All available Add-ons
Back the project and upgrade your pledge level with add-ons
-
Wanderhome (Hardcover)
$7044 purchasedWanderhome is a pastoral fantasy roleplaying game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine. You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, characters are always travelers – animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them. This edition is brought to you in hardcover with a lay-flat Smyth-sewn premium binding. 272-page hardcover book.Edit -
Wanderhome (PDF)
$258 purchasedWanderhome is a pastoral fantasy roleplaying game about traveling animal-folk, the world they inhabit, and the way the seasons change. It is a game filled with grassy fields, mossy shrines, herds of chubby bumblebees, opossums in sundresses, salamanders with suspenders, starry night skies, and the most beautiful sunsets you can imagine. You might be a tamarin who dances with small and forgotten gods, a leporine mail carrier who relies on moths to get packages where they belong, a little lizard with a big heart and a mysterious past, or a near-endless number of other thrilling possibilities. No matter what, characters are always travelers – animal-folk who go from village to village and get to see the length and breadth of all the world of Hæth. The seasons will change as we play, and we will change with them. 3 PDFs (color, B&W, and insectophobe versions totaling 775 pages) plus other support files in a single Zip file.Edit -
Yazeba's Bed & Breakfast (PDF)
$2520 purchasedOur story begins in a sprawling old house outside time and space, where it's always September 15th and there's always room for a new visitor. A teen girl sits on the windowsill, reading a well-worn paperback and listening to the splashy-crashy rain come down. She's alone in the world, but soon enough the strangers who reside here will become her closest friends, family, and mentors. If you love slice-of-life fantasy, queer found family, and cutting-edge game mechanics, then read on! Yazeba's Bed & Breakfast is many things. It's a bed and breakfast, of course, but it's also this book. And this book is a book, of course, but it's also a role-playing game – the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail. Yazeba's Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines. The adventures contained within each chapter include lazy afternoons, frightful nights, insurmountable chores, and zany competitions, so every play session is full of surprises. There are bespoke game rules for overcoming mountains of laundry, picking berries, surviving a trip to the scary basement, naming constellations, and everything else that matters in a slice-of-life story. These mechanics are simple and modular, meaning you only need to know the rules for the chapter in front of you. It can take as little as 15 minutes to start playing. After each chapter, we'll be able to make changes to our characters and to the book – unlocking new guests and chapters and advancing the individual storylines of each character who played. Whether they've traded their heart away for magic powers or are just doing the everyday business of growing up, everything about a character can change through play, including their core identities. Over time, your copy of Yazeba's Bed & Breakfast will become a unique artifact of your group's play experience, a treasure that you can revisit and replay for decades. Yazeba's unusual blend of premade characters, modular rules, and legacy mechanics makes it a perfect game for pick-up play: busy players can drop in and out without ever feeling lost, and anyone who wants to jump in can make a long-term impact without a long-term commitment. We've spent months playtesting and working with our developmental consultant Avery Alder to make sure the game is as easy as possible for new players to step into, while still offering incredible depth for the more experienced player. 4 PDFs (totaling 777 pages) in a single Zip file.Edit -
Harvest (PDF)
$2028 purchasedThe people of a remote British island have carved out a good life, far from the churning of industry and the march of imperialism. Yet their paradise comes at a price. Life must be paid for in death. And until the time comes, no one knows whose blood will feed the land . . . or whose hand will hold the knife. In Harvest, each player chooses a member of the community to play – such as the Old Name, the Young Blood, or the Homecomer. Together, you will sketch the landscape of the island: its beauty and its terror. Across three acts, you’ll explore the island’s buried secrets, succumb to community pressure and private desperation, and turn against one another. Because this much is certain: One of you must die. And another must wield the knife. The only question is – who? Written by Luke Jordan 2025. Cover by Ver. Layout by Ruby Lavin. 104-page PDF.Edit -
Sleepaway (PDF)
$2026 purchasedIn Sleepaway, you play as a camp counselor at a not-so-ordinary summer camp besieged by a Strange and ominous cryptid. In the outside world, people grow increasingly alienated from their own identities, trapped in a miasma of advertising and corporate branding. Isolated from civilization, this summer camp is a beacon of safety, a refuge for misfit kids defined by their marginalization. As time pushes past and the world grows older, this camp also shelters the survivors of the Lindworm. The Lindworm is a shapeshifter, or so the stories go; a creature that flays the skin of humans and hides within. As counselors of this summer camp, you've each been traumatized by the Lindworm, in your own ways. You remember little of that time. Just that you don't want anyone else to experience it either, and you'll keep this camp safe no matter what. Sleepaway uses the Belonging Outside Belonging system, popularized by games like Dream Askew by Avery Alder and Dream Apart by Benjamin Rosenbaum. It is a diceless game where tokens are received for making Weak Moves (actions that make your life harder), and these tokens are spent on Strong Moves (actions that passionately succeed). In Belonging Outside Belonging games, everyone shares the role of facilitator, and each person can pick up Setting Elements to bounce off of and provide narrative impetus for the other players. In Sleepaway, Setting Elements also contain Rituals, in which gameplay becomes more abstracted, to highlight unique moments of play by combining them with real-world actions and activities. Rituals might invite you to draw, to gesticulate, to play music, or even to destroy elements of the game itself in very unique ways. The story continues on this way, with characters interacting and setting elements providing a world to interact within, until it is time for the Lindworm to act. While everyone has their eyes closed, one player responsible for channeling the Lindworm during play draws from a deck of cards and causes an unsettling event to occur. These can range from a new scar in a place you didn't remember having one, to a brutally dismembered animal appearing at your cabin door, or potentially even the death or dismemberment of player characters as the game continue. Characters, scenes, locations, items, and the Lindworm's cards are all kept track of on a conspiracy-style corkboard, which slowly becomes more entangled and more mechanically relevant over time. The game is divided into three acts, each one with unique rules that subtly change the game by adding new setting elements, permanently changing setting elements and character sheets, and introducing new ways to play. Written by Jay Dragon 2019. Cover by Sunny Worsey. Layout by Ruby Lavin. 130-page PDF.Edit -
Uncanny (PDF)
$1021 purchasedAn expansion for the award-winning RPG Sleepaway focused on the Strange and mysterious creatures that exist at the edge of camp. Includes new characters, setting elements, rituals and more. Written by Jay Dragon 2021. Cover by Sunny Worsey. Layout by Ruby Lavin. 57-page PDF.Edit -
The Flower Court (PDF)
$1012 purchasedA political intrigue RPG about a decadent world of scheming cyberpunk popstars. Written by Jay Dragon 2020. Cover art by Taz Meyer. Layout by Ruby Lavin. 28-page PDF.Edit -
Wickedness (PDF)
$209 purchasedWickedness is played in three acts: in the first, players discover their coven, the sanctuary they call home, a mundane fantasy nation, and the treacherous underworld lurking beneath it. Each player will be assigned one of the three coven archetypes (The Pure Heart, The Old Soul, and The Wild Spirit) by the tarot deck, and then together they'll create the world where they live, and the underworld's strange laws and denizens. Finally, they'll ask heavy-hitting questions about the covens' relationships to one another. In the second chapter, the cards point to a series of challenges detailed in the games' interpretation Guide, and the players respond: the coven can fall prey to their archetype-specific follies in order to collect cards, spend the cards to solve challenges with wisdom, or use the vast and terrible magic powers at their fingertips-- which is miraculous, but costs the user a piece of their essential nature, striking out and maybe even blackening and replacing a truth on their character sheet. So the players have to strike a balance between keeping the worlds from falling into darkness, and keeping one another from falling apart. If the scales tip too far in any direction, it's entirely possible for the game to come to an abrupt and apocalyptic end. The final chapter tempts the coven to go their separate ways, but also offers them opportunities to learn from their past mistakes and heal, and finally they'll face their ultimate fates, determining the future of the kingdom, the underworld, and the art of magic itself. Wickedness uses a bespoke tarot-drawing system loosely inspired by Jay Dragon's Sleepaway, and is a distant descendent of the Belonging Outside Belonging framework developed by Avery Alder and Benjamin Rosenbaum. 139-page PDF.Edit -
Esoteric (PDF)
$1023 purchasedA collection of secret games. Written by Jay Dragon 2019. 21-page PDF.Edit