From Childhood Innocence to Adult Realities: Castles in the Air is a Gilded Age RPG of Dreams and Changing Times
The long-awaited standalone sequel to internationally acclaimed Good Society, this coming-of-age roleplaying game inspired by literary classics (Little Women, Anne of Green Gables) takes players on an unforgettable journey of growth.
I’ve got the key to my castle in the air, but whether I can unlock the door remains to be seen. — Jo March, Little Women
From the children you were... to the adults you become. Castles in the Air by Melia Carraway is a collaborative roleplaying game inspired by the writings of Louisa May Alcott and L.M. Montgomery. Set amidst the backdrop of the vastly changing world of the 1870s, it begins with apple-picking, town fairs and childhood mischief, but soon grows with your characters into a game about lingering dreams, longing, and finding your place in the world. How does our past influence our present? What maintains its hold on us throughout the years... and what do we choose to let go of? Play to find out how your character faces the years.
At its core, Castles in the Air is a game about becoming. Sometimes it’s becoming who you always thought you would. Other times it means setting aside with regret the person you’d always thought you’d be. Or perhaps, you’ll find something completely different that makes you happier than any of the old dreams you dreamed for yourself.
The Kickstarter campaign, which launched on 14 May and ends on 8 June, pulls together a community of passionate gamers and literature lovers and has already funded a beautifully illustrated hardcover rulebook and two additional decks of tarot-sized cards ready to adorn your game table. The game works with 2–5 players (including a Facilitator), and online play support is included.
Castles in the Air is the first major release from game designer Melia Carraway, who has been extensively playtesting and developing the game since 2019. During the crowdfunding campaign she is writing a series of blogs about the literary inspirations behind different parts of the game design, at this link. While Castles is a standalone game, its core mechanics are inspired by Good Society, so fans of the Jane Austen game will feel right at home, while enjoying the innovative new phases and mechanics that make Castles its own unique delight. And if you’re new to the award-winning core mechanics of Good Society, you’re in for a treat!
Featuring stunning artwork from industry professionals Hannah Friederichs, Samara Jethwa and Alba BG, each art piece is full of delightful little details and historical references. Meticulously edited by Melody Watson, the text also benefits from sensitivity consulting from the thoughtful insights of De Ana Jones, Rue Dickey, Carmen Marin and Dorian Delorme. The game is being published by Aussie duo Vee Hendro and Hayley Gordon of Storybrewers Roleplaying, who bring their deep knowledge of the game system from Good Society and publishing experience to streamline and produce the game.