Interviews

We dive into the rich world of Ethera with the makers of Winds of Numa Sera

Recently we got to chat with Morgan Rosenblum and Jonny Handler of Dark Rose Studios about their Excellent game, Winds of Numa Sera, which is on Kickstarter right now (but ends this week!). Johnny and Morgan dive deep into the lore of the game, which is based on their graphic novel of the same name, and we talk about why we decided to break one of our rules and review a game that isn’t technically finished yet. Watch the video above or read the transcript below, and be sure to check out our review and go back this great game!

This interview is sponsored by Winds of Numa Sera, the Kickstarter for a new game based on the successfuly backed Winds of Numa Sera Graphic Novel. Find out more about Winds of Numa Sera campaign here


Dan Hinkin | Hey, what’s up GamingTrend? This is Dan Hinken and we’ve got a special treat for you today. We’re going to be talking with the creators, the designers of a graphic novel and a Kickstarter board game called The Winds of Numa Sera. This is something that we’ve already previewed on our website, did a great write-up of it, and we gave it a 95 out of 100. We thought we could bring these guys on and talk to you guys a little bit about this game, hear from the creators themselves, and talk to you guys a little bit about our experience playing the game as they enter their last little week of the Kickstarter campaign that’s coming up. So let me introduce you guys to Johnny and Morgan, who are both the creators of the comic book, graphic novel that the game is based on, and the game itself. So welcome

Morgan Rosenblum | What’s up? Thanks for having us.

Jonny Handler | Thanks for having us.

Dan | Yeah, yeah, so we’ll get this started off. Tell us about Numa Sera. Where did this idea come from and how have you guys created this world that the game is based

Morgan | So Johnny and I are what we refer to as “wombmates” with a W, because our parents met in Lamaze class together. So we popped out of our moms being best buds and literally have been… Before we could talk, was telepathic.

Jonny | And that’s when we crafted the idea of Winds of Numa Sera, right then and there. (everyone laughs)

Morgan | But in fairness though, think the roots do stem back to our childhood early days because the things that we were inspired by in the medieval fantasy realm growing up, whether that be like never ending story, we’re playing Heroquest or even Magic the Gathering, to reading Lord of the Rings, all of that stuff, right? It kind of like found its way into aspects of Winds of Numa Sera. We wanted to create a story that was a little bit more mature, so less kind of geared towards children, but wouldn’t be like children averse, more just like it was a political medieval drama that felt like it had ties to our history. And by our, mean like Earth’s history. Like there’s definitely cultures that you’ll see that kind of have elements of real cultures in our world. And so rather than just taking kind of the traditional fantasy route and going with like dwarves and elves and things like that, we really wanted to create kind of our own, you know, like races and cultures and lore and origin story for like their world. Like we created a whole religion, and series of religions and things.

Jonny | Yeah, we took about six months just to do the world building in of itself, just to flesh out and create the foundation of Winds of Numa Sera going into each one of their histories and, know, where they come from, why they come from those areas, you know, the backstory of each one. So, yeah, from there, we started actually building out the story once we had that- honestly, for how we write, we tend to do this sort of process anyway, because it just kind of answers a lot of questions for us as we build out the story. So we’ll hit certain areas where we get stuck and like, well, where are these people again? Oh yeah, this is their background. OK, based on who they are, we can now kind of push forward on the story based on what they would pretty much do in that scenario.

Dan | So what’s the overarching idea of the world of Numa Sera? Definitely some political structure. There’s an emperor, there’s different cultures, different backgrounds and things. give the people an overarching idea of what the world is like.

Morgan | So it’s called Winds of Numa Sera and not Winds of Ethera for a reason. Ethera is actually like our realm, our world in which the story takes place. Numa Sera is just one of the many kingdoms that has risen to the top pretty much. And they refer to themselves as the one true kingdom. That’s actually what Numa Sera means in the old tongue: one true kingdom. And according to their lore, and it’s sort of like become like the widely adopted lore, it’s their religion, there’s these stories of essence. Essence is like the force, right? It runs through all of us, mystical energy that creates life and you know allows you to do certain create like amazing things if you can harness it but unlike the force Well, let me back take a step back so the first ones are the old gods that create that could control and manipulate essence and from that they would form essence into mountains into oceans into animals and ultimately into man and after a while though, their powers got drained from doing all this stuff. So rather than continuing on and risking sort of dying, they decided to go into this like eternal slumber. But before doing so, they created or planted these bodies of water, concentrated essence called pools of essence, and hid them throughout the world of Athera. But one last thing that they did before they retreated to slumber, they assigned a creature that they created called an essential that was like a guardian. So have you guys ever seen uh… indiana jones is it really a lot not really uh… what’s the last one with the holy grail…

Dan | uh… Last Crusade

Morgan | Indiana Jones, Last Crusade. Do you remember like when Indiana Jones finds like the room and he finds the old knight that’s like guarding that? So imagine that that was instead of it being like a small little fountain, there was like a large pool somewhere. could be in a forest or it could be in an old ruined castle or something like that. You don’t know. But instead of it always being an old man or something like that, the creature or the entity, the essential that safeguarded it was always in a different form. So it could be like a talking lion. It could be like anything. And according to the myth, Jonas Avici, first of his name, who was the founder of Numa Sera, discovered one of these legendary pools of essence and true to the story is the essential that safeguarded it, right? And the essential’s job was to, or it was tasked with deciding who would be worthy of drinking from the pool and gaining its mystical powers. And they had to decide either like death or blessing, right? Would they kill the finder or would they say you are in fact worthy? In a lot of cases, they would give them some sort of a test or whatever. So anyway, as the story goes, this one man, who was like this great conqueror and journeyman, found a pool and was the only one supposedly ever been granted permission to drink from it. as the story goes, it imbued him with great power and he was able to sort of unite the territories of Ethera all under one banner, Numa Sera, and his lineage has been carrying this on for generations afterwards.

Jonny | which is all the story is in their effectively their Bible called the Synergyl, which is there. And the Synergyl is the center point of their religion of the new Masaran culture, where they’re effectively are like these emperor kings that are there to carry on the lineage of the Avicii name. And you find yourself, when you first enter the story where you are seeing Jonas, who was the current emperor of Numa Sera and Prothos, sorry, Prothos. Prothos is now the reigning heir and you, yes, yeah, many,

Morgan | …like centuries later, like Jonas is just in the history books at this point. And Protus is just moving his troops onwards in this sort of fit of conquering pride that wants to just take over everything and make a legacy for himself. But ultimately what winds up happening is that he hasn’t focused enough on reinforcing what he has conquered, and he hasn’t procreated enough, and he has one daughter, no other sons to take over. And so he gets sick and dies, and then it’s only his 12 -year -old daughter that’s thrust into power with the weight of the world on her shoulders in a very vulnerable kingdom where the rest of the people in vassals are all sort of like thinking that they don’t want to be ruled by a new Mr. Anymore. And so the story begins in like this this really fragile state for this kingdom and Lelia who is that the child empress the young the young you know child empress who is now taken over and she’s just being manipulated by the High Council these like you know advisors that are pupeteering her pretty much. And that’s just like one that’s like kind of the framework of the story but we follow several different storylines that take place throughout the entire kingdom and it’s not all just like people of royal bloodlines. We follow her but then we also follow her childhood best friend that was the house mother’s grandson. So it’s sort of like the helps kid that she grew up with that she became friends with. So he was like royal-adjacent where he got to taste the good life but never got to really live it or experience it. And so his story line, so we really explored the different sort of walks of lives, life for the different characters, that it’s not just everyone that comes from like, you know, high born and things like that.

Dan | Yeah, I got to read the graphic novel when I got to play the game for the first time. I think that you guys did a great job of building the world. I’m ready for volume two already. But one of the cool things that we loved about the game when we got to play it was just how well it translated into this game of the world. What happens if one of these kingdoms and these other cultures could grasp power away from it? And you guys did a great job of integrating just even like the characters of the book, the different settings, the different world, you know, within the different elements of the game. And so you guys designed this based off of the graphic novel and you guys are coming in, so tell us about how the game came about from this world and just tell us a little bit about the…

Mike Dunn | Actually, real quick, before you do that, I’m gonna interrupt. If you’ll pardon me. So, yeah. I just wanted to say, and Dan, we had a long discussion about this, when we did the review of the game, we don’t normally do reviews of preview product that we get, right?

Dan | Yes.

Mike | And every once in a while a game comes along that is ostensibly a preview that is about to go up on a crowdfunding campaign that is actually further along than some final like in production quality in terms of balance and everything further along than some final completed games that we get. I just want to stress that we were so impressed with the quality of the game and the quality of the gameplay and the components and everything that we broke one of our cardinal rules and we actually gave it a review, a review score. So I just wanted to step in and just say that real quick as the editor-in-chief of Tabletop at Gaming

Jonny | We appreciate that Mike that’s uh… that’s a high praise right..

Morgan | Yeah, I was thinking I was going to say the same word high praise like it’s it’s humbling to and really it’s an honor because when we send when we worked on this game and we’re very open about this when we’ve this has been five years in the making right and we were working on it sort of simultaneous to like finishing up the graphic novel because as we were developing it you people that had seen the graphic novel in the world had told us this needs to be a good you guys thought about making this either a video game or a board game we’re like video games gonna be pretty pricey from our experience board game like hmm, you know, like that sounds cool and we have the artwork for it in a lot of cases. So let’s look into that. And we kind of prioritize the wrong stuff in the beginning. We made it look really nice, but didn’t like, you we’re not we were not seasoned gamers. At least we weren’t five years ago and game designers. like the first alpha prototype we made of the game, while it looked pretty close to the version that you guys played, it did not play anywhere near it. It just wasn’t good. We thought it was good because we didn’t know. You we were very biased and we play tested it with some groups at like on pubs and things like, and some other game creators that we knew and they kind of tore it apart and were like, here’s what, they’re like, it looks great and we’re like, but, and they’re like, all right, just take the kit, take them in, take the gloves off.

Jonny | We got the look great part initially and then we had to fix all the gameplay aspects. yeah, we went to various versions of making this game and yeah.

Morgan | And just kept asking, right, like the questions of like, what don’t you like, it doesn’t need to be so granular, like maybe you don’t know what it is that you would change or fix, but like, what is it that you, how did that thing make you feel? And we would go off of that. Like I felt bad when I drew this card because I don’t know, I feel like my whole turn was lost to this one card. And we’re like, oh, okay, good. So let’s like dumb or kind of reduce the negative effects of certain cards, right? Not eliminate them entirely. Yeah, it was just like trying to find a balance of certain things or like at one point we had not enough choices, and at another point we had too many choices, which were like, oh, now we went too far the other way. So it was really a process, and it was very iterative, community -based, like we brought on so many play testers that weren’t just in like a small little circle, we brought in hundreds of play testers and kept in contact with them, put them into like a group on Facebook where we talk with them all the time, hey, we’re considering this idea, what do you guys think about this? Right, and this is our thought process and it’s been really helpful because like a lot of the greatest ideas that we’ve had were not our own, they were like from the community. We found a way to like kind of make it work within the world but like this has really made for a fun experience for us and we’ve fallen in love with the gaming community because of it. Now we’re like we just want the games.

Mike | Nice, nice. Well, you put the work in and it shows. And like I said, we don’t do that. we may have, I can’t even think on the top of my head if we’ve even done that another time. I think we maybe did it one other time. But it’s not something that we usually do and it seemed the right thing to do on this one. So yes, Dan, you can get back to your interview. I didn’t mean to drop in, but.

Dan | Yeah, and I will say, you know, we tend to sit down and it’s a bunch of us who play a lot of different games and we sit down, but I think every single person that we sat down and played with just left the table with just this feeling of, oh, I lost horribly, but I had such a great time of just, you know, some of the situations where we got a great combination of cards and a battle and we were just like, oh, we want to see how this ends up and it…

Morgan | No, I’m so happy you interrupted with that piece. That was very cool.

Mike | Hahaha

Dan | …was based on a dice roll of whether I was going to win or not. then it was just so much fun and it was so engaging and it was immersive and it just felt like, I think we talked about it, it just felt kind of like an old school story building where we were just having fun. We didn’t matter if we win or lost, we were just enjoying what was happening on the other side of the table and it wasn’t even our turn.

Mike | For me specifically, think what really stuck with me was it felt like an old school game where you are maybe gonna stab the guy sitting next to you in the back, right? I cut my teeth in the 80s with Tabletop when things were a little more vicious across the table, and I really appreciated the capacity for Numa Sera to kind of reignite that feeling

Morgan | So on thank you on that note by the way just for anyone listening that hasn’t played the game to understand so when we were crafting the game we were one of the things you can do on your turn is trade and we made that very like broad so like you can trade pretty much everything except for your active heroes or titles that class titles you’ve earned but like everything else is up for grabs now the cool thing is you can even trade like future actions or promises right like I won’t give me two coins and I won’t attack you for until you’re on your last hero right now the cool thing though is that none of those in the rule book are binding Which means that you can choose, as Mike was kind of alluding to, to backstab and change your word. And we had considered the idea of like, well, should it be binding? we make it that if you agree to it and you shake your hands or say yes, whatever it is, you have to? And then we were thinking like, no, because if you were actually ruling a kingdom, like you were doing in the game, you wouldn’t have to keep your word either. However, there would still be ramifications for you breaking your word. And that still translates in the game too, because anyone else you’re playing with, the other two players that you didn’t trade with, like watch this trade go down and then watch Mike backstab the person he made the alliance with is now gonna be like, don’t trust that guy, don’t make trades with him. So if you’re gonna do that backstabbing, you kinda wanna wait a little bit, right? Like until the right opportunity where it’s like, cool, this is my chance to win the game, I’m going for it. And that was a feeling that we really liked as playing. Yeah, it kind of was like, I can’t believe you did that, but it also, it made you more tentative to trade and made you more conniving in a way. I think it really adds a component to the game that makes it really feel like you are, for Johnny and I, we’re all using our imaginations and like suspending your disbelief and like yes I am a king or a queen or a monarch in this world and I rule this kingdom how do I want to rule it?

Dan | And one of the cool things, I think, you know, having read the graphic novel is that each of the four factions are very, are crafted to how they are in your story. Even if you haven’t read it, they are very unique the way that they play, the way that they even build up their tech tree. So explain to us how like the different factions work, you know, and how they play or, you know, how they interact with the world.

Morgan | So there’s four, do you wanna take this one? You want me to do this? Cool.

Jonny | Definitely. Yeah, I can take this one. So we have the four factions for anyone who doesn’t know the Kickstarter or the game. We have Numa Sera, have Moran, we have Denevale, and we have the Seahedeg. Now, for all four of them, we kind of preface things as, one is kind of meant for… And as a part of the game, we have four wind conditions. Each territory we kind of say, hey, you know, this one might be better for this. This one might be better for that win condition. But generally speaking, you could go any direction you want. You’re not forced into any of that. We just recommend it as a hey, if you’ve never played the game before and you want to try to go for this one condition just based on, know, hey, you’re kind of this territory is a little bit more prone to that. You could do that or…

Morgan | Like you don’t have to win, yeah, you don’t have to win on whatever your faction is best at.

Jonny | You could just go down any one of those directions as you see fit as the game As you react to the other players playing the game Yeah,…

Morgan | I think in some cases too that because when you’re you’re first sitting down to play and you kind of going through the selection process of who do I want to play as you you read all of the thing to mats which tell you each kingdom comes with its own unique mat and each one tells you in like a very short paragraph what they’re best at thematically and also in the game like you know these ones are really good at amassing cat like wealth quickly like and then it’s like yeah they’re the money guys they can earn money quickly and they can win through a money based win condition but as Johnny was saying is you don’t have to to go it’s a race to any of the four conditions so the way thematically that we- The game was you have limited time in this realm, in this world. How will you write your history and write your story into the history books?

Jonny | …as every other territory is also racing to get to that win condition themselves.

Morgan | Right, and you can write your story as a conqueror, you can write it as a, like a sort of a craftsman or a master, you can be the best blacksmith that ever lived and you win because you got that title before anyone else did. You can also win by being a champion and slaying three enemy heroes or sort of being like a jack of all trades where you’ve just unlocked all these class cards through certain actions to where you’re like a tyrant at one point in your life and then.

Jonny | They’re effectively achievements. But if you get all those achievements, you also can win the game through that win condition as-

Morgan | Right, everyone kinda like you can, and as Johnny was saying, while each one is sort of geared or best strongest at one versus another, like because your opponents also know your strongest at that one, they’ll probably all try to stop you from the one you’re strongest at, which is kinda cool, which allows you as like, you know, using your strategy to kind of pivot to a different one, like during the game, which is kinda, cause everyone seems to wanna go for the ones they think they’re, you know, especially first time playing, like, oh, I’m best at conqueror victory according to my kingdom at, I’m gonna go for that one, as you go for it, everyone starts trying to impede you from that and you’re like, well, maybe I should pivot and go for something else and then you could win that way instead, which is cool.

Dan | Yeah, well, one of the other aspects I loved is the multiple win conditions, know, having having a way to pivot mid game if you need to, or even, you know, trying to utilize the different heroes, you know, each each kingdom has their own their three heroes that you get to decide what order they come out of and kind of the line of succession, as well as that unique tech tree over there of how you can upgrade your skills and how you go through or do you do you go all the way down to the bottom or do you keep you know, that one that you can reuse all the time as you go through and you upgrade.

Jonny | Morgan and I grew up on a lot of RPGs. So with that being said, we wanted to add that functionality into the game, which is where the build tree really came from, some of those build tree items have other conditions to get to build into those conditions. But we wanted not to leave that sort of open so that you can get any of them as if you were to do that, you wouldn’t really be forced to do anything besides sort of build and build and build. So part of the crafting of that was saying, hey, you do have to get out there. You do have to do certain things in order to open up these build trees. So, you know, you’re not just stuck amassing wealth and building up your build tree until you get to the very end and like, oh, that other guy just won because they actually handled this better.

Morgan | Yeah, we wanted this to be truly an interactive game and we were cognizant of the fact that if we gave someone, as part of the game, you always end your turn making a choice. Do you build or do you attack? Building is like the sort of safe way to amass capital, which is money in the game, and then also kind of level up. Whereas attacking is a little more risky, but there’s more reward to it. Generally speaking, I feel like a lot of players might kind of turtle up, take the safer approach, they’re gonna stay in there. And then you have like a bunch of people just playing their own game not really interacting and that’s not what we were going for. So as Johnny was saying, part of what we did with the build trees is if like a build tree was really sexy to someone and they were just gonna keep building every turn and kind of turtling up and just focusing and never kind of going out into the world just staying in their kingdom, which essentially that’s what building is. There are certain prerequisites that we built into certain milestones that sort of forced them to like, you must have attacked another stronghold in order to have, you know, to activate this one. So it’s like there’s certain actions that we can kind of push players towards in a that they feel like, there’s freedom of choice to do certain things, but there’s also like kind of destiny to it that it’s like, you can’t play the whole game without ever, you can’t play the entire game without ever getting into a battle kind of thing if you want to build all the way through.

Jonny | Yeah, it’s not arbitrary.

Dan | Yeah, I get that, get that. So we got a chance to, like I said, get to play this. We wrote it up and we gave it a glowing recommendation because we just had such a great time. And so if you guys out there that are listening to this interview, if you guys want to see some more the intricacies of how the gameplay works, you can check out that review that we’ve got and we’ll link it down below. Also check out the Kickstarter. We’re entering the final days of the Kickstarter campaign, which is how to get your hands on this game the earliest before it ever hits retail. But there’s also some exclusives to this Kickstarter that’s going on. So why back now? Tell the people out there.

Morgan | Well, there’s several reasons, I think. we’ve been doing Kickstarters for 12 years now. We launched our first ever comic project on Kickstarter, and it’s kind of what launched our career as professional comic writers. We were nobody. We had never written anything professionally. then more recently now, I just come in from being the managing editor of Heavy Metal Magazine and the creative director over there, and having gotten into writing two best -selling graphic novels and things like that. So we love Kickstarter, and we love the whole community aspect of it, which I do feel in some cases people have gotten away from, creators have, where it’s like, yeah, you’re just launching your finished product in there, but we’re still, even though in this case, where we have a finished product we’re bringing to Kickstarter with the game, it’s not like, we just need your help to fund the rest of the project. was like, we needed to cover the cost of manufacturing, but more so than anything, we wanted to create a community with our players and our fans, pretty much, so that as we go through this process, even after the, like we stay in touch, we show you guys, we just got the latest prototypes in, check these babies out, and then we show them off to everyone that was a part of it, and I think it’s more rewarding because they got into the ground level, so there’s that as one. The second part of it is best pricing. What we’re putting out there is at a significantly discounted rate than what it’ll probably be at on the retail level, so that’s the other part of it, and then as you mentioned, the exclusives, we are offering, I believe, two different exclusive items that will not be reproduced after Kickstarter. One is the collector’s edition, the Kickstarter collector’s edition, which is like a special box art that is foiled. I don’t have the physical copy with me now, but it’s on the Kickstarter to check it out. And that comes with pretty much everything inside the box and also comes with a graphic novel, which is cool, but everything is significantly discounted off that. And then the second item that’s exclusive is the mini expansion. It’s just a five card mini expansion, but there five unique item cards that are very special and are gonna be exclusive to this. You don’t need them to play the game, they just add another cool kind of element to it and that can only be had during the Kickstarter. So if you’re interested in this and stuff, you don’t wanna miss out. Like get in now, I promise you you won’t regret it. It’s a good spin as you guys can attest to. And we’re just really excited about the response. As you’ve probably seen, the Kickstarter’s like over 1200% funded, which is nuts. So we were expecting it to do well because we had been put in so much time, but not this well.

Dan | Yeah, yeah, very cool. So thinking about it, got the game coming out. I know we only had volume one of the graphic novel. What do you guys see as the future in the world of the Numa Sera-verse, I guess?

Morgan | The Numa Sera-verse, that’s-

Jonny | It has a nice ring to it

Morgan | We planned this, Johnny and I wrote this initially. We knew the book one was only like the first installment. We knew where we wanted to take it as far as the story goes and we had plotted it all out. In fact, we were initially hoping it would fit in all of like sort of volume one. We could put it all out at once, but as we were writing it, was just, because there were so many storylines, you’re following pretty much like three to four different protagonist groups and just kind of bouncing around. couldn’t, we didn’t want to rush the story. So anyway, it’s supposed to be a trilogy. That’s how we’ve mapped it out. We’ve completely outlined volumes two and three scene by scene. It’s just a matter of paying the, of like writing it, which is actually not that long of a process. That’s probably the quickest thing for us. The planning and the outlining, takes way longer than the actual writing for us. Cause now it’s just following like, okay, just add in the details and follow that script pretty much. And then get, you know, paying the artists. So we’re hoping that the, you know, if we’re able to eclipse a certain amount on the Kickstarter and even after the Kickstarters, we go to the retail markets and things like that. We’ll be able to start putting more money into growing the Numa Sera-verse, as you put it, in both the graphic novel and the board game. Because we also, in addition to finishing the next two volumes of the graphic novel, we have a pretty awesome set of bigger expansions already planned for the Numa Sera board game universe aspect of it, which include two to three additional kingdoms, more heroes. We even have a universal threat that we introduce as kind of like a Sauron or White Walker type thing that would allow players to team up, play cooperatively against a common threat, which would also allow us to create the solo mode that everyone’s been like, make a solo mode. But as we point out to people, though, too, as much as we want to make that like.

Jonny | I mean I don’t remember growing up and having a solo mode in any board game I ever played but apparently that’s a thing nowadays so we’re gonna work on figuring that out for the fans.

Morgan | But talking about that, that Avel is her name, the universal threat, I’m all in on Winds of Numa Sera, and if you’ve gotten to the end of the graphic novel, this character may look familiar to you, the purple witch. she is, I mean, this whole arm actually is all different series that Johnny and I and my team have created throughout the years, but we’re big on Numa Sera, and this is just the beginning for the Numa Sera-verse, so…

Dan | Yeah, very cool. Well, we’ve had a great time. guys getting to know the game and we’re excited about what’s coming next. Mike, any final thoughts based off of your play and your thoughts on the game?

Mike | I mean, I just want to play it again. Right? Yeah, I guess how long after the Kickstarter are you hoping to fulfill?

Morgan | That’s awesome. I want to play with you guys. May is supposed to be like the end of fulfillment. That’s like when we projected for it could be sooner than that. We just didn’t want to over promise and under deliver Like the truth is like the game is fully ready to go As you’ve said you guys have seen it’s just a matter for us of like we’re gonna give after the campaign like ends we need to just Send all the assets through the ringer one more time and pretty much make sure they’re proofread and that everything is Good and that we’ve physically held it all in hands one more time before everything goes to mass production because now this is like the most items we’re ever putting out on a kick serve so we want to make sure it’s done right and not rush it just for the sake of rushing it.

Jonny | Yeah, quality control type stuff, you know, just making sure we get those prototypes everything looks the way it should be because once we place that order that’s what’s gonna come out at end of the day. So like last thing we need is you know, the Bannerman looking kind of funky or anything like that. So from there Yeah, just be waiting on printing shipping that sort of stuff. logistics.

Morgan | We have, by the way, we have the timeline, the projected timeline for the project timeline on the Kickstarter campaign. We kind of took a page out of Brink’s, well, IV Studio, IV Games book where we saw their campaign and we loved how they did all the emoji things. I don’t know if you’ve seen theirs, but it’s really fun to navigate through because the emojis just make it really easy to click to the next thing. So we kind of took a page out of their book and we’re like, oh, we can do something like that for us. And then we looked at a bunch of other successful Kickstarters that we liked and that we thought were like really fun to just as opposed to just info dumps like fun to go through where like you were going through a story almost as you were doing it and kind of built hours around that

Jonny | Some of these Kickstarter pages are more like novels

Morgan | Yeah, and ours is long too. if anyone that’s seen it, but I think if you go, if you actually like go, even if you’re scrolling through it, it’s like they all have their like visually there, it’s interesting, but it also kind of tells you a story as you’re going through it. And then by the end of it, you’re like, you feel like you’re like, cool, I’m going through this production journey with them because we tell you, okay, after this, we’re gonna, we open the pledge manager and then that’s where you guys can tweak and add or subtract whatever you want to do. And then the final print gets sent out on this month and then it’ll be in ships, on the ships actually like going to go hubs around the world at this stage so that it’s not just like, well, what’s happening in the six months until I get it or whatever? It’s like, you know exactly what’s going on. We’re going to send out updates and keep our community engaged with it and videos and pictures of like, hey guys, here’s all of them being packed up at the, like that. I love getting those as a Kickstarter. I’ve backed 60 projects, you know what I mean? So I’ve been a part of campaigns where there’s a lot of stuff that comes out and then not, but we really wanted ours to feel super engaging and it was like, cool, I feel like I’m in there with you guys on this thing.

Dan | Yeah. Well guys, congratulations on the successful Kickstarter. If you guys are still interested in backing it, make sure you check out the Kickstarter. You guys are finishing up on, you said the August 16th, is that correct? Yeah, so August 16th’s the last time to get in that Kickstarter. But stay tuned to GamingTrend for all of the future news about the game, any other upcoming projects.

Morgan | Yeah, this Friday.

Dan | We’re excited to get our own hands on that game again, just because we’re anxious to get it going. And make sure you check out our full in -depth preview, our review that we wrote up for the game. But guys, thank you so much for coming on and talking about the game. again, congratulations, and we’re looking forward to seeing that final product.

Morgan | Thank you guys so much, really appreciate it. You’re awesome.

Jonny | Thank you guys, do appreciate


Back Winds of Numa Sera now before time runs out: https://www.kickstarter.com/projects/1691151759/winds-of-numa-sera-the-board-game?ref=2y3g01

 

Editor-in-Chief, Tabletop | [email protected]

Mike Dunn is the old man of Gaming Trend, having cut his teeth on Atari consoles and First Edition Advanced Dungeons & Dragons back in the day. His involvement with Gaming Trend dates back to 2003, and he’s done everything from design and code to writing and managing. Now he has come full circle, with a rekindled passion for tabletop gaming and a recent debut as Dungeon Master (nearly forty years after he purchased the original DMG).

Lead Tabletop Editor | [email protected]

Dan is an educator from Colorado. Growing up as an Air Force dependent gained him lots of new perspectives on the world and a love for making new friends, especially over a good board game. When not at school or playing a board game, Dan is probably at the gym, attending a local sporting event, or performing or attending theater. Dan loves heavy euros, deck builders, living card games, and great solo rules.

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