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You can also see our interview with Glenn Phillpot here and learn a little more about him and Converge Games.
Hail Mighty Readers and Rollers of the Maths Rocks, We love to interview people in the TTRPG scene so if you are in one of the following r...
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Hail Mighty Readers and Followers of the Luck Gods Math Rocks,
To make sure we carry as much as we can, at the end of each week we have a weekly round up for people to find out about other items that haven't made a main article on the site, here is this weeks...



In a new update from Dwarven Forge:
"The Pledge Manager for Caverns Reforged is live, and will be running through August 19th! Whether you backed the campaign or not, you can grab anything in the collection and take advantage of Stretch Pay to split it up into fourth monthly installments with no interest or fees.
We've added a few things based on our backer feedback: new compositions for the Caverns Risers and Short LED Walls, as well as offering the Mine Entrance Door and Cave-In Rubble Wall as individual pieces. We also included some out-of-stock store sets like the Natural Bridge and Dock Pack.
We're over the moon with how well the campaign performed, and it's wonderful to see our Caverns line so fully-featured thanks to your support. If you've been pondering dipping a toe into this biome, we hope you'll join us!
As always, if you have any questions you can reach out to us on social media, or join the conversation on the forums or discord."

Japan Expo 2026 - Paris - 9-12 July
Gen Con Indianapolis - Indiana - 30 July - 2 August
Spiel Essen- Essen, Germany - 22-25 October
In other news from Cyberpunk TCG:
"We’re approaching an important Kickstarter milestone. On July 17th, all Backerkit surveys will be locked and charged. This means that you’ll no longer be able to make changes to your address or order after this date. We will also no longer be able to issue refunds.
Regarding addresses, if you are set to receive products as part of our first fulfillment wave, please plan for this to arrive during the first two weeks of September. So, if your address is going to change between now and then, you will need to provide us with your new expected address via Backerkit before July 17th.
If your survey is still incomplete when it locks on July 17th, you will forfeit express wave one shipping, and your entire order will be shipped as part of our second fulfillment wave, provided that you complete your survey before the wave two deadline.
If you have not received your Backerkit survey by email yet, please reach out to our team through Kickstarter so that we can help you fill in your details before July 17th."
In addition to this, Cree "Kawa" Gunning and Paweł Burza in this weeks podcast are looking at the latest card reveals head at what you can expect at the Anime Expo and whats next for the demo decks. You can view this here.
For more information join the Official Discord and have the latest sent to your implants.


When you don't manage to get to events like UKGE, you might hear about the odd game thats going to kickstarter but don't know enough as to whether you want to back it or not, so much so that you feel that its a bit of a gamble. What our friends at Converge Games are doing is playing their forthcoming kickstarter "The Mad Kings Ire" on Twitch and You Tube so you can get a full view of whats in the box as well as getting to see the game in action.
Today marks the first day of UK Games Expo which runs from the 29th to the 31st May at the NEC in Birmingham's. Running from 9AM through to Midnight on Friday and Saturday and 9-4 on Sunday. At the event are a number of blog friends who are going to be there so please go visit them and get a look at a ton of absolutely fabulous games and mini's.
Demo's on Stand:
Conquest: First Blood - Para Bellum Games 12+ Tickets £15 Various 3-462 (also the limited edition Winters Bite for the Weavers Court can be picked up from here)
Crits and Tricks, Ice and Idols and Thieves of Eldris - Inside Up Games (4-302) - Various
Cryptid Smash - Noctilux Ltd - 7+ Various 3A-644
Cyberpunk TCG - WeirdCo - 4-779
Feed the Kraken - Cheatwell Games - Various - 3A-318
Gundam Asssemble - 3A-343
Kryptothera: The Cryptid Pursuit - Noctilux Ltd 14+ Various 3A-644
The Mad Kings Ire - Converge Games (3A-166) Various
Malediction - Loot Studios (3-1129) Various
P3 Paint - Paint and Take Feature - 4-814
Orcwood Showdown - Orcwood Games (4-274) - Various
Three Kobolds in a Trenchcoat - Fan Crafted - 10+ Various 3-154
Tunnels and Trolls - Rebellion Unplugged (3A-502)
Warmachine - 4-413 - Various
Sellers:
Amber Works Studio (Realms of Tiberium) Featuring Pandemonium Miniatures Painting (Saturday)
Bad Squiddo - 3-913
Bags for Dice - 3A-T46
Chaos Cards - 3-302
Chaos Curio's - (selling Lost Haven Studio TTRPG's) 3-T20
Cryptic Cabin - 4- 823
EN Publishing - 2-921
Fistful of Crits - 3-621
GMS Hobby Games & Handiwork Games - 3-846
Iconic Smart Hobbies - 3-824
Lucky Leaf Tea and Objet d'Artifice - 2-981
Magic Madhouse - 3A-144
Mig Ammo (Paint Range demonstrated by Pandemonium Miniatures on Sunday)
Monford Tales - 3A-412
Tabletop Tinkering - (3-967)
Trench Crusade (3A-506)
Warbases - 2-494
Wayland Games - 2-502
Finally to help you keep up with everything, there's a fab map done by The Offline Gamer on their article, here.
Hope Everyone has a fab time,
All the best,
ThunderMouser
With UK Games Expo (UKGE) only a week away, we were lucky enough to be able to grab some time with one of the independent teams attending, Converge Games (Stand 3A-116) , who are bringing their brand new game "The Mad Kings Ire" to the event with live demo's on the stand.
Glenn Phillpott kindly took some time out to chat to us about Shattered Destinies (their lead TTRPG that has a live play Shattered Destinies: Starfall available for you to watch here), the development of the world and what he's love to do with infinite resources...
Glenn Phillpott: Shattered Destinies really came about over a number of years in a number of stages, none of it was really planned, it just all sort of happened!
First the setting, which has been built over 20 years collaboratively over countless home games with a great number of players, we built Kintsor (the world in which Shatteries Destinies is set) together and played through many of the ages of the world. I never repeated campaigns or storylines within Kintsor, every game became canon, every character added to the games lore.
Next, the mechanics, I’ve always been a game designer at heart, and was never truly satisfied with the systems we played (and I’ve played a lot), each had things I liked and things I didn’t, and I never really found a system that worked well for my table. Over the years I developed a number of homebrews for different systems to try and fix things I didn't like, and much of Shattered Destinies evolved from those homebrew hacks!
Finally it was the want to have a system that blended narrative and mechanics in such a way that felt intuitive and allowed cohesive and natural storytelling. The mechanics needed to make sense within the story and not be too jarring as to bring players out of the moment when the game started to get tense. The need to also make every result matter, if dice were rolled, there should always be an outcome that could go beyond just pass/fail with easy to apply rules to support it. Luckily I have a close circle of very talented and enthusiastic people that would help Shattered Destinies develop into the system it has become.
But as creation process began, I also began thinking about my other passion, board games, the creative juices were flowing and I realised we could offer a lot more of the world of Kintsor, so I also began working on a number of board game ideas with the same underlying concept, that blending of gameplay and narrative.
The Mad King’s Ire came about from my love of the old school dungeon crawlers, from my youth playing massive campaigns of the original Warhammer Quest, and other games like hero quest and space crusade. I wanted to evoke the same feelings of exploration and adventure, but go beyond it. The Mad King is one of the first Antagonists in the world of Kintsor and has been a constant threat in various stories over the past 20 years, so it seemed like the perfect focus for a game where you would be thrown into a dangerous dungeon by an unpredictable overlord. I wanted a stand alone experience that anyone could play needing no prior knowledge of Shatter Destinies that would pit you against unpredictable threats and foes, and have some similar mechanics and concepts to the Shatter Destinies TTRPG, I’m very happy with the results!
TP: What would you say is the best selling point of your TTRPG's?
GP: It’s very accessible and easy to pick up, the base mechanics can be explained in 5 minutes, but there’s depth to find within the mechanics and as you advance your character.
I’m very proud of the character builder. We’ve designed a system where every choice you make when generating your character not only gives you mechanical benefit, but adds to your character's backstory. By the end of character creation you’ll have a fairly good idea of where your character comes from and what their motivations are, it goes beyond numbers on a page and breathes life into something you’ve created.
The attrition system allows you to spend your Vigour (a form of HP), and even take wounds to modify your die rolls and push for a greater level of success, but the cost there is these resources are not available to you later, there is the narrative element of the adventuring party slowly succumbing to their ordeals as they push themselves further and further. Resting and downtime is important, there are a number of useful activities you can perform to develop your character while they rest from their adventuring ordeals and replenish their resources.
Combat flows smoothly, there is very little break in narrative flow when combat begins, and no jarring change of rules during combat, initiative is fluid, turns are fast paced your actions can be split to allow you to combo up with others, there are easy rules for doing more than just an attack or casting a spell, using the environment to your advantage is easy to do and feels intuitive.
The magic system is flexible, allowing you to modify a spell as you cast it, using additional successes to increase damage, targets or add other effects.
We also have a full crafting and harvesting system for those that like to dig in to seeking out the best materials and building the most powerful gear.
GP: That’s a difficult one! I’m fond of all of the Paths (classes) in Shattered Destinies, but I think my favourites are the ones that do things a bit different from what I’ve seen in other game systems.
The Troubadour - allows a bard to be a bard, changing the course of events with their music and song, it’s really fun to have a character that could be a full non combatant playing their music to buff the party and distract foes in tense situations.
The Juggernaut - All about wearing big armour and being unstoppable, feeling powerful in combat and intimidating out of it. There’s something about being able to charge around the environment, sending foes and obstacles flying that is really satisfying and a lot of fun when using elaborate battle maps.
The Inquisitor - A pure investigator that gains bonuses every time they glean information which can then be applied to later tests. I’m currently playing this path in a home game and it’s really fun to be able to apply all your gathered bonuses in one go to find important information that would have been missed.
TP: Where do you see Shattered Destinies developing and can you tell us anything about future products?
GP: We’ll continue to expand upon the world of Kintsor, developing our TTRPG with new paths, backgrounds and adventures and providing more detail about the world itself.
We have a number of other board and card games being developed, all add to the lore of the world in some way.
We also have a few D&D related projects, taking some of our favourite aspects of the Shattered Destinies system and converting it to be 5th edition compatible. Enhanced Origins is our first of these projects, taking our advanced character creator from the Shatter Destinies TTRPG to allow anyone playing 5th edition to easily create a character with a better idea of backstory elements, with rules to support it, a slew of species options, origin feats and an advanced background system will allow you to create a 5th edition character that feels unique, with over 3 million combinations available!
Enhanced Origins will also serve as an introduction to Kintsor, and would be a good resource for anyone interested in running games in our world.
GP: The world of Kintsor has evolved naturally over the years, the main concept of the world was to make something that felt big, but also make it very obvious that the stories you took part in mattered.
Much like the rules we write, I wanted the world to be fairly easy to jump into, but with history and depth once you begin to scratch the surface.
It’s a jumping off point for groups to naturally evolve their version of Kintsor as they play their games. I’ll be very excited to hear about how the various realities of Kintsor change from table to table as more groups play in the world.
I also wanted the world to make sense!
The rules of the game needed to match the rules of the world, for example the need to explain why powerful mages don’t rule Kintsor, and more serve in the shadows led to magic being heavily policed, along with emerging technology. It creates a kind of tension when a character might want to bust out a powerful spell or weapon to deal with a threat, should they do it? What will the repercussions be?
TP: Who do you think would love to play your TTRPG's and why?
GP: Anyone that wants a blend of narrative and gameplay in equal measures.
We don’t make purely crunchy games, nor do we take a rules-lite narrative only approach. We sit somewhere in the middle. Anyone that wants to tell a story with friends with clear rules to support the story telling, and level of risk/reward and push your luck with a little character building on the side will enjoy our games. Theme and feel is very important to us, as is that feeling of a satisfying gameplay loop.
TP: Where do you see your TTRPG writing career taking you in 5 years?
GP: The dream would be to do this full time, there’s so many ideas to develop and test, Kintsor is constantly evolving and growing, I would love to add more to the system, we have a lot planned for the future!
TP: If budget was not a problem and you had an infinite fund to call upon, what do you think you'd like to develop and bring to the fore?
GP: Firstly, more art! We are slowly building up an amazing art bank with our very talented artist, but I would love to be able to get more artists involved in bringing Kintsor to life. Being able to afford to bring everyone in the Converge Games team on board full time would be a big plus with infinite funds.
Upgrading our live stream would be one here, providing a dedicated space for shooting actual plays and gameplay previews in an environment that feels immersive.
TP: Who do you admire in the Independent TTRPG writing space and why?
GP: Anyone that had an idea and a passion and made it a reality. I’ve picked up a number of games from independent writers who either had an idea to fill space that they felt was missing in the space, or had a passion for the world they were writing that comes through in their work.
As someone that enjoys character stories, world building and interesting gameplay loops, anyone that has a system that blends these in new ways will always get my attention.
Honestly anyone that gives it a go, not for money but because they love what they are doing! I can relate!
I just wish I had time to play and run more games, there is so much out there to discover!
TP: What got you into TTRPG's in the first place?
GP: Ever since I was young, I was telling stories and making games for my friends and family, I did more board gaming and wargaming when I was young, the closest I got at a young age was playing sprawling Warhammer Quest campaigns and making my own TTRPGs based off of JRPGs and Warhammer (an interesting mix!). I didn’t really get into the TTRPG space until later, I actually started LARPing first, from doing Performing Arts in sixth form I was introduced to the concept of LARP (which I still enjoy to this day), the friends I made there introduced me to the TTRPG space, and everything just clicked from there, 25 years later, here we are!