Wednesday, 6 May 2026

START Week Two: Roundabout

 

Our kickstarter for START launched last week (as I’m sure anyone even paying a bit of attention to this blog would know) and it took us a bit of time to get to it. In this entry, I talk about the twists and turns we took to get here.

Beacon: The original starting adventure cut from the core rules


Work on what would eventually become START began in the core rulebook. I had originally wanted to have a small adventure in the back so I thought up an abandoned old facility to show off the history of the setting and filled it with Skelemen since they were the first Adversaries I came up with for the game. Eventually it was decided that a collection of shorter examples would be more broadly helpful than something fleshed out but pretty simplistic, so the idea was shelved. Looking back, I’m glad we did because honestly, I don’t think a spooky basement full of skeletons with no real context was a great introduction to Outer World.


The idea of making a beginner’s adventure for the game came shortly after we wrapped up the first kickstarter. Grey and I had a back and forth about what we wanted to do next. I wanted to jump right into new rules (specifically, we had taken out a whole set of Callings from the main book that I wanted to publish) but he quite wisely suggested that a small thing for people just starting out might be good to go with. My original idea was for a 30-ish page adventure, though as per usual the page count exploded from there. Sorry Grey!


Sprocket: A Playtest

While I was working on BREAK!! I devised a little scenario alongside it called “Trouble in Sprocket”. I am still quite fond of this one, I worked backwards from stuff like wanting to reverse some of the assumptions of adventures like “Keep on the Borderlands” as well as the desire to include a giant robot. It gave me a lot of chances to stress test the combat and negotiation system as well and I learned a lot running it. I still want to publish this one someday, but I’d need to tighten it up and apply some of the knowledge I’ve learned in the time since I first wrote it. Sadly, it just wouldn’t have worked as a good introductory adventure.

 




Mellica: An adventure too complex for newbies?


My original concept for START’s scenario involved a town in the Twilight Meridian suffering from an outbreak of Arcane Contamination Syndrome (otherwise known as Odditis by laymen - something readers of the blog will be familiar with). I liked this one a lot, as it involved exploration, a bit of mystery solving, and went into the issues of magical pollution that permeate throughout the setting. I sent the finished version off to Grey and…well, he thought it was too complicated for a beginner adventure. D’oh!

 



Back to Beacon: Reviving the original adventure


Funny enough, Grey wanted to go back to my original concept of the magitech facility that had been taken over by Skelemen combined with some other ideas I’d written out: a training course run by the Knights of the Lantern and a “lantern town” in the Shadowed Lands called Beacon. He figured the three could be a combined set, a low-stakes scenario where players could easily learn the rules and a more traditional, dangerous endeavor where the adventure team would help out the people of the town. We just needed some more connective tissue.


Once we had finally decided what the adventure would be, I started expanding on some of Grey’s ideas. The facility had housed some magical plants, so he suggested putting a garden above it. I came up with a monster inspired by my wife’s houseplant, a seemingly unkillable mess of vines we’ve had for many years now. The garden grew into a park, and eventually we thought it and the area around it could represent the project of one particular Mage Knight. That guy doesn’t feature heavily in the main adventure, but it helped me get an idea of how we could expand on things.


With the main two scenarios drafted, we decided that the third section would actually be an entire locale, a map with a variety of adventure sites and settlements written in brief that Game Masters could use as a jumping off point if they wanted to run more adventures in the Shadowed Lands. Since START was no longer just an intro adventure, I thought it was best if we included a customizable and expandable section. Many of these places had their origins in the failed ambitions of that aforementioned mage knight, and I ended up getting a lot of new ideas for them from watching documentaries on the youtube channel Defunctland. Outer World bears a lot of scars from the follies of the previous aeons, and it was fun to show off a bit of that here.


So what else made it in there, then?


There are some things we wanted to add to START that didn’t quite fit into the main three sections. Special rules for starting Social Bonds, Adventure Team types, Saga Hubs, stuff on customizing species and callings as well as a few additional thoughts on the core rules. While they don’t have a direct connection to the setting or adventures in the book, we felt like they applied well to the core principles of START: mainly, to make a supplement that made things easier on new groups while providing experienced players with additional material to customize their games. Some of these things have been on devblog as freebies for a while now, but having them here helps contextualize them and also makes them readily available for a potentially larger audience.


These just happen to be some of my favorite things to write. I have an obvious fondness for big projects, but these little bits and bobs are something that I can finish and test out relatively quickly and they really help keep my creative energy up for things that take far more time and planning. 


I do want to end on that thought. One reason I hope this kickstarter makes it big is so I can use that momentum to work on a bunch of new books, but I’ll be writing these little bits and bobs (and blogs!) no matter what happens.

 

Check out START on Kickstarter



Friday, 1 May 2026

START Week One: Preview Round Up

As you're probably aware START's kickstarter is currently in full swing. We've had a great first week, and Grey's been posting some fun previews on social media. I thought it might be fun to collect some of these here for posterity (and so everyone can see them)

 

Ready? 

 
Valarie Rosemace, a rookie Knight of Lantern, has consumed some 'unusual' mushrooms while looking for a rumored 'shadow blight' cure. Now she's disorientated and vulnerable. Will you be able to save 
her?
 
 
Helvetica, a small-minded Skelemaster, is in possession of a artifact that's true power is beyond his comprehension. Can you liberate it from him and put it to good use?
 
 
Keep off the grass! Groundskeeper drones are programmed to trim back unsightly overgrowth. Twigs, branches, arms, legs! What other marvels from the past will you encounter?

 

More awaits you in START - 200 pages more, even! Several adventurous scenarios, details on the Shadowed Lands, and new options and rules meant to customize characters and get you right into the fun of adventuring. Back it here!


Tuesday, 28 April 2026

START is live on Kickstarter


Finally, our first adventure is here...

...well, it's live on Kickstarter. 

While we designed BREAK!! to be easy-to-learn and foster a DIY approach to the game, the one thing many said would be helpful is a proper starting adventure. So that's what we've been working on. 

And (as we've now sold out of Special Edition) we thought we'd also print up some more of those, this time with some new variant art.

Check out our new Kickstarter here!

The new Kickstarter includes:

  • A tutorial adventure, where you and your table can learn the game in a simple 'one-shot' mission.
  • A 'Proper' adventure, filled with quirky characters and locations.
  • A series of 'one-page' adventure sites, factions, and new monsters for you to create your own longer running saga.
  • There are also some small rules additions that give your PCs a 'team ability', new playable species, and more.
  • In addition to this, we've created also created a fancy GM screen for quick reference.

Thanks all your interest and support in BREAK!! 


❤️ ⚔️ Grey + Rey

Another link to the new Kickstarter so you don't have to scroll up!

 

The new adventure

The new special edition

The GM screen


Saturday, 18 April 2026

FREEBIE: The Architects of Promise (Unterkin)

The Unterkin are a reclusive species that reside in Lost Crystal. While good natured, they are secretive to the extreme and rarely interact with outsiders, if it all. However, some Unterkin leave their home to join the ranks of adventurers - in this week’s blog entry, we’ll learn about them.

UNTERKIN

These odd little folk are said to be the architects of Promise, the creator’s realm that was hidden away. They are known throughout Outer World for their unparalleled skill as crafters and their seemingly impacable whimsy.


Physiology: The unterkin are diminutive and somewhat hunched, with long snouts, tufts of colorful hair, and bulging eyes. In spite of this sounding like an unpleasant sight, there is something charming and almost toy-like about them that keeps it from being so.


Typical Demeanor: Unterkin’s inherent ability to create gives them an odd insight into the world around them. They tend to see everything in components, and while they sometimes miss the forest for the trees they do notice things others might ignore.


Outlook: The hearts of the Unterkin are guided by whimsy and tempered by a sense of duty. While secretive, it is out of an abundance of caution rather than total distrust.

  • The best way to consider the whole is to study all of its parts.

  • Create joy when you can, share wisdom when you cannot.

  • Keep your secrets, the folk you can trust all know someone who you can’t.

  • A hand that destroys taints all that it creates.

  • Honor a true promise to a friend above all other things.


History: The Unterkin are older than Outer World, perhaps even by a great margin. There is little record of their distant past: what is known is that when the Creator made Promise he awakened the Unterkin to help him do so. Unlike the dwarves, who were formed specifically for the task, they had existed beforehand, created in some place unknown to any native of Outer World.


The two species worked in tandem until the creator’s departure. The Unterkin even resided in the nation of Old Iron in its early years. But eventually they departed, settling in a land beyond the Sea of Tar they would come to call Lost Crystal. They have resided in that place since then with little contact with the rest of Outer World.


Adventurers: It is truly rare for an Unterkin to leave Lost Crystal. There are only so many of them left and the secret to creating more of them is lost. Their home is safe, hiding them from danger and those who would take advantage of their talents.


Yet, there are those who leave Lost Crystal behind to travel back out into the world beyond. This is either because they have some wish that can only be achieved in the outside world or because they have been exiled for breaking some sacred law. In either case their memories are sealed away for the sake of protecting Lost Crystal’s secrets. 


As a result, every Unterkin adventurer only remembers their innate skills and recent past. While they can’t help but long for the things they have forgotten, they mostly agree that this is for the best.


Typical Names: Unterkin are wont to choose odd, silly sounding names for things and even themselves. This is partly due to their own preferences but is also something they started doing to spite the tenents that pushed them to leave Old Iron behind.


Unterkin names are combinations of jumbled words connected to their heart’s craft, sounds they find amusing, wishes, and obvious facts.


Examples: Patasy Potables, Bluesy Hugh, Keepin Chinup, Munamina, Henkly Widget


Special Notes on Unterkin Characters

  • Unterkin are limited in what Callings they can take. Most Unterkin adventurers are Factotums, being natural crafters and all. Many are also Sages and Balladeers, as the magic of whimsy and song come easily to them. A few are Sneaks, thanks to how important secrets are to them. 

  • They are too apprehensive towards violence to become Champions, Raiders, Battle or Murder Princesses and are unable to take up the mantle of Heretic because the Sealed Names refused to commune with them.

  • Unterkin’s Homeland is always The Buried Kingdoms and they use their own History Table, outlined later in this entry.

Abilities


Species Size

You are squat and hunched, taller than a chib or goblin but shorter than a dwarf.

  • You are a Small Species


Innate Abilities

You start with two Abilities.


Ageless

While you don’t remember it, you’ve been alive a very long time. While violence can take your life, age cannot weaken or destroy you.

  • You never age beyond your physical prime, and are immune to effects that force aging. 


Heart’s Craft

All Unterkin have a craft they innately understand. This is your Heart’s Craft, one that even the strongest magic of your people could never make you forget.

  • Select a Crafting Discipline to specialize in: Forging, Gadgeteering, Tailoring, Artificing, Alchemy or Cooking.

    • You can use either your Insight, Aura, or Deftness for your Crafting Rolls.

  • You can identify items related to your Heart’s Craft with an Insight Check.


Maturative Ability

Available for selection at Rank 6, or higher, instead of an Advanced Calling Ability.


Masterful Mishap

Your skill in crafting is so great that you manage to have a bit of control in the chaos created by a disastrous mistake.

  • During a Crafting Mishap, you may choose between an Aborted Attempt or a Flawed Creation rather than roll. In addition, you may choose which Complication, Side Effect, or Curse flawed creations gain rather than roll if those tables come into effect.


Quirks

  • Unterkin may choose between a Physiology Quirk (1-10) or an Eldritch Quirk (11-20)


Unterkin Histories

(1-5) Red Hand

You can’t remember the exact details but you know two things are true: you were exiled from your home and the reason why was because something you created injured or killed another. This is one of the most important rules of Lost Crystal, and breaking it means you can no longer stay there.

  • Suggested Heart’s Craft: Forging, Gadgeteering

  • Purviews:

    • Tempering your actions with memories of past mistakes

    • Fixing something you broke

    • Recognizing regret in all its forms

  • Bonus Gear (Pick 2)

    • Thrown Weapon (Bits of a shattered blade)

    • Light Armor (Patchwork Mail)

    • Lumi-Slime Lantern (Your last friend from home)

    • Rations (x10) (Cured Deeproot)

(6-10) Fizzicist (Thanks to Red Cog for the name)

You were a master of making things sizzle, crackle, and pop (in a fun way), creating things that brought joy to those around you. Some stray thoughts pulled your wishes far from home however, and you followed them.

  • Suggested Heart’s Craft: Cooking, Alchemy

  • Purviews:

    • Shaking things up a bit

    • Having a bubbly disposition 

    • Containing a potential mess

  • Bonus Gear (Pick 2)

    • Artisans Outfit (Your favorite coat) 

    • Common Urban Good (Sturdy Old Bottle)

    • Basic Potion (Broot Beer)

    • Grenade (Over-Carbonated Broot Beer)

(11-15) Storyteller

Whether it was through oration, song, or pen, you’ve always loved telling stories. But you told them so often, you ran out and knew the only place you could find more would be far away from home.

  • Suggested Heart’s Craft: Artificing, Tailoring

  • Purviews:

    • Knowing what’s narrative appropriate

    • Finding the story hidden in a mystery

    • Working out a proper ending

  • Bonus Gear (Pick 2)

    • Toodle Flute (Oddities & Luxury Goods) 

    • A Proper Pen (Common Urban Good)

    • Multi-Colored Cloak (Appealing Outfit)

    • Treats (x10) (Star Sweets)

(16-20) Wonder Aspirant

The works of the first one were deemed out of reach by the other Unterkin long ago. The way they mastered and melded together every discipline to create miracles is just not something any one else could replicate, and the others were content after accepting that. You were not. You’d give up everything for the chance to match them.

  • Suggested Heart’s Craft: Any to start, though you should take a second crafting discipline as soon as possible.

  • Purviews:

    • Going beyond your means

    • Mixing things that should be incompatible

    • Challenging things much greater than yourself

  • Bonus Gear (Pick 2)

    • Star Gem (A memento of their greatest work) 

    • Shadow Stone (A reminder that everything can be broken)

    • Forgotten Lore, Tome (A wonder werk manual)

      Compass (Something you always knew you’d need)