You Asked, We Answered: Backer Feedback and the Future Operations of Outside the Wire


Where every step outside the wire is Your story

Briefing Room:

Teammates,

We recently sent out a survey and received some great feedback.

First, thank you for the incredible enthusiasm. Reading through the responses, it is clear that many of you are just excited to get the game to the table, and we are working hard to make sure it delivers. Several of you also provided fantastic, specific ideas for where we can take this system next.

Here is a breakdown of what you asked for, what is already built into the game, and where we are heading based on your feedback.

Quick-Play and Accessibility

The Feedback: "Just make it good. Quick-play kits are the best. Hard enough to get people together... One-sheet quick-play micro-sessions help get people hooked." and "I'd like to see this be an expansive game but also accessible to noobs."

Our Answer: We completely agree. Getting a group to commit to reading a massive core rulebook is a heavy lift. That is exactly why we created the free rules-lite QuickStart module, The Shepherd's Transit. It is designed to get new players straight into the action and teach the 2d10 operations system at the table without the overhead. Further, each of the initial scenarios are designed to teach parts of the core rulebook, from combat, signals intel, EOD and K9 partners, and more. The stretch goal also unlocked one-page mission cards - think ASL but for TTRPGs: map, situation, mission, "win" conditions. Lastly, we have 20 GM cards in the deluxe box which include a mission generator, encounters, and insurgent cell generation... easy to roll up a session.

Unfamiliar with military operations and terms -- we have a Tactics Chapter and full glossary of terms.

Generating Operations on the Fly

The Feedback: "Non-linear missions you can roll up in moments that have all the flavor of the core scenarios."

Our Answer: This is baked directly into the DNA of our solo/co-op engine. Using our Sandbox designs, mission generators, and then using automata flow-sheets, and Encounter Cards, you can organically generate dynamic, reactive missions without a GM. The sandbox ecosystem responds to your actions, meaning you can roll up an operation in minutes that directly impacts your 12-week deployment track so you can link non-linear sessions together.

Expansions, Theaters, and Global Operations

The Feedback: We received multiple requests for campaign sourcebooks covering different biomes, operations, and political situations. You specifically asked for:

  • French involvement in Africa (with the French Foreign Legion)
  • US presence in Somalia
  • Operations in Asia and Eastern Europe
  • Noncombatant Evacuation Operations (NEOs) and humanitarian aid in failed nations

Our Answer: During player testing, we designed areas across the globe that we intend to develop once we fulfill this Kickstarter. Two of the closest to fully written regional expansions are the Africa French Foreign Legion Campaign (rescue kidnapped girls) and an ARG/MEU/SOF global mission to take down a terror network. The Africa expansion includes four main regional starting locations including Horn of Africa (Somalia) and Sahel. Of course, with the ARG (amphibious task force), MEU (Marine Task Force), and SOF (Special Operations) we have already laid out sourcebooks for each of these with US/UK/FR forces laid out for each of these, alongside a mission generator for these task forces.

Following these two developments, we plan to expand two more campaigns into full box set expansions: a Phillippines Islands anti-piracy campaign and Americas tri-border campaigns.

Much more to come.

Classes, Specialists, and Combined Arms

The Feedback: "Multiple classes representing the usage of combined arms & specialists. Snipers, medics, EOD techs, JTAC, drone operators, etc." and "Different country forces involved."

Our Answer: While our current character generation does not have nearly the 100s of specialties in the military, we hope you will find one that you will want to play at the table. The current character generation system accommodates these specific specialist roles: rifleman, sniper, heavy weapons (Machine gunner, mortar man), radio operator, signals and cyber intelligence, medic, civil affairs, JTAC, EOD, SOF, and Agent (spy). Some of these are unlocked after deployments or advanced schools.

We have 12 nations squad elements laid out for play plus a host nation forces section to attach to your team.

Morale and Combat Fatigue

The Feedback:"I don't know how (or does game) handle things like morale and combat fatigue."

Our Answer: We have laid out game mechanics for combat fatigue and morale. As players patrolling/actions go beyond six hours, fatigue starts to set in and they receive associated die roll modifiers. For both the players and NPCs, if they encounter a horrific event, loose multiple teammates, they must make a Morale check to stay in the fight. Morale failure checks can result in running away, surrendering, etc.

Miniatures and Physical Components

The Feedback:"Paintable figures say 1.35th scale to represent your team possibly."

Our Answer: While we aren't producing 1/35 scale figures, we understand that there is massive opportunity to use minis to represent your team in Outside the Wire. The mini market right now is full of awesome companies making some wonderfully detailed minis. Now, the deluxe boxed set does includes punchboard vehicle and combatant tokens, to bring your squad to life on the table.

The Wishlist (And Tractor Tanks)

The Feedback:"Personality Identification Playing Cards would be cool" and "Disston Tractor Tanks ;-)"

Our Answer: While we do have a full HVT dossier, we have not created any High-Value Target / Personality Identification Playing Card deck - we will place it in the a future add-on.

As for the Disston Tractor Tanks... we appreciate the deep cut! So i googled these WWI tanks... and low and behold, they were in Afghanistan! So I am guessing you already knew this. We have a rough scenario laid out (players must build a bridge), that will work great for this beast.

Thank you again for the feedback. Your insights are actively shaping the future of this system.

For those that want to add to the questionaire... 👉 Click here to take the 2-minute Outside the Wire questionnaire.

For those that haven't backed yet: grab your Deluxe Box Set to lead a team into the Qalat region to counter the insurgency, build local trust and legitimacy, while working within a government framework! What will your story be?

Keep Hunting,

The Kazmo Studios Team

P.S.: Besides the free Quickstart PDF (the Shepherd's Transit) and our free Foundry VTT system with QuickStart (the Shepherd's Transit), we have also created a free character generator.

www.kazmostudios.com
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Interested in new TTRPGs that resolve around modern counterinsurgency? Ready to create a character, join a squad or advisor team, then deploy to a fictional or realistic setting that evolves around the player's decisions and actions? Join us at Kazmo Studios as we create Outside the Wire scheduled for a fall 2026 crowdfunding release.

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