Indie Games for Bail funds

Right now on Itch.io there is a bundle of indie RPGs available called ‘Indie Games for Bail Funds‘. 100% of the proceeds will be donated to Bail Funds for Protesters.

Here is the link again.

From the bundle:

#BlackLivesMatter, and protesters are doing the work of heros and champions. But because people on the other side of riot shields and barricades don’t get that, sometimes people get arrested, and that sucks. So this is A Charitable Aid Bundle, the proceeds from which will go to bail funds and other causes related to the BLM  movement and the protests for real change on streets all around the world.

All of these amazing indie TTRPG creators have kindly donated their work to the cause. Please buy these games, spread the word, and give back to the community!

All proceeds go to Bail Funds for Protesters, which is splitting all donations between bail funds in cities across the United States. 

Earlier this week I wrote some of my own thoughts on the current situation in a Kickstarter update, which I am adding below:

2020 has seen us gripped by fires, a pandemic, and now I watch what is unfolding in the US… The Black Lives Matter movement that has risen so loudly, defiantly, and powerfully in the US is a storm of energy pent up over generations of abuse and a power differential unfairly weighted against black people. As a white man, I have no context for what this feels like, what this means, and the weight with which it is felt every day. As an Australian I know that Indigenous Australians have suffered too, and continue to suffer a loss of culture, land, language, and self that can never be repaid. I hope this movement in the US brings about positive social change, and I hope it will have ripple effects around the world, not least in my country. 

Over the coming weekend there are going to be protests across my country in support of the Black Lives Matter movement, and with a voice that echoes that of the black American community in calling for awareness and change in how Indigenous Australians are treated here in Australia. These protests are going ahead in many states despite some state Governments asking for them not to proceed, threatening fines, and declaring them illegal. I do not know how they will proceed, or what the result will be, but I hope the end result is change.

We are a stronger society together than divided.

Indie Games for Bail Funds has currently raised over $1000 USD, and while that may not be a huge amount, it is something. In that bundle are a host of games, up to 37 items all told, including some wonderful, lavish, and expensive games, reduced and available on sale, with all proceeds going to a fantastic cause. I thoroughly recommend checking it out, and once again, you can find the link here.

Setting Sail

Corsairs has set sail! After the Kickstarter launch as a part of the ZineQuest in February, backers have finally been sent their digital copies of the Corsairs RPG! Before hitting send I was a mix of nervous and excited, immediately afterwards elated and relieved! Corsairs has been released!

Corsairs is a role playing game zine containing the full rules for character creation, and character actions, as well as for ships and sailing the skies of the Molten Seas. Scattered throughout is background information on the floating islands, and the setting of Corsairs, as well as wonderful art from Felicity Haworth. When you buy Corsairs you will also get separate files for the character sheet, the ship sheet, and two rules reference sheets.

Corsairs is available now on itch.io here.

You can also find it on DriveThruRPG here.

If you get a copy, please consider leaving a rating or review!

For the next two weeks I’ll be gathering feedback and questions on Corsairs, before I send the files off to be printed. I’m excited, and I hope anyone who gets a copy enjoys reading and playing the game half as much as I did writing and developing it!

Preparing for launch…

It won’t be long now before the backers of my Corsairs RPG Zine Kickstarter get their backer surveys, a short hop from there to the digital copies being sent out, and another short hop to the physical printing and shipping…

Things are starting to move!

For now the most exciting thing I wanted to share is the cover for Corsairs. This piece of art was created by Felicity Haworth, and I think manages to bring the setting of Corsairs to brilliant and exciting life!

Back to the jungle…

It’s been far too long since my last post. I have been busy. My day job is as a teacher, and the transition to remote learning has involved a lot of work. This has had a significant impact on everything else obviously, and has led to fewer posts here, and a couple of deadlines pushed back for freelance work. I am trying to make ground, but the going is slow. I think I have a handle on this whole remote teaching business now though, so fingers crossed I manage to find some more free time in the next few weeks!

So what have I been doing for Caradoc Games? Work on Corsairs is progressing, and I have been through and edited and reedited the core book a number of times. Progress on the follow-up source-zine Smoke and Oakum continues, though has been slower than I had hoped. I have a system for running chases written (allowing better rules for a Corsair ship to chase down and catch some juicy merchant galleon), as well as a bunch of Ship Conditions. I have started turning my notes for the Weather into actual properly written rules and guidelines, and am happy with how all of this is shaping up!

Art for Corsairs is coming along nicely! I have seen and given feedback on all the early sketches, and Felicity is working hard on turning them into their final pieces. I am looking forward to being able to share them when they are done!

In addition my co-designer Karl Lange (of Ark Angel Games) and myself have returned to Colour Jungle with gusto. Karl has made a brilliant Table Top Simulator version of the game, so we should be able to organise more testing than previously even in our isolation! It’s looking really nice. We made some adjustments to the rules that I think are very solid, and have trimmed some other pieces out that felt like they added ‘stuff (TM)’ without adding much. The game is feeling more solid now, and I think with some honing, it might be ready to take back to publishers…

My physical playtest copy… Not as pretty!

In any case, that’s the update for now! I’ll endeavor to return to more regular posting soon, until then, stay safe, and I hope you and yours are well!

Sugar Gliders

A while ago I wrote about a card game that Karl Lange of Ark Angel Games and myself were designing, it was called Colour Jungle. After plenty of testing and development, we felt that it was ready to show around, and while we got some positive feedback from various publishers (thanks to Karl for the leg work on this), it didn’t quite make the grade, and no-one picked it up.

Colour Jungle in testing…

Karl and I had an online meeting a week or so ago, and decided to take a different approach. Taking the feedback we had received from playtesters and publishers, we looked at the game again and pulled out the pieces that we felt were the strongest and most enjoyable aspects of Colour Jungle, and imagined ways we could redesign the game around those core elements.

Setting up the new spin-off – Sugar Glider Tag

Sugar Glider Tag is the working title of the result. We still have a way to go with developing this one, and who knows, this particular road may lead us to a point where we shrug, trek back, and look for a different fork in the path to explore.

Right now though work continues apace with the early development and playtesting. There are aspects of this new game that I really like, and there are aspects of the-game-it-was that I miss, but for now the only way is forward. Testing, trialing, playing, and seeing what feels like an interesting avenue to explore.

More testing, more tweaks…

It’s good fun, and I’m glad to have a design partner to work with. He keeps me honest, keeps me working at it, and two minds, as the saying goes, are better than one!

My attempt at a sugar glider, from a photo I found online.

A Post-Apocalypse for Hire

In between numbly scrawling through Twitter and news updates about the state of my country and the world at large, trying to focus on what remote learning might look like for my class next term, and attempting to keep my kids entertained, there have been a few little rays of sunshine…

Red Scar Publishing just released Devil’s Run, a role playing game set in a post-apocalyptic America. The game is designed to use it’s own spin on the Modiphius in-house 2D20 system, with additional support for playing using the Savage Worlds system. I had the opportunity to write various bits and pieces for this core book, and while I had a lot of fun writing some of the background material, the piece I think I am most proud of is the section on group creation which can be found at the end of the character creation chapter. I really enjoy the 2D20 system, and obviously, yes, I am biased. Having said that, I really do like the in-game economies at work between the players and the game master, it adds a lot of story and agency to the game experience.

Devil’s Run is a lot of fun. I know this game has been a labour of love for Marc over at Red Scar, and it shines through every aspect of the game. I am thrilled I had the opportunity to work on it, and even more thrilled that Marc has the opportunity now to take a breath, and enjoy the feeling of having it out in the world. Who am I kidding, Marc is too busy to get to take a breath… but the sentiment remains!

Like everything everywhere at the moment, the production and shipping of the physical game is being held back by the global pandemic. Devil’s Run is available digitally on the Red Scar website, through DriveThruRPG and through the Modiphius Webstore.

Alongside the release of the core rules book, the first of the Collaborative Campaign adventures has been released online. I had an absolute blast developing and writing this adventure, and I hope anyone who has a chance to play it has half as much fun as I did! Life and Death (Echoes) is the name of the campaign, and the first adventure is called Out of the Night. My playtest group caused absolute mayhem (not unusual) when we were testing this adventure, and my fingers are crossed that anyone who gets the chance to play it leaves an equal amount of wreckage in their wake. If you’re a GM who’s planning to run this adventure, I hope you get a kick out of the Scene headings… and that they help set the appropriate mood!

You can find this adventure on the Red Scar website and Modiphius webstore, and on DriveThruRPG here.


Lastly, some news for the Infinity Role Playing Game, from Modiphius and Corvus Belli: the Mercenaries book is very soon to be released digitally. Like Devil’s Run the physical copy will need to wait, but very, very soon the book will be available from all the usual online conveyors of digital RPGs.

I wrote a few of the chapters in this book, and tried to sow a whole collection of adventure ideas and seeds throughout. There is a lot of awesome background material, a ton of neat equipment, some excellent rules and guidelines for running a mercenary company in the Human Sphere, and a whole bunch more! Plus, the cover art, by Bagus Hutomo, is just stunning!


That’s enough from me tonight, where ever you are, whether you made it this far or otherwise, I hope you’re safe, well, and looking after yourself!