We are two Australian roleplaying designers (and roleplaying lovers!) who make offbeat games together. We’re actually also married! Which answers the question of why we started working together rather well.
The Australian RPG scene is still small, but it’s definitely growing, which is very exciting! Games like D&D still dominate, but people are increasingly willing to try new things. We go regularly to a local convention called Ettincon, and have playtested early versions of both our games there – people have been very willing to give them a go.
Alas for the Awful Sea is a game of myth, mystery, and crime, set in the 19th century rural UK. It’s a game about poverty, politics, sadness, and the human heart. It’s a grim and bleak setting, but it can also be quite emotional as well. It’s also a game heavily based in history.Alas was our first published game, but it certainly wasn’t our first game! We’ve been designing for a while now, and you can see some of the fruits of that in the free games on our website.
It meant we could make the game properly, which was a huge relief! We were able to produce a finished product we could be proud of, including expanding the game’s contents, art, and graphic design.
The obvious really was the main inspiration! When making this game we literally consumed every single little bit of Austen media we could get our hands on. I even watched Lost in Austen (I didn’t attempt Austenland, even I wouldn’t go that far.)More broadly I think it’s inspired by games like Shooting the Moon by Emily Care Boss, and Ailenor by Maracanda which showed that games can be more about relationships than violence.
Players have a lot of agency in Good Society, MUCH more than in traditional RPG’s such as D&D or Pathfinder. In this game, players are armed with resolve tokens – they can use these tokens to change narrative details about the world. They also create rumour and scandal throughout the game, and play important non-player gentry.
Anyone who is interested in playing a game that puts relationships and social pressures before action scenes and violence.
I’m always excited and inspired by tough choices and hard decisions which I suppose makes me quite a malignant game designer really! I like interesting choices, where characters are forced to pick their priorities, and how that helps their character develop as people. Even though Alas and Good Society are very different games, that is still definitely a theme of both.
We were really hoping we would get a chance to create it. We know a lot of Austen lovers relish the chance to don costume, etc., and we wanted to provide a way to make that experience even more fun (we hope!)
This was something we trialled with Alas and it worked really well. We’ve enjoyed having people engaged with the project, but it is also a big boon as a creator to know that people want what you are creating – since they came up with the idea!
It’s touch and go at the moment. We’re really happy with our final stretch goal, which is the global LARP event, but it’s increasingly looking like we’re going to need a final final stretch goal as well.
We are creating new play materials for both these stretch goals, to make them feel experimentally more like their new theme. For example, for Sense, Sensibility and Swordsmanship we are looking at giving all the characters an additional character play material – a secret identity sheet. Players can switch between their secret identity and regular identity, but can only use the abilities from one at a time. We’re also looking at what might be a fun option for a dueling system!These re-themes will likely be component based, so you can choose whether to add on a particular set of rules or not.
Kickstarter is great for small-time creators like us, mostly because it’s a trusted platform. People feel safe in contributing and backing in a way they wouldn’t on our own website. Kickstarter takes its slice of the pie, but for us it’s definitely worth it.
The negatives are definitely the tendency to bite off more than you can chew with stretch goals, etc. We’re suckers for this because we love creating! But we also have to be careful not to delay the game’s release.
It would definitely be much more difficult. We’ve found that most of our backers have come from external sources (i.e. our marketing) rather than sources internal to Kickstarter, so it might still be possible. But I think it’s the shear hype that running a Kickstarter creates, and the amount of community involvement it allows, rather than the platform itself, that helps draw people to your game, and is probably irreplaceable.
Heh heh so very many. For now I can say that I just ran my first ever playtest of a new game we’re developing called the Establishment. It’s about running a luxury upscale joint, and all the drama, secrets, and problems that ensue. The playtest I ran was set during the prohibition so it was a bit of fun.
I’m no expert but I love a smoky Russian caravan. I’m always careful to wash the leaves in cold water before brewing to prevent any burning. Then, just a touch of milk.
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