Magpie Games currently holds the record for the most funded tabletop RPG Kickstarter with Avatar Legends, its game set in the universe of Avatar: the Last Airbender and The Legend of Korra. The Kickstarter campaign earned nearly $10 million from over 80,000 backers, a truly staggering total that, when considering campaigns for specific RPG titles, has yet to be beat. Surely the completion of this game would be met with renewed interest and immense sales success, so we’ve been looking forward to the release- wait. I’m being told that the game was released before Halloween. Huh. Well, one would naturally assume that the release would see a second wind of- so apparently the PDF version on DriveThruRPG hasn’t sold more than 500 copies since coming out. Odd. Now, to be fair, the physical game isn’t yet available, and PDF fulfillments from those preorders don’t count among the numbers I’ve cited. Even so, the campaign sold nearly 8700 PDF-only rewards, so getting not quite to 5% of that number upon release is…worrying.
As many pointed out and grumbled about during the campaign, Avatar Legends is the largest licensed RPG Kickstarter as well as the largest RPG Kickstarter in general, and as such the buyers’ motivations are often a little different. Consider: around 2,800 people paid $50 for the pledge tier which got them a physical core book and PDF copies of everything else. However, over 39,000 people opted for the $75 tier which added all the physical stretch goals. Those physical stretch goals were one more book, dice, a cloth map, a card deck, a pack of journals, and a tile. Combine that with the tier level that gave the physical stretch goals in addition to a copy of the special edition core book, and the vast majority of backers paid for the doodads. And everything I have to say in this review will not take away from those doodads, I’m pretty sure.
Continue reading Avatar Legends Review →
Ten years ago, Dungeon World kicked Powered by the Apocalypse into the mainstream by tying the system back to Dungeons and Dragons, the hobby’s most popular game. Now, Powered by the Apocalypse (or PbtA) is the newest rules system entrant into the world of licensed RPGs, thanks to Magpie Games,. While Root: The Roleplaying Game might not be the very first licensed PbtA game it is certainly the biggest one to date, using the look, feel, and logo of Leder Games’ critically acclaimed board game to catapult it to a $600,000 Kickstarter success. It also quite likely opened the gate for Magpie’s upcoming Avatar game, which leapfrogged the Kickstarter success of Root more than tenfold.
So now that Root is available not only to backers but to the world at large, what does a game by the largest PbtA publisher look like these days? Magpie Games has built their business on PbtA, scoring hits with the innovative Urban Shadows, Masks, and Bluebeard’s Bride, among others. Given their long track record it’s no surprise that the company has sought out opportunities for licensing like they found with Root. From the outside, though, there are questions about Magpie’s product strategy. Root’s final PDF was delivered to backers over a year late, and Urban Shadows second edition, currently in process, will likely be almost as late as that (original ETA for delivery was September of 2021 for PDFs). While the pandemic and other exogenous factors are clearly part of this, having multiple high-profile Kickstarters in fulfillment at once (Urban Shadows, Root, and Avatar: The Last Airbender were all concurrent prior to Root’s fulfillment) seems to be stretching the team thin.
Continue reading Root: The Roleplaying Game Review →
All things considered, the Night Nurse had been pretty kind. There really shouldn’t be anyone in the waiting room at this hour of the morning, but CryptoHertz – Gil – found himself there, a forgotten cup of coffee on the table next to him, just… staring. For a while he’d been staring at the wall, but at some point he’d noticed that there was still some blood between his fingers. Gil shuddered, trying to shake the memory of how it had felt when Plague Hack had forced him to run Arasaka Saburo through, and in doing so looked up at the television that had been droning on in the background. The twenty-four-hour news channel had a breaking news update:
High Impact BioMedical and Arasaka Corp were signing a new contract agreement to work together.
Continue reading Adventure Log: Masks: High Impact Heroics Pt. 8 →
A waterbender of the North who refuses to hide behind walls. A firebender who suffered a great tragedy but knows who is really to blame. A scion of great shipbuilders who would much rather create things that helped instead of harm. An outlaw earthbender who has carved a line in the stone and refuses to let any cross it to hurt those behind her. Can they save their part of the world? What stories will they tell? Let’s Meet the Party for the Avatar Legends Quickstart from Magpie Games!
Continue reading Meet the Party: Avatar Legends Quickstart →
Water… Earth… Fire… Air. Long ago, Avatar: The Last Airbender told the story of a nascent master of all four elements and the group of young heroes that helped him save the world. Then everything changed when the Legend of Korra brought us the tale of his successor and her many trials and tribulations. But then, as these things go, that journey ended and that world vanished from the screen. Seven years passed, with the story continuing in novels and comics, but now we’ve discovered a new window into the Avatar world. Magpie Games is telling the story this time, and the prologue is the Quickstart for their newest roleplaying game: Avatar Legends!
Continue reading Avatar Legends Quickstart Review →
Well, I have a moment before things might be getting hectic, so I wanted to share some overall impressions and observations about the totality of PAX Unplugged so far. First, I want to say that overall I see a vast improvement in organization from last year. Lines are shorter, and there are more options and backups to keep people happy. The decision to keep one main entrance seems to be paying off dividends, in that people are processed a lot faster to get in the action. Do I miss being able to pop out exits for a bite at a local market without walking all the way back around? Maybe a little, but the overall wait time is shorter, and the end result means that I am hanging around the con and exploring more.
Continue reading PAX Unplugged 2019: Day 3 Log →
I have a confession to make: I’m a fan of vampires in fiction. I honestly think that they are an excellent concept in supernatural action and horror, largely due to much of their mythos having easy ties to profound themes such as seduction, addiction, lost innocence, alienation, and the loss of humanity. Toss in a large chunk of my formative years suffused with badass supernatural bloodsuckers brought to life in films such as Blade, Underworld, Interview with the Vampire, and Queen of the Damned (plus TV shows such as Buffy, Angel and Hellsing) and you get a player who, even now, gets giddy at the chance to play in a game with a vampire focus. So when I find out that the company that is both behind my favorite Powered by the Apocalypse game (Masks) and already knows how to do horror well (Bluebeard’s Bride) already has such a game on the shelf…well, I couldn’t stay away. Which is what has brought me to Undying by Magpie Games.
Continue reading The Independents: Undying →
Out in one of the suburban zones of the Halcyon City metropolis Gilbert Phillps was shrugging on his trenchcoat and looking over his shoulder at the sleeping figure in his bed. When the doors had blown in at the Halcyon City High School #5 Semi-Formal Dance, the first thing he’d done had been to grab his friend and date Emma and spirit her away to safety. Once they’d gotten there, though . . . well, it had been an exciting night, long-hidden emotions had been revealed, and teenagers are teenagers. Now, though, Gil had to find out what had happened to the rest of his team. Leaving a note for the sleeping Emma, CryptoHertz opened his room’s window, deployed the flight pack that was the latest of his cybernetic upgrades, and flew off into the night (or rather, morning) sky. Continue reading Adventure Log: Masks: High Impact Heroics Pt. 7 →
As the doors of Halcyon City High School #5’s auditorium blasted inwards in a ball of fire and debris to interrupt the semi-formal dance, three things happened in rapid succession. First, the majority of the students present began to scream in panic and terror. Second, Gil and the Hemophiliac each separately took one look at the explosion and grabbed their dates, rushing Emma and the Sea Tarantula out a back door to safety. Third, the Lawman stood up from where he’d been knocked to the floor, drawing his revolver. Fanning the hammer he sent a hail of bullets through the smoke and dust . . . but there was an answering chatter of automatic fire. The revolver clattered to the floor as the Lawman went down, lost in the smoke and debris. The only active adult superhero and A.E.G.I.S. agent present was out for the count, maybe even dead. It looked like the younger breed of heroes were going to have to step up.
Continue reading Adventure Log: Masks: High Impact Heroics Pt. 6 →
A son learning the truth about his father, a father his mother escaped from. A teacher alone on the cold school grounds, caught between a marriage offer and the street. A ‘patient’ confined to the halls of the insane, questioning her own mind. A showgirl trapped among the carnival’s tents as surely as the locked doors of a manor. A guard finding herself locked up with the prisoners instead of them being locked up with her. Bluebeard’s Bride is a game of feminine horror from Magpie Games, wherein the eponymous bride finds herself wandering her husband’s home, experiencing the horrors within, and facing a terrible choice. When the Bride looks into a shattered mirror, however, her image splits and warps into something new. Such is what happens in the latest supplement for Bluebeard’s Bride, the Book of Mirrors!
Continue reading Bluebeard’s Bride: The Book of Mirrors Review →