dungeonpunk is the crunchy punk fantasy adventure roleplaying game.
For those in the know it’s a Powered By The Apocalypse system using Blades In The Dark dice pools to create a game that is compatible with Old School Renaissance modules while still supporting freeform play and believing in Playing To Find Out What Happens. If you’re familiar with DungeonWorld and World Of Dungeons, think of this as a game that takes those vibes and goes harder on the Do It Yourself elements.
It’s a simple game to run a mechanically robust fantasy adventure in, and designed to be hacked and expanded on with modules, supplements, expansions, and house rules.
It’s 8 pages so it can be printed full size, as 2 sheet zine, or as 1 sheet folded booklet. It’s offered under a CreativeCommons Zero license (aka Public Domain)
which means you can do whatever the fuck you like with it and you don’t have to pay or even attribute anyone if you don’t want to. And this version is open for comment and suggestions on Google Docs
so we can update it and make it better with the community’s help.
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
Cut To The Chase is a tabletop roleplaying game for two players with mechanics specifically focused on scenes and stories of chase and pursuit. The book itself contains the rules for the game system and a number of pre-written scenarios for players to play out or use as inspiration for their own stories.
For Cut To The Chase I wrote one of the book’s pre-written scenarios; Paris To Angkor. Inspired by stories like Indiana Jones and The Great Escape, and races like the Peking to Paris or the Paris-Dakar rally, Paris to Angkor sees an archaeologist trying to return an ancient relic to it’s home in the Angkor Wat while pursued by agents of the Illuminati, both parties attempting to stop the oncoming second world war in their own way.
Cut To The Chase was published by Mongrel Tabletop Games. You can find it at drivethrurpg:
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
Qud Kissing adds a deeper relationship system to Caves Of Qud modelling personal interests, conversation, dates, and physical attraction for all creatures in the game.
You can find it on the Steam Workshop here:
Or download the zip file here:
Or view the source on GitHub:
image copyright Failbetter Games Ltd
Sunless Skies is a gothic horror computer roleplaying game with a focus on exploration and exquisite storytelling.
I was initially brought on to the Sunless Skies project as a queer representation consultant through Queerly Represent Me, where we examined content involving queer characters and provided feedback on the implementation of those themes.
As a result of the quality of my feedback during this consultation process the Failbetter team brought me onto the project as a writer to help write one of their major characters The Felined Eccentric, and to provide ongoing advice on queer rep topics in the game. The Felined Eccentric’s storyline is a metephorical transgender narrative that highlights the positivity of gender transition instead of more common themes of suffering. It also examines toxic masculinity and it’s relationship to different kinds of feminine social roles in western society. The character has been extremely well received by the queer community and the broader player base.
You can find more about Sunless Skies here:
image copyright Failbetter Games Ltd
Fallen London is a free to play browser based Victorian Gothic text adventure. Their premium subscription service offers a new Exceptional Story to play through each month.
For December 2018 I wrote Daylight: an Exceptional that sees you travel to a mysterious island shrouded in blinding daylight in order to face the monster that haunts it and rescue its stranded architect.
As players’ characters in Fallen London are acclimatized to darkness when they visit Daylight and find it cloaked in artificial brightness and haunted by a threatening force, they experience a new kind of vulnerability. The module explores themes of creativity and inspiration while also reversing typical horror tropes to couch danger in the well lit open and safety in the dark.
It’s Personal is a game I wrote for the 2018 200 word RPG challenge. It’s a super streamlined Blades In The Dark hack based on John Wick and a third hand quote I heard attributed to Vincent Baker.
It’s Personal on the 200 Word RPG Challenge Website
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:
Oracle is a card based tabletop roleplaying game told in future tense. A group of adventurers meet with an oracle to tell them what the future holds as they set out on a quest. The game is played by revealing and playing cards in shuffled hands.
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
?❤️️? was my entry for Emojiam
which I threw together in a couple of hours just to play with the fact that I discovered that you can use Emoji as legal characters in php code.
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.
We Are Seeds is a mobile browser based augmented reality game developed for #ResistJam
with Dave Reece
and Emily McAllan
. We developed the concept in an afternoon after thinking about how we feel about fascism and resistance and how we want players to feel.
Between Dreams is a Powered By The Apocalypse game about reclaiming intimacy in the haunted everyday.