
Nothing here is lacquered.
I make games and stories from the substrate up. A wargame where your coins are your soldiers and the dragon takes the winner’s cut. A steampunk novel about a man who decided the law wasn’t going to handle it. A d100 RPG where your pack weight follows you into the fight and your torch keeps burning while you argue about the door.
Some of it’s fantasy. Some of it isn’t. It’s all built the same way: ecology, economy, language, physics, history, consequence. Flavor comes after mechanism. If a world doesn’t hold up when you push on it, it isn’t finished.
I’ve been running games since I was fifteen, across more than a dozen systems. I’m a programmer, writer, lifelong worldbuilder, and habitual asker of the question, “But why does it work that way?”
I don’t want rules I have to gut before I can use them. I want systems where the strange little details matter because they belong to something underneath.
Dig in. It goes down further than it looks.