June 2022 Roundup

June was a very good month, because I got to go to the UK Games Expo and hang with my favourite nerds! My last multi-day convention was before the pandemic, and before switching to full-time RPG work, so this was a long overdue opportunity to catch up with clients and freelancers who I’ve barely interacted with offline. Didn’t play that many games though! But I did get to try Calico, Chai, and Catapult Feud, play Star Trek Adventures again in the Games on the Hour space. All-in-all, a great bank holiday weekend, that’s whet my appetite for GenCon in a month or so.

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Crying Wolf

This year I celebrated the rare intersection of Halloween and a full moon by releasing my first ever self-published, standalone, tabletop RPG. Crying Wolf is a short, sharp, violent survival horror game, about Cassandra truths and monsters hidden in plain sight, inspired by the Aesop fable. It’s my contribution to the “kids vs the horror” genre Stranger Things and It have popularised in recent years, with a specially designed simple system, perfect for one-shot online play as the nights grow darker sooner.

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End of 2019

Six months since I last posted! Unlike last time, I’m not going to make the mistake of promising to restart regular blogging again. I should have known better than to tempt fate.

As before, I’ll present evidence of the RPG work I’ve been doing instead of blogging, by way of an apology. Continue reading

I Still Exist

Long time since I wrote anything substantial here. Other than promotional posts, I haven’t blogged since 2018. But it’s for the best possible reason really – I haven’t been writing about roleplaying games on my blog, because I’ve been too busy doing paid design gigs for roleplaying games instead. Continue reading

Risky Things to do in Dramatic Sequences

After last month’s start to my 7th Sea Explorer’s Society series, “Risky Things to do in a Duel”, I’ve now gone live with the second instalment: “Risky Things to do in Dramatic Sequences”. This one concerns itself with slower paced scenes – arguments, parties and new-in-town “downtime” – but I challenged myself to produce ideas for Consequences and Opportunities that would provide just as much exciting roleplay as combat, even if the stakes weren’t quite as immediate. I’m happy with what I put together, and if page count is anything to go by, I’ve been able to pack in even more content than I managed in “Duel”. Continue reading