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News Roundup: Legends of Avantris Mix 80s With Space in Neon Odyssey

The team behind the highly successful Crooked Moon Kickstarter campaign are swapping genres to make a space opera setting for D&D 5e, complete with three books and lots of neon.

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This week, we’re taking a look at Avantris Entertainment’s next big release. We also have a new roadmap from Roll20 for how they intend to update their systems, and an interview with the team behind the upcoming weird fantasy TTRPG The Snarl.

The Crooked Moon Creators Announce Neon Sci-Fi-Themed Fifth Edition Crowdfunding Campaign 

Avantris Entertainment, the people behind the actual play series Legends of Avantris as well as the highly successful horror D&D Kickstarter The Crooked Moon are going for round two with Neon Odyssey, a Fifth Edition D&D campaign that it is crowdfunding in May 2026. The books focus on the Stardust Rhapsody, a setting featured in LoA’s past campaigns.

“Going from the relatively narrow scope of Folk Horror in The Crooked Moon to the enormous, sweeping scope of Space Opera in Neon Odyssey was a huge jump,” Mikey Gilder, CCO and Creative Director at Avantris Entertainment, said in a statement. “We knew we had to go big with Neon Odyssey if we wanted to fill an entire galaxy and make it feel real, lived-in, and filled with endless opportunity for adventure.”

The new campaign will fund a trilogy of books within the new setting.

  • The Outrunner’s Handbook, the player-facing guide featuring new space combat rules, reimagined versions of Fifth Edition classes, subclasses, species and more.

  • Cosmic Codex, a setting guide for the Stardust Rhapsody

  • Overdrive Expansion, a guide that will provide new rules for running professions, racing, ship upgrades and more.

The books will total 1,400+ pages, three times as much as what was presented for The Crooked Moon. The book’s vibes do remind me of Paizo’s Starfinder, although clearly more focused on the 80s aesthetic.

Avantris Entertainment has seen immense success in the last few years. It raised over $4 million in crowdfunding for Crooked Moon in November 2023, and has sold multiple copies of the book since then. Legends of Avantris passed 1 million subscribers last year, and has consistently seen its presence grow over the last year or so.

Interested parties can visit the launch page to RSVP for a new adventure and special dice. They can also visit the Kickstarter page here.

Other Stories from This Week

  • Renegade Game Studios and White Wolf/World of Darkness announced that they will release Courts of the Damned, a book about political intrigue in Vampire the Masquerade, in August 2026.

  • A series of new roles on the Dungeons and Dragons team indicate a growing interest in digital platforms, according to Geek Native.

  • Cubicle 7 will release Temple of Spite, a new setting book for Warhammer Fantasy Fourth Edition focused on a colossal floating redoubt controlled by the dark elves of the fantasy setting, in Q3 2026.

  • Faster, Purple Worm! Everybody Dies, a new D&D supplement from Beadle and Grimm based on the AP series of the same name, is available on D&D Beyond.

  • Pelgrane Press is seeking playtesters for two new scenarios it has created for its horror-focused TTRPG

  • D&D Beyond also has new digital dice for you to roll within its Maps VTT

  • Titmouse and Critical Role have teamed up on a new animated TTRPG series called Draw Your Weapons, where artists play TTRPGs and draw the weapons and characters while they do so.

  • Polygon interviewed the husband-and-wife team behind Sword World's English-language release.

  • So did Wargamer, actually. Don’t worry, we’ve got an interview with them coming up as well.

  • A D&D meetup in Minneapolis turned into an opportunity to organize mutual aid efforts against ICE.

Roll20 Publishes Expanded Roadmap for its VTT, Demiplane and Other Platforms

The team behind the VTT Roll20 has published a public roadmap detailing its extensive plans to incorporate new technologies into its platforms.

The roadmap, published on Jira, outlines many plans the company has for the future. The team emphasizes that this is a “snapshot in time” designed to give players more insight into the company’s development cycle, and that it only features the greatest hits and may be subject to change.

For example, the company says it is working on dynamic lighting to improve its performance. The company also hopes to “reduce friction” for GMs, helping players move from signing up to playing at the digital table more quickly.

Demiplane is also getting new updates, including better character sheets, NPCs for Demiplane campaigns, tools for Homebrew as well as a Nexus (the main interface) for Mongoose Publishing’s Traveler and for Need Games’ Fabula Ultima.

The Dungeons and Dragons 2024 sheets will also get developments, including greater support for Mod Script and advanced dice syntax, which will let them roll more custom advanced dice sets via text.

Dungeon Scrawl, the tool for drawing maps, is adding a Tabletop view for players that can be expanded to a second screen as well as a fog of war feature that will hide details from the players.

Want to see more reporting in the TTRPG space? Heard a scoop or a story you want covered? Let us know! Subscribe to TTRPG Insider and get exclusive interviews, trend pieces, speculation and coverage of D&D, mainstream publishers and the indie scene.

Q&A With Rob Boyle of Posthuman Studios About The Snarl

Posthuman Studios

Posthuman Games, best known for the sci-fi RPG Eclipse Phase, is getting into weird fantasy with its upcoming game The Snarl. Fight for survival among kilometer-high trees, play as sentient anthropomorphic animals and travel the canopy. The game intends to crowdfund later this year

We spoke with Rob Boyle, one of the designers from the company, about The Snarl and what inspired it.

You can check out the playtests for the game here.

What is The Snarl? What's the story of this game?

The Snarl is a weird fantasy game. It originated from a discussion on the drive home from Gen Con way back in 2014. Davidson Cole and I were both interested in taking a stab at a fantasy game, but we wanted to get strange with it and lean away from the usual fantasy tropes of elves, orks, feudalism, etc. China Miéville's style of weird fantasy was a big inspiration for us. The idea that stuck was setting it in an environment of massive, skyscraper-sized trees with distinctive biomes at different heights. I whipped up some notes later that week, and for the next few years we would have brainstorming ideas here and there, adding more depth to the setting, but it remained a backburner project. We did come up with some cool PC species ideas: telepathic bird-monkey symbiotes that act as a single person, sexually dimorphic beetlefolk, resurrected minds inhabiting sculpted tree bodies, and so on. Around the time the pandemic hit, I started putting more serious time into the project, developing a rules set for it, and we began running playtests. We came up with some innovative stuff in that time, like the jolt system we use for combat, where even misses have an impact and the longer a fight goes on, the more opportunity you build up to take an opponent down. Now, after a few years of rules iterations, it's finally all come together into a nearly finished game.

How does it contrast with Eclipse Phase? Is this a reflavor of your original game, or is it something new when it comes to mechanics or story?

It's an entirely new rules system from Eclipse Phase, but you will see some influence from that game in how we handle a few things. Also, like Eclipse Phase, we've put a lot of effort into world-building to create something fresh and unique. Our intent is that we can take this rules set from the Snarl and apply it other weird-fantasy settings down the line -- we already have a few in mind.

The rules themselves are skill based, using 2d10s for that nice pyramid distribution of results. I was aiming for something close to Dungeon World in terms of complexity level. (It's not a PbtA fiction-first game per se, though you could certainly play it that way, and we do make use of moves and playsheets.) It's geared towards an open adventuring style of play -- exploration, social interactions, combat, downtime -- with an action economy similar to Pathfinder 2.

In terms of story, we designed the setting to focus on two particular environmental threats -- a destructive Blight and an alien, transformative Creep -- that both threaten the Weald (the name of the setting). These twin threats are disrupting the harmony and balance of the world, both in ecological and social terms. Clans that once lived in abundance and operated with a gift economy now find themselves fracturing under the stress and in competition over resources. It's not a setting for treasure-looting murder vagabonds; in fact, gifting away the treasures you find is how you build your status.

I will say that we did of course sneak some transhumanist elements into our fantasy game. Death is not final, you can be resurrected in a tree body or have your corpse absorbed in a dream flower pool, where your mind joins and lives eternally in a gestalt Dreaming state that others can access. There are a few other things that an Eclipse Phase player might look at and recognize or see similarities.

What’s the project’s status?

The book is currently ~95% complete and we have early art rolling in, including some fantastic species illustrations from Crim Reaper (Luis J. Figueredo) and cover art by Hardy Fowler. Once the Kickstarter hits, we'll commission the remaining art we need, make final corrections from the playtest, and get everything off to press for a release later this year!

The current plan is to follow the core book up with a GM/monster release and a full scenario.

Our big interview this week was with the team at IDW Games about the upcoming Godzilla TTRPG.

That’s all for this week. Have thoughts on a recent story? Want to promote your latest product? Feel free to send us tips or emails at [email protected].

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