Thursday, May 15, 2025

Why D&D 5.5 (2024) Needs a New Campaign World

 I am starting this in the early Winter of 2025, but I suspect it will take me a bit to finish it. I want to set up some reasons why the newest edition of Dungeons & Dragons, called the 2024 Edition by Wizards of the Coast and the 5.5 edition by me really needs it's own new campaign world.

PHB 2024 Tieflings

I have spent most of this year talking about how you can, and maybe should, try out other games besides D&D 5.5.  But I get why many would not. 

Today I want to take a different track. That D&D 5.5 (2024 edition) should have it's own game world and embrace the changes they have made.

D&D is Becoming Creatively Stagnant

Let’s face it. Wizards keeps returning to the same old wells: the Sword Coast, Ravenloft, Planescape, Greyhawk. Some of it’s great, a lot of it, even. But the nostalgia engine is starting to sputter. At what point does reverence for the past become a chokehold on the future?

Look, I get it. There is 50 years' worth of lore and backstory and things people can do in D&D that rest on what has come before. It would be foolish to think D&D would abandon all of that. That would be the same as DC saying they are rolling out a new comic line that has nothing to do with Superman, Batman, and Wonder Woman. 

But. The overreliance on nostalgia is becoming creatively thin, if not stagnant. I can buy into Iggwilv saying the hell with it all and running off to hide in Feywild. I get that. I can sorta see Bigby being transformed into a gnome or whatever. Hey, the world is weird and weird things happen. Though would it not be better to just make a new gnome character? I don't know.

I will say this by way of example. A while back, I had a 20-something explain to me who Kas was and his importance to Vecna's lore. Instead of being a dick and saying shit like "don't quote the deep magic to me..." I just let them be excited and share something that was obviously new and exciting for them. Maybe that is why we keep going back to the Keep, the Sword Coast, and Wild Space. 

Sure, it’s fun to reimagine Bigby or retcon Kas and Vecna’s ancient grudge. And I love that new fans are discovering these stories and making them their own; that’s part of the magic. But do we really need to keep dragging the same characters through the multiverse like Weekend at Bernie’s NPCs?

Where’s the creative risk? The bold new mythology? The chance to start over without decades of canon stacked like bricks around the game?

The Grogs who loved those settings will puff out their chests (and then cough a lot because, well, we are getting up there aren't we) and loudly proclaim they don't buy "WotC D&D." Fine. Then D&D should be made for the people who do buy it.

A new setting, unburdened by layers of TSR-era geopolitics and decades of novels, would give writers, designers, and players room to breathe.

Human-centric is No Longer the Norm

When D&D began, the assumption was largely a human-centric worldview with some elves, dwarves, and maybe some halflings thrown in. Each edition expanded the selection of species choice. This has largely been a benefit to the game since people can play what they want. But, many of these new options are not well mapped onto the worlds in use. The Forgotten Realms has made some strides to explain why there are dragonborn and tieflings and for the most part that works for me. But it is harder to see all of these folk in, say, Greyhawk. Interestingly enough, this is exactly the sort of thing I feel Mystara does well. 

D&D’s playable species have exploded since 1974. We now have playable angels, rabbitfolk, genasi, tieflings, dragonborn, and more. The world of the player is no longer a human one with some elves and dwarves in the margins. It’s a multicultural multiverse and that is a good thing.

And yet, the game keeps returning to campaign worlds built for that older paradigm.

I am playing a my first ever tiefling in Baldur's Gate 3 now. It is interesting. There are dialog choices that were not there before, most around "will I be accepted as a tiefling?" Larian Studios at least gets some of the issue with adding some new species in lands with a ton of lore that doesn't include them. But again, maybe the Forgotten Realms was just better at this than say Greyhawk.

A new setting could make this diversity the foundation, not the patch job. 

Look how Star Wars does it. Aliens everywhere and each one is more interesting than the last. In movies and TV shows, humans are cheaper to do obviously (no CGI or makeup) but RPGs should not have that limitation. 

D&D 5.5 is Brighter than Previous Editions, And Its World Should Be, Too

The tone of the game is more hopeful. You are not really murder hobos, you are heroes. The art is brighter, too. The world is more escapist fantasy where the Grim Dark is now found in the Non-fiction and Current Events sections of the library.

Characters aren’t just delvers of dungeons or looters of crypts, they’re agents of change, defenders of ideals, aspirants to legend.

You can see it in the art. It’s vibrant, inclusive, and dynamic. You can see it in the rules, as well with an emphasis on collaboration, character backstory, and narrative arcs.

But many of the older campaign settings were built on a darker foundation. Political cynicism, gritty realism, moral ambiguity. That’s great for some stories. But it’s not the dominant tone of 5.5.

I am running an AD&D 1st Ed game on Tuesday nights set in the Forgotten Realms. I mentioned that at the time of the game's writing (1987 CE) and the time I am setting it in (1357 DR) that there were not a lot of the species running around. I said I wanted to keep the spirit of the original rules for this. I compromised and allowed a "good" Drow and a Kitsune. This is what the new players want and why should anyone tell them no?

Let’s give this new era a world that fits its heart and implied vision.

A New Setting Would Be a Statement

The release of a new setting wouldn’t just be a product; it would be a signal. A declaration that this isn’t just another iteration of D&D. That D&D is evolving and ready to explore new myths, new cultures, and new stories, in new ways. Yeah, if you want, you can still go out and commit orc ethnic cleansing if that is your desire. I'll point out that you should stick to the older editions because, honestly, they do that better than the current one.

It wouldn’t negate the old settings. Greyhawk will always be there. So will Eberron and Mystara and the Realms. But just like 3e had Eberron, 4e had the Nentir Vale, and even 2e had Birthright, 5.5 deserves a world it can own. 

Something new. Something bright. A place where all these design choices of the last 15 years can come home and say "this is our world."

I’m not saying Wizards must make a new setting to make 5.5 a success. But if they want to inspire a new generation the way Greyhawk inspired Gygax’s table or the Realms inspired Ed Greenwood’s then they might consider lighting a new torch instead of holding onto the old ones.

Next time I'll talk about what this would could be.

Wednesday, May 14, 2025

Witchcraft Wednesdays: The Archwitch

Photo by Ferdinand Studio: https://www.pexels.com/photo/woman-in-a-costume-reading-a-book-3922111/
Photo by Ferdinand Studio

 Working on a new project. It should be pretty obvious, but I will wait for the full announcement. Among some of the features of this new project is the notion of "Advanced Classes." You have already seen these kinds of classes before. They are the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. 

Mine, however, are all occult-based. I have already been play-testing a couple of them, some for a while, but today's is brand new. Based quite honestly on a dream I had Monday night/Tuesday morning. Though, the idea of the class has been running around my head for many years now.

Presently, I have four of these Advanced Classes worked out. Three for Witches and one for Magic-users.  I am toying around with about three-four others for other Advanced-era Classes/Sub-classes. 

ARCHWITCH

Advanced Class for Witches

The Archwitch is the culmination of a witch's arcane and spiritual mastery. Unlike common witches who deepen their craft through occult rites, the Archwitch transcends the circle, walking the border between witchcraft and wizardry. She gains insight into the deepest mysteries of magic and the cosmos, weaving both witch spells and high arcana into her grimoire. Figures such as Iggwilv, The Simbul, and Sagarassi exemplify this path. While many label them as mere magic-users, their roots lie firmly in the traditions of the witch.

Only those witches who have proven themselves through trial, wisdom, and power may take on the mantle of the Archwitch. This path is rare, and most witches never reach such heights.

Requirements

To become an Archwitch, a character must:

  • Be a Witch of at least 7th level.
  • Have an Intelligence of 17 or higher.
  • Complete a Great Working, an act of magical significance witnessed by their Patron or coven. Examples include banishing a demon lord, opening or sealing a planar gate, the construction of a powerful magic item or new spell or ritual, or binding a major spirit.
  • Be acknowledged as an Archwitch by their Patron or a gathering of at least three witches of 7th level or higher.

Restrictions

The character ceases to gain new Occult Powers granted to witches at levels 7, 13, and 19. These are replaced by Archwitch abilities.

Spellcasting

The Archwitch retains her full Witch spellcasting progression.

In addition, starting at Archwitch level 7, the Archwitch may select one Magic-User spell per spell level, beginning with 5th level magic-user spells and advancing with her own level. These are treated as bonus spells known, castable once per day each, and are cast using her own spells cast per day.

At level 11, the Archwitch gains the ability to cast one 9th-level Magic-User spell per day, chosen from a written copy in her Book of Shadows or from a scroll. This simulates her mastery of the highest arcane knowledge.

Note: There will be spell advancement tables for magic-user spells 1 through 9.

Archwitch Abilities

Mastery of the Veil (gained at level 7): Once per day, the Archwitch may combine two spells of 4th level or lower into a single casting. The casting time is doubled and both material components must be used. The effects occur simultaneously but must be directed at the same target or area.

Arcane Communion (gained at level 9): Once per week, the Archwitch may enter a trance to commune directly with her Patron or a cosmic force, gaining insight similar to the Commune spell. Additionally, she becomes immune to confusion and feeblemind effects.

Unbound by Circles (gained at level 11): The Archwitch may cast a 9th-level Magic-User spell once per day, provided she has access to the spell in a written form. This spell does not count against her daily limit of learned Magic-User spells. This ability reflects her transcendence of mortal limitations and entry into the ranks of true arcane legends.

Role and Influence

The Archwitch is no longer bound to any single coven, though she may lead one. Her word carries power in the witching world. She is often sought for advice, feared by enemies, and respected by peers. Her Patron may grant visions or quests of great import. In some traditions, the appearance of an Archwitch heralds the turning of an age.

Only a handful of witches per century achieve this status. Their names are remembered in spellbooks and whispered in ritual.

Experience Progression and Saving Throws

The Archwitch continues to use the Witch's experience table, attack matrix, and saving throws.

Multi-Class and Dual-Class Use

The Archwitch path is only open to single-classed Witches. Dual-classed characters must complete all level requirements before entry. Elves and other multi-classed races may not become Archwitches unless the campaign permits exceptions.

Optional Rule – Ritual Ascension: At the DM's discretion, the transition to Archwitch may require an in-game ritual, quest, or magical confrontation. This may include astral travel, defeating a rival Archwitch, or recovering a lost grimoire.


Monday, May 12, 2025

Monstrous Monday: The Piasa Bird

 Getting back to an old favorite of mine. My AD&D 1st edition Forgotten Realms game is still going great. The characters are still on a stolen boat and will land soon. I already know what is waiting for them.

Piasa Bird
PIASA BIRD

Frequency: Very Rare
No. Appearing: 1
Armor Class: –2
Move: 9" / 24" (Flying, Class C)
Hit Dice: 11 + 6 (55 hp average)
% in Lair: 50%
Treasure Type: Nil
No. of Attacks: 5 (claw/claw/horn/bite/tail)
Damage/Attack: 1–4 / 1–4 / 1–6 / 2–8 / 1–6
Special Attacks: Shriek (fear)
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Low (5–7)
Alignment: Chaotic Evil
Size: H (20' long, wingspan 40')
Psionic Ability: Nil
Attack/Defense Modes: Nil
XP Value: 3,200

DESCRIPTION

The Piasa Bird is a terrible predator, said to haunt river cliffs and lonely forested bluffs. It combines the scaled body of a giant fish or serpent with the wings of a bat, antlers like a stag, claws like a dragon, and a monstrous human-like face complete with beard and gore-slick teeth. Most sages believe it to be unique, a living myth given form either by ancient curse or dark magic.

Legends trace its origin to a painted bluff near the Mississippi River, where the Illini people spoke of "the Bird That Devours Men." It is feared for its physical strength and its unearthly scream, which has driven entire camps mad with terror. It hunts mainly for pleasure and meat, especially favoring children and young adults.

COMBAT

The Piasa swoops upon its prey from above, initiating combat with its terrifying shriek. This is followed by a flurry of physical attacks: claws, horns, bite, and lashing tail. It can engage multiple foes at once, often striking with claws and bite against one target while sweeping others away with its tail or gore.

Shriek (Fear Effect): Once per day, the Piasa may emit a horrifying shriek. All creatures within 30 feet of the creature and of 5 Hit Dice or fewer must save vs. Spells or flee in panic for 1d4+2 rounds. Those above 5 HD must save or suffer –2 to hit rolls for the same duration due to overwhelming dread.

Only one Piasa Bird is known to exist, though superstitious accounts claim it disappears and reappears across generations. It lairs in a high cliffside cavern overlooking riverlands. It has no use for treasure, discarding anything it cannot eat. Its hunting cycle includes long periods of dormancy.

The Piasa feeds exclusively on fresh meat. It is a solitary apex predator. Due to its grotesque appearance and violent habits, it is considered a dire omen and subject of local legend. Some arcane scholars believe it to be a cursed spirit or manifestation of fear or ancient blood magic. Capturing one alive would be nearly impossible, but if somehow achieved, its display would command a king’s ransom.

Its shriek functions similarly to a fear spell but has a sonic origin.

Due to its chaotic nature, it may sometimes slaughter creatures without feeding, simply to instill dread.

--

I debated on whether to make him Chaotic Evil or not. I went with it since he his described as an evil monster and eater of humans, especially children. Plus tales of the Piasa used to scare the crap out of me as a little kid.

Piasa on a bluff in Alton, IL


Friday, May 9, 2025

Kickstart Your Weekend: Old-School Gaming!

 Yeah, I said I wasn't going to do many more of these, but here we are. Though this week has some real treats and none of them really need my help.

Wandering Blades

Wandering Blades

https://www.kickstarter.com/projects/tonyatplusoneexp/wandering-blades?ref=theotherside

Daniel Kwan , of the Asians Represent! podcast and many RPG books, is doing something I have been wanting him to do for a while now: make a Wuxia action RPG. This one also combines that with Japanese Animation action, so yeah, I am looking forward to it. 

Just three weeks left on this one and I am looking forward to seeing it hit more stretch goals.


The Necromancer's Game: A Complete Boxed Set

The Necromancer's Game: A Complete Boxed Set

https://www.kickstarter.com/projects/necromancergames/the-necromancers-game?ref=theotherside

I certainly don't *need* this game, but I rather like the looks of it. I am sure it will be fun.


Heroes of Might and Magic TTRPG

Heroes of Might and Magic TTRPG

https://www.kickstarter.com/projects/lmpublishing/heroes-of-might-and-magic-ttrpg?ref=theotherside

From Mōdiphiüs and based on Heroes of Might and Magic video games. This one should also be fun. And they have a native Witch class, so you know that has my attention!


OSRIC 3

OSRIC 3

https://www.backerkit.com/c/projects/mythmere-games/osric-3?ref=theotherside

Ah. The big one. This game caused quite a stir on the old Open Gaming Foundation lists back in the day. It would go on to be one of the biggest names in the OSR scene.

All three aim to give you a similar experience. All three are currently killing it in their respective crowdfunding campaigns. 

I am sure there is something here for you all. 

Thursday, May 8, 2025

The Witches of Appendix N: J. R. R. Tolkien

Witches and Appendix N
This one is partly a "Witchcraft Wednesday" post and partly "In Search Of..." and a whole lot its own thing.

For the last couple of years, I have been rereading all almost all the books listed in Gary Gygax's Appendix N

In case you don't have your DMG handy, here is the list.

Anderson, Poul. Three Hearts and Three Lions; The High Crusade; The Broken Sword
Bellairs, John. The Face in the Frost
Brackett, Leigh.
Brown, Fredric.
Burroughs, Edgar Rice, Pellucidar series; Mars series; Venus series
Carter, Lin. "World's End" series
de Camp, L. Sprague. Lest Darkness Fall; Fallible Fiend; et al.
de Camp & Pratt. "Harold Shea" series; Carnelian Cube
Derleth, August.
Dunsany, Lord.
Farmer, P. J. "The World of the Tiers" series; et al.
Fox, Gardner. "Kothar" series; "Kyrik" series; et al.
Howard, R. E. "Conan" series
Lanier, Sterling. Hiero’s Journey
Leiber, Fritz. "Fafhrd & Gray Mouser" series; et al.
Lovecraft, H. P.
Merritt, A. Creep, Shadow, Creep; Moon Pool; Dwellers in the Mirage; et al.
Moorcock, Michael. Stormbringer; Stealer of Souls; "Hawkmoon" series (esp. the first three books)
Norton, Andre.
Offutt, Andrew J., editor. Swords Against Darkness III.
Pratt, Fletcher. Blue Star; et al.
St. Clair, Margaret. The Shadow People; Sign of the Labrys
Tolkien, J. R. R. The Hobbit; "Ring Trilogy"
Vance, Jack. The Eyes of the Overworld; The Dying Earth; et al.
Weinbaum, Stanley.
Wellman, Manly Wade.
Williamson, Jack.
Zelazny, Roger. Jack of Shadows; "Amber" series; et al.

This is not the first time I have talked about this list, but this series is likely going to be the most in-depth.

I talked about "Reading Appendix N" and what books I have added to it. My own "Appendix O" of occult and other supernatural-type books that have influenced my own games. I have that page linked under the banner for this blog. And last year, I mentioned I was getting started on this project.

With this new feature I want to go back to these books and talk about the witches who have appeared in them.  I am not going to talk about every book. I am not going to talk about every witch, even. Just the ones that spoke to me. 

There are many ways to do this, but I'll just jump in and go with the ones I remember the best and work around that.

The Lord of the Rings and the DMG
Tolkien, J. R. R. 

Let's start with the heaviest hitter on the list. I should not have to explain the level of influence Tolkien had on D&D to anyone reading here. So let go past that and on to the topic at hand.

Where are Tolkien's witches?

Well, they are there, if you don't mind squinting a little. 

The Necromancer. This guy shows up in The Hobbit and is the reason the Dwarves have to go through Mirkwood instead of around it. Now we know that this guy was later retconned to be Sauron in The Lord of the Rings Lore. But for a moment, for me, before reading The Lord of the Rings, I had *ideas* about who or what The Necromancer was. So much so that "the Necromancer" has become a consistent villain in many of my games, D&D and others. 

But he is not really a witch is he? Reading The Silmarillion, Sauron certainly has aspects of a witch or a necromancer, including the ability to turn into a large vampire bat. 

Witch-king of Angmar. Now this guy has "witch" in his name. He is introduced in the Lord of the Rings and he is the captain of the Nazgûl. We is set up to be the counterparts to Gandalf in many respects (but not "overmatched") and Aragorn, but he is not a Wizard. Are there differences between Wizards (immortal) and Witches (mortal)? Maybe. He could be called "witch" because of the parallels with his fate and what Shakespeare writes in Hamlet; "No Man may slay me." "Not of Woman born." 

He is interesting, for certain. But is he a witch? Reading some of Tolkien's letters it would also seem that the Witch King was associated with necromancy.

Galadriel. Sometimes referred to as a "witch" of the Elven woods, Galadriel is not exactly a witch, but she isn't not not exactly one either. What do we know about her that is witch-like? She has magic. She has her pool where she can see things beyond time and space. She acts as a guide to Frodo, a role similar to that of Circe or Calypso. She is one of the wise. Or even one of Wise. If you can catch my meaning of the difference there. She gave out magical gifts as well. The Phial of Galadriel, the dirt she gave to Sam, the "cloaks of elvenkind," and even her hair had magic. Just ask Fëanor.

Suck it Fëanor

In Peter Jackson's movies, ok not a perfect source, but bear with me, her witch-like qualities are even more pronounced. 

Is she a witch? Not really...her powers are due to being a really old, really powerful elf. Though we don't see anyone else doing this.

Melian and Lúthien. On the topic of elves, I have to mention Lúthien (elf) and her mother Melian (Maia). Melian was a Maia, so the same as Gandalf, Saruman, and Radagast. Pretty much every power she has screams "witch." She could cast enchantments, magic "circles" of protection ("Girdle of Melian"), and while she was of the Light, she loved the Shadows. 

Lúthien Tinúviel was by every account a complete bas ass. I mean she was not out there defeating armies or slaying ancient evils. But she was powerful. When Morgoth had stolen the Silmaril her lover Beren (a human man) went to go get them to prove his love. He got captured. Not taking this lying down, Lúthien rides Huan, the Hound of Valinor. Confronts Sauron while he is in the form a great vampire bat, breaks into Morgoth's stronghold, sings everyone to sleep, saves Beren and gets a Silmaril from his iron cown. She later dies, comes back to life, and then goes off to the West.

She might not explicitly be a witch, but I think she should get honorable mention.

Hobbits. Wait, what? Ok, hear me out on this one. How does Tolkien describe hobbits?

Hobbits are an unobtrusive but very ancient people, more numerous formerly than they are today; for they love peace and quiet and good tilled earth: a well-ordered and well-farmed countryside was their favourite haunt. They do not and did not understand or like machines more complicated than a forge-bellows, a water-mill, or a hand-loom, though they were skilful with tools. Even in ancient days they were, as a rule, shy of ‘the Big Folk’, as they call us, and now they avoid us with dismay and are becoming hard to find.

- Concerning Hobbits, The Hobbit

Sounds rather Pagan to me, and their magic sounds very much like Hedge Witchcraft. Hobbits are supposed to be the "everyman," the sensible Englishman/Englishwoman, the everyday folk. The same people were talked about by Gerald Gardner when he was creating Wicca. I am NOT trying to draw a connection between Tolkien and Gardner. Tolkien was one of the greatest authors ever to draw from his Christian upbringing, and you can find evidence of it in all his works. But their heroes are the same people.  In my games, halflings are completely pagan in their lifestyle and practices. I even say in my The Witch that every halfling village has a witch, and she is seen as a source of wisdom. 

I am currently reading "The Fall of Gondolin," which was one of the reasons I picked Tolkien for today. It is interesting on how much closer to Old English faerie lore Tolkien's work started out as. The Noldor were originally gnomes, and their name comes from gnomes and gnōsis. Though he later abandoned this idea. This also happened with his idea of "Fairy." Though there is still a reference to that in The Hobbit with one of Bilbo's ancestors described as a fairy, and the rather frivolous elves in Rivendell.  

Letters and Other Details

We know from Tolkien's letters that he envisioned two types of magic in Middle-earth, using the Greek words μαγεία (mageia "ordinary magic") and γοητεία (goeteia, "witchcraft"). While there are some good-evil connotations, Tolkien points out that Elves use "witchcraft." Hmm. Maybe Galadriel is a witch.

I think one thing is overly clear and that is magic has a price. Abusing it leads to evil and corruption.  It would have been interesting to see this difference in magic played out a little more in his works, I think.

There are more examples, but these are good enough for me for now. 

While I could dive more into his letters, other books and even other RPGs about Middle Earth, I think a rule I should establish for myself is to limit these posts just to the books mentioned. With the occasional step outside. For example I can't imagine talking about Fritz Leiber and not mentioning "The Conjure Wife."

Maybe Leiber will be my next post.

Wednesday, May 7, 2025

Witchcraft Wednesday: The Ecneics Wand

 I am sure if you have spent any time on the internet, you have seen a meme that has had you scratching your head in utter confusion. This is one of those times. 

Ecneics

Now, to be fair. This looks like someone was having a bit of a laugh. "Satin," "Syantasts," yeah you should read this and naturally think that no one is going to believe that.

Well. You would be wrong.

I have seen people sharing this unironically and even posting stuff like "I have read about ecneics..." or my favorite "I have done my research into ecneics..." The fuck you have.

So if they can have their laugh, so can I.

Mother Shipton

The Ecneics Wand

Wondrous Item

In the hands of a Left-Hand Path, Mara, or a Pagan witch, this wand can be used to focus their spell casting, granting a +2 penalty to saving throws against that witch's spells. If the target of the spell is a Lawful (good) Cleric, then the penalty is +3.

Additionally, any magic circles created by the Ecneics Wand also grants an appropriate ± 2 or ± 10% bonus where appropriate to the witch or ±2/10% penalty to anyone needing to save vs spells due to the witch's magic. This is particularly helpful when used to summon demons, devils or other spirits.

There is a Greater Ecneics Wand that in addition to above powers can also summon a Lithobolia once per day. 

Witch Finders can recognize the Ecneics Wand on sight and will act accordingly.


The Left Hand Path Witch Finder

  Craft of the Wise Daughters of Darkness


Tuesday, May 6, 2025

Mail Call: Nightshift Board Game

 A while back, there were three games called Night Shift. There was ours, NIGHT SHIFT Veterans of the Supernatural Wars. Another RPG, which became Nightbound when they discovered our trademarked name. And another, a board game about exotic dancers.  I already had Nightbound, and last week Nightshift came in the mail.

Nightshift Board game

Nightshift Board game box

Nightshift Board game contents

Nightshift pieces and dice

Nightshift board

The box and contents are great. High-quality material with a really sturdy game board. Rules are fun and easy to learn. Exotic Cancer also lets you have the rules for free.  There is even a "How to Play" video.

Nightshift dancers

The game pieces are your characters in the game. Each has their own personality, advantages, and goals.  You can meet them all here: Ruby, Topaz, Emerald, Sapphire, and Amethyst.

Nightshift minis with your humble author

The minis are a bit taller than your average D&D mini. Reminds me of that couch meme. Just don't spill my coffee, ladies.

I can't help but think this would be a perfect representation of my own Mayfair's Gentlemen's Club from our NIGHT SHIFT.

Nightshift and NIGHT SHIFT

It would work more or less exactly the same way. Only my version the dancers are all demons, vampires, and fae creatures. Amethyst is certainly a vampire. Topaz is fae. Sapphire is some sort of daimon or spirit of gnosis. Emerald is a demon. And Ruby? Ruby is human. The fact she can hold her own may make her the most mysterious of all!

But the game is great and the creator, Exotic Cancer, knows her stuff. This is another example of Kickstarter working out fantastically. 

Yes. There will be a Plays Well With Others post for all the Night Shifts! Maybe I can grab Exotic Cancer's Tarot set for it. 

Night Shifts

You can find this game and the designer here: