In the landscape of modern tabletop roleplaying games (TTRPGs), the genre has often been dominated by high-fantasy dungeon crawls and gritty sci-fi skirmishes. However, a new project from the acclaimed team at Storybrewer’s Roleplaying seeks to pivot toward a more intimate, emotive experience. Castles in the Air, an upcoming TTRPG, invites players to step into the shoes of children during the American Gilded Age, embarking on a narrative journey that spans the transition from the innocence of youth to the complexities of adulthood.

Inspired by the literary pillars of coming-of-age fiction—most notably Louisa May Alcott’s Little Women and Lucy Maud Montgomery’s Anne of Green Gables—the game serves as a collaborative storytelling engine designed to capture the bittersweet nature of growing up.

The Core Concept: A Chronicle of Growth

At its heart, Castles in the Air is a game about memory, change, and the inevitable passage of time. The experience is designed to be played in phases, mirroring the biological and social development of the protagonists.

The Childhood Phase: Innocence and Exploration

The narrative begins with a tight-knit group of children. In this initial phase, the mechanics emphasize the wonder and curiosity of youth. Players engage in activities representative of the late 19th century: exploring vast rural farmlands, swimming in local lakes, and observing the stars. During this time, the "weight" of the world is distant; the primary concerns are the joys of friendship, the thrill of discovery, and the boundless expectations they hold for their future lives.

The Threshold of Adulthood

As the game progresses, the tone shifts. The characters begin to navigate the turbulent waters of adolescence. Players must grapple with emerging identities, which include the development of romantic crushes, the formation of heated rivalries, and the realization that their paths may not always remain intertwined. This phase acts as the emotional crucible of the game, where the idyllic nature of their shared childhood is tested by the realities of a changing world.

Adulthood and The Long Goodbye

The final act of Castles in the Air tackles the poignant reality of adulthood. The characters, once inseparable, may find themselves drifting apart as the industrialization of the Gilded Age forces them toward disparate futures—some moving to bustling cities, others bound by family or social duty. The mechanics are designed to facilitate moments of reunion, highlighting the melancholy of how time changes people, even those who once knew each other perfectly.

Historical Context: The Gilded Age Setting

The choice of the Gilded Age (1870s–1890s) as the backdrop for Castles in the Air is a calculated narrative decision. This era in American history was defined by profound contradictions. It was a time of unprecedented economic growth, rapid industrialization, and massive migration, yet it was also marked by deep social inequality and the erosion of traditional rural life.

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

By placing the characters in this specific window, Storybrewer’s Roleplaying provides a rich tapestry of conflict. The industrial progress of the era serves as an external force that pulls the characters away from the rural simplicity of their childhoods. It provides a historical "ticking clock" that adds urgency to the players’ attempts to hold onto their bonds.

Mechanics and Character Creation: Embodying Archetypes

Castles in the Air leans heavily into character-driven drama rather than combat or numerical progression. The character creation process is designed to ground the player in their persona’s emotional reality.

Archetypes and Backgrounds

Players select from a variety of character archetypes that evoke the classic tropes found in period dramas:

  • The Troublesome Scamp: A character driven by curiosity and a penchant for bending the rules.
  • The Studious Bookworm: A character who seeks refuge in knowledge and dreams of worlds beyond their own.
  • The Spoiled Princess: A character dealing with the weight of social expectation and the limitations of their station.

Beyond these archetypes, the game requires players to define specific "emotional anchors." These include a childhood dream, a complex family background, a defining relationship within the group, and—perhaps most importantly—a "bosom enemy." This system ensures that every character starts the game with inherent narrative hooks, preventing the "blank slate" problem common in many TTRPGs.

The Creative Team: Building on Success

The project is the latest offering from Storybrewer’s Roleplaying, a studio that has earned significant acclaim for its previous work. The design team is spearheaded by Melia Carraway, with critical support from studio co-founders Vee Hendro and Hayley Gordon.

Hendro and Gordon are widely recognized for their design work on Good Society, a landmark TTRPG inspired by the works of Jane Austen. Good Society proved that there was a massive, untapped audience for games that prioritized social maneuvering, etiquette, and romantic longing over combat. With Castles in the Air, the team is applying those same sensibilities to a different literary sub-genre, refining their approach to "emulation-based" design.

Crowdfunding and Market Impact

The crowdfunding campaign for Castles in the Air has been met with enthusiasm, reflecting a growing appetite for non-combat-focused TTRPGs. The campaign, hosted on Kickstarter, offers various tiers for backers:

Re-enact Greta Gerwig’s Little Women with this coming-of-age tabletop RPG
  • Digital Access: For a pledge of AU$ 34 (approximately £18 / $26), backers receive the full digital version of the game.
  • Physical Edition: A pledge of AU$ 99 (approximately £52 / $77) secures a physical copy, with shipping estimated for March 2025.

Market Implications

The success of this campaign reinforces a trend identified by industry analysts: the "RPG Renaissance" is no longer just about Dungeons & Dragons. Players are increasingly seeking games that function as collaborative novels. By focusing on the "coming-of-age" genre, Storybrewer’s is positioning itself at the forefront of a movement that treats roleplaying as a form of therapeutic, cathartic, and highly emotional creative writing.

Official Commentary and Vision

In recent communications, the designers have emphasized that Castles in the Air is not merely about playing a role—it is about "holding space" for the stories of others.

"We wanted to create a game that honors the feeling of looking back at your youth," noted the design team in a recent update. "The Gilded Age provides the perfect aesthetic contrast—the beauty of the past against the cold, hard push of the future. It allows us to ask the hard questions: Who were you when you were ten? Who did you promise to be? And why did that promise become so hard to keep?"

Implications for the Hobby

Castles in the Air represents a significant evolution in the hobby. For years, the barrier to entry for TTRPGs was often the complexity of rulebooks and the requirement for tactical mastery. Games like this dismantle that barrier by replacing tactical crunch with emotional resonance.

Furthermore, the game serves as a bridge for a demographic that may have previously felt excluded from the TTRPG space—readers of classic literature, fans of period dramas, and those who prioritize story arc over stat blocks. As the game moves toward its 2025 release, it is expected to influence a new wave of narrative-first designs, proving that the most compelling "encounters" in a tabletop game aren’t always found at the end of a sword, but in the quiet conversations shared between friends as they grow up.

For those interested in exploring the themes of memory, youth, and the inevitable shift of seasons, Castles in the Air promises to be one of the most significant releases of the coming year. The Kickstarter campaign remains open until June 9th, inviting players to stake their claim in the creation of these digital,, and eventually physical, memories.

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