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News Roundup: Neopets Playtest Wasn't Approved, According to IP Owners

The people who own the Neopets property said the controversial beta playtest didn't get their stamp of approval prior to release. We also have stories on Traveller, Ghost in the Shell and Punderworld!

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This week has a lot of different news. First up is an update from the owners of the Neopets IP on how the upcoming TTRPG’s publisher may have overstepped. One of the most iconic TTRPGs is getting a 5e conversion. There’s a new Ghost in the Shell TTRPG. And finally, we got to chat with the author of PUNDERWORLD, a new TTRPG about wit and wordplay.

Neopets Owners say Beta Playtest was Not Approved, Seeks Revisions

Team Neopets

Two weeks ago, I covered how Neopets’ public beta playtest for the upcoming TTRPG caused a bit of “discourse” on BlueSky. The main point of contention was why the game was using a reflavored version of Fifth Edition Dungeons and Dragons for most of its mechanics. The document received a lot of feedback from fans and other designers for some of its odd choices. For example, the section on hosting a Session 0 (aka the conversation setting standards before you start a campaign) included addressing sexual content; something that seems a bit too adult for a child-oriented game like Neopets. It also included a playtest where you fought a group of bandits over a stolen bracelet, an approach that appeared notably contrary to Neopets’ storytelling style.

It turns out the rules previously released were not approved by Team Neopoets, the organization that manages the IP.

“We’ve carefully reviewed the concerns raised following the release of the beta playtest document,” the company wrote. “Some of that feedback reflects deeper concerns about the project's overall direction, highlighting that we need to re-examine the quality, direction, delivery, and transparency to ensure Neopet’s essence is being protected.”

“We want to be transparent with the community: the beta playtest document that was recently made public was not approved or reviewed by our team prior to its release,” Team Neopets said. “Under our licensing agreement, all content bearing the Neopets name must meet our quality standards and receive our written approval before it is shared publicly.

“Following an internal review, Neopets has determined that the content and themes contained within the document do not align with our brand standards, values, or the expectations we hold for experiences created under the Neopets license. Although the Neopets team has been steadily reviewing the TTRPG in sections as it is submitted, none of the aforementioned submissions was included in the beta document material released. We immediately requested the document’s removal and have been in direct communication with Geekify to address the matter.”

Geekify CEO John Taylor admitted in the Neopets TTRPG Discord that Geekify “was mistaken to post [the Beta playtest] in the first place.” Taylor says that he thought certain subjects had been approved by The Neopets Team, but it appears they were not. He does plan to address the public post in the future.

It appears that The Neopets Team intends to continue to work with Geekify on the project, although it remains unclear what the TTRPG will look like in future stages. Taylor says there’s a lot of work that we have yet to see, so we will have to wait and see. These events will likely mean that the game will be further delayed (Although we were not given a date for when the game would be ready yet, anyway.)

Sci-Fi Classic Traveller Comes to Fifth Edition

Traveller, arguably one of the most iconic science fiction TTRPGs on the market, is being converted to Fifth Edition rules; a decision some find controversial.

“This 5E version introduces Traveller to an enormous new audience. Starships, strange worlds, exotic alien creatures … every aspect of the sci-fi classic is faithfully recreated using the new edition's rules,” said game designer Timothy Brown, who is overseeing the project in partnership with Traveller owner Mongoose Publishing “Will the existing Imperium and all its sourcebooks be updated to the new rules? If there’s demand for that, then yes, of course, but the primary objective is to make a sandbox game that feeds the pent-up demand for whole new game universes. Equally exciting, we're tracking some of our favorite sci-fi novels and series to license as whole new Traveller 5E settings … stay tuned!”

The conversion is intended to make the science fiction setting more accessible to modern-day audiences and to fans who might only know Fifth Edition D&D rules, claims publisher World’s Largest RPGs.

When the project was initially announced in November 2025, it received some pushback from fans who didn’t agree with the need to convert Traveller’s ruleset to Fifth Edition. It’s the latest effort by a non-D&D publisher to convert their projects into a form that D&D fans will enjoy after Paizo and Chaosium released their own Fifth Edition additions on D&D Beyond.

The crowdfunding campaign will launch on March 31.

Ghost in the Shell Gets a Second Manga-Focused TTRPG Adaptation

Mantic Games

Mantic Games, the minds behind the Halo: Flashpoint wargame and several other projects, announced that they are making ANOTHER Ghost in the Shell TTRPG, bringing the classic cyberpunk TTRPG to life….again.

The game is being designed by game designer Alessio Cavatore and TTRPG writer Zak Barouh, who hope to combine “fast-paced, narrative-driven mechanics with the philosophical depth and visual flair that define The Ghost in the Shell.”

“We’re absolutely thrilled to be bringing The Ghost in the Shell to the world of tabletop roleplaying,” said Ronnie Renton, CEO of Mantic Games. “This is one of the most iconic and influential science fiction worlds ever created, and we’re honoured to be entrusted with the official license. Alessio and Zak have worked tirelessly to ensure every story told at the table feels true to the original manga, allowing players to live, think, and fight in the world of Major Kusanagi and the iconic Section 9.”

This project is separate from the Ghost in the Shell: Arise TTRPG that Mana Project Studio crowdfunded last year, which uses the Forged in the Dark rules to tell its story. Mantic Games’ project is entirely separate from Mana Project Studios, a representative told TTRPG Insider. Mana Project Studios’ game is based on the 2013 Arise TV show, while Mantic Games’ version is built on the original manga.

The project is scheduled for launch in Summer 2026.

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.

Four Wizards, Four Game Systems. Who Wins?

Deficient Master, a D&DTuber, got Bob of BobWorldBuilder, Land of the Blind’s Taron Pounds, and Cody of NoNat1s, to make wizards with four different rulesets and have them fight each other. It’s as silly as you think it is.

Q&A With PunderWorld Author Linnie Schell

There are a lot of different ways to run TTRPGs. You can roll dice, draw cards and even pull blocks from a Jenga tower.

But one game hopes to make bad puns the core of gameplay. Punderworld is a TTRPG launched by Twice Rolled Tales on Kickstarter last week. The game is about the conflict between the City of Wit and the Punderworld. The game was written by Linnie Schell, creator of Tabletop Gone Mad and Burning Down the Goat.

The game’s all about wordplay and wit, and challenges you to rely on bad puns and strange metaphors to tell a story.

We spoke with Schell about the game and its origins.

Can you tell me a bit about the history of this game? What inspired it? Where did it come from?

I've been experimenting with games that use language-as-mechanics, and I wanted to mechanically represent the "figurative language becomes literal" idea that I had so loved from early childhood readings of The Phantom Tollbooth. I also wanted to bring to that more modern day/internet inspired wordplay. And I just really, really, really like puns.

The very first version I ran as proof of concept. (The DM screen remains one of my favorite sight gags I've made). As I developed it the more I moved farther away from dice-based mechanics and towards the core mechanics being The Pun.

The City of Wit and The Punderworld developed from idea that "A pun is the lowest form of Wit", and built out from there. If the magics of figurative language existed in both these places, what kinds of wordplay weren't as welcome in Wit, and why? Who got banished to the Punderworld?

How Do Puns Fit into the Mechanics?

My priorities for the mechanics were a) encouraging players to use puns b) preventing the game from getting bogged down by judging the quality of every pun c) retaining an element of chance.

I decided to rely on an ambient magical "Punergy". (It functions a little like Wild Magic, for those many familiar). A player will make a pun, and try to roll under the level of ambient Punergy (from 1-20). If they roll under, the Wordplay is a success, and Punergy resets to one.

The catch is, to increase the amount of Punergy, you have to make puns (in conversation, as tabletalk, as asides - anything). Players may not intend for these to come true, but they still have to roll against the Punergy level, and sometimes they will come true. There's a couple of additional rules for perfect puns, or for truly stuck players, but overall, this rewards players making as many puns as possible and causes the perfect amount of story based chaos.

What is the role of this conflict between Wit and Punderworld? Is the story intended to center on this, or is it merely world setting?

I would say a bit of both. The starter adventure modules as well the locations and New Punny Characters (NPCs) listed in the text are all shaped by the conflict between the realms. However, these places are vast, so there's plenty of room for stories where that conflict is just around the edges, or even in the far distance.

As an overall game, the conflict is in some part a reflection of growing pressures in real life today to define what is "proper" speech, and attempt to banish the weird, wonderful, sexy, and queer from public view. It's not the focus of the game per se, but the influence is definitely there.

Why Puns?

Because I think they're really funny and fun to make. Thankfully, there are enough sickos out there who agree that it made sense to make this game! And ultimately, a good Pun is its own reward.

The game is available for crowdfunding until February 24, 2026.

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