Castles in the Air: A New Tabletop Roleplaying Game Captures the Nostalgia of Coming-of-Age Narratives

The landscape of tabletop roleplaying games (TTRPGs) is shifting toward increasingly niche, narrative-driven experiences that prioritize emotional resonance over traditional combat mechanics. The latest title to emerge from Storybrewers Roleplaying, titled Castles in the Air, seeks to capture the specific, bittersweet essence of 19th-century coming-of-age literature. By centering its mechanics on the passage of time and the inevitable transition from childhood wonder to adult responsibility, the game provides a structured environment for players to inhabit the lives of characters navigating the American Gilded Age.
Conceptual Origins and Literary Inspiration
The design philosophy behind Castles in the Air is heavily indebted to the "cozy" and character-focused tropes found in classic period dramas. The developers explicitly cite Louisa May Alcott’s 1868 novel Little Women and Lucy Maud Montgomery’s 1908 classic Anne of Green Gables as primary creative pillars. These works are characterized by their focus on domestic life, the development of internal morality, and the preservation of childhood bonds amidst the encroaching pressures of the external world.
By grounding the game in the Gilded Age—the era spanning roughly 1870 to 1890—the creators have selected a period defined by extreme contrasts. It was a time of rapid industrial expansion, technological innovation, and massive economic shifts, yet the domestic sphere often remained a place of tradition and intimate social struggle. This duality serves as a backdrop for the player characters, who must navigate the expectations of their families and society while trying to maintain their youthful identities.
Mechanics of Memory and Growth
Unlike many RPGs that utilize character sheets to track hit points or magical abilities, Castles in the Air uses a framework that tracks the evolution of relationships and personal aspirations. The game is structured to span the lifecycle of its protagonists. Players begin as a group of children, engaging in activities that define the "innocent" era: exploring rural farmlands, swimming in local creeks, and observing the stars.
As the narrative progresses, the mechanics introduce elements of tension and complexity. Players must navigate the "growing pains" of adolescence, which include the introduction of romantic interests, the formation of rivalries, and the weight of familial duty. A core feature of the game is the potential for characters to drift apart as they reach adulthood. This mechanic forces players to confront the reality that childhood friendships, no matter how intense, often face challenges as individuals find their separate paths in life.

Character creation is designed to be archetypal yet flexible. By selecting roles such as the "troublesome scamp," the "studious bookworm," or the "spoiled princess," players are encouraged to map out their character’s trajectory using specific narrative touchstones: a primary dream, a childhood relationship, a family background, and a "bosom enemy." These elements allow for a high degree of roleplay depth, enabling participants to recreate the emotional arcs found in their favorite literary source material.
The Provenance of the Design Team
The game is the latest project from Melia Carraway, who spearheaded the design and writing. She is joined by the co-founders of Storybrewers Roleplaying, Vee Hendro and Hayley Gordon. This trio carries a significant reputation in the independent TTRPG scene, particularly following the critical success of their previous title, Good Society.
Good Society, an officially licensed Jane Austen RPG, was lauded for its ability to simulate the social maneuvering, reputation management, and romantic tension inherent in 19th-century British literature. The success of that title—which successfully transitioned the complex social etiquette of Austen’s world into a playable format—provided the technical blueprint for Castles in the Air. By pivoting from Regency-era England to the Gilded Age in the United States, the team is applying their proven design methodology to a new set of cultural tropes, focusing on the American experience of the late 19th century.
Industry Context and Crowdfunding Strategy
The decision to launch Castles in the Air via Kickstarter, with a campaign deadline of June 9th, reflects the standard industry practice for boutique RPG publishers. By utilizing the crowdfunding model, Storybrewers can gauge interest and fund the high-quality physical production of the rulebooks, which include specific artistic aesthetics consistent with the period-piece theme.
Financial tiers for the project are stratified to accommodate both digital-only players and collectors. A pledge of AU$ 34 (approximately £18 or $26) provides access to the digital materials, while a pledge of AU$ 99 (£52/$77) secures a physical copy, slated for delivery in March 2025. This timeline suggests a meticulous production schedule, allowing the team to finalize art and layout in the months following the campaign’s conclusion.
Broader Impact on the RPG Genre
The emergence of Castles in the Air signals a continued diversification of the tabletop market. For decades, the industry was dominated by tactical, combat-heavy systems such as Dungeons & Dragons. However, the last decade has seen an "Indie Renaissance," where games like Fiasco, Monsterhearts, and the works of Storybrewers have demonstrated that there is a robust, dedicated audience for games that prioritize emotional stakes over numerical power-scaling.

The implications of this shift are twofold. First, it demonstrates that "play" is being redefined in the tabletop space. In Castles in the Air, the goal is not to "win" or to defeat a monster, but to experience a complete, cohesive story that resonates with the emotional arcs of classic literature. Second, it highlights the importance of historical context in modern design. By tethering their mechanics to specific eras, creators like Carraway, Hendro, and Gordon are making historical literacy part of the gameplay experience, encouraging players to research and understand the social norms of the 1870s and 1880s to play their characters more effectively.
Chronology of Development
- Early Design Phase: Development began under the leadership of Melia Carraway, utilizing design principles established during the development of Good Society.
- Announcement: The project was formally announced to the public, highlighting its focus on Gilded Age America and the "coming-of-age" genre.
- Public Actual Play: The developers released an "actual play" video series, titled "A Golden Dawn," to demonstrate the game’s mechanics and tone to prospective backers.
- Kickstarter Launch: The crowdfunding campaign went live, setting a target for physical production and distribution.
- Projected Fulfillment: Assuming the campaign succeeds, the production phase will occupy the latter half of 2024, with final fulfillment expected in March 2025.
Analysis of Narrative Design
The strength of Castles in the Air lies in its constraints. By limiting the scope of the characters’ lives to the transition from childhood to adulthood, the game forces players to make impactful decisions. In many RPGs, characters exist in a perpetual state of "adventuring." In this game, characters are expected to change. The mechanical requirement for characters to develop dreams and rivals acts as a catalyst for narrative movement.
Furthermore, the game’s focus on "shared childhood" acts as a prerequisite for the drama of adulthood. By spending the early sessions establishing a group dynamic, the eventual shifts in character personality or location carry significant weight. If a character moves away to the city or enters a difficult marriage, the impact is felt by the entire table, as they have spent the previous hours of gameplay building that shared history.
As the TTRPG hobby continues to grow, titles like Castles in the Air will likely become the standard-bearers for a new style of gaming—one that emphasizes the beauty of the ordinary and the power of shared storytelling. For those looking for an experience that mimics the gentle, yet profound, emotional arcs of a novel, this project represents a significant development in the evolution of tabletop design.







