Wild Hunt Studios creates original tabletop role-playing games, and illustrations for your games, and is committed to the ideals of independent publishing and creator-ownership.

WHS is currently publishing material for 3rd Edition Dungeons & Dragons and a mini-supplement for the indie RPG Sorcerer entitled Electric Ghosts.




Wild Hunt News


A Paladin of Tyr
August 6th, 2013

When I was ten, I probably wouldn’t have imagined my go-to character in computer role-playing games would end up being a woman.

Back in the late 80′s, a cRPG called “Pool of Radiance” was put out by Strategic Simulations Incorporated (SSI for short). The game used the rules from the Advanced Dungeons & Dragons tabletop RPG, and was the first computer game to do so. I played it on a green-monochromed Apple IIe screen.

In those days, there was a limited “story line”, and virtually no interaction with NPCs, so a great deal was left to the imagination. Nor were there pre-crafted characters to pick from who joined your party, instead you created each member of your party from a large set of options, exactly like you would in the tabletop game.

One of the characters I created was a red-haired female paladin of Tyr, the daughter of a noble house, whom I named Brinna D’Vere.

Read the rest of this entry »


RPG Blog Carnival — Fantastic Creations
June 1st, 2013

Keith J. Davies was running the RPG Blog Carnival again about a month ago and invited me to toss my hat into the ring, but I ended up waffling on writing an entry because I’d been unable to decide what makes a creation “fantastic” when one of D&D’s basic tomes is full of examples of “fantastic” creations: swords, rings, books, potions, dusts, oils and paints, even machines, and so forth. All of which have amazing effects and powers. (Referring, of course, to the Dungeon Master’s Guides and their treasure lists, particularly in 1st Edition.)

Perhaps what we are looking for is, instead, a solution to +1 swords and [things] of [spell effects]; that is, to the problem of magic items being perceived and treated like eminently disposable accoutrements.

Read the rest of this entry »


Waking Up
March 27th, 2013

While working on Niflgap for Robin Laws’ Hillfolk game, I’ve also devoted time to reworking and cleaning up At the Dawn. It’s become more than a game, it’s become something of an art project as well. I’m seeking feedback on the current iteration, as well as deciding how I want to proceed with it. Get in touch with me if you’re interested in being a part of that.


Into the Gap
November 6th, 2012

Dead*Space may finally be seeing the light of day, at least a form of it is. Robin Laws’ recent Kickstarter for his Hillfolk game included solicited pitches for different settings to use the game system with. My accepted pitch was based heavily on the ideas I’ve been developing for Dead*Space over the last eight years, though this iteration has its own unique twist.


the words
April 26th, 2012

I submitted an entry to GameChef 2012 — an “Iron Chef”-like competition in short-form game design, generally centered around RPGs — called “the words”. It is a GM-less card game about dark magic and martial arts in the gritty downtown streets, with mutants, madness, crime-fighting, and inner demons made manifest. There has been quite a bit of positive feedback on the design, as well as helpful tips on where to take it from here if I go forward with it.

You can find a PDF of the entry here if you’d like to see the draft I submitted for the contest. As it is still a game in progress, feedback is very welcome. If you give it a try, let me know how it goes.

Beyond that, eXpendable has seen some further development and tweaking, and the last chapter I was hitting the wall on has begun to take more shape.