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Voidheart Symphony - What Are You Fighting For?

Created by Rowan, Rook and Decard

A role-playing game of psychic revolution in the shadows of the city.

Latest Updates from Our Project:

Home is where the Hideout is
11 months ago – Mon, Mar 31, 2025 at 12:25:01 PM

Hey folks!

Now that we've passed the £60k threshold, I thought I'd tell you a little more about the Hideout Rules I've been teasing you with. But first: happy Trans Day of Visibility to all who celebrate it! Voidheart Symphony is a game deeply based in my own trans and queer experiences – not just because the game has pronouns on its character sheet or pride flags in its art, but also because my experiences as a poly plural lesbian trans woman have deeply shaped how I see the struggle to make a better world. Not just in the sense of 'the people in power don't respect my identity' or 'the UK health service is a transphobic nightmare', but also the way it showed me that a better world was possible – that I could become something the ten-years-ago me could never imagine and find a wealth of community and joy in the process.

That's what I'm trying to put in this game – that sense of realizing incredible new truths about your self and the universe, and making a beautiful, joyous, queer new world with your friends. That, and it being extremely cool to stomp a demonic tyrant into the dust.

So – I hope you have a great day, and end the day a little closer to your ideal self than you started.



Building a Better World

In the 1st edition of Voidheart Symphony, the hideout was little more than a stub. It was a cool place to prepare for your battles, and you could put down entrances to it across your city, but in terms of what you could actually do there you were limited to these tiny playbook world advances, and one option to pick in Rivers In The Desert when you take down a vassal:

In the end it was serviceable, but not very compelling. As part of writing the setting chapter, I realized that the hideout could be so much more than this. Every space that your characters can visit in the game is built from a particular conception on the void/world relationship: the mundane world is the simple "the world is physical and real, the void is dreams and imagination", the castle is a growing cancer of "the world exists to serve you, the void can give you power". Wouldn't the hideout, then, be the nascent world that your rebels are building through their own philosophies and struggles? That's what these new rules expansions are all about!

Step 1: Claim Territory
Your hideout comes into existence as soon as you win your first victory. You've declared your rebel cause to the universe by standing up to one of the castle's chosen followers – and so the cosmos responds in turn. To begin with, this newborn realm is pretty tiny – one room, one exit to the real world – but it already shows promise. If you beat the vassal, the void predominates, filling the hideout with things that would make each rebel feel empowered, dangerous and free. If you lost your first fight, it's the world that comes to your aid, filling the space with whatever you need to feel secure, cared for and serene. Either way, this space also grows an exit – a portal that takes you to a mundane location significant to one of the rebels.

Step 2: Expropriate Reality
Your hideout is an inversion of the vassals' castle-shards – while those exist to funnel stolen reality into the castle's maw, your hideout is the conduit you use to return the avatar's spoils back to the people. Every time you do this, you bind the hideout closer to the dreams and reality of your city – letting it increase in size and share its blessings with your community.

What does that mean in-game? Well, every time you take down a vassal, you can choose to grab a Hideout Advance at your target's tier or below. Each advance is a permanent upgrade for the hideout, shared by all the crew. Take down a tier 1 vassal – a Knight hurting their family, their students, their neighbors – and you'll get small upgrades that help find your footing. Maybe you make extra hideout exits in other friendly locations, build an early-warning system if the vassals' minions are approaching a hideout exit, create a mystic marker of your membership in the crew, or one of the other options:



Take down a tier 2 vassal – a Noble pushing others to cause pain and misery – and you can claim Hideout Advances that start getting spooky. Maybe you build a Dark Portal that can take you directly into your target's mind, a DIY Cornucopia that can erase the scarcities you face in the mundane world, or a Genius Loci that grants sentience and personality to the hideout. Or maybe you use Secret Streets to begin stitching your allied locations together into a network of roads hidden from your enemies.



Finally, tier 3 vassals – Monarchs ruling systems of pain and oppression – hold the keys to the highest tier of power. As you reclaim what they've stolen from your city, you can use it to make the hideout more real than whatever the castle is trying to become. Maybe that manifests as the ability to teleport your crew and your foes directly to the hideout, no matter where in the cosmos you were before. Maybe it's investing your hideout with will and flesh, letting its nascent consciousness walk out of the doors and into the city with you. Or maybe it's pulling those Secret Streets together into a whole new district of your city, tucked safely half-way into the void and invisible to your enemies. With enough power, maybe you could even push the castle entirely out of your city – and let the city's people decide what they become once they're free of its shackles.

Step 3: Holding It Together

Even when you're using mystical power, it's always easier to break than it is to build. If you want to keep this new world together, you'll need to put the work in. The way this works in-game is that your hideout gets its own crisis at the start of each investigation – small hideouts will likely experience minor issues that you just need to keep an eye on, while city district-sized hideouts are more likely to give you major problems of governance and community management that become a major sub-plot during investigations.

Keep a lid on this crisis and you get to pick a boon between investigations – maybe one of your contacts volunteers unexpected skills, your linked locations experience a rush of good fortune, or a strange void-spirit takes an interest in you. If the crisis is still around at the end of the investigation, though, it's bad news for your hideout – its amenities might be damaged, one of its connections to the mundane world might be severed, or you might even face a schism as some of its residents lose faith in your revolution.

It's not enough to take power from your city's monsters – you need to be better than them, and build a structure that lasts. Only then can you reach your new world.



So! That's the broad idea of hideouts, and what I'm trying to do with them in this edition. This material isn't quite playtest-ready yet, but you'll get a draft of it once it's ready for your feedback. Let me know below if you have any questions or ideas about this stuff – and let's try and get that AP podcast at £85,000!

With love and power,
Mina

72 Hours To Go
11 months ago – Mon, Mar 31, 2025 at 03:15:30 AM

Actually, it's anywhere from 77 hours on down, depending when you see this notification.

WE HIT ANOTHER STRETCH GOAL! 

£60,000 is behind us, vanishing as it chokes on our dust. Additional rules for your rebels' hideout are officially in the book!

Next one up is holographic foil on the cover at £65,000. We're both very excited about this and pretty damn confident we'll hit it. (If we don't, I will wrap myself in a holo, or at least iridescent, shroud and grieve loudly and visibly for the lost opportunity for several months.)

THE AP IS A LONG WAY AWAY

Look at that cast! Nathan Blades, Fiona Howat, Naomi Clarke, Candace the Magnificant, and Minerva McJanda herself! The story we could tell around that table!

It's going to take a big push over the next few days to get us to the £85,000 we need for this AP, but it's not impossible. If you haven't already, we would love it if you spread the word to fellow players online or in person. We've already told just about everyone we can but we'll be doing so again, louder. 

WHEEEEEEE!

The last few days of a crowdfunder are like the final drop on a rollercoaster, in that I feel a little bit nervous and a tiny bit like my stomach's half a mile above me, and also I scream a lot. Stick with us: Mina's a lot more coherent and I'll see if I can get another update from her before we wrap! 

- Chant

BIG ANNOUNCEMENTS THIS WAY
11 months ago – Thu, Mar 27, 2025 at 07:25:01 AM

With one week to go, either we unleash all our big announcements in one tidal wave of cool, or we forever hold our peace. Guess which we’re choosing?

NEW ADD-ON: SETTING ZINE

You seemed to quite like the setting chapter Mina shared a couple of weeks ago, and we really like it. Which leads to our first big announcement: 

YOU CAN HIDE AN IN-WORLD REBEL ZINE IN YOUR PLAYERS’ HOMES


That’s right, we’re making the setting section as a real zine, with notes from real rebels, with staples and rough paper and a definite sense that it was produced by an art school dropout and printed in the local library. 

It’s a great way to introduce players to the setting of Voidheart Symphony (and in doing so tempt them into playing it), and it’s also just a beautifully designed piece of art.


The zine’s included in the Everything pledge level, and available as an add-on for £7.50.

NEW PLEDGE LEVEL: BE IN THE BOOK

Inspired by the stories of your games and rebels, we’ve figured out what the final missing piece of the revised Voidheart is. It’s you! 




We’re offering an extremely limited pledge tier that will get twelve backers featured in the core Voidheart Symphony book as a potential contact for rebels. We’ll need some notes on the type of person you want to be and a photo you own the rights to. We’ll develop a character concept out of the notes, and photobash the photo to fit the feel of the book.

A MOONSHOT OF A STRETCH GOAL

We want an actual play. We just do. We want a bunch of really excellent players and a stellar GM to take this gem of a book and bring it to life in a story that gets its hooks into you and won’t leave you alone until you finish it. 

So we’re making a podcast. Featuring some of our favourite people to play with (and watch play!), we’re aiming for a 7-8 episode story arc that will be available wherever you get your podcasts. We’ve carefully balanced the cast for drama, humour, warmth, and emotional intensity; all the things we want you to experience when you play Voidheart Symphony yourselves.


We’ve got Fiona Howat (What Am I Rolling? RPGeeks) GMing and Naomi Clarke (The Secret of St. Kilda, What Am I Rolling, Til Death Do Us Heart) producing. Naomi’s also playing, alongside Nathan Blades (Til Death Do Us Heart, Skyjacks), Candace the Magnificent (Scattered Choices, Unlikely Heroes) and Minerva McJanda who I assume requires no further introduction.

Now, APs are quite expensive. We need to get to £85,000 to do this – so please help us get the word out about Voidheart Symphony. Tell your fellow players, tell your friends, tell your gran (she’ll love it, we promise), tell your Friendly Local Game Store, and tell every social media platform you’re on, as often as you can bear to. We’ve only got seven days to shoot for the moon. 

Until next time,
Chant


Playbook Deep Dive: The Movement Builders
11 months ago – Tue, Mar 25, 2025 at 09:01:34 AM

Chant here, posting for Mina again!

Hey folks! It’s time for the last of these playbook blogs. We’ve covered the rebels who sit on the fringes of society, and the ones who wade deep into the void. Today, I’m going to talk about the rebels who work best in the heart of their community.



First up, The Authority! The castle is hierarchy and tyranny – a parasitic system set up to exploit the masses while insulating its nobility from accountability. Its laws protect but do not bind its leaders, and bind but do not protect the everyone else. Is there a better way to lead?



That’s what The Authority is trying to find out. They have a core set of skills that would help with that – they can sense who most needs their advice, they can inspire the other rebels and keep their bonds strong, and can channel the void to make their authority impossible to contradict or block. As their power grows, they can give their followers a safe way to connect with each other, summon minions from the void to help them with paperwork, and track the movements of the castle through the city.

Your first big choice when you make an Authority is the kind of… authority you offer to the group, enshrined in your Crew Covenant. Is it the authority of leadership, channeling The Auteur to reject outside authorities, give the other rebels useful tasks for your organisation, and command your foes? Is it the authority of expertise, using The Sage to give useful advice, trading on the reputation of your peers, and making the nightmare physics of the castle work for you? Or is it moral authority, using Justice to hear the troubles of the city’s people, make public servants do their goddamn jobs, and turn the enemy’s openings on your allies into an opportunity to strike? On top of that, they bring along the people already in their network – a friendly rival giving them a push with the power of The Chariot, a novice they’re teaching who brings the power of The Fool, or an outside contractor with many strange talents, including the power of The Magician?

Then there’s the kind of authority they can bring to bear in the castle. Maybe they lead from the front, clad in gleaming armor, letting loose war cries to rally their crew and smashing away attacks that dare to target anyone else. Or maybe they take a more tactical view, using signal flares to paint the battlefield with their stratagems and issuing orders that cannot be denied. Or maybe they spot the weak link in the opponents’ formation, and reshape the castle to isolate them both in a space they control? Whatever you choose, you limit your opponents’ options, rally your allies, and make your victory all but guaranteed.

Why rebel? Because your city deserves a better kind of leadership.



The Authority is respected, but The Icon is adored – the castle made sure of that. You see, it helps the castle to uplift the occasional ‘exceptional’ individual, and use their talents and triumphs to sell the myth of meritocracy. In return, the champion gets money, prestige, and fame – until they’re worn out and get discarded. What happens when one of those heroes throws in with the revolution?

The first thing that happens is that the revolution gains a route into the hearts of the people. The Icon can use the void to become superhuman, borrowing unreal strength, grace or presence from their legend. They can help others do the same, with an uncanny ability to spot the person looking for a chance to shine. And once they’re in a vassal’s shard, they can look into their heart too – sensing whatever it is that the vassal feels most guilty at right now.

The Icon can give the crew some of that sparkle too. Maybe it’s with the emotional intelligence of Strength – helping the others work through their burdens, taking conditions instead of them, and making fights personal to get an edge. Maybe it’s more physical, using the momentum of The Chariot to outrun any pursuit in the city, reward your crewmates for taking risks, and crash into enemies in the castle with concussive force. Or maybe you’re in a committed relationship with one or more of the crew, and use the power of The Lovers to show them what makes them beautiful, intuit what those you meet hold dear, and use your relationship as a source of strength as you fight the monsters of the castle. Then there’s your broader network – a coach who can guide your growth with the power of The Auteur, a fallen rival who can prepare you for the good and bad times with The Wheel of Fortune, or an up-and-coming contender whose raw talent shines with The Star.

The Icon loves the spotlight, and the castle makes for a perfect stage. Armed with an army of phantom fans, a cacophonous megaphone, or bulletproof confidence, they can easily make themselves a problem for the avatar’s minions. Then there’s the gifts of the void: the Icon can channel that power to ignore any attempts to mar their perfection, sway the hearts of the castle’s creatures, force the avatar to talk to them as an equal, or perform impossible feats of grace and power.

Why rebel? Because you want to use your talents for something that truly matters.



Finally, there’s The Provider – the playbook most rooted in the many wonders and concerns of the mundane world. They’re here to care for others, and that’s what their powers as a rebel help them do – able to spot who most needs a hug and a kind word, channel magic to give someone a day free of illness or pain, and resolve any tensions within the crew before they can boil over. As you get more powerful you can fill the hideout with an endless cornucopia of resources, send invisible guardian spirits out to watch over your people, and ensure that your community’s food banks and mutual aid societies have everything they need to operate.

All Providers care for others, but their Crew Covenant speaks to how. With The Gardener, they’re a caring mentor who can show others how to grow and be happy – and can summon the spirits of their own mentors for advice. With Temperance, they’re a mediator and a safety valve, helping others shuffle around their various burdens to make them manageable. And with The Wheel of Fortune they can predict fate’s ups and downs, embracing bad luck when the stakes are low to get good luck when it’s crucial. Then there’s the other side of the coin – the people they’re providing for. Maybe it’s someone who can’t help getting into trouble, but who gives insights into The Tower. Maybe you’re taking care of someone facing down the end of their life, revealing the graces of Death. Or maybe there’s a partner you trust implicitly, and who gives you the empathy of The Lovers.

Even in the castle, the Provider is there to help. You can take other’s wounds in their place, find anything you can think of in your deep pockets, or even bring out home cooking when the group rests to help them all heal their wounds. And then there’s the weirder stuff. You can summon superhuman strength and endurance, so long as you’re saving someone else from danger, or you can even create your own monsters – custom-building their abilities and weapons to serve your needs, and paying a bit of your soul to the void in order to make them a permanent resident of your hideout that you can bring along on future delves.

Why rebel? To feed the hungry and mend the broken.

And that’s all of the playbooks – with the exception of the Union, of course! Next week, I’ll be writing something a little different: a breakdown of the relationships that make this game work, the Covenants they give you, and the different ways your covenant system might work at the table.

Thanks for everything!
Mina

Stretch goal hit: Cover Spot UV
12 months ago – Fri, Mar 21, 2025 at 09:12:29 AM

Hey folks, Mina here!

Today is the start of the second half of this campaign – there's 14 days remaining, and I just want to thank you all for your enthusiasm and support! I'm looking forward to seeing what we can do in the back half. We've got plenty planned still to announce, but on the advice of my cunning and wise producer I'm keeping quiet on that for now.

What I can announce is that we've passed £55,000! As well as being a great milestone of support – over twice what the original crowdfunder raised 5 years ago – we're applying Spot UV to the book's cover to make certain elements pop both color-wise and texture-wise.



As a reminder, at £60,000, we're adding expanded Hideout rules to the book letting your crew fully grow and customize their own extradimensional pocket realm. Want to turn the hideout into a proper home, with all the amenities you need to live off grid? Want to open a doorway into the void and gaze into its darkness for strange insights? Want to give the hideout a mind, a personality, even a body that can leave this realm and help you in the mundane world? Then you should look forward to this expansion!

And at this point I'm also announcing our £65,000 stretch goal: holographic foiling for the cover! Let me tell you, here at RRD towers we've been going feral for foil ever since we saw what's possible once you go beyond the boring, passé gold or silver or red. So: imagine the cover, or more specifically the title region:


But instead of being standard, simple block colors it's one of these:

To be clear, these aren't the final selection and we haven't made any decisions on the foil type – maybe we'll have a poll once we hit this goal – but I'm very excited to get to use this holofoil treatment on my book!

Best wishes,
Mina