Friday, May 29, 2015

Lest We Forget...The Goodness of Hulks And Horrors

A couple of years ago, after an ill-fated attempt to run the mess that is Machinations of the Space Princess, and still wanting to give some science fiction role-playing a chance, we switched to Hulks & Horrors for a few sessions for our After Earth campaign. Unfortunately some fluctuations in our group put the kibosh on that game. The one thing that we did enjoy was the system of Hulks & Horrors. This is a great little game that, like so many in our super saturated RPG "market," didn't really gain the foothold that it deserved.

Sadly, there is still a strong "What can I buy now?" element to gaming communities that tend to drive a mentality of "what's next" commercialism. For better or worse, this means that game are bought and then never used before the next wave of games are bought (and not used). I admit that I've never really had a collector's gene (despite all the comics that I own), and the idea of buying things just to collect them, rather than to use them is rather alien to me. My only problem with this whole cycle is that we tend to end up with subpar, or uninspired games that are being produced solely to be put up on a shelf somewhere.

One of the reasons that I liked Hulks & Horrors was because it took the simplicity of a game that I liked (Swords & Wizardry Whitebox) and took out some of the things that I didn't like about that game. As much as I like the simplicity of Whitebox, sooner or later the whole all damage is measured in d6s starts to bother me. Hulks & Horrors isn't derived from Whitebox, so that isn't why I am making the comparison between the two games.  In Hulks & Horrors, Berry went back to the open content of the 3.x SRD and then used them to create his new game, using the paradigms of older editions and an o school style of play.

Part of why Hulks & Horrors succeeded for us was because it was a lot less complicated of a ruleset than Machinations of the Space Princess, in fact Hulks & Horrors succeeded in capturing the old school simplicity that escaped Machinations. Where Machinations added a great deal of unnecessary detail to character creation and combat, Hulks & Horrors kept it simple and made for a much more playable game than Machinations.

Other than the spectacular art from Satine Phoenix, there really wasn't much to Machinations, or to the "Metal Hurlant" atmosphere that it claimed to support. While Hulks & Horrors doesn't claim to support such a style of play, there is also nothing that keeps you from playing this sort of campaign with the game. That is one of the appeals to an old school style of play, the lack of explicit support doesn't mean that you cannot use a game in that style. You can even take Hulks & Horrors sister game (using a variant of the same system), Arcana Rising, and use it to add magic to your science fiction.

From what you get in the game, I think that Hulks & Horrors supports a sort of classic star traveling science fiction with elements of the 40k Universe. You could very easily dial up the 40K-ness of the "setting" of the game with the addition of monsters and some back story.  The existing classes (Pilot, Scientist, Soldier and Psyker) could easily be ramped up to support this. For Judge Dredd fans, you could easily reskin the classes to be departments of the Justice Department and run with it. One of the reasons that I like the Scientist class is because its inspirations are a mashup of Doctor McCoy and the Doctor.

Like many old school inspired games, Hulks & Horrors doesn't have an explicit setting. Instead the ideas of the setting are revealed through the details of the character classes, and through the monsters included. This is what makes games like this so easy to hack. For example, I would say that the one thing that Hulks & Horrors would not do as well out of the box is to support a Star Wars-inspired kind of game. You could add on to it to do that, Jedi-inspired classes are a dime a dozen out there on the internet, and because of the game having the commonality of D&D as the base, conversion is fairly easy.

So, really, this is a lot of words telling you to go back and check out an overlooked game that deserves more love than it receives. I think that it will pay you back with hours of gaming fun, and stories to tell your fellow gamers for years to come.

Friday, May 01, 2015

Go To Hell With The Codex Infernus For Savage Worlds Kickstarter

Update: This Kickstarter was cancelled.

Seriously, go to Hell.

I know, normally Josh would be writing about a Kickstarter, but between his being sick and having finals you ended up with me instead. I'll try to fill his shoes.

Do you remember the time when TSR backpedaled on the infernal in D&D games because they were worried about how the hobby was viewed by outsiders? Yeah, me too. I'm glad that those days are past.

David Jarvis of Gun Metal Games is Kickstarting The Codex Infernus, a guide to Hell and all forms of deviltry for the Savage Worlds game. He has also assembled a pretty good team, including Rob Wieland, Eddy Webb, Eloy Lasanta and Monica Valentinelli. A group of very capable and creative people.

The nice thing about this supplement is that it isn't tied to a specific genre or setting. The collection of new races, Edge, Backgrounds, magic items and rules for things like exorcism, demonic pacts, possession and other infernally fun things will spice up your Savage Worlds games regardless of what they are.

And anyone who is a Rifts fan will see that this supplement will be of great use when the upcoming Rifts Savage Worlds game setting is released. But, really, who doesn't want more demons for their role-playing games?

Jarvis has also assembled a team of adventure writers to round out the supplement. John Dunn is creating an adventure around demonic time travel. Gareth Skarka is crafting an ode to the great supernatural comics of the 1970s (a perennial favorite of mine). Savage Worlds creator Shane Hensley is working on an adventure based around the Shroud of Turin. These three are just the tip of the adventure iceberg as well.

There are still a couple of weeks to go (at the time of this post) and the campaign has not yet reached the goal of $21,000. That is a lot of money, but this is going to be a quality product in the end...packed with new rules, exciting adventure, stunning art and high production values. Get in on The Codex Infernus while the getting is good.

Friday, April 17, 2015

That Big Swords And Wizardry News

There was a quiet announcement made today regarding the next "edition" of the Swords & Wizardry retroclone created by +Matt Finch, and published in its "Complete" version by Frog God Games.

For those who don't know, Swords & Wizardry is a clone of the earliest edition of the Dungeons & Dragons rules, before there were Basic or Expert versions and long before there was an Advanced version. Published as a boxed set, this edition of Dungeons & Dragons was three booklets...Volume 1: Men & Magic, Volume 2: Monsters & Treasure, and Volume 3: Underworld & Wilderness Adventures. There were also a handful of supplements for these rules as well: Greyhawk, Blackmoor, Eldritch Wizardry, Gods, Demi-Gods & Heroes, and Swords & Spells.

Swords & Wizardry comes in three versions: Whitebox, Core and Complete. Whitebox covers the initial three booklets of the D&D rules. Core uses the first three supplements and parts of Greyhawk. Core uses the three booklets and the stuff from Greyhawk and Blackmoor. [I'm sure that I got one of those wrong and someone will correct me.]

So, this summer there will be a Kickstarter campaign to raise the money for a new printing/edition of Swords & Wizardry. What makes this newsworthy is that the fact that the graphic design, layout and art direction for this new edition will be an all-woman team of artists and designers lead by +Stacy Dellorfano, the founder of the online gaming convention +ConTessa. The art for the new edition will also feature new iconic characters that are female and people of color. In a way, the old school is stepping into the "new" school and with this edition of Swords & Wizardry we see Frog God Games bucking the perception that OSR/old school gamers are all conservative and reactionary individuals, interested only in continuing the status quo. Good on them for that.

This couldn't have come at a better time. It was only a few months ago that the latest edition of D&D was under fire from conservative elements of the tabletop gaming community for "insufferable PC propagandizing" for putting language saying that it was okay to play gay or transgendered characters in the game (not that anyone really needed permission for that anyway). I have said before, and I say again, that I don't like elements like these to try to claim any form of gaming of their own, and I am more than happy to see tabletop gaming dragged into the 21st century (even if some of the people are kicking and screaming).

There will be more to come on this...

Tuesday, April 14, 2015

R.I.P. Herb Trimpe

For comic fans of a certain age, artist Herb Trimpe was everywhere, and for those of us who were fans of the Shogun Warriors and Godzilla, Trimpe was a defining part of our childhoods.
Herb Trimpe was born in 1939 and raised in Peekskill, New York, where he graduated from Lakeland High School. Of his childhood art and comics influences, he said in 2002, "I really loved the Disney stuff, Donald Duck and characters like that. Funny-animal stuff, that was kind of my favorite, and I liked to draw that kind of thing. And I also liked ... Plastic Man. ... I loved comics since I was a little kid, but I was actually more interested in syndicating a comic strip than working in comics." As well, "I was a really big fan of EC comics and [artist] Jack Davis."
In the 1960s, during the period known as the Silver Age of Comics, Trimpe was assigned to pencil what became his signature character, the Hulk. Beginning with pencil-finishes over Marie Severin layouts in The Incredible Hulk vol. 2, #106 (Aug. 1968), he went on to draw the character for a virtually unbroken run of over seven years, through issue #142 (Aug. 1971), then again from #145–193 (Nov. 1971 – Nov. 1975). Additionally, Trimpe penciled the covers of five Hulk annuals (1969, 1971–72, 1976–77, titled King-Size Special! The Incredible Hulk except for #4, The Incredible Hulk Special), and both penciled and inked the 39-page feature story of The Incredible Hulk Annual #12 (Aug. 1983). Most writers on The Incredible Hulk heavily relied on Trimpe for the plot as well; in most cases he was not even given a written plot, and was left to draw the issue after only a brief story conference. Trimpe has said that he had no difficulty with this level of collaboration, and in fact enjoyed it.
Among the characters co-created by Trimpe during his run on the title were Jim Wilson in issue #131 (Sept. 1970) and Doc Samson in #141 (July 1971).[13] During his time on the comic, he became the first artist to draw for publication the character Wolverine, who would go on to become one of Marvel's most popular. The character, designed by Marvel de facto art director John Romita, Sr., was an antagonist for the Hulk, introduced in the last panel of The Incredible Hulk vol. 2, #180 (Oct. 1974) and making his first full appearance the following issue.[14] Trimpe in 2009 said he "distinctly remembers" Romita's sketch, and that, "The way I see it, [Romita and writer Len Wein] sewed the monster together and I shocked it to life! ... It was just one of those secondary or tertiary characters, actually, that we were using in that particular book with no particular notion of it going anywhere. We did characters in The [Incredible] Hulk all the time that were in [particular] issues and that was the end of them." Trimpe co-created nearly all of the characters introduced during his run on The Incredible Hulk, with Wolverine being a rare exception.
I was lucky that I was able to meet Herb Trimpe a few years ago at a local comic show in Tampa and thank him for everything that he did for my childhood. I was also able to get him to sign an issue of the Shogun Warriors comic for me.

Herb Trimpe drew The Hulk for forever, and even illustrated the Hulk story written by Harlan Ellison. He also drew the first appearance of Wolverine. His fingerprints are on the Marvel Universe until the end of time.

He will be missed.

Over on Twitter, writer Ron Marz made a couple of tweets that should be a reminder to comic fans.

Friday, April 10, 2015

Going Back To Kali

Sure, everybody loves using ninjas in their super-hero campaigns, but what if you want something that is a little different?

Luckily John Ostrander gave us an interesting new option during his run on the Suicide Squad (which I have talked about before) by introducing the Thuggee assassin Ravan in the first arc of that book. He later went on to become a member of the team and added an interesting moral dimension to the team.


There may be historical issues with the existence of the Thuggee, but that rarely gets in the way of good gaming (or comics for that matter). What I liked about Ostrander's incorporation of the cult into the DC Universe was the idea that, while they ostensibly worshiped the dread goddess Kali, their worship was out of fear and the murders that they committed were sacrifices to her in order to forestall the end of the current age and the start of the Age of Chaos, the Kali-Yuga. Ravan's "catchphrase" was "A Thousand Years, O Kali," because each consecrated death to their goddess would stall the coming of the Kali-Yuga by another thousand years.

Ravan, one of these Thuggees, set himself up as a mercenary killer. This way he could not only forestall the coming of Kali, but he could become very rich and live a playboy lifestyle while doing it. No mindless abasement here. He saw himself (as the panel to the right says) as the first of a new Thuggee cult that was in touch with the modern world. He used technology in his kills, using it to augment the traditional tools like the garrote.

Unlike the ninja, there is no running around in their underwear and using of ancient, outdated weapons for this cult. Their mixture of the ancient and the modern makes them an interesting foil for high tech super-heroes, or espionage agents.

So, how do you do this in your campaign? You could easily just reskin whatever passes for a ninja in the existing writeups for the system you are playing and add the bits about "killing for a higher cause" to them. Bam. You have Thuggee. When I introduced them into my Marvel Super-Heroes campaign back in college, that was basically all that I did. I think that my writeup for Ravan was cribbed from the one for The Taskmaster, removing his powers. A Ravan-like enemy should be capable of going toe-to-toe with a Daredevil or Bronze Tiger, but should be outclassed by a Batman or Captain America. Throw in a half dozen generic Thuggee to round things out for the player characters.

When will you use these Thuggee in a campaign? Their "calling" makes them a little more complex than your typical smash and grab type of villain. You can even make the Thuggees in your campaign world into a sort of morally grey hero, after all they are trying to keep the destruction of the world at bay and stop millions from being killed when a mad death goddess incarnates in the world. Sure, their tool for doing this is to kill people, but sometimes you have to break a few eggs to make omelettes. These killers consider themselves to be holy warriors on a mission, and the super-heroes are at odds with that mission.

This can add an interesting moral dimension to a super-hero campaign, particularly if the Thuggees only target evil or criminal individuals for their sacred killings. If there was demonstrated proof that gods like Kali really existed in the world, would that make a hero's choice to stop a killer from killing a killer a more difficult one? It would certainly make it a more interesting choice. Super-heroes, particularly in role-playing games, tend to have a black and whiteness to their morality. The simple addition of a faction like this can spice a game up considerably.

Another way to introduce the Thuggee into the campaign (and this is what we did with our game back in college) is to have one of the heroes be a repentant former member of the cult. This gives an immediate "in" for the cult, and it juices up the backstory of the hero. Did they leave the cult before...or after making their first kill. Is the hero trying to make up for having killed...or are they trying to make up for the deaths that the cult is responsible for. Either choice adds interesting dimension, and motivation, to a character.

This can make a character who is like the Paul Kirk version of Manhunter from the 1970s revamp of the character. The hero is fighting a silent, shadowy war against the cult, which occasionally erupts into the streets of the city, or on some espionage mission, drawing the heroes into the action and giving the former Thuggee some allies for a time.

And if you would prefer to not integrate a real world religion or goddess into your games, then substitute a fiction god or goddess for Kali. Imagine a version of the Cthulhu Cult that isn't trying to raise their god from his watery grave in R'lyeh, but is instead trying to keep him from rising and destroying their world. Imagine a cult that sprung up out of the end of the novel Dracula (or any of the countless adaptations if you prefer) that is taking the blood of victims so that the Count will not once again rise and make his vampiric armies. A concept like this has a lot of applications to a number of different genres of gaming. The idea is that the deaths caused by this religion is supposed to serve a greater good, and by interfering with them the heroes may be dooming their own world.

Of course, it could all just be a lie and, no matter what the members of the religion believe, there is no actual god or goddess or future destruction that they are forestalling, and their murders don't make them any better than any other killer.

Regardless of how you use this concept in your games it will add an interesting morality to them. My only real recommendation would be that whatever variant of this cult that you use in your games, you make them NPCs and any PCs are former members of the group.



Tuesday, April 07, 2015

The Super Villain Handbook Kickstarter


Last year, we had a post and interview about a little supplement that was in development for ICONS -- The Super Villain Handbook. Now, that supplement is being Kickstarted and, at the time of this writing, already nearing its funding goal with over three weeks left to go. For those not in the know, The Super Villain Handbook contains 40 different super villain roles for use with the supers-themed RPG, ICONS. So, if you play ICONS (or are interested in it -- you can grab it here) you'll definitely want to check out the Kickstarter.

Speaking of the Kickstarter, this project is set up fairly simply, but fairly efficient. The video is fairly long, at just over six minutes, but it covers all the information that you could want about the supplement. The text of the page is wordy, but it's written in-character and some may find it entertaining and worth the read specifically for that. Probably the biggest negative I can find is the general lack of imagery for the Kickstarter page -- having a book all about super villains should have some pretty fantastic artwork to tease the potential pledger with.

Some of the biggest positives for this project are on the financial side -- the funding goal is very reasonable and the pledge tiers are well priced. If you'd like to get in, you have some choice, low-cost options available: $1USD gets you the unillustrated PDF version of the rules, $10USD gets you the illustrated PDF version of the rules (and stretch goals) and $25USD includes the PDF, stretch goals and a credit for the print copy (shipping to be handled separately).  The more stretch goals hit, the better the value, to boot.

They have also added stretch goals with support for Fate Core, so fans of that game can now use The Super Villain Handbook in that system as well.


If you'd like to know more about The Super Villain Handbook, be sure to check out its Kickstarter page or its Facebook page.

Wednesday, April 01, 2015

Car Wars Giveaway: Not An Imaginary Story

This is not a Dream! Not a Joke! Not an Imaginary Story!

I've been threatening a giveaway for a few months, and it is time that I actually do it. I have an extra copy of Car Wars Classic, still in the shrink wrap, that I want to give to someone who reads the blog. In fact it is the copy that I just took a picture of:

First, I am sorry to say, that this contest is only going to be open to people within the United States. Postage anymore has gotten ridiculous, and it is too much (and to much hassle anymore) to send this outside of the U.S. for a giveaway. I will be taking entries from now until the end of April, at which point I will choose a winner.

What is the contest, you may be asking right now? Simple. In the comments of this blog post finish this sentence: "When I rolled into my first autodueling arena I ____________." Don't get carried away, the odds are good that the longer you write, the less interested I will become in your entry. The winner will be judged solely on whether or not their answer amuses me. Also, only enter once.

The box will then be put into a padded mailer and sent via some form of US Postal Service service that will allow me to get a tracking number. There will be no requests for how I send it.

I have to be able to reach the winner and get a real name and address, so if you don't want to do that please don't bother entering.

Direct questions about this contest to me via social media instead of in the comments.

Good luck and Start Your Engines!!! 

Tuesday, March 31, 2015

Lankhmar: City of Thieves From Pinnacle Entertainment Group

Lankhmar is coming to your Savage Worlds games, and it is coming soon. The PDF of Lankhmar: City of Thieves will be available April 14th, when the print book goes up for preorder.

That is a kickass promo image.


And then, you will most likely see the book in your local game stores this summer. I'll try to take a picture of it, if the book is available at Gen Con in a couple of months.

FINAL FANTASY: Record Keeper launches in US for iOS and Android


There's another Final Fantasy-themed mobile game out in the US -- Final Fantasy: Record Keeper is an RPG set in the universe(s) of Final Fantasy. It's also a free-to-play fix for FF lovers (with some in-app purchases available, too).

So, I've been playing around with the game a bit since its launch -- should you care about it?

Short answer: if you really love the Final Fantasy universe (all of it) and are very familiar with (all of) it, you will likely get some entertainment out of it and might even really enjoy it. If you're new or inexperienced with the Final Fantasy games, there is still a decent game here for you -- with some nice music, graphics and game play. The game is filled with references to the universe(s) and the inexperienced will, likely, have no clue as to why they should care or what's really going on.

Still, it's free and worth a look. Press release below:


DeNA and Square Enix Launch
FINAL FANTASY: Record Keeper in North America

Fans Can Now Battle their Way through the Most Epic FINAL FANTASY Moments

SAN FRANCISCO - March 26, 2015 - DeNA and Square Enix (OTC: SQNXF) today announced the highly-anticipated release of FINAL FANTASY®: Record Keeper™ inNorth America. The first mobile game where players are able to experience the completeFINAL FANTASY universe, FINAL FANTASY: Record Keeper lets fans relive favorite moments across all past FINAL FANTASY installments and build a team of classic characters. FINAL FANTASY: Record Keeper is available on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today.

FINAL FANTASY: Record Keeper delivers the entire FINAL FANTASY universe directly into the hands of players and fans of the storied franchise. Players can recruit favorite FINAL FANTASY heroes, including Tidus, Lightning, and Cloud, to form the most dynamic team of all time. Characters can each be completely customized and equipped to the fullest with iconic gear, powerful spells, summons, and hundreds of weapons to choose from.

Gameplay in FINAL FANTASY: Record Keeper is as strategic and challenging as ever with the classic FINAL FANTASY Active Time Battle (ATB) system in place. Players battle their way through the most epic FINAL FANTASY moments, woven together for the first time on mobile with an all-new tale. Featuring skill-based interactive gameplay, players plan attacks, carefully choose tactics, and engage enemies in active time battles.

"The wait is finally over for fans who have been anxiously awaiting the release of FINAL FANTASY: Record Keeper in North America," said Shintaro Asako, CEO of DeNA West. "The game truly delivers the entire FINAL FANTASY universe that players know and love in one immersive experience that won't disappoint."

"DeNA and SQUARE ENIX are proud to present the highly anticipated FINAL FANTASY: Record Keeper to players in the US," said Ichiro Hazama, Producer atSQUARE ENIX. "The mobile RPG that took Japan by storm is set to bring that same excitement to US shores."

FINAL FANTASY: Record Keeper is available as a free download on the AppStore for iPhone, iPad and iPod Touch and Google Play for Android devices beginning today. For more information on the game, visit: http://www.finalfantasyrecordkeeper.comTo download multimedia assets, including screenshots, game logo, and more, visit the game's online press kit.

A gameplay trailer is available to watch and embed on your site via the following YouTube link: https://www.youtube.com/watch?v=yivGwd39lSA.

# # #
About FINAL FANTASY
Since the release of FINAL FANTASY in 1987, this unique RPG series continues to showcase the spectacular visuals, highly imaginative worlds and rich stories leading the industry and earning the highest accolades from users around the world. Titles of the series have so far achieved a cumulative shipment of over 110 million units worldwide.

About DeNA
DeNA (pronounced "D-N-A") is a global Internet company that develops and operates a broad range of mobile and online services including games, e-commerce and other diversified offerings. Founded in 1999, DeNA is headquartered in Tokyo with offices and game development studios across the globe. DeNA Co., Ltd. is listed on the Tokyo Stock Exchange (2432). For more information, visit: dena.com

About Square Enix Co., Ltd.
Square Enix Co., Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content around the world. The Square Enix Group operates a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY, which has sold over 110 million units worldwide, and DRAGON QUEST® which has sold over 64 million units worldwide; TOMB RAIDER®, which has sold over 42 million units worldwide; and the legendary SPACE INVADERS®. Square Enix is a Japan-based, wholly-owned subsidiary of Square Enix Holdings Co., Ltd.

More information on Square Enix Co., Ltd. can be found at http://www.jp.square-enix.com/ 

Sunday, March 29, 2015

Neon Sanctum RPG Kickstarter Interview with Adam Waite


A little over a week ago the Kickstarter for Neon Sanctum, an RPG set in a post-apocalyptic cyberpunk world, launched and it's already nearing the half-way point of its funding goal with around three weeks left to go. We here at Dorkland have managed to sit down with Adam Waite of Grenade Punch Games, developers of Neon Sanctum, for a little interview about the game and its Kickstarter.


Dorkland!: How has the Kickstarter been for you, so far? What have you learned that you wish you could share with your past self?

Adam Waite: We did a LOT of research prior to the Kickstarter, so we knew roughly what to expect. I’m not sure we expected that there would be so many other great games out this month. Neon Sanctum is up against some stiff competition!

DL: Most RPGs tend to stick with just a book as their material, which makes publishing them more straightforward. What are some of the unique challenges you're facing by publishing cards (and other materials)?

AW: Clearly, the printing and shipping of a game include cards, dice and battle maps with a rulebook too is more expensive than a book. But we’ve worked hard to get some good deals. Also, once you include dice in the game it automatically qualifies it as a game eligible for VAT if sold by retailers. That also means you have to start thinking about CE marking and try to find a printer who’ll ensure your game qualifies for CE marking if you’re marketing it to under 14s.

DL: What do the cards bring to the gameplay that wouldn’t be there otherwise? Can players use Neon Sanctum without cards?

AW: The cards make the game far more accessible than a traditional RPG, but they’re core to the game – you couldn’t play Neon Sanctum without cards. We use mechanics that you couldn’t do without easily without cards, things like shuffling for initiative. Also the way players use cards mean that they cycle between their hand and cooldown decks. This brings a resource management style mechanic to the game that is unique and constantly provides the players with interesting choices.

DL: Tabletop RPGs have been played online (through various clients and means) more frequently over the years. Could Neon Sanctum be played online? If so, how might they and, if not, are there any plans to allow fans to do so in the future?

AW: Yes! In fact we’ve been doing some demonstrations via Tabletop Simulator for people interested in the game. We weren’t sure if these would be popular, but over 70 people tuned in to our first one. In addition we’re offering a free app for character creation to aid the physical game.

DL: How does Neon Sanctum's setting differ from other cyberpunk settings? What might cyberpunk fans find familiar?

AW: Neon Sanctum is set in a unique world where the post apocalypse and cyberpunk collide. It’s set a couple of hundred years after a huge war, humanity was on the very brink of defeat when they found a final solution. It ended the war in a single stroke, but it also turned most of the world into uninhabitable dead zones. This forced the few humans who survived to look for new places to settle. Two hundred years one of these settlements has turned into Neon City a huge cyberpunk metropolis surrounded by mutant and bandit filled wastes.

The world obviously takes inspiration from films such as Blade Runner, Dredd and Ghost in the Shell as well as games such as videogames such as Shadowrun Returns and The Last of Us. The idea was to pick up where many movies and games end – how do humans survive once the world has been rebuilt from an apocalypse? And at what cost?

DL: Why should people buy and support Neon Sanctum? Why should they play it?

AW: People should buy and play Neon Sanctum because it’s great fun to play, accessible, and it’s something a little different. It may be a card game but it is also a really great RPG with full character customisation and advancement. The game has had some fantastic reviews so far, and as of three days in we’ve hit 34% of our target.

DL: What plans do you have for the future of Neon Sanctum?

AW: At the moment we are totally focused on the kickstarter, we do have some great stretch goals however. Things like more items, NPCs and even skill cards. The game is really modular so you could add in new cards really easily, so the scope for expansions is endless.

DL: Lastly, what has been a stand-out moment for you while playing Neon Sanctum?

AW: We always have a great time playing the game. Some recent moments include the group being so paranoid that they threw away a briefcase of a certain drug that they needed because they convinced themselves it was a bomb. Also we had a Pegasus character once leap onto the cockpit of a dropship and kill the pilot through the windscreen.


We would like to thank Adam for taking the time to answer our questions and wish him and Grenade Punch Games the best with their ongoing Kickstarter. If you'd like to know more about Neon Sanctum, be sure to check out the Kickstarter page and its website.