Game Of Thrones: Tale Of Crows is an ethically designed narrative idle game set in the early history of the Game Of Thrones universe. It features modular stories told through a real-time idle play model where players send out expeditions and messages and then wait for messages in return to respond to.
As Gameplay and Narrative Designer I was responsible for designing the gameplay systems as well as the narrative structures of the game to create an engaging experience that players would be excited to return to time and again over interspersed play periods.
Game Of Thrones: Tale Of Crows is an Apple Arcade exclusive.
You can find it at: apple.co/taleofcrows
Fate Of Cthulhu is a terminator inspired re-imagining of the Cthulhu mythos as a tabletop roleplaying game. Players return from a doomed future to try and prevent the end of the world at the hands of cosmic elder gods at the cost of their own corruption. The system is FATE based and the text explicitly distances itself from the racist beliefs of H.P. Lovecraft with an aim to make playing within the mythos accessible to a diverse audience.
For Fate Of Cthulhu I wrote one of the possible doomed futures wherein the Necronomicon when scanned into the internet takes over all thinking machines from computers to human brains, sending them all mad.
The Necronomicon future will be available as a digital download later in 2020.
Hack The Planet is a cyberpunk/climatepunk roleplaying game based on Blades In The Dark. In it players play a crew of criminals trying to get ahead in Shelter One, the last known remaining human city in a world ravaged and transformed by climate change. Crews attempt to harness natural disasters and phenomena called “Acts Of God” as a way of getting ahead in a cyberpunk dystopia.
For Hack The Planet I wrote two regions, the Crowlakes and the Paratonnerre Mountains, two factions, the Heckati Shades and Svaltun Hold, and a crew type playbook, the Rangers.
You can get Hack The Planet from DriveThruRPG:
Tempered Legacy is a standalone tabletop roleplaying game supplement featuring rules for magic items that are mechanically rooted in the stories of their wielders. For the Zine I wrote four weapons each with unique histories and magical effects.
Tempered Legacy is published by Technical Grimoire Games
Ruins is roguelike dungeon crawling roleplaying game for one player and friends. It is a hybrid computer game and tabletop roleplaying game inspired by old school dungeons and dragons, parser based adventure games, and post-forge tabletop roleplaying games.
Explore procedurally generated ruins filled with monsters, traps, and ancient treasure. Rest at campfires and commune with other players in the ruins. Delve deep into layers of complex history and right long forgotten wrongs.
I created Ruins as a solo project.
Get Ruins on Itch.io
As a GM I often run a game on the fly by the seat of my pants with very little reference material in front of me, and I really appreciate games that let me do this. One of the things I struggle with, for a lot of PBTA games is long lists of GM moves. I often forget to have a list in front of me and I don’t want to go digging for them every five minutes. I know GMs who have a more measured pace for whom patiently consulting a list of GM moves works for but my style is too hectic for that. This tool is intended to be a helpful fallback for when you don’t have the game’s actual list of moves in front of you. It’s not intended as an outright replacement for the GM moves of the actual game you’re playing.
The tool is this simple acronym: WRITE
Twist the outcome
Introduce new things to worry about or make distant worries more present. Reveal unwelcome truths. Let them know what’s about to happen, or what’s happening in the nearby or far away.
This move is one of the most important because it’s the one you use to create narrative flow and make sure players don’t feel cheated. When they later get completely obliterated by dracula’s moon laser, it’s ok because you warned them.
“In the distance you hear the rumbling sound of many feet and warcries. A warband headed this way, to be sure.”
“A bullet ricochets off the wall inches from your head, wherever it came from, the second one probably won’t miss.”
“A smirk fills the councilman’s eyes. He’s not afraid of you anymore.”
Take away or destroy the things their characters care about. Equipment gets broken, dropped, used up, or left behind. Hurt, kill, or kidnap their companions.
This move is valuable for making risks and consequences that feel real and grounded without always falling back on the threat of potential injury and death. It’s what powers resource management based games and it reminds the players that even superheroes need to eat.
“The kobold deftly disarms you and your sword clatters into the chasm below.”
“The torch gutters out and someone’s belly grumbles in the cold dark, though it could have been anyone’s.”
“The others squeeze through the gap without trouble but there’s no way your plate mail is making it through.”
Bruise them, bleed them, break their bones. Take their lives or whatever made their lives worth living.
This is the simplest move, the classic. Use it to make a point. This is a thing that can kill you. When hitpoints drop players sit up and take notice.
“The ogre reaches through your hail of arrows, grabs your arm, and rips it off.”
“The sweltering sun beats down on you as you travel without respite. Your skin burns and your blood boils in your head.”
“You’re only barely still standing with the poison seeping through your veins and so you don’t notice the kobold trip wire at the top of the stairs. The tumble is all it takes to rob you of that last inch of life.”
Twist The Outcome
Give them what they want but with a cost or twist. Show their actions affecting much more or much less than they had intended. Turn their move back on them. Have success look different to what was assumed.
This move is super useful for adjusting the pacing of things as well as making players think about possible fictional outcomes of their actions.
“The fireball explodes on the mummy and fills the entire chamber with flames. The sacred scrolls nearby start to smoulder as embers pock their pages.”
“You break down the door before hearing the groaning of the stones above as they tumble down with the wall collapsing into a giant pile of rubble.”
“The necromancer recognises your holy symbol and is struck silent. As his minions flee he drops to his knees, begging for his life.”
Make the situation worse. Separate the party. Put someone in a tricky spot. Bring in backup. Turn the floor into lava.
This move is incredibly versatile, especially in tandem with Twist The Outcome, and drives a lot of narrative. Use it to ramp things up, move things forward, and never look back.
“As you stop to catch your breath over the corpse of the man you used to trust, the entire house shakes and then lurches as it’s lifted into the sky by nazi helicopters.”
“One of the bandits reaches out and grabs your companion, pulling them close with a knife at their neck. They start to retreat with their hostage.”
“Bullets slice through the air around your jeep as the mercenaries fire from their bikes. One gets lucky and gas starts spraying from the engine bay and it’s only a second before the hood is blazing.”
Antiquarian Adventures is a pulpy tomb raiding and treasure hunting Blades In The Dark hack in the style of Tomb Raider, Indiana Jones, National Treasure, and The Mummy.
It is currently in early access
You can purchase it on Itch.io:
Or you can access the full text of the game for free:
In Which We Live And Breathe is a cyberpunk fantasy tabletop roleplaying game modelled after Shadowrun and Blades In The Dark. It explores themes of multilayered existence and finding balance between the head and the heart.
StorySpirit is a Spigot Minecraft plugin that adds a variety of small narrative focused experience to Minecraft through procedural generation.
Goblin Heart is a tabletop roleplaying game about being a group of goblins together written by Melody
It is an attempt to create a chaotic fun roleplaying experience that also expresses some of the ideals laid out in Avery Alder’s “What it means to be Goblin”
Breakfast Cult is a Fate Accelerated game of cosmic horror mystery and high school drama by Paul Matijevic.
I created the character sheets for the Roll20 module which you can find here: Breakfast Cult on Roll20.net
You see a wyrd-touched traveller through the haze. They grant you a warding magic. What elements bind it?
Goblins In A Trenchcoat is a game I wrote for the 2017 200 word RPG challenge. It is a roleplaying game specifically designed to be played via Twitter polls or similar formats.
Footprints is a game I wrote for the 2017 200 word RPG challenge. It is a game whose rules require you to change the game in certain ways and then give it away to other players for them to then explore and change.
Between Dreams is a Powered By The Apocalypse game about reclaiming intimacy in the haunted everyday.
Item Drop Alternate Treasure Generation provides an alternate method to generate interesting loot items for your player characters to uncover.
The Republic is a tabletop roleplaying game about social justice, element bending, and rolling lots of dice.
Traits are an optional rule variant for Dungeons and Dragons 5th Edition that replaces inspiration. This variant places the responsibility and power of roleplaying rewards in the hands of the players freeing up mental space for the GM and encouraging players to roleplay harder.
The Mycellium is a new patron for Warlocks in 5th Edition Dungeons and Dragons that focuses on the harnessing of disease, decay and poisons.
Psychic Battlesport in Cyberspace.
Psycheball was the third game I worked on for the #Threeforged
design competition in 2015.
It’s a fiasco-like roleplaying game with a team based PVP bluffing mechanic at the centre of the competition elements.
I’ve got to admit I’m a bit disappointed by the shape of the third stage form of Shadows of Ares. I’ve had a look at some of Victor’s other stuff and I think the subject matter wasn’t down his alley and my super casual voice for some VERY crunchy rules definitely created a language barrier I would have tried to avoid if I’d thought about ESL participants at all. At some point the document went from being an RTF to a TXT as well which didn’t do anyone any favours. As much as I appreciate Victor Andrade’s work on making the game more accessible I think a bunch of his stuff actually diluted the super tight focus I was trying to keep on the game from the amazing fluff text I got from Chris Bennet in stage 1.
My one goal in stage 2 was to take the level of granularity that games like D&D reserve for combat and apply it to the kind of jury-rigging problem solving that stories like The Martian explore. I feel like I probably achieved that and I was hoping that by using an Apocalypse World style core dice mechanic someone else could fill in the holes we found during our playtest (lack of rules for investigation or persuasion etc).
I do suggest people check out the Stage 2 version because I think the RTF and limited scope are actually pretty solid and if people want to work on it with me we can probably build it out into something cool. Though there are a couple of other spacejockey games in threeforged that get the job done more neatly.