Through the Breach | Chronicles | The Compass God | The Phone Rings | Other Published Work

Through the Breach

Through the Breach is the RPG set in the Malifaux universe. Like the miniatures game, it uses a deck of cards instead of dice. What makes Through the Breach stand out from other RPG systems is character creation. Players use a tarot-style process, where flipping cards helps determine your past. Each character’s story is also finite; players are given a destiny that will ultimately unfold before them as they play the game.

I have taken on a guiding role in Through the Breach, overseeing all content before it is released to playtesters and the public. This includes collaborating with freelancers and writers to shape adventures; helping develop fun and interesting mechanics, and keeping the lore accurate and in line with what’s already established. I am also responsible for tackling anything that needs editing for clarity and grammar.

Here is a list of some of the adventures and books I contributed to or edited for Through the Breach:

For more information on Through the Breach, head over to the TTB page on RPGGeek (currently rated an 8.0).


Chronicles

This bi-monthly digital magazine, filled with Through the Breach adventures, stories within the Malifaux universe, tactical breakdowns, hobbyist articles, and more, was completely free (you can download them all at DriveThruRPG).

I was the lead editor for 12+ issues (ending with issue 39), working with freelancers on articles and editing them before the magazine’s release. I also wrote a bunch of articles, too. You can find the last one I wrote, which broke down the mechanics of Darkness Comes Rattling: War of the Spirits, in issue 35.


The Compass God

The Compass God is a Twine game intended to be a prequel to Project Sellsword (found on my Games page). In it, players play as a god who lures lost souls into her forest.

The piece was an exercise in trying to find a voice for a being that does not see time linearly. I leaned heavily into epic and esoteric language while toying with some uncommon words and phrases. There is the occasional pocket of standard prose when the player manages to get into the sellsword’s head, which I hoped to use to create a strong contrast between the writing styles.

To play The Compass God, just click here! It takes about 15 minutes for one playthrough and about a half-hour to read everything.


The Phone Rings

The Phone Rings is a Twiny Jam game where the only restriction was that it could not exceed 300 words. Formidable as this limitation was, my focus was to create a dialogue that evoked strong emotions with as few words as possible.

While the game is small in size, I consider The Phone Rings a success in terms of meeting the restrictions while also managing to showcase my ability to create powerful moments between characters.

To play the Phone Rings, just click here! Disclaimer: there are some strong language and themes.


Other Published Work

Here is a list of some of the articles I’ve written that have been published in various magazines. Links are only available if the work was allowed to be seen/used outside of the publication.


To see some of the stuff I’ve designed over the years, head over to the Games page!