Delayed by plague and slow winds, the ship has taken a little longer to deliver it’s cargo to port than anticipated, but I am thrilled to announce that everything for Corsairs has now landed! From books and envelopes, to everything else required. We will take a little time to assemble the cargo for distribution among the new inhabitants of the isle of Teboa, but it will be done quickly, and shipping will begin next week!
I anticipate that the time it will take for packages to leave the customs house here and wend their way to your doors will take a little extra time given the current state of events, but hopefully it won’t be too long delayed!
Printed by Mixam, Corsairs has a lovely feel to it, with a laminate cover and silk finish paper for the interior. I am thrilled with how everything has come together, including the wonderful art by Felicity Haworth. This game has been a lot of fun to write, and I hope those of you who get a chance to play it, enjoy it as much as I have.
So what is next? Well, the next week or so will involve me finally shipping out the physical copies of Corsairs to backers. I am hard at work on the follow up supplements: Smoke and Oakum, and Speed, Strength, and Wits. I am really loving some of the stuff that is in those supplements, and I hope they manage to add a bunch of flavour to your games. I’ll be able to show off a little more on the supplements very soon!
If you’re interested in Corsairs, you can get a digital copy on DriveThruRPG and Itch.io, the downloads include the core book, a character sheet, ship sheet, and rules summary sheets for the characters rules and the ship rules.
There are still some physical copies of Corsairs available, so if you have the digital version, and would like a physical copy, you can still get them, I’m in the process of setting up a store here at Caradoc Games, but until then you can email me here!
A little later today the files for Corsairs will be heading off to the printer. At this point, everything is set in stone. I am nervous, and excited. Once printing is finished we will begin the process of fulfilling the physical copies of Corsairs!
In other news, progress on the follow up zines has been slow, but ongoing. There are some fun new things for Ships and Sailing in the upcoming release Smoke and Oakum, and expanded options for characters and development that I think add some nice features in Speed, Strength, and Wits. Felicity has completed the art for Smoke and Oakum, and it is looking fantastic! I am really impressed with the work she has done to help bring life and energy to Corsairs, I’m sure you will agree.
It’s been a chaotic time, from a bush fires to a pandemic, to social upheaval. Given these very real and very important events I have felt that trying to push and market Corsairs in this time is insensitive to those issues. So Corsairs sits, at the moment, slowly ticking away. I have been pleased to see Corsairs gather a few more sales on DriveThru and Itch, and hopefully this continues with the release of Smoke and Oakum. I am considering developing and writing a mini-campaign for Corsairs to supplement the line, but that will depend on how the follow up zines progress. Beyond that, there are a few more games in development that will either see light later this year, or be more fully realised for 2021, perhaps as a part of the ZineQuest then, if it runs again.
I know I have been quiet of late, but things have been ticking along. I hope to shift back to posting more regularly soon…
Corsairs hit DriveThruRPG and Itch.io on June 2nd, and has since been downloaded 348 times across both platforms. There have been a few extra sales, which has been nice, but almost all of them have been downloaded by Kickstarter Backers.
If you are a backer, and have not received your email, please reach out and let me know!
So what’s with the seven bells? Bells were a way of keeping time on a ship at sea, bell times were used not just to signal the passage of time, but eight bells would signal the end of a four hour watch…
So seven bells?
I left Corsairs ‘open’ for a period of time after the digital rewards were fulfilled. The object was to gather any feedback or corrections, and to generally ensure Corsairs was as tight as it could be before sending it off to the printers. That time is fast approaching. There are but a few days remaining before I ‘close’ Corsairs, and send the files off to the printers.
This is exciting, daunting, and generally thrilling moment, as I take a step I have never taken before – to send something off to be printed, and prepare for the fulfillment of the physical rewards.
This means of course, that the window to get in any feedback is fast closing. If you have had a chance to look at Corsairs, and have noticed any embarrassing slip ups or mistakes, please let me know at firstname.lastname@example.org using the subject line: Corsairs Errata. I have had some feedback already, and it has been much appreciated!
So with the seven bells rung out, we wait the approach of eight bells and the changing of the watch… Corsairs will be sent to the printers, and the next stage of our little Kickstarter will begin in earnest!
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.
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!
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!
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…
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!
Well, my intention was to continue with my series about the ZineQuest, and I will be getting to it, but right now I feel the world is reeling in a state of shock. The onslaught of the coronavirus covid-19 has been swift, frightening, and shocking. The impact it has had on communities around the world is absolutely awful. Sitting here with a sense of uncertainty about things like the printing, delivery, and shipping of my little zine Corsairs pales into insignificance against the backdrop of events currently unfolding around the world. In my corner of the world we have just entered a shut-down, all non-essential businesses have closed and all non-essential travel restricted. My town has recorded it’s first couple of cases, and undoubtedly there are more in the community, people either not feeling particularly sick, or sick but untested. But it is also true that we are faring so much better than many places around the world.
I never envisaged, as I wrote in the ‘Risks and Challenges’ section of the Kickstarter, that Corsairs was well planned and would meet deadlines barring any unforeseen events, that unforeseen events would indeed step in to throw things into confusion. Of course, this is exactly what unforeseen means, but writing and experiencing it have proven to be two very different things. There is a sense of uncertainty, and of shock, at the way word events are unfolding. I feel obliged to write about the steps being taken to mitigate the challenges posed, and keep people up to date with progress on Corsairs, but it also feels like I’m disregarding the impact current events are having on the lives of so many us when I focus on such a comparatively trivial thing.
Nonetheless, it is important, I think, to keep up with these updates, and it’s something I plan to do with more regularity. Partly because backers deserve to know they have not been forgotten, but mostly because making that contact, sending that message, communicating, is an important and unifying act, however small it may be.
There is uncertainty. As the states in my country all enter different stages of lock down there is no news or forecast as to when certain businesses will open again. No certainty over whether I will be able to have Corsairs printed next month, or whether it will be in three months. No certainty that it will be able to be shipped to me, or that I’ll be able to post it out to backers within days, weeks, or months.
Corsairs will be printed. It will be shipped to backers. But uncertainty is a product of this rapidly changing and evolving global pandemic.
Amongst the chaos of the current world climate I hope that you, wherever you are, are ok. Stay safe, stay well, reach out if you need someone to talk to, and follow health guidelines (ie: wash your hands)!
Previously I wrote about ‘Why ZineQuest‘, but let’s back up a bit and ask why Kickstarter?
In late 2018 I was getting the urge to scale down the freelance writing I was doing, and start working on projects of my own. This led me to start development of a large fantasy RPG: Ashmerl, and a collection of smaller RPGs. I wasn’t sure about what the the best way to sell these games was. Just whack them up online for purchase? Look at fleshing some out for self-publication? There were many potential avenues and I was undecided. Then Patreon announced it was changing it’s fee structure…
In mid 2019 I accelerated my plans, had a logo designed, set up Caradoc Games, and launched my Patreon. I did it because Patreon were changing their fee structure and getting in before that happened meant I could avoid some of those fee changes, having a uniform identity from the start would prevent messiness later on, so I did it all at once. In the months after setting up my Patreon I wrote and released four micro-RPGs, both in basic and expanded versions. The goal was this: To write basic games that people could download for free, and include links in each to my Patreon. On Patreon my patrons would have access to the expanded versions of these games. Simple: drive traffic to Patreon in the hope it would encourage people to sign up as patrons in order to get the expanded games.
It did not happen.
I might have been a relatively successful freelancer (well, busy at least), but I did not have an audience. My email list languished, the views on my site were minimal, on the upside the number of downloads were great, but the next step, getting people to Patreon… it did not happen. This could be related to the audience, it could be related to the quality of the games, it could be that I didn’t or don’t market it well, it could all manner of things. To be honest, I think a lot of games that get downloaded for free don’t end up getting played a whole lot. Read perhaps, but played? Maybe I am thinking too much about the number of games I download vs the number of games I actually manage to get to the table, but it is also a potential reason, so… Obviously this is something I need to spend some time considering. Is it worth going back and rethinking how I am doing my Patreon? Is there something I could be offering or doing that would see a change? I think there is, but that is a subject for another day.
Originally Corsairs was intended to be one of the Patreon games. It would have been a smaller game than it is now, but that was the goal when I first started to develop the idea. Then whispers starter to circulate… ZineQuest was coming back in 2020. In October/November I knew this was something I wanted to take part in, for all the reasons I wrote about in my previous post. Namely: it offered the potential for an audience I lacked, it offered the chance to try Kickstarter with as many elements tilted in my favour as possible, and it challenged me to actually do something different, and learn a whole slew of lessons in the process.
With the methods I had been trialing in the middle of 2019 broadly unsuccessful, here was an opportunity to try something different, during a promotion that I hoped would help provide me with the best opportunity to be successful.
Of course, while the timing seemed ideal to trial running a Kickstarter, crowdfunding offers other benefits. With an upfront injection of capital I would be able to do things that I could not have justified otherwise. It allowed to me to trial printing physical copies, something I would not have considered otherwise. I mean, I could have printed physical copies of course, but what would I do with a couple of hundred copies of my game sitting in a box? Hope to sell them slowly? Set up a webstore to sell them? Sell them through my site? eCommerce additions to WordPress cost money, as they do through any other platform. If it was a book to be sold through Amazon or similar, then I might need to consider getting an ISBN and barcode, which costs more money, and I would have no way of knowing (without an audience remember) whether I would sell even half a dozen copies, let alone more than 100.
Upfront capital also allowed me to commission an artist, in the case of Corsairs: Felicity Haworth. Without the upfront capital I could have commissioned an artist, potentially, but it would be a cost I wasn’t confident I could recoup. Prior to running Corsairs I spent hours and hours drawing all the artwork seen on the Kickstarter page myself. Now, I’m can put together a reasonable drawing, although I am better with a pencil than a stylus, but being able to hire someone who is far more capable than I is going to give Corsairs a quality and life I couldn’t have achieved on my own.
Of course, assuming the risk in the hope of reward is how businesses have run since Glob decided to sell amber beads through Ötzi. But Crowdfunding provides opportunities for small time businesses and indie creators to take risks on their ideas through a safer and more defined pathway. For me, creating an indie game, having a small or next-to-nonexistent audience, and wanting to create something that looked nice and could be physically handled, was going to be cost prohibitive. Kickstarter provided a vehicle through which I could mitigate the financial risks, and have a greater opportunity to grow and connect with an audience.
The process of running a Kickstarter, gaining backers, and getting funded, cuts out many of the uncertainties. I know how many physical copies I need to get printed, I have budgeted for art, I have budgeted for shipping costs. All of these things have been considered and accounted for. Running a Kickstarter has defined what my budget parameters are, and given me the exact number of zines I need to print (plus a margin for error). There may be complications along the way, and Kickstarter is by no means a perfect solution, but it is a very useful one, especially for small time creators trying to share their work with the world at large. Is it also widely used by big companies, you bet, and I can see why, but that’s a different topic.
Corsairs hit Kickstarter as a part of ZineQuest. What was going to be a small PDF-only game released on DriveThruRPG and Itch, as well as to Patreon, has grown to a 32 page Zine. Kickstarter has allowed me create something that will be printed, with high quality art from a professional artist. In the process it has also allowed me to learn about laying a document out, printing processes, commissioning an artist, fulfillment, and perhaps more important than all of the above, gain an audience of over 200 backers. I am pretty happy with this humble beginning…
Why Kickstarter? Well, if you managed to make it this far I hope the answer is clear!
Corsairs is now live on Kickstarter! One of the first, but one of many creative, passionate, and vibrant games put forward by the role playing community as a part of Kickstarter’s Zine Quest!
What is Corsairs?
You are a Corsair: nothing more than a pirate to the navies of the Empires that battle over the floating islands. But to independent islands like Teboa, you are a bulwark against the machinations of power hungry sovereigns.
Corsairs is a game of sky ships, powerful empires and fiercely independent floating islands.
The zine is a 32 page role playing game, with all the rules for character creation, taking actions, and darring-do that you would expect. It also includes rules for great battles between the sky ships that the ply the Molten Seas!
If Corsairs funds you will get a 32 page role playing game, including a character sheet and ship sheet, either as a PDF, or both as a PDF and a professionally printed zine.
If we hit the first stretch goal, my sketches will be replaced with wonderful art from Felicity Haworth. Check out her art at the link, I think it’s fantastic, and I’m hoping I have the opportunity to work with her to make Corsairs look even more amazing!
You can tell a lot about a role playing game from the character sheet, and this is the character sheet for Corsairs:
Characters are built around their statistics: Finesse, Might, and Wits. This dictates the base number of D6 rolled when a character is attempting a task. Each statistic has three linked skills, and these will provide bonus dice a character may roll, and can be improved with experience.
Characters also have Luck points, and these may be used to modify dice, or to add some narrative element or device to the game that aids the character in their hour of need!
As the pirates close in on poor old Edward Evans he stumbles across a small gully, Evan’s player spends a luck point and states that in the gully are some picketed horses… just in the nick of time!
Characters will also have positive and negative relationships with the other characters in the group. In our playtests Del Fuego had a negative relationship with Scarred Pete because Pete’s Monkey nearly pulled out Del Fuego’s infamous moustache.
Relationships provide a benefit or impose a negative effect when the characters are working together and helping each other out.
Characters have gear! Each character will also begin the game with one special item. Scarred Pete had his monkey, Del Fuego had his moustache. Special items provide a bonus to one skill.
At the bottom of each character sheet has a Damage chart, which is where a player tracks how injured a character is. Injuries can mean negative effects for the characters, like the Cursed condition. The Damage chart also shows how difficult the injuries are to heal…
Lastly, most characters will have a role on ship, this will mean certain jobs they are in charge of when a ship is getting ready, plotting a course, sailing, or locked broadside to broadside with an enemy!