Zine quest – Why Zine quest?

To start the series of articles here reflecting on my experiences with the ZineQuest, I’m going to delve into the question why?

Why ZineQuest?

I think the most honest answer to this question is the most obvious: ZineQuest has an audience.

ZineQuest was a promotion I heard about last year at the tail end of the promotion. As February 2019 was coming to a close I started to look at the games that had been released on Kickstarter as part of this odd looking, but interesting promotion, and wished I had heard about it earlier. As someone who had already started drafting and developing various role playing games, the ZineQuest promotion was something I was very keen to explore. Why? Because I hoped that by launching something as a part of a promotion like ZineQuest, I had the best chance of getting funded. People remembered the 2019 ZineQuest, people were planning for, and excited about, the prospect of a 2020 ZineQuest. These were people who might look at Corsairs, who would likely never have looked at Corsairs had it launched as it’s own thing at some other point in the year. To me there seemed to be a clear marketing advantage in being part of such a promotion.

Let’s be honest, while I had worked as a freelance writer for more than 5 years, and had written for a reasonable number of RPGs and miniatures games, while I had previously had a life as a podcaster in the board gaming community, I was not well known. Those that did know me were a mix of board and role playing game people, and my potential audience was extremely limited, especially for a project that lacked professional art, and had no budget for marketing.

A promotion like the ZineQuest offered the potential for me to get more people to look at my project, people on Kickstarter for ZineQuest, looking for Zines. I still had to create a game and a project that I hoped would be good enough or interesting enough to get those people to back it, but more eyes means more potential. So that, in essence, is why ZineQuest.

ZineQuest also seemed to me to be a safer place to experiment with creating a game than outlaying the money up front to do it at some other time (or creating a Kickstarter at some other time). A high percentage of of the projects created for the first ZineQuest reached their funding goals, and I believed that while this percentage would be lower in 2020 (due to there being more zines), the number would still be higher than the average outside the ZineQuest promotion. All of this meant that ZineQuest felt like a safer time to try Kickstarter. To learn about planning a project, putting it together, launching it, running it, and getting a feel for how it all works. It meant it felt like a safer time to experiment with printing something: writing, getting art done, laying it out, and having it printed. Something manageable for a first time creator: something that is not a luxurious hard cover book choc full of glorious full colour art. And of course, it also meant I had a chance to experiment with fulfillment, and to learn about the costs and processes involved with that. Some of these things are lessons I have learned, some of these are still ahead of me.

Putting up a project for the ZineQuest was also a challenge to myself. Everything involved (apart from designing and writing the game) would be new to me. I hoped the project would fund of course, but I didn’t imagine it would explode, and so I would be left with a funding level and number of backers that would give me a chance to learn the processes without being overwhelmed. Don’t get me wrong, I would have loved to need to print 1000 copies, but I tried to be optimistic, without being unrealistic. I believed I could write a game that people would enjoy, I believed I could put together and run a project people would get behind, and I hoped I would be successful. But I also had a voice in my head whispering that if my project did fund, it would not be so huge that I wouldn’t be able to handle it.

So there it is, that’s the why. ZineQuest offered the potential of an audience I wouldn’t ordinarily be able to get, and challenged me to learn how to create, print, and fulfill something that was manageable. Lessons, lessons, lessons.

ZineQuest – Ruminations…

Prior to launching Corsairs as a part of the ZineQuest, I went through a fair amount of planning and preparation for the Kickstarter, quite apart from the job of writing and testing Corsairs. I tried to catalog some of my thoughts and processes in a series of articles here, all of which can be found by going to the ZineQuest page, here.

I plan on writing a series of articles here over the coming weeks that run through the processes and choices I made during the Corsairs Kickstarter, and some of things I think I have learned along the way. I will add links to these to my ZineQuest page, and hope that someone considering running their first Kickstarter, or entering next years ZineQuest (I hope there is one) will find them useful in some capacity.

So to that end, if you have any questions about running a Kickstarter, about the Corsairs campaign, about ZineQuest, or anything connected to those, I’m here for them! While I have a list of topics I want to cover, I also want to try and make this a useful resource, and there is every chance (in fact a certainty) that there are things that should be on my list, and that I have overlooked. So ask away!

You can add any questions you have to the comments here, find and ask me on Twitter @caradocp or @CaradocGames, or email me at caradocgames -@- gmail.com.

Corsairs – Set to Sail

14 Days. That was the length of the Corsairs Kickstarter Campaign for the ZineQuest. Before launch I had my worries, I had my doubts, I had a cynical and self-deprecating voice in the back of my mind telling me Corsairs would fail. It didn’t.

236 Backers raised over $4000 AUD to help make Corsairs a reality. We hit a funding level of 274% and unlocked three stretch goals. We unlocked a better quality zine, improved art from Felicity Haworth, and two further PDF zines that will expand the Corsairs rules and setting.

I’m not sure how I feel. On one hand I am stunned, shocked, thrilled and excited, and on the other I am daunted by the challenge that lies ahead, and the worry that I can still muck it up. Replacing the concern that no-one would be interested and that the Kickstarter would languish unnoticed and forgotten is the concern that people who get the zine will be largely unimpressed. Such is the journey of anybody who creates content in the hope that others will like it I suppose! I cannot sit in a puddle of idle self-doubt, I have 236 people to thank and a successful Kickstarter campaign to celebrate! So onward!

An early test print.

Over the course of the Kickstarter campaign I wrote 23 updates counting something like 13,000 words all told, I did one interview, tweeted a lot, and gave shout outs in my updates to 23 other Kickstarter ZineQuest campaigns. I got a lot of feedback, a huge amount of support, and was stunned when the campaign funded on the second day, and hit 274% of the funding level by the time it wound to a close.

It’s been a roller coaster. I have learned a lot, and I recognise that I have much yet to do and learn. I am looking forward to the chance to officially commission Felicity to complete the artwork for Corsairs, and excited to see how it will all come together including her wonderful artwork. I have two source-zines to write: Smoke and Oakum, which will expand the rules for sky ships and sailing, and Speed, Strength, and Wits, which will expand the rules for characters. Through both I hope to also expand the setting and lore of the Molten Sea and the famed Floating Islands, as well as layering in as many adventure seeds as I can. All in good time! For now I have some freelance work to complete while I wait for Kickstarter to process the campaign. Once this is done I will be taking time out to finish Corsairs, and make the rules book and the source-zines that follow it as wonderful, and full of value for my backers as I can.

Playtesting was a lot of fun!

All in all Corsairs has me wondering about the viability of running a small zine campaign again later in the year. Yes it would be outside of the ZineQuest promotion, and that I have no doubt would significantly impact visibility, but I had a great time running the Corsairs kickstarter campaign… I got to interact with a wide range of wonderful and supportive people from gamers to designers and fellow zine-questers, and generally had a lot of fun. Then again, maybe I should instead focus my attention on my larger fantasy RPG: Ashmerl… Decisions… we shall see!

6 Hours to go…

6 hours until the Corsairs RPG Kickstarter ends!

Sky ships, floating islands, daring deeds, and adventure await! We’ve unlocked 3 stretch goals!

In the latest update, which you can read in full here, I go into what each of the stretch goals unlocked so far means for backers. It has been an amazing journey! Something I plan to dissect and write about after the campaign ends…

Corsairs has funded!

Wow, I have been busy with the Kickstarter page, and completely neglected the website. Last I wrote here, only a few days ago, Corsairs was sitting at 87% funded. Since then it has gone past its funding goal, and just hit the first stretch goal! I can’t believe it.

So far I have sent out 7 updates on the Kickstarter page, including information about the setting, the rules, and added a poll for backers yesterday in which they could vote for the next PDF Zine to be released for Corsairs.

I am honestly stunned with the level of support and encouragement I have received: it has been unbelievable. I’d love to hit another stretch goal or two as we move into the final week of the Kickstarter, but whether that happens or it doesn’t, I can remain content that I managed to do a thing. There is plenty of work ahead, don’t get me wrong, but I was doubtful I we would make it this far. Crazy!

I have learned so much on the journey so far, and look forward to what the next steps and twists have to teach me. It has made me think, maybe making some zines throughout the year might be an interesting and fun thing to do… Hmm.

If you haven’t yet, check out the Corsairs Kickstarter here. It has been more successful than I had dared to hope it would be, and that is thanks to everyone who has jumped on and supported me, and supported Corsairs!

Corsairs is sailing…

Corsairs is live on Kickstarter, and currently sitting at 87% funding… Is the destination in sight? That remains to be seen!

Ever hear tell of the floating islands of the Molten Sea? Of the independent island of Teboa? Or why the epithet ‘Corsair’ is a badge of honour? The latest update delves into the background of Corsairs… You can read more here!

Corsairs is Live on Kickstarter

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 find and back Corsairs here.

Corsairs – Characters

Corsairs will be coming to Kickstarter as a part of the ZineQuest in a few days time. In the lead up I wanted to show a few of the details, and today that means talking about characters!

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!

Corsairs will launch on February 2nd! Check out the pre-launch page here, and click to get notified when it launches!

Corsairs – Coming Soon to Kickstarter!

The Corsairs Kickstarter preview is up! Check it out here!

Corsairs will go live for Kickstarter’s ZineQuest on February 2nd.


Corsairs is a 32 page RPG zine of sky ships, floating islands, and high adventure! All the expected rules are there: actions, combat, giving a foe a damned good tongue lashing, Corsairs even includes rules for sky-ships and broadsides!

Corsairs does not include a GM chapter, or the usual ‘What is an RPG’ section, but it is choc full of rules, Scoundrels, and background. It also includes a Summary page, a character sheet, and a ship sheet.

Again, you can check it out here!

Zine quest – The wait is on…

Well, I did it. I hit submit. I had a few butterflies, but I submitted the Kickstarter project for review. I’m not sure how I’m feeling right now… nervous certainly. Hopeful. Worried. Excited. Anxious. All a mix of various things.

I think I have calculated everything, and goodness knows I have been over the project and the maths 1000 times. I think I have it all covered. We shall see.

The ship is set to sail! I hope the winds are favourable! I hope the course has been well plotted, and any dangers for the voyage have been thoughtfully navigated in the process. If the project passes review Corsairs will be launching on February 2nd. My contribution to the Zine Quest.