Companions’ Tale—an epic game of map-making & storytelling

Created by Laura Simpson

Companions’ Tale—an epic game of map-making & storytelling
7cb1516a7d87103a3f8a85f795ec3734 original
944 backers pledged $31,921.00 on Kickstarter

Companions’ Tale is a map-making storytelling game about an epic hero—from the point of view of the hero’s companions.

Raised in Kickstarter
$31,921.00 / 944 backers
Raised in BackerKit
$1,475.00 / 947 backers

Latest Updates from Our Project:

400%! Diaspora unlocked, Wicked Portents next
over 1 year ago – Mon, Mar 13, 2017 at 05:18:34 PM

This is incredible! The Companions’ Tale Kickstarter has reached the $20k mark! It’s amazing that we’ve reached 400% of our original goals.

I’m glad that we are able to bring the next variant to you: Diaspora.

Diaspora is a variant for larger groups to play with the same base card set. This variant was born out of a desire to play with larger groups of friends and to have divergent play. A game with the Diaspora variant will involve two normal groups (3-4 people), representing 2 groups of people with a common origin. They leave their ancient homeland, and play on two different maps in separate games. However, even across distances, their stories will influence each other.

Later in the week, we’ll share more about the next variant, Wicked Portents, and also share more information about the game.

Finally, I wanted to give thanks to Erfworld! It’s a great comic, and I’ve been a fan of it FOREVER, so made me happy to see it was mentioned in its “Signal Boost” section. With just 9 days left, every bit of support counts.

Thanks everyone!

over 1 year ago – Wed, Mar 08, 2017 at 08:24:43 PM

Let's talk about the influences for Companions' Tale.

This game is deeply influenced by Avery Alder’s The Quiet Year, Bioware’s Dragon Age Series and Patrick Rothfuss’ The Name of the Wind

  The Quiet Year inspires this game, in the mapmaking game mechanic, in thematic choices that I suggest in the theme cards, but in attitude as well. There is a paired down attitude and equal room for joy and agony in the narrative that emerges throughout gameplay.

To me, Dragon Age is the closest representation of how to have fantasy that feels contemporary, rich, complex and multi-faceted. When I started designing face cards that would represent the Companions, I looked at Dragon Age. I want Companions’ Tale to tell complex stories of people in an extraordinary situation.

The Name of the Wind brings the ideas of culture (in all of its forms) having equal weight in the narrative as the story itself. From this book, I mined the ideas of the Lorekeeper, who interweaves the ideas of ingame events and culture as a contribution to the map and overall story. Another aspect of The Name of the Wind that I leaned on, was the mixture of the mundane and the fantastical.