EDIT: The game funded, and Army Men: A Game of Tactical Plastic is now available on DTRPG!
While I'm trying to spread the word to help it get funded, I also wanted to give my readers a peek behind the scenes to see how the sausage is made, and to talk about the journey that led to this place a little bit. And, of course, to talk about the aspects of the game I think folks will enjoy, should they choose to help make it a reality!
Art by Anonymous Katsudon, found in the Army Men book! |
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What Is Army Men?
Army Men: A Game of Tactical Plastic is an RPG where you take on the roles of soldiers within the Plastos Federation. You choose your resin (green, gray, blue, red, or tan), your cast (medic, grunt, ordinance, tactician, or scout), customize your backgrounds and abilities, and then you are all formed into a squad sent off into the field. Whether you're exploring the wilderness and seeking deposits of much-needed resources for your home nations, you've been sent to reinforce a battle line, or you're on patrol to deal with the threat of the Vespoids (colossal, insectoid creatures that have put the Federation into a state of constant, military readiness), there's no shortage of threats for your squad to contend with!
Or, put another way, you're all living plastic people in a living plastic world, just trying to survive against the various threats that come knocking on your doorstep.
And to get out in front of several of the questions folks have asked, this is not a Toy Story style situation. The resinous peoples in the game are all human-sized, and the world they live in is written from the perspective of these characters. However, there is definitely a streak of the absurd running through the game that I feel makes it similar to Pugmire in its tone. This gives you a lot of flexibility, allowing you to do big, silly, bombastic stories that just feel like toys fighting each other (and which could just be the story a bunch of kids are making up around their games of plastic, backyard warfare), but you can also run tense survival-horror scenarios, stories about the scars of war, or anything else that your table can think of!
What About The Mechanics?
Army Men's engine uses the parts of Dungeons and Dragons that went into the Creative Commons recently, with a lot of tweaks and changes to help make it into a more tactical game. For example, there are additional options one can take during combat regarding cover, laying down distracting fire, and even shaking their comrades out of shock and fear so they can keep fighting. There's also 5 resins to choose from for your character, 5 casts (classes), along with 3 separate paths for each cast. There's also a bunch of fresh backgrounds, as well as the Exploits System, which replaces feats, but gives everyone a wider choice of abilities, and characters gain 1 exploit every odd-numbered level regardless of which casts they're choosing.
But wait, there's more! |
Not everything in Army Men is about added complexity, though. In fact, there are a lot of mechanics in it that have been streamlined, simplified, or outright chucked out the window so that GMs and players don't have to deal with them anymore.
As a for-instance, this game has no XP; players simply level up after completing a certain number of missions. There's also no treasure to balance for the GM, because characters are all members of the armed forces; you requisition your equipment before you're sent into the field. That means you have the ability to give them as much (or as little) as you want to directly affect the challenge of the mission. There's also simplified rules for ammunition tracking, including the Hollywood Guns feature for folks who want to run a game that feels more like The Expendables or one of the later Rambo films.
Is There More Coming?
The Kickstarter for this game is set at $6k, but we do have some fun stretch goals in place. As Josh Heath said on the Dads With Nerdy Ambitions podcast (Steve Plays With Army Men is the episode), at $10k we're going to offer a d20 set of dice in the traditional, army green with gold numbers to ensure you've got your standard-issue polyhedrals by your side. And if that wasn't enough, at $15k the stretch goals will include an option for an ammo can to keep your materials in so that you're ready to rock whenever it's time to go on your next mission.
But what's coming down the pipe? |
While the core rulebook for Army Men gives you everything you need to play the game, including a starting mission module, my hope is that this is merely the first step into a much larger world. I currently have ideas for a lot of extra content, ranging from missions Game Masters can run their players through, additional antagonists for the setting, expanded weapons, gear, and even advancing the meta story beyond the initial Vespoid conflict.
However, a lot of that is going to depend on you, the folks reading this right now.
The game is an all-or-nothing Kickstarter, meaning we need to at least hit the initial goal to make it happen. However, the more funding it generates, the bigger a message it sends to High Level Games that this is a good investment, and the more time it will buy me to put out additional content going forward.
The initial game took me roughly 2 years to write all the content for, because I had to squeeze it in between all the other TTRPG projects that were actually paying my bills. But if I could dedicate a lot of time and energy to expanding the setting, and adding new elements, folks would see follow-up projects coming to market a great deal more quickly. And, of course, if we had a bigger budget that would mean we could reach out to other creators, and put teams to work on future installments rather than keeping things small and controlled as we did with this initial game.
So, if you made it this far and Army Men sounds like a game you'd love to play, go back the Kickstarter today! Additionally, consider sharing the campaign on your social media pages, in your groups, or just telling your table about us... any and all help is greatly appreciated!
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