Latest from the Creator
PROJECT UPDATE
Project Update: Complete Your Survey!
Hello backers,
I'm excited to share some status updates:
I'm excited to share some status updates:
- The Digital + DIY Kit has been finalized.
- The print run for the physical copies has been paid for and will be under way shortly.
- Backer surveys have been sent out.
Please locate and complete your backer survey! It was sent to the email address that you used to make your Backerkit pledge. The survey is what allows me to give you your copy of the game. It's also how you pay any sales tax and shipping costs associated with your order.
The moment you complete your Backerkit survey, you should be now able to download your copy of the Digital + DIY Kit. The kit contains everything you need to print your own DIY set of cards or play the game virtually. Whether you want to browse an image gallery of individual cards, print off self-contained playsheets that have all the reference info alongside each roommate card, or find some overlays you can use for streaming, the kit should have you covered.
Edit: I made a mistake setting up one of the digital download settings, so it wasn't initially available. I've fixed it now, I think, and so you should see the digital download option available from your survey confirmation page now.
Next steps:
- Ensure everyone completes their backer survey.
- Create a PDF version of the rules and add it to the site.
- Track the production and shipping of the physical cards.
PROJECT UPDATE
Project Update: Release Timeline
Thank you all so much! With your help, Going For Broke made it past the finish line! I'd love to share with you the timeline for what happens from this point forward.
Preorders: Now. For anyone who missed out on the Backerkit campaign, preorders are now live here.
Digital + DIY Kits: March. I aim to have the Digital + DIY Kits finished by the end of March. This is the zipped folder containing any PDFs and image files you need to either play virtually (over Zoom, Roll20, or similar) or print your own DIY set of cards at home. Every backer will be receiving a copy of this kit.
Print Production: March-April. Proofs have already been examined. The card and sleeve box layout files were just finalized. A few logistical details are being sorted out, and then the print run can begin.
Surveys: March 25. I am required to wait fourteen days for failed payments to be processed before I can send out backer surveys. Expect your survey to arrive on March 25. Completing your survey is mandatory - it's how I get the email and physical addresses I need to deliver your rewards!
PDF Rules: April. The rules are already available for free online, so you can learn how to play whenever you'd like. But right now, those rules are only available in-line on the page itself. That's not everyone's preferred mode of learning! The next step is to create a PDF version of the rules (which will also be available for free on that same page). I'm going to focus on this after all production and survey stuff has been sorted.
Surveys Close: April 13. Surveys will close mid-April, and at this point credit cards will be processed for all outstanding charges (your pledge has already been processed, so this will be taxes, shipping costs, and any post-campaign add-ons).
Product Receiving: May. Once printed, the card packs will be sent to distribution points in Canada, the United States, and the UK. I'm hoping they'll arrive in April, but this entirely depends on turnaround time at the printing facility plus international shipping time.
Product Shipping: May-June. I'm hoping to have the games sent out by the end of May. I'm hoping that everyone receives their copy by the end of June.
Now, all of this could change! It's common to encounter snags in production, shipping, packaging, and life. Maybe a box gets turned around at customs and it takes a month to sort out. Maybe I catch a nasty flu. Any of these dates could slide by a few weeks or months. Nothing above constitutes an ironclad promise. It's just the plan as it currently stands! But I'm hoping that it gives you a valuable frame of reference.
Thanks so much for supporting this project. Don't hesitate to ask questions if you have them.
Digital + DIY Kits: March. I aim to have the Digital + DIY Kits finished by the end of March. This is the zipped folder containing any PDFs and image files you need to either play virtually (over Zoom, Roll20, or similar) or print your own DIY set of cards at home. Every backer will be receiving a copy of this kit.
Print Production: March-April. Proofs have already been examined. The card and sleeve box layout files were just finalized. A few logistical details are being sorted out, and then the print run can begin.
Surveys: March 25. I am required to wait fourteen days for failed payments to be processed before I can send out backer surveys. Expect your survey to arrive on March 25. Completing your survey is mandatory - it's how I get the email and physical addresses I need to deliver your rewards!
PDF Rules: April. The rules are already available for free online, so you can learn how to play whenever you'd like. But right now, those rules are only available in-line on the page itself. That's not everyone's preferred mode of learning! The next step is to create a PDF version of the rules (which will also be available for free on that same page). I'm going to focus on this after all production and survey stuff has been sorted.
Surveys Close: April 13. Surveys will close mid-April, and at this point credit cards will be processed for all outstanding charges (your pledge has already been processed, so this will be taxes, shipping costs, and any post-campaign add-ons).
Product Receiving: May. Once printed, the card packs will be sent to distribution points in Canada, the United States, and the UK. I'm hoping they'll arrive in April, but this entirely depends on turnaround time at the printing facility plus international shipping time.
Product Shipping: May-June. I'm hoping to have the games sent out by the end of May. I'm hoping that everyone receives their copy by the end of June.
Now, all of this could change! It's common to encounter snags in production, shipping, packaging, and life. Maybe a box gets turned around at customs and it takes a month to sort out. Maybe I catch a nasty flu. Any of these dates could slide by a few weeks or months. Nothing above constitutes an ironclad promise. It's just the plan as it currently stands! But I'm hoping that it gives you a valuable frame of reference.
Thanks so much for supporting this project. Don't hesitate to ask questions if you have them.
CREATOR
Friends! Thank you so much for your support.
We managed to make it across the $20k mark, which is fantastic. Over the next week, I'll be putting together backer surveys, finalizing the print run details, and getting production underway.
I'm so stoked to get to share this game with you! Expect production updates some time in the next month.
We managed to make it across the $20k mark, which is fantastic. Over the next week, I'll be putting together backer surveys, finalizing the print run details, and getting production underway.
I'm so stoked to get to share this game with you! Expect production updates some time in the next month.
CREATOR
Friends, we did it! Going For Broke has crossed the finish line, which means that I get to move into the production stage and get this thing printed. There are three days left for preorders to keep rolling in, and then the campaign comes to a close.
Crowdfunding campaigns sometimes get bogged down by a flood of fancy perks, grandiose stretch goals, long lists of guest contributors, and dubious side quests. I wanted to keep this one simple and straightforward: we're printing a little pack of cards. Thanks to your contribution, we've hit that goal! Thank you. You're all wonderful.
Expect the next update to be about production and shipping timelines. I want to get this game into your hands as soon as possible.
Crowdfunding campaigns sometimes get bogged down by a flood of fancy perks, grandiose stretch goals, long lists of guest contributors, and dubious side quests. I wanted to keep this one simple and straightforward: we're printing a little pack of cards. Thanks to your contribution, we've hit that goal! Thank you. You're all wonderful.
Expect the next update to be about production and shipping timelines. I want to get this game into your hands as soon as possible.
PROJECT UPDATE
Project Update: Why This Game Matters to Me
I've been designing roleplaying games for nineteen years – the entirety of my adult life. The games that have made it to print have generally been ones that really mean something to me. Going For Broke is no exception, and I wanted to take a moment to talk about why.
Going For Broke was, from its inception as an It's Always Sunny in Philadelphia tribute game, designed with a vision for play in mind. The vision was simple: crack open a single pack of cards and you have a self-contained, quick, easy, fun game that can serve as a first invitation into the world of roleplaying.
In my experience, it's not hard to get people interested in the concept of roleplaying games. The idea of creating stories together, of laughing and playing make-believe with your pals, is an easy sell. That's more true than ever now, with roleplaying games making bigger waves in popular culture. People are intrigued and want to try this hobby out for themselves! But the moment that they learn how steep the initial time and learning commitment is... they balk. Reading a whole chapter of a book? Blocking out four hours of free time? Buying weird little dice?!
The design of most roleplaying games is, frankly, hostile to first-time players. Needing to create a character and learn a bunch of rules before you have any context for what those things are for—what sort of experience they're going to facilitate—is taxing and confusing. A good entry-point game should have you playing make-believe within the first few minutes of sitting down. To do that, it needs to have dead simple mechanics, approachable touchstones, and a really clear vibe. So that's the biggest reason that Going For Broke matters to me: I think it hits that mark.
The game won't be for everyone. It's improv-driven and it demands a confident wit. But it's a game that you can toss in your backpack or purse and forget about until the perfect moment reveals itself. And when that perfect moment reveals itself, and you reach for it and suggest playing a quick game (right here, right now - we've got the time!), I think it has the potential to make some new roleplayers out of the people in your life.
That is... if we manage to cross this finish line! We have four days remaining, and we're 87% of the way there. I could really use your help. Tell your friends about this campaign. Click those share buttons. Consider adding an extra copy or an additional game to your pledge (see the Add Ons page). We're so close, and I would really appreciate your help hitting that target.
Going For Broke was, from its inception as an It's Always Sunny in Philadelphia tribute game, designed with a vision for play in mind. The vision was simple: crack open a single pack of cards and you have a self-contained, quick, easy, fun game that can serve as a first invitation into the world of roleplaying.
In my experience, it's not hard to get people interested in the concept of roleplaying games. The idea of creating stories together, of laughing and playing make-believe with your pals, is an easy sell. That's more true than ever now, with roleplaying games making bigger waves in popular culture. People are intrigued and want to try this hobby out for themselves! But the moment that they learn how steep the initial time and learning commitment is... they balk. Reading a whole chapter of a book? Blocking out four hours of free time? Buying weird little dice?!
The design of most roleplaying games is, frankly, hostile to first-time players. Needing to create a character and learn a bunch of rules before you have any context for what those things are for—what sort of experience they're going to facilitate—is taxing and confusing. A good entry-point game should have you playing make-believe within the first few minutes of sitting down. To do that, it needs to have dead simple mechanics, approachable touchstones, and a really clear vibe. So that's the biggest reason that Going For Broke matters to me: I think it hits that mark.
The game won't be for everyone. It's improv-driven and it demands a confident wit. But it's a game that you can toss in your backpack or purse and forget about until the perfect moment reveals itself. And when that perfect moment reveals itself, and you reach for it and suggest playing a quick game (right here, right now - we've got the time!), I think it has the potential to make some new roleplayers out of the people in your life.
That is... if we manage to cross this finish line! We have four days remaining, and we're 87% of the way there. I could really use your help. Tell your friends about this campaign. Click those share buttons. Consider adding an extra copy or an additional game to your pledge (see the Add Ons page). We're so close, and I would really appreciate your help hitting that target.