Sunless Skies is a gothic horror computer roleplaying game with a focus on exploration and exquisite storytelling.
I was initially contracted to provide consultation on queer representation in the game through my involvement with Queerly Represent Me. As a result of that consultation I joined the team to help develop the character and story of the Felined Eccentric, a brilliant engineer you can recruit in the game if you don’t mind her bringing her three cats with her.
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.
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
. 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.
Item Drop Alternate Treasure Generation provides an alternate method to generate interesting loot items for your player characters to uncover.
is a game of trust and of landscape and how we relate to it. The puzzle lies in understanding your earth spirit partner, earning their trust and together navigating your way to a safe place where you can rest and sing together.
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.
Variant Humans are a replacement race for humans in D&D 5e that gives them more flavour than occupying a “jack of all trades” middle ground.
Broken Mountains is a sidescrolling zen action game set to the song Mountain Building by Ian Barber
that I made in a day.
The Brainstorming Engine is a system for collaborative idea experimentation. It deals with strings as it’s dataset and is primarily used by groups trying to come up with names of things like bands, guilds or websites.
is a platforming action-adventure game for Linux, Mac and Windows in which a disembodied head ventures forth into a mystical world of treacherous obstacles, cunning traps and dastardly enemies to confront the wizard that stole his body.