Hey Loyal Readers! Welcome back to High Level Games and we'd like to welcome back Craig Campbell of Nerdburger Games to the site. About a year ago, Craig ran a successful Kickstarter for his game, CAPERS, which is a Supers game set in the Roaring 20s, filled with gangsters and lots of other fun tropes of the era. And now, a year later, Craig is running another successful campaign for the expansion to that game, CAPERS Noir.
Our intrepid Chief Operations Officer who lives in the shadows decided to reach out to Craig to talk more about what makes CAPERS, and CAPERS Noir special.
1) Craig, you've been busy since we had you on for an interview last. You created CAPERS, you developed Die Laughing, which you ran at HLG Con, where you were a game studio guest. How do you feel with all these great creations coming out from Nerdburger Games?
The past year has been huge for NerdBurger Games. We published two games, CAPERS and Die Laughing (and CAPERS has a bunch of support material that was part of the Kickstarter and is now also available online). I went to twelve conventions in twelve months, ran a ton of games, and met a lot of cool gamers. I started a Patreon, dipped my toes into Twitch streaming, and have announced the very first glimpses of a new game that’s under development.
CAPERS has turned out to have a very solid following and is seeing a lot of sales and interest, post publication. And to top it all off, CAPERS won a Judge’s Spotlight Award for the 2018 BAMFsies, which was totally unexpected and incredibly flattering.
It’s been a great year!
2) It seems like the core conceit about Noir, is that the timeline for CAPERS has moved into the 1940s. What should we expect to see with this setting shift?
The focus of the 1940s variant setting is that of crime noir. The intent is for the stories to swing more into the moody, atmospheric, mystery dramas of film noir and noir literature. To that end, there are investigation rules in CAPERS Noir and guidelines for GMs to create mysteries and adjudicate the investigations. The setting also has a bit of a horror bite, with dead things seeping into the world. So CAPERS Noir has monsters like ghosts and revenants, as well as a corruption mechanic called the “shade track.” Characters who perform terrible acts at the wrong time can fall to corruption of the soul.
Additionally, there’s a bunch of new powers and character options, as well as some new TM tools, all of which can be used for CAPERS Noir but also work just fine in the 1920s core setting without any modifications.
3) CAPERS was set in the Northeast (particularly Atlantic City), and Noir in Los Angeles. Tells us more about why you chose these locations?
CAPERS delved deep into Atlantic City, New York, and Chicago because those were pretty significant hubs of Prohibition activity with real-life personalities that people will recognize (Al Capone, Lucky Luciano, etc.). I hit on a bunch of other east coast, Midwest, and southern cities to flesh things out mostly because it’s easy for characters in the 1920s to road trip to nearby cities and because gangsters from nearby cities often ally themselves with each other.
For CAPERS Noir, I jumped to the other side of the country, specifically Los Angeles, for several reasons. First, it hadn’t been addressed in the core game. Second, because LA is the backdrop for so many great noir films, I figured people would feel at ease with it. Finally, Los Angeles has a different aesthetic than grittier cities like New York and Chicago and I thought that would help define the Noir setting as something different.
4) The core mechanic of CAPERS is a card based system. Should we expect any changes in Noir that would change the mechanic or adjust it at all?
There aren’t any significant changes to the core mechanic. The only variation is in the investigation rules. Nothing kills an investigation in an RPG faster than a rules system that says, “You fail the check; you get nothing.” So now you have no clue.
The CAPERS Noir system keeps the investigation moving forward. Trait checks focus more on complications that arise from failure and additional benefits you get if you succeed on a check. Get a boon on a check and you get to ask a question about the clue. Fail the check…you still get a clue, but a complication could make the rest of the investigation more difficult.
5) Tell us about the reward tiers for Noir, what should we as potential backers be looking for?
For those who already own CAPERS, $10 gets you CAPERS Noir in PDF, along with a discount link to buy a softcover at cost later. There’s also a $13 tier that gets you just CAPERS (PDF and discount link), a $23 tier that gets both books (PDF and discount links), and a $35 tier that gets you everything we’ve published for CAPERS so far, including discount links for other things like cards, maps, and paper minis.
There are also a few premium tiers that get you all the stuff you want, plus you get to help make an NPC, help make a monster, or get your likeness in a comic that’ll be in the middle of the book.
6) With the success of Noir, do you see a potential expansion of the world of CAPERS or perhaps for Noir?
I don’t think I’ll expand CAPERS Noir in any significant way -- maybe a small, free PDF of a few things at some point. As for the rest of the CAPERS world, I’d love to continue to explore. I have ideas for other time periods for supplements, going a little sci-fi/outer space in a supplement, or even producing a full-sized book for a larger CAPERS game set in a significantly different time/theme. I’m going to be asking backers to fill out a survey to help let me know what they’d like to see.
The specifics are a little up in the air right at this moment, but it’s looking like there will be quite a bit more CAPERS to come.
We are super excited to see where this goes! Find CAPERS here, and CAPERS Noir here.
All blog materials created and developed by the staff here at High Level Games