Peasants to Kings
A flagship world where player choices, faction memory, and long-arc consequence stay readable at the table.
A broader index of games, campaign systems, tools, and public experiments I have built or run. Some are major portfolio cases; others are smaller proof-of-work artifacts.
Each card gives the quick read: what it is, what it proves, and where to go next.
A flagship world where player choices, faction memory, and long-arc consequence stay readable at the table.
A bright corporate-fantasy satire with visible table pressure, physical props, and fast event-ready onboarding.
A mission-driven sci-fi campaign built around briefings, team identity, maps, episode pacing, and story fallout.
A separate custom card project focused on faction identity, readable mechanics, missions, and playable system pressure.
An early custom campaign where underpowered heroes grew into a team through missions, powers, gear, and physical table sheets.
A brief crossover campaign where platform-game rewards, unlockable characters, boss gates, and custom sheets became a table loop.
A custom d20 adaptation that turned loot, class builds, downed-state heroics, shops, NPCs, vehicles, and procedural weapon generation into table procedures.
A classless d20 mechanics packet inspired by stealth-action games, with alert states, adrenaline, relic weapons, damage conditions, and staged ability upgrades.
A public field-note and resource path for a completed P2K war encounter system, simulator screenshots, PDFs, and app repos.
A public condition-system artifact for shaping table-ready homebrew material into something easier to inspect and reuse.
A public shareable that turns 3D game field notes into a readable artifact with project context and reviewable proof.
A tool suite from the same systems-and-story habit: making messy decisions easier to sort, compare, and act on.
A public architecture shareable for a Peasants to Kings survival spinoff, focused on how the game could become playable.