What are you working on right now?


“You’re the Company. From years, you’ve been preparing for this moment. Today, you will Face the Titan. But before, take a moment to share your memories, your journeys with your fellow Companions.”

From months now, I’ve been working on Facing the Titan. It’s a GM-Less RPG focused on the narrative side. It involves an epic battle against a gigantic foe, the Titan. But it’s also about the people that are facing it.

It’s my first “big game”, after creating tiny games for contests. And I launch myself in a Kickstarter campain to get it out there, in a physical book and not just PDF. With beautiful illustrations. With people writing for my game. And that excites me to get it out. But that stress me too.

As the campaign is already funded (my first hope), the hope now is that people get this game and make it their own. That they play it, speak about it. I want to read stories about the game. I want to see how people use it.


While working a routine reconnaissance job, the PCs overhear an exchange that reveals a moral depravity at the core of the city’s governance!

Specifically, the players are hired to work out what someone’s spouse’s favourite tea is so he can surprise them on their three hundredth wedding anniversary, but overhear that the duchess’ son plans to bring human meat to an elite dining club — and that this fact is protected from being further shared by a powerful ritual geas.

It’s a D&D5e module that I’m making for the DM’s Guild to reuse some art assets I have and to open a wedge for people to look into my OSR products. I’m very much enjoying designing this from a permissive perspective whilst gating everything under the sorts of rolls D&D players expect to make.

Plus it’s another vehicle for my putting-petrifying-animals-into-mansion-gardens crutch


I just submitted my first game to a game jam, sneaking in under the deadline for the Folklore Jam!

Elevator pitch: The Godhood in our Veins is a microgame of demigods on a quest. You don’t want to die, and you definitely don’t want to ascend to godhood.

Why I’m excited: I like the collaborative GM role (the Fates) I’ve used here, where players who do ascend to godhood put their character sheets aside and join the Fates to have dominion over their inherited divine purview. And I like the push-your-luck aspect of getting to roll an extra gold dice (on top of the normal PbtA 2d6) by letting your divine nature shine through—but if the gold dice is lowest, a god becomes jealous of you, creating more problems.

What are my hopes: I’m hoping to playtest and polish this version (including using any feedback I get from folks who download the jam entry), and submit a later draft to Codex for publication!


I’m working on this for quite a while now, yet it seems to get harder the further I get …

Mosaic - The Flowers of Montezuma
It’s a gritty swashbuckling pbtA-game, it’s main theme being different cultures getting into contact with each other. The game is taking place on a fictional, lawless, slightly mythical island, which seems to draw to its shores adventurers from the Americas, Africa, Asia and Europe. Here, they have to find ways to work together to take on a supernatural threat, creating a truly ‘New World’ together.
The setting is derived from 16th century Mexico (New Spain), yet I’m aiming for a post-colonialist take.
The rules encourage players to create characters of mixed heritage and to define how their characters perceive their own cultural backgrounds.

I’ve been wanting to make this game work since I first read Charles Mann’s “1493”, and his notion of Tenochtitlan/Mexico City being the first truly globalized place on earth, merging cultural influence from all over the world. In fantasy games, I always liked the moments best, in which the characters were reflecting about their different heritages and backgrounds, yet coming to understand and value each other and value and maybe even change their own ways of seeing the world. My juvenile self wanted to have that, but with Aztec priests, Spanish Conquistadors, African freedmen, Filipino sailors and Japanese Samurai …
That was horribly stereotypical of course, yet the idea of making a game about an alternative course of events, in which heroes and heroines of these different cultures would cooperate to build something new, still excites me very much.

My hopes for Mosaic are what you probably have guess by now: to make this game work in a tasteful, positive and inclusive way, or to put it different, to not create a horrible piece of racist and colonialist garbage. As I am no member of any of the cultures, languages, faiths or landscapes that are depicted in the game, I am well aware that I could not have picked a more daunting task. And as I do more and more research and reflection - also with the great articles written by people from the Gauntlet community (e.g. James Mendez Hodes, lately)- I become more and more horrified that it might be impossible for me to pull off.
To end on a more hopeful note: I think there are some great and worthwile story for people to tell with this game, thus I stand by my initial decision not hide these difficult topics behind some faux-fantasy-stand-in-cultures. So the next step after getting everything playtest-ready would be to find some helpful, critical consultants, and continue working from there.


I’ve got way too much half finished, partially written or stumbling along. What I’m actively working on though…

Down and Out on the Pyre Coast - A small sandbox region written for early editions of D&D or thier clones. Two location based adventures and a wilderness of factions. Turnip wine ruined bumpkins Range wars, Pathetic ancient tyrants, Kitten Men, Owls. More then an adventure the project is about explaining why and how I run Location Based Dungeon Crawl games and how mechanics and ethos of play fit together to create a specific experience. Currently doing final edits and art.