This is a live page compiling all of the editing and sensitivity consultation I have done for other projects. Ordered by year, month where possible, and then alphabetically.
Ancestry & Culture: An Alternative to Race in 5E (2020)
Designer: Eugene Marshall / Arcanist Press
This 32-pagezine of rules and original fantasy art allows for the easy creation of a variety of new ancestral and cultural combinations and types, without having to make big changes to the core game rules. What's more, they replace the problematic concept of race as it is traditionally used in character creation. Ancestry provides those heritable traits a character might receive from their parents, such as height, average lifespan, and darkvision, and culture provides such teachable features as weapon training and ability. This frees us up to play the characters we want to play and provides us many more options, just dripping with role-play potential.
I was brought on board as a sensitivity reader for this project. You may view the Kickstarter here.
Dead Emperors (2020)
Designer: Matt Sanders / Sealed Library
I have been brought on board as a line editor for this project. Will update this once the release is up for sale.
Designer: Joaquin Kyle Saavadera
Maharlika is a technomystic Science Fantasy mecha RPG inspired by Filipino Mythology, centered around Mekanized Weapons or Meka, and their pilots: the eponymous Maharlika.
You will play as these titular spirit-warriors, mavericks, aces, and knights that all swear loyalty to a Datu, one of the CEOs of the Megacorporations, so that you can protect the technospiritual galaxy of Arkipelago. Sometimes, you’re the archetypical noble Maharlika, sworn follower of your Datu and kneeling before their feet. Other times, you’re just an exceptionally skilled person trying to make ends meet, and ‘loyalty’ is just another word for “whatever makes the most money.” You are a free person after all.
As a Maharlika, you venture out into space where you will take on dangerous missions, fight for your ideals, hack the spiritual internet that is the Lambat, repel Xenobeings, trade love and resources, and participate in fiestas to survive, thrive, and protect what is yours in the dangerous Starsea.
I have been brought on board as the game's developmental and line editor. Am also doing sensitivity reading for the project.
The open beta version is available for purchase on Itch.
Retired: A Storygame About the Ordinary Life of a Former Supervillain (2020)
Designer: Caias Ward / TaleSpinner Holdings
The stakes may have changed when you hung up the costume, closed down the lair, and put away the death rays, but it’s still the same old trouble in Retired: A Storygame About the Ordinary Life of a Former Supervillain. It’s a two-player game, where one player is the Retiree and the other is The Narrator of a world dead-set on annoying a former supervillain trying to enjoy a return to regular life. The game world is built through play, starting off in small sessions set in your home and neighborhood before it expands into the wider world. From nosy neighbors and chores around the house which get out of hand to former rivals and alien invasions, your retirement isn’t going to be just puttering around the garden...
I was brought on for line editing. Available for purchase on DriveThruRPG.
While We Wait for Death (2020)
Designer: Matt Sanders / Sealed Library
This is a game played wherever warriors gather on the eve of battle. Around a roaring campfire, huddled in a creaking tent, or in a demon-infested dungeon.
Each present knows this coming battle may be their last. Some sit in silence, others fill the silence with tall tales in the hope that past glories might help form tomorrow’s.
While we wait for death to arrive, we tell stories about when they didn’t show up.
I was brought on board for line editing. Available for purchase on Itch.
The Islands of Sina Una (2019-2020)
Project Heads: Lucia Versprille & Joshua Mendenhall
Explore the seven isles in a brand new campaign setting for 5e, including options for players in game, terrifying monsters to encounter, and a world rich with stories and tradition.
Featuring an entire team of passionate writers, researchers, and artists all sharing their heritage to work on a project filled with passion and determination to share our culture. Sina Una will bring new ways to run or play in games, places to experience and creatures to encounter, and will be a missing link in a real-life history of inaccessible and lost mythology.
I was brought on board for world building, narrative design, and as the project's lead sensitivity consultant and editor.
If you're new to Sina Una, you can learn more about the process of making it, as well as some of the lore involved in creating our book, you can check out the pinned tweet of our co-director here to learn more.