The landscape of tabletop roleplaying games is undergoing a quiet, literary revolution. Moving away from the dungeon-crawling traditions of high fantasy, a new wave of design is focusing on the interior lives of characters, the nuance of social dynamics, and the inexorable march of time. Enter Castles in the Air, the latest project from Storybrewer’s Roleplaying, which invites players to step into the ink-stained pages of a classic coming-of-age period drama.

Inspired by the enduring charm of Louisa May Alcott’s Little Women and the poignant, pastoral beauty of Lucy Maud Montgomery’s Anne of Green Gables, Castles in the Air is a game of nostalgia, ambition, and the bittersweet transition from the innocence of childhood to the complexities of the adult world.

The Core Concept: A Canvas of Childhood Dreams

At its heart, Castles in the Air is a collaborative storytelling engine. Set against the backdrop of the American Gilded Age—a period spanning roughly the 1870s to the 1890s characterized by rapid industrialization, widening wealth gaps, and the burgeoning social expectations of the Victorian era—the game tasks players with forming a tight-knit circle of friends.

The game is designed to be played in phases, mirroring the growth of the characters. Players begin as children, their world defined by the boundaries of their rural homesteads, the local lakes, and the infinite potential of the night sky. The mechanics in this early stage emphasize discovery and wonder, grounding the experience in the tactile reality of the 19th-century countryside.

However, the game does not stop at childhood. As the narrative progresses, characters navigate the tumultuous transition into adolescence and adulthood. This is where the game’s emotional depth comes into focus: as players grow, their characters develop crushes, form bitter rivalries, confront family obligations, and begin to grapple with the realization that their paths may inevitably diverge.

Chronology: The Arc of a Life

The structure of Castles in the Air is intentionally longitudinal. Unlike many RPGs that take place over a few intense days or weeks, this game is designed to span years, if not decades.

Re-enact Greta Gerwig’s Little Women with this coming-of-age tabletop RPG
  • The Childhood Phase: Players establish their roots. They define their family backgrounds, their secret hideaways, and the childhood relationships that will form the bedrock of their adult identities.
  • The Adolescence Phase: The shift toward identity. Here, players introduce the "bosom enemy"—a key character archetype in the game—and navigate the social pressures of the era. The game’s focus turns toward the formation of personal dreams and the discovery of one’s place in a rapidly changing world.
  • The Adulthood Phase: The culmination of the narrative. Characters face the hardships of maturity. For some, this means success; for others, it means disillusionment. The final sessions often explore the "drift"—the natural phenomenon of friends finding themselves separated by geography, status, or life choices, potentially meeting only for brief, poignant reunions.

Character Creation: The Archetypes of the Era

The design philosophy behind Castles in the Air draws heavily from the literary archetypes that define the genre. Players can tailor their characters using a selection of roles designed to capture the "feel" of classic literature.

Whether one chooses to play the "troublesome scamp," the "studious bookworm," or the "spoiled princess," the system provides a framework to layer these archetypes with personal histories. Beyond the surface traits, players define their character’s "dream," their relationship to the group, and a "bosom enemy." This modular approach allows for incredible creative freedom, enabling players to either replicate the cast of their favorite novels or craft entirely original protagonists who feel perfectly at home in the 19th century.

The Minds Behind the Magic

Castles in the Air is the brainchild of designer Melia Carraway. However, the project benefits from the pedigree of its publisher, Storybrewer’s Roleplaying. Co-founders Vee Hendro and Hayley Gordon, who are instrumental to the project, bring a wealth of experience in the "rules-lite, story-heavy" genre.

The team is perhaps best known for Good Society, a critically acclaimed RPG that successfully captured the social etiquette, reputation management, and romantic tension of Jane Austen’s Regency-era novels. By applying this "social-engine" expertise to the Gilded Age, the team is effectively carving out a niche for "literary RPGs"—games that treat the social contract as a game mechanic rather than a distraction from combat.

Supporting Data and Kickstarter Logistics

As of mid-2024, the game is in the final stages of its crowdfunding push on Kickstarter. The project has garnered significant interest, appealing to a demographic of gamers who are increasingly seeking experiences that prioritize emotional resonance over tactical simulation.

  • Campaign Deadline: The Kickstarter campaign is scheduled to conclude on June 9th.
  • Physical Tier: A pledge of AU$ 99 (approximately £52 / $77) grants backers a high-quality physical copy of the game, with an estimated delivery date of March 2025.
  • Digital Tier: For those looking for a more accessible entry point, a pledge of AU$ 34 (£18 / $26) provides a digital version of the game.

The campaign’s success is a testament to the growing market for non-traditional RPGs. While Dungeons & Dragons continues to dominate the commercial space, indie publishers like Storybrewer’s are finding sustainable success by catering to players who want to tell stories about friendship, growth, and the quiet beauty of the past.

Re-enact Greta Gerwig’s Little Women with this coming-of-age tabletop RPG

Implications for the Tabletop Industry

The emergence of Castles in the Air signals a broader shift in the tabletop industry. For years, the industry was pigeonholed into genres like fantasy, sci-fi, and horror. Today, the success of titles like Good Society and now Castles in the Air proves that there is a viable, enthusiastic audience for historical fiction and domestic drama.

1. The Death of the "Combat-Only" Meta

The industry is moving toward a post-combat era. While combat remains a staple for many, designers are increasingly realizing that "conflict" does not require swords or spells. Conflict can be the pressure to marry well, the fear of losing a childhood friend to the city, or the struggle to maintain one’s integrity in an age of industrial greed.

2. Accessibility and Narrative Design

Castles in the Air is designed to be accessible. By focusing on archetypes and common literary tropes, the game lowers the barrier to entry for players who might be intimidated by the complex rulebooks of traditional systems. This accessibility is key to bringing in a more diverse demographic of players, particularly those who gravitate toward literature and creative writing.

3. The Rise of "Actual Play" as a Marketing Tool

The developers have utilized "Actual Play" videos—recorded sessions of the game being played—to showcase the tone and mechanics. The video series A Golden Dawn serves as a prime example, demonstrating how the game handles emotional beats and player collaboration. In the modern tabletop ecosystem, these videos are no longer just supplementary; they are essential tools for demonstrating the "feel" of a game that cannot be communicated through a simple bulleted list of rules.

Conclusion: A Testament to Human Connection

Castles in the Air is more than just a game; it is an exercise in empathy. By forcing players to navigate the passage of time, the loss of innocence, and the complex bonds of friendship, it creates a unique emotional feedback loop that few other mediums can replicate.

Whether the group succeeds in keeping their childhood promises or finds themselves drifting apart in the face of adult responsibilities, the journey itself is the reward. For those looking to explore the Gilded Age through a lens of intimacy and nostalgia, Castles in the Air promises a session at the table that will linger long after the dice have been put away. As the Kickstarter campaign nears its end, the project stands as a bold, beautifully realized vision of what the modern tabletop RPG can—and should—aspire to be.

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