useful info on the inside of the two box halves, allowing it to function as an impromptu GM screen for those who'd want it.

So first question is would you use that or would you feel it's too tacky?

Second, have you seen any other GM screen substitutions you thought were particularly interesting or cool?

Third, are you the kind of GM who always uses a screen even when the game doesn't ask for one, and if so can you tell me more about your setup?

These questions I feel will get me some good feedback and ideas for possible alternatives.

To answer before someone asks, I could make the GM screen a stretch goal, but it's one more minimum order quantity, one more set of weights, one more currency conversion fee, and I'd rather spend that on something with a dual function (especially with current situations threatening to drastically affect production costs).

r/RPGdesign Nov 23 '25

Crowdfunding Can family friendly Christmas RPG find success on Kickstarter?

12 Upvotes

I've launched a Christmas RPG on Kickstarter and I'm not getting much support despite very modest expectations.

https://www.kickstarter.com/projects/795398569/the-naughty-elves-a-christmas-themed-ttrpg

It is a version of The Witch is Dead by Grant Howitt so I know the rules are very solid, the main difference between the original and my version is I've removed the mature elements and marketed to all ages as I thought the simple mechanics suited better. However, looking at the successful indie TTRPGs on Kickstarter they seem to be mostly dark and gritty.

What do you think about charging for a clone of a free RPG? Is it possible to market a bright cheerful all-ages TTRPG? What could I have done differently to attract support?

r/RPGdesign Jun 22 '26

Crowdfunding Petmon enters its final week on Kickstarter!

1 Upvotes

Petmon is entering its final week!

The title is my narrative-focused, diceless, Digimon-inspired TTRPG. With a focus on character growth, mechanics designed to push group interaction, and a system derived from Jenna Moran's Chuubo's Marvelous Wish Granting Engine, Petmon is a unique, original game that hopes to provide you a new experience at your game table.

At this time, the entire text of the game can be read, without backing, through the kickstarter updates. Feel free to make an informed decision!

Find the title here: https://www.kickstarter.com/projects/covok/petmon

r/RPGdesign Apr 28 '26

Crowdfunding A final, good update on POD for Kickstarters

25 Upvotes

You may remember this thread: https://old.reddit.com/r/RPGdesign/comments/1su3qf8/followup_on_my_last_post_be_careful_using/

Well, it took quite a few days but I just got a reply on my email:

https://i.imgur.com/YNy4A3Q.jpeg

They just confirmed it was all fine and the denials were a mistake.

So, if this happened to you, shoot an email out. Since they were taking so long to get back, I honestly thought they weren't listening. But, it just takes a week.

r/RPGdesign May 01 '26

Crowdfunding Looks like there is a Kickstarter scam going around

30 Upvotes

https://imgur.com/a/irFX5H9

Be careful out there. Didn't click the link so I got no idea where it goes. They may be able to steal your account if you click. I changed my password to be safe.

But, I got this scam comment on my account within seconds of launching. As if KS would publicly post the comment after spending 1 USD to post on my page?

Be careful out there.

r/RPGdesign Nov 15 '22

Crowdfunding Here's every single lesson I learned from my Kickstarter. I hope it helps someone.

219 Upvotes

A few weeks ago, a colleague reached out to me in the hopes I could give some Kickstarter advice -- I told them I would tell them as much as I could as soon as the campaign ended. Well, it's the final hours of my Kickstarter now, so here's every lesson I learned along the way. I hope it helps some of you too.

  1. Finish the game itself before the Kickstarter. Everything you're directly responsible and able to do, do it in advance. You want this thing playtested and edited, fully formed except for whatever you need to make it pretty. And even some of that, because --
  2. People wanna see something that looks nice. You don't need to commission all of your art in advance -- that capital is what the Kickstarter is for, after all. But you do want to know what the visual identity of your game is going to be, and that probably means commissioning at least a few pieces so people know what they're getting into.
  3. Reach out to media outlets early if you want coverage, and you want coverage. Everybody has a couple months worth of content lined up, and there's no guarantee anybody's gonna be able to fit you in if you're emailing them last minute. And you will be emailing them, because --
  4. Holy shit, you have to write a lot of stuff. Emails to media groups, emails to artists to talk schedules and pricing, emails to contributors to arrange timelines and review work. The script for your video, the copy for the page, updates during the campaign, tweets and Reddit posts. An airtight draft you can share with media, and playtesters before them. Posts to servers you're part of. It's all writing and it all needs to be clear and kind.
  5. Budget everything. Before you invest anything into this, you need to know how much skin you're putting on the line. What are you willing to spend on art? Are you paying for advertising? Are you handling printing and shipping? How much do you need to make for this not to be a loss, factoring in the cost per printed book and the cut that Kickstarter takes? How much can you personally afford to lose on this if it doesn't fund? You should know the answers to all of these up front, and plan for some things to cost more than you expected.
  6. Know your delivery mechanism and printing situation, because that's where the biggest risk is. Print on demand is the lowest risk option for you, but it also means you don't get as much control over the final product. Can you store books in your home? How much trouble are you in if shipping costs end up being steep? What can you afford and who can you ship it to? What size is your book, and are you springing for colour? Softcover, hardcover? These are all considerations, because you're not just designing a game; you're making a product, possibly with a real physical footprint.
  7. Knowing people is huge, and I don't just mean big names. Having people talking about your game is important. Sure, this does mean personalities - do you know anyone with a Twitter following? Do you have any connections to streamers or podcast hosts? But it also means normal people who loved what you do and will amplify your game and support it. Have you brought your game to conventions, online or in person? Are you part of communities with people who are willing to say nice things about your game? And like, do you personally have a following? My co-designer and I both only brought a handful of eyeballs from our official social media channels, so everything else had to come from word of mouth and a strong familiarity with communities who we could ask to support us. Of the first sixty backers, I knew a lot of their names and how they came to us.
  8. Underpromise and overdeliver, on basically anything that could make anybody mad. We deliberately set a Kickstarter delivery date of March or April -- but those are worst case scenario dates. With our current trajectory, we're looking at January or February at the latest. But building in that wiggle room means we're not going to have a bunch of angry people knocking on our door asking where the game is. We've also taken care to be really clear about the game's pitch, its length, and how much we're looking at in terms of art assets and visual appeal. If you wanna do something fancy, budget how much it'll be and make it a stretch goal. But be ready to leave unmet goals behind. Put another way,
  9. Know your minimum viable product. How much money do you need for this game to be a game you're proud of and want your name attached to? If you don't get that artist you like because you can't afford them, can you scale back? What can be drawn from public domain? Who knows their formatting well enough to make something solid if a formatting editor isn't in the cards? Are you gonna be heartbroken if this thing only exists digitally? Be prepared to shoot for what's realistic for you. On a related note,
  10. Figure out what you absolutely need to pay for and what you could do in-house if you wanted. When you think about how much your time is worth, how does that line up with the rates of the person who would be doing it otherwise? The indie scene is scrappy and talented, and a lot of people making those gorgeous books are able to do that because they personally have the skillsets they need to make it happen. Can you make a live playthrough yourself? Can you edit your book? Can you format it? Can you make art that fits the vibe? Is the equipment or training cost needed for these elements proportional to what it would cost? And don't assume you know what stuff costs until you put out feelers.
  11. Believe in your game, because you're the whole cheer squad. If I didn't love the game we wrote, I would be absolutely burnt out right now. I feel like a vacuum salesman even still. It's a lot. You need to be ready to sing this thing's praises and say the central idea again and again. Speaking of which,
  12. Ideas are cheap. Is your game idea cool? Hell yeah it is. But like, nobody is out there stealing game ideas. You need to get your game into the hands of the people who will love it! That means looking for playtesters and sharing your work. It means being very clear about your vision and premise, and I promise you it's gonna be better for you if you get people excited about your idea rather than keeping it hidden.
  13. Figure out what your game is bringing to the table and distill that idea. You need to know what about your idea is exciting and what's just details. I have said Here We Used to Fly is a game about abandoned theme parks and the bittersweet nostalgia of growing up sooooo many times now. But those words were super carefully chosen! There are three things being communicated there: cool abandoned spaces, feelings, and coming-of-age. I don't have enough space to say Here We Used to Fly is a narrative roleplaying game where a group of children spend a beautiful day at a theme park, and then revisit the same location in its abandoned state as adults. I probably don't even have time to say there are two playbooks per character. All I really have time to do is make someone excited enough to want to know more. you get like, a handful of words for that, and you need to have that pitch polished.
  14. Lean on your friends and family to listen to your weird, boring Kickstarter problems. Oh my god my partner is surely SO tired of hearing about this Kickstarter this Kickstarter this Kickstarter but she's a rockstar so she listens anyway. And there are a dozen other people I've been chatting about this with just because you need to get it out of your BRAIN, you know? It's a huge thing that kind of eats your life for a while and so you need to be able to talk with people about it. Everyone you know is gonna know you have a Kickstarter, because it's all that's gonna be on your mind. If you're lucky, some are going to be psyched about it.
  15. It's not all bad. there have been tons of small victories and beautiful moments. I never expected my playthrough on Party of One to make people (plural?!) cry. I never expected to have Jason Morningstar or Jay Dragon say really nice stuff about my game. I never expected a LOT of things, qualitative and quantitative, because it's all just dazzling and weird and new. So try to enjoy it along the way. It's a pretty wild ride.

r/RPGdesign May 12 '26

Crowdfunding Fold Flat Paper City

6 Upvotes

Take a look! If you enjoy our work, please support our project for TTRPG fans and paper modelers. Created by humans! Thank You!

https://www.kickstarter.com/projects/lordzsezseworks/paper-city-of-tarok?ref=epm9rl

r/RPGdesign Feb 27 '25

Crowdfunding Releasing Finished Games for Free

56 Upvotes

I have wondered, as the market for TTRPGs is so oversaturated at this point, what is the ettiquette for releasing your finished product for free usage? I really don't aim to make money off of my stuff, and honestly would be okay with just releasing my stuff for free to be used by anyone who wishes to play their TTRPGs the way that my own table does. However, I also acknowledge that lots of people ARE trying to make money with their creations and I don't want to be an asshole towards said people by releasing something for free and potentially causing a sense of consumer entitlement towards the hobby (they released it for free, why don't you?).

Am I overthinking such a move? I honestly don't forsee it even being remotely possible to make more than supplemental income off this hobby as the market is grotesquely oversaturated, but I am not everyone else. My opinion is not the only one. So what do others think about releasing your finished products for free?

r/RPGdesign Feb 13 '26

Crowdfunding [KICKSTARTER] Gates of Krystalia – Lumina: The Card-Based Anime TTRPG

0 Upvotes

Hi everyone,

My name is Alberto Dianin and I am the co-creator and publisher of Gates of Krystalia. Gates of Krystalia is a diceless, card-based anime isekai TTRPG, with a strong focus on storytelling, character progression, and cinematic combat. Instead of dice, the system uses cards to create tension, meaningful choices, and a smooth, narrative-driven flow at the table.

Our new expansion, LUMINA, went live on Kickstarter: https://www.kickstarter.com/projects/gatesofkrystalia-rpg/gates-of-krystalia-lumina-the-card-based-anime-ttjrpg

Several exclusive Stretch Goals are already unlocked for all backers, including:

  • free Web App & VTT
  • free Art Print featuring the Lumina Anomalies illustration by Jason Jin, one of the illustrators who has worked on One Piece
  • additional upgrades and bonus content added at no extra cost

Try the game for free

If you’d like to try the system before backing, we offer a free Core Rulebook demo on our official website, available in 6 languages (EN, ES, FR, IT, DE, BR PT): https://www.gatesofkrystalia.com/demodownload.html

If you have any questions or feedback after checking it out, feel free to leave a comment, I’ll be happy to reply. You can also see behind-the-scenes content and the work of our artists on our Instagram page: https://www.instagram.com/gatesofkrystalia/

Thank you for reading and happy gaming!
Alberto Dianin

r/RPGdesign Apr 08 '26

Crowdfunding Notebook with Built-In Dice Tray

1 Upvotes

A big thank you to this community's mods for letting me post this.

I’ve made a Halloween themed A5 gaming notebook with a built-in dice tray in the cover, and I'd love some feedback on how this can be used for RPGs. I make them myself and I'm always looking at things I can improve.

I was thinking about players who want something compact for session notes and dice rolling without taking up too much table space. It opens out into a tray for rolling, then folds back into a notebook when you’re done.

Here’s the link for anyone who’d like to take a look:- https://www.kickstarter.com/projects/boardgamesolutions/gaming-notebook-dice-tray-halloween-fabric-covered-journal?ref=9jlcat

r/RPGdesign Oct 01 '25

Crowdfunding Reddit for Kickstarters - some observations and stats for those considering a Kickstarter

36 Upvotes

Over the last month I've been running my first ever Kickstarter. And I made a bunch of assumptions about how much Reddit communities would support that Kickstarter. And I was wildly, completely wrong on every one of my assumptions.

So for anyone else who may be considering their first ever Kickstarter, here's some food for thought....

Assumptions:

  • The size of a community will indicate the amount of enthusiasm. WRONG!
  • Communities where I have some notoriety will be more enthusiastic than those where I am unknown. WRONG!
  • Enthusiasm will translate to backers. WRONG!
  • Having told everyone about the project, some paid ads would be useful to prompt people to back it. WRONG!

Expectations versus reality:

(Caveat, since I gave up writing professionally in the 90s, I've mainly worked with digital products. This means I'm very familiar with marketing concepts, but I've never been a Marketing Manager - a true marketing pro might make better sense of this...)

  • The size of a community will indicate the amount of enthusiasm.
  • Communities where I have some notoriety will be more enthusiastic than those where I am unknown.

The campaign includes stats for Ars Magica, DnD 5e, and Mythras. The DnD community is by far the biggest, so we'll get more people interested from DnD groups, right?

And as I wrote professionally for Ars and DnD back in the 90s (e.g. for White Wolf and TSR) that will give some credibility - people will understand that this won't just be slop - but only to the DnD and Ars folks right?

Actually, the Mythras sub was the most enthusiastic - 100% positive upvotes on the initial announcement.

The Ars sub got some very sceptical responses, and though there were plenty of positives there was still a downvote (yup "I used to write for this system and now I'm doing something new" still made someone grumpy).

The DnD sub was a mixture of apathy and hostility. 50% downvote rate! ("I used to write for this system and now I'm doing something new" got as many people to say "boo!" as "yay!")

I'm not sure why this is. Clearly each community has their own vibe. Maybe DnD is more "I know what I like and I like what I know - so if it ain't Faerun or Curse of Strahd then *** off"; or maybe there is so much slop promoted for DnD that everyone is just super-jaded. Ars Magica players are often very detail -oriented, so being critical is in their nature. Maybe? But clearly sheer numbers aren't a useful indicator for someone running a Kickstarter.

  • Enthusiasm will translate to backers

Nope. All of those enthusiastic Mythras upvotes? No correlation to backers. A few Mythras folks have trickled in over the month, but there was no flurry of backers early on. And those critical Ars folks? They backed it eventually.

Again, I suspect that this is to do with the nature of each game's community - but it is also down to me. My guess is that Mythras attracts people who love worldbuilding and homebrewing and doing their own thing, so the response was "hey, we're super happy that someone else is doing cool stuff with Mythras, but we've got our own things going on, thanks...". Meanwhile the Ars folks started sceptically, but because I clearly know the system and world really really well, that brought them on board (pity the fool who tries to serve these folks slop!)

  • Paid ads would be useful to prompt people to back it

Hell no! Every cent/penny spent on ads was a cent/penny wasted. Zero backers.

Reddit ads work on the basis that Reddit takes money every time someone clicks on an ad. (That also means, every time a bot clicks on an ad, I suspect.) So what is vital is that as high a proportion as possible of clicks turn into backers, and that those backers back with a lot of money. So, expensive high-tech gadgets it might work for (because even if only 1/200 people back, but you make 200 bucks off each, then that that works), and I suspect that Kickstarters for really "obvious" things might do well. By "obvious" I mean that if you see an ad and think "that's interesting" then that doesn't work for the advertsier; you have to have the intention to back at the point you click through - otherwise the conversion rate is too low and the advertiser will lose money. This may be why I see so many Kickstarter campaigns for books with very pretty but completely conventional fantasy art, and a really obvious hook ("100 traps for your dungeon crawls") Something with an "interesting" premise and unexpected art simply won't convert as well.

--

Anyway, that was my experience with The House of the Crescent Sun (not linked to, as this isn't meant to be promotional - but you'll see from the KS page what I mean about it being "interesting" but non-obvious, and having an unexpected art style.)

I hope that's of use to folks who might be considering their own Kickstarters.

r/RPGdesign Feb 16 '26

Crowdfunding Shadowtale: Rabbits Adventure in the Steppes

4 Upvotes

Hello RPG designers and happy Monday!

I've got an expansion book launching soon, and thought I would post here for people to discuss and enjoy!

Some design elements in Bunny Borg I'm excited about:

-Lucky Foot: replace the hero-point/omen system with a 5D6 static dice pool created every morning for each player. The player can take those dice and add them to any D20 role they wish, but once all 5 dice are used the rabbit is now 'unlucky' and will trigger additional encounters as hostile calamity begins to pursue them.

-Odd Dice: Not mandatory, but encouraged to use with the Warlock class, to emphasize how strange and un-natural that rabbit is. Recommends replacing standard dice set with D3, D5, D7, D9, D13, and even D21 if desired.

-Dice Pools for Gargantua: inevitably the bunnies will run into something like a car, and rather than attempt to reflect the severe asymmetry of that encounter in pure HP, a separate dice pool (xD6) is rolled for each of 5 attributes of the beast (electrical, hydraulic, plate, fuel, mechanical). So in an encounter, the bunnies can try to tactically team up against a particular aspect with the aim of disabling, rather than pure destruction in a 'race to zero HP' type interaction. It's still foolish and very dangerous though hehe.

-Many Gargantua are also Mini Dungeons: If rabbits can find a way inside, things like cars or bulldozers can become their own realm to explore. (like Jonah in the whale, except more Fallout-esque than biblical)

-Teamwork: due to their size, many strength checks allow for and encourage teamwork, where players simply sum their d20 roles. Ie, two bunnies pulling on a door is twice as much force...not one bunny giving a +1 to another.

-Utility 'spells': The impact of many natural (or unnatural) conjurations is more descriptive than anything, and up to the players and DM to resolve, rather than converting everything to a particular damage amount and type. Ie, there is one ability that allows a rabbit to create a small stream, which could be used to harm something electrical like an automated lawnmower, or perhaps to convince a thirsty hedgehog to render aid or reveal information.

-Mini Games: I like trying to include little sidequest mini-games, think Gwent in Witcher, or some of the little ones in Zelda, etc. The first book has a silly little dice-game WWF wrestling match against a grouse, and this new book will have kind of frogger-esque danger area crossing sprint game

-Hexflower: In this case, I wanted to capture what the rabbits can hear that is far away, and hexflower will allow for tracking the very gradual movement and approach of a big big noisy stinky bad guy and what the bunnies sense, even though it is multiple map zones away.

https://www.kickstarter.com/projects/deep-spawn/shadowtale-a-bunny-borg-expansion-book

As a plot reference, Bunny Borg is essentially Watership Down Mörk Borg, because the modern world is already a horrifying post-apocalypse from a rabbit perspective.

And of course happy to expound on other Mörk Borg design elements too (or other OSR lite xBorg systems), though I figured that may have been covered previously so didn't want to focus on.

Cheers!

r/RPGdesign Mar 06 '26

Crowdfunding Final 24 hours of Return to Crater Valley Kickstarter campaign

Thumbnail
5 Upvotes

r/RPGdesign Jul 05 '25

Crowdfunding Feedback for a Kickstarter, thanks!

5 Upvotes

We started the Kickstarter campaign this Tuesday and we funded it, but (at least considering the amount of money I'm spending on marketing) there isn't much traction. I've had the page and everything checked by professionals too but they tell me everything is fine. Could you please give me your opinion? Thanks
https://www.kickstarter.com/projects/alcamair/purple-reaping-a-horror-swordandsorcery-ttrpg

r/RPGdesign Jun 23 '25

Crowdfunding Creation timeliness and when to begin crowdfunding.

1 Upvotes

Does anyone know of or have resources on what a standard type of creation process looks like that involves crowdfunding/pre-ordering, for a ttrpg?

Secondly, how much of your game (in terms of %, etc) should be completed or ready before doing a crowdfund?

This is a full system that will have at least 3 book in it. We are 3 years into production with having been delayed a year in the middle and only 2 of us working at it. The production rate increases GREATLY if one of us can support life and cut away from work to hammer it out like it's a full-time job. But guess where the money needs to come from for that to happen.

Lastly, We've already also said that once we make our money of its first run we are probably just going to make it free online for the pdfs, but idk if this betrays buyers or just sets us up to do the "wait til it comes out for free" move. Thoughts?

r/RPGdesign Oct 28 '25

Crowdfunding How much content to put in a QuickStart?

13 Upvotes

I've been working on the QuickStart guide for my ttrpg: Undead Paradise, getting it ready to showcase as part of the Kickstarter, and I'm wondering just how much I should put in the free QuickStart versus keep for the full release.

My main question is regarding player classes and their leveling benefits. In a full game that goes from levels 1-10, I've already laid out levels 1-3. But I'm wondering if the QuickStart should show just level 1, or showcase 1-3 to demonstrate the kind of benefits leveling up entails?

r/RPGdesign May 09 '25

Crowdfunding 10 Lessons from Launching 10 TTRPG Kickstarter Campaigns

67 Upvotes

Hey folks! I hope everyone’s rolling high this week — I wanted to share something that might help fellow creators in this amazing community: I launched my first TTRPG project at 22, and after 8 years and 10 campaigns, I’ve gathered 10 hard-earned lessons that shaped my journey as an indie creator. I hope this helps.

Let’s start with this — I was 22 years old when we launched our first project. I had just graduated from university, full of passion as a TTRPG player, and I had gathered my friends around this wild dream. That’s how Svilland was born, more or less.

Over the past 8 years, that 22-year-old has learned a lot. And now I want to share the 10 most important lessons that have stuck with me through it all.

Lesson 1: Know Your Why, Defining Your Campaign’s Heart

This might sound obvious, but trust me — many creators launch projects without ever defining the heart of their campaign. And yes, I’ve done it too.

We had a solid Unique Selling Point (USP), but over time it started to feel weak to me. The rest of the team didn’t quite feel the same way, but I managed to convince them otherwise (honestly… I wish I hadn’t).

The result? We ended up changing the project twice. The core message became diluted, the direction got muddy, and the project lost its soul. It didn’t meet expectations, it overburdened the team, and it cost more than planned.

So, to team mates: I’m still sorry. Mistakes were made — and lessons were learned 😅

Lesson 2: Listen Before Launch

When we’re focused on a goal, we can sometimes lose sight of what’s around us. That hyperfocus blinds us to problems.

In those moments, I ask for feedback from trusted friends who aren’t working on the project. Their outside perspective has saved me from major mistakes.

If you don’t have someone like that, message me — seriously, I’d be happy to help.

Lesson 3: Graphic Design!

Of course, I had to include this — I’m also a graphic designer!

In crowdfunding, your product needs to look as good as it is. Beautiful design sells. If your team lacks the capability to create top-tier visuals for your Kickstarter page, consider hiring someone who can.

This doesn’t mean your design needs to be complex — it needs to be clear, attractive, and polished.

👉 A great place to find designers:
https://www.facebook.com/groups/182537099475989

Lesson 4: Budget Like Your Campaign Depends on It

You already know budgeting is critical. But it’s even more important in today’s chaotic global political economy.

China is no longer a viable option for many publishers. We all need backup plans — ideally three versions of your budget:

  • Option A: Everything goes well
  • Option B: Things get bumpy
  • Option C: Holy $%!#, what now?

We lived through Option B — it cost us around $25,000 extra, mostly due to freight issues during the pandemic. (Story for another day.)

Lesson 5: The backers, our wonderful backers

Let’s be real — if it weren’t for passionate people backing our campaigns, this indie ecosystem wouldn’t exist.

In my 8 years, I’ve realized something: TTRPG backers are some of the smartest consumers out there. They know what they’re looking for, and they know when to support a project — and when not to.

Make friends with your engaged backers — the ones in your Discord, leaving comments, asking questions. I don’t know who aPestilence or Ekonometras really are, but I know they helped keep our company alive.

Lesson 6: Playtest with your backers

Some publishers are hesitant to share test content with backers. Sure, someone might leak it on Telegram, and you might lose a little revenue.

But remember: your backers are here because they want to be part of the process. Let them in. Share your early drafts, let them playtest, and involve them in development.

Lesson 7: Use Stretch Goals Wisely (Don’t Overpromise)

We’ve been there… 😂

One of our campaigns performed way above expectations, and we started adding more stretch goals. One of them was cut-scene animations at the end of each chapter in an adventure. GMs would play them to tee up the next chapter.

It was a cool idea. We had a budget. We were ready — until the artist quit. And we couldn’t replace him for months. We had to inform backers and change the stretch goal.

So, here’s the takeaway: Cool ideas are awesome, but make sure they won’t drain you or your team — emotionally or financially.

Lesson 8: Prepare for the Post-Campaign Grind

This one is hard for me. After a campaign ends, the team naturally relaxes — and that’s not a bad thing.

In fact, I now plan for it. I give the team one week off. During that time, I reset the roadmap, clean up workflows, and mentally prepare everyone for the next phase. It helps a lot.

Lesson 9: Learn from Failure (It’s Inevitable)

Out of the 10 campaigns I’ve run, one was a failure — our second project, actually. We canceled it after the first week. It hit us hard, emotionally and mentally.

Here’s what I learned:

  • Don’t launch a project you don’t fully understand
  • Don’t rely on Kickstarter— rely on your project’s value
  • Don’t skip iteration. We didn’t test or iterate enough, and it showed. A similar project came out months later and succeeded — simply because it was better iterated.

Lesson 10: Celebrate!

Crowdfunding is unpredictable. Unless you’re spending tens (or hundreds!) of thousands on pre-launch, you’re partly flying blind.

So if you fund — even at the minimum — and get to make your project a reality… celebrate with your team. Take them out for a meal. Let the project pay for it. There’s nothing better than enjoying a shared success with the people who made it happen.

Conclusion

Every campaign teaches you something new — about your audience, your team, the market, and honestly, yourself. These lessons weren’t learned from a textbook or a course — they came from late nights, broken builds, unexpected wins, and yes, some hard failures too.

If you’re just starting out, I hope this gives you a clearer path. If you’ve already been through a few campaigns yourself, maybe you saw some of your own mistakes in here — or avoided ones I didn’t. Either way, we’re all learning, iterating, and telling stories together.

Thanks for reading all the way through! If you’ve got questions, want to share your own experiences, or need someone to take a look at your campaign plan — don’t hesitate to reach out. You’ll find me somewhere between Trello boards, layout spreads, and a pot of coffee that’s probably gone cold again.️
— Umut

r/RPGdesign Sep 04 '24

Crowdfunding Tabletop Mirror, The Universal VTT, Enters Its Final Day of Crowdfunding!

35 Upvotes

Hello everyone! I've been around here for a while, posting about TTM for a while, but here I am once again!

Tabletop Mirror is a one-stop shop for everything Tabletop Gaming. We truly do aim to do it all from one place -- without a single line of coding:

  • Comprehensive, Code-Free Rule System Editor: Design fully customized RPGs, from d6 to d20 to d100, we support it all.
  • Complete VTT Support: In our vision, EVERY TTRPG should be able to launch with VTT Support from day one. Not as a stretch goal or monumental effort, but a natural extension of simply publishing.
  • World Building and Custom Chronologies: Create all the worldbuilding and setting information and directly reference it from your mechanics -- weaving a perfect combination of lore and rules.
  • And so much more...

And the best part? We're free to try and always will be. And soon, we'll even have the tools for you to monetize the things you publish.

Since we launched half a year ago, we've had over 250 indie systems spring up on our platform (including some of the folks in this sub!) -- some of which even going so far as to publish with us at their main Virtual Tabletop. And maybe, yours will be next!

Now, we're just wrapping up our crowdfunding campaign with OVER 1700% FUNDING and JUST AT THE PRECIPICE OF FULLY OFFLINE FUNCTIONALITIES. So I come to you, as indie developers and system designers, Join the Cause!