Tactical Tuesdays: Small Powers, Big Pulp

Because in a city—especially a noir, pulp, or street‑level heroic city—visibility is friction. Heroes who act, act in public, and public action creates attention. Attention creates pressure. Pressure creates story.

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Frights & Fables: Breaking the Threshold

Every house is a promise.

A promise that the inside will remain inside.
A promise that the outside knows its place.
A promise—fragile, unspoken, and easily broken—that the line between the two will be respected.

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Words & Wonders: Table Mastery and Recall

If Soul Gaming is about the heart of play, then Boxcars and Recall are about the hands-on craft—how players engage with the moment, how they take risks, and how mastery emerges after play instead of before it.

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Tactical Tuesdays: Heroes in the Living City

Because in a city—especially a noir, pulp, or street‑level heroic city—visibility is friction. Heroes who act, act in public, and public action creates attention. Attention creates pressure. Pressure creates story.

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Frights & Fables: Horror and Vigilance

The Most Dangerous Thing a City Can Do Is Forget

Every door in Häxanburg has an iron bell.
Every threshold still bears chalk, twine, or nail.
Every year, Locking Day arrives with parades, ribbons, and cheerful indifference.

Ask the people why any of it exists and you’ll get smiles, shrugs, and tourism pamphlets.

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Words & Wonders: Soul Gaming

I want to talk to you for a minute—not as a designer, not as a publisher, but as the kid who grew up rolling dice at a kitchen table and learned something important there.

Soul Gaming is not a mechanic.
It’s not a feature bullet.
It’s not a brand term, even if I’ve used the phrase enough that it’s become associated with my work.

Soul Gaming is a choice.

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Tactical Tuesdays: Beyond the Swan Song

If you are running a game where danger, decisions, and consequences matter, then failure must be treated as a functional state, not a narrative embarrassment and not a cue to quietly reset the board.

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Mazes & Mondays: The Broken World

Power vacuums don’t wait for heroes. They get filled—by mercenaries, cultists, guilds, warlords, desperate healers, and people who never wanted power but found it lying unclaimed in the rubble.

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