Writer, game developer, queer artist of failure. Half of @fpg: Future Proof Games.


Future Proof Games
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Before the Future Came: A Star Trek Podcast
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posts from @gaw tagged #my games

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Designed for when a group of queer friends wants to play a game but no one feels like doing campaign prep, Fusion Time is my tabletop roleplaying game inspired by Voltron, Captain Planet, and most of all Steven Universe. What does it mean to protect your Home? What are the Clashes and Bonds that affect whether you can Fuse into something greater than your individual selves? Even if you lose a battle, can you learn something about your Opponent and begin to think of them as a person?

Fusion Time has no game master; it's a collaborative game where the players work together to generate and run the world, then roll dice to see how it proceeds. Characters have scores for Struggle, Chill, Sing, and Cry, and you can't be good at all four. Every roll has an interesting outcome, and sometimes you'll try to Sing and find yourself Crying instead. Your campaign might be the intimate story of a single magical neighborhood or a galaxy-spanning story of warring mecha. All you need is a group of a few friends, six-sided dice in a couple of colors, pencils, paper, and your imagination.

Please take a look at the game! I care a lot about this one, and I'd love to hear what people think. It's available on itch.io!



"Fusion Time" with five multicolored orbs over a pastel, stylized, starry landscape.

I've finally completed a full version of my GM-less, zero-prep tabletop RPG for 2-5 players, Fusion Time. It's about exploring your interpersonal bonds and clashes with your friends until you come to a point of conflict, at which point your home comes under attack and you'll have to Fuse to defend it!

We're talking Steven Universe, Dragon Ball, Power Rangers, and Captain Planet. The players will work together to create a world and a set of characters, then play through everyday life and quick conflicts against foes that embody your interpersonal struggles! The rules draw from Lasers and Feelings, Blades in the Dark, and Dream Askew.

I'd been feeling bummed about the playtest version gathering dust, so I finished testing it, polished it up, gave it a proper book treatment, and now it's ready! I think it turned out super nice, and I hope y'all check it out!

The game is $14.99, discounted to under $10 for the first week. You can get it on itch.io!



Fusion Time is maybe my least-popular game I've actually released that I intended for people to play. It's a GM-less, zero-prep game about combining your strengths with your companions in order to defend your home. Fusion dances, combining robots, collaborative magic: that sort of thing! Thematic inspirations are Steven Universe, Captain Planet, Voltron, Power Rangers, and Dragon Ball.

It takes inspiration from the push/pull stats of Lasers and Feelings (you have a Struggle/Chill score and a Sing/Cry score), the very chunky progress-tracking of Blades in the Dark, the detailed Front tracking of Apocalypse World, and the egalitarian control-sharing of Dream Askew.

In a couple years, it's sold exactly one copy, plus ten free itch.io community copies that have a total of three downloads across them. I think part of the reason it didn't get any interest from folks (beyond the fact that I barely promoted it) is that I've labeled it as a playtest, in part because I haven't found the time/energy/gumption to do playtesting outside of my own partners. It's a bit of a hard sell to be like, "Pay money for this thing that I've said isn't final, just because it looks cool." It also has run against maybe my big weakness as a creator, which is that I have a lot of trouble promoting my stuff. And because I don't have confidence in it as a product, I don't feel like I can justify the work/cost of things like polishing the visual design or commissioning art.

It's a bummer, because I think it's really good! It tends to generate some weird, fun settings and story. I think it succeeds at the tricky task of making setting and character creation feel like part of the play experience. The rules are a bit flow-charty and hard to keep in your head, but the basic summary fits on one quick-reference sheet. It's one of many projects of mine where I think it deserves more but I don't feel equipped to make it attract the attention it needs.



I'm love to advocate that you buy nothing today, as Black Friday is a testament to capitalism (which should be destroyed), but I also would love to have more money to support my existence, so: It's itch.io Creator's Day today!

Several times a year, itch.io declines their cut and gives developers 100% of the sales proceeds on the site. It would be awesome if you'd buy stuff I've worked on today!

We at @fpg have our stuff on discount all weekend. You can buy the games together or individually! There's Rosette Diceless (and its supplement), which is a consent-first, story-focused roleplaying system for telling any kind of story conflict with the urgency and intricacy that many systems only provide for combat. There's Ossuary, a strange, dark-humor, dialogue-focused adventure game about exploring a Discordian underworld. And there's The Majesty of Colors Remastered, which is a revival for modern devices of my old flash game about love, loss, and balloons where you play a titanic, eldritch horror from beneath the waves.

If you want more options, you can check out my personal work! I've got some TTRPG stuff: a game inspired by Steven Universe, Voltron, and Captain Planet and a free Fiasco playset for playing out existentialist dramas. I also have an assortment of small games up for free, including all/most of my old Flash games in projector form (with source code available if you give me some cash)!