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Our town is changing. 

We are left with artifacts that hold us to the past. They seem to betray history by breaking, altering, and growing beyond a generation. This is not a betrayal. We do not expect the past to hold such power over the present, and we forget that the present accounts for history just the same. Rubbish will always forge itself into a monument, and we will always be a part of that.

To Care is to Cairn 

is a worldbuilding tabletop roleplaying game that carries players through a civilization of their making, from a bird's eye view of once everyday objects. Artifacts will become part of a tapestry to a community's developing history, using real world archaeological influence. This 40 page game can be played as its own one-off session, or as a tool to add complexity to approaching / established campaigns. 

The Last Step is a map-drawing, tabletop roleplaying game, re-imagining The Quiet Year by Avery Alder. You collectively explore the struggles of two interstellar communities, trying to grow and heal in the remnants of past occupiers. It’s a game about community, difficult choices, and miscommunication. When you play, you make decisions about the two communities, decisions that get recorded on a map that is constantly evolving. Parts of the map are literal cartography, while other parts are symbolic. Players work together to create and steer their communities, but they also play devil’s advocate and introduce problems and tensions into the game. The goal is to tell a fun story, together.

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If you are familiar with The Quiet Year, this uses the same base system, but now adds two 'teams' of communities, with a focus shifted towards intercultural communication! 

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Upon downloading this system, PDFs will be included for English, English (Dyslexia Friendly), and Latin American Spanish. 

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Half of all proceeds will go towards the Latino Stem Alliance in Boston, MA

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BEHORO is a 36 pg. tower-defense, map-drawing game about exploring the wilderness and expanding your mountain-rooted kingdom. 

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You are the sovereign of the above-ground. A terrible, majestic place where your people will fight tooth and nail to make a livelihood. Your single goal is to keep them safe, while expanding out into the world to find a new way of living that runs past simple survival. Maybe one day you won’t have to combat the world for your right to emerge from the underground, and look out at the pitch-filled sky. 

 

You will expand your cities into the wild by drawing from a deck of cards. The events and structures that you pass through are yours to weave into a story through in-game journaling mechanics and sketches on your map. This is a flexible game where you can change rules as you see fit to make the experience more enjoyable, especially as such lore develops. Rules are here to provide a framework to start off with, ready to break down and reform as the world grows. 

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Half of all proceeds go to NaNoWriMo to support their charitable efforts

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