Two systems. One world. Here is why both exist.
Colonial Gothic has always run on the 12-sided die. That is not changing. Here is what is.
I keep getting asked the same question.
Is 12° dead?
No. Not even close.
I want to say that plainly before anything else. You deserve a straight answer, not a marketing dance around the subject.
Colonial Gothic: The Revolution Edition is not a replacement. It is a second door into the same world. Let me tell you what that means.
For nearly twenty years, Colonial Gothic has run on the 12-sided die. 12° is mine. It powers Shadow, Sword & Spell. It powers Colonial Gothic. Every edition of this game has tweaked, refined, and rethought it. But the philosophy behind 12° has never changed: make it easy, make it clear, make it fast.
I am not walking away from that. Fourth Edition is still here. The supplements are still here. Everything published still works. Everything coming is still being written for it. That does not change.
What the Revolution Edition does is open the door for those standing outside it.
You know who I mean. Maybe you are one of them.
The players who love this setting, love this period, love the horror, but never made the jump because the 12-sided die was the one thing stopping them. I have heard from you for years. You are not wrong to feel that way. Not everyone wants to learn a new system. Some people just want to pick up a game and play with the dice already in their bag.
The Revolution Edition gives you that.
It runs on the 20-sided die. And before you ask: no, it is not a clone of someone else’s game. It is Colonial Gothic, built from the ground up for a familiar die. The DNA is the same. The bones are the same. If you have been with this game through nearly twenty years of editions, you will recognize what you are holding.
Degrees of Success still tell you not just whether you succeeded, but also by how much and at what cost. The damage system still grinds you down, and that pressure does not let up until someone heals you or you stop moving. Ability Tests still handle everything outside of normal skill checks, from drowning to disease to the gaze of something that history cannot explain. Sanity still erodes. Fear still matters. Magic still costs you something real.
What changed is the die. Trait Modifier plus Skill Rank plus 1d20 against a Target Number of 15. Higher or lower, depending on the situation. You know if you succeeded. You know by how much. The game moves.
The Revolution Edition was not built to replace 12°. It was built beside it. Every sourcebook, every release will work with both. The world does not split. The history does not change. The shadows do not move.
One world. Two dice.
The Kickstarter launches July 4th. Independence Day. The 250th anniversary of the Declaration of Independence.
I think the timing is right.
To follow the campaign and learn when it launches, visit the Colonial Gothic: Revolution Edition Kickstarter Page today.



