[12-May-21 07:31 PM] jdragsky#0001
hi! my name’s jay dragon, i’m a queer rpg designer in the hudson valley. i’m most well-known for wanderhome (https://possumcreekgames.com/wanderhome), a pastoral fantasy game about traveling animal folk and the peaceful world they inhabit. i also run possum creek games, a publishing company focused on smaller games that tend to not have any dice, all about community and introspection. nice to meet ya!
[12-May-21 07:31 PM] jdragsky#0001
(done)
[12-May-21 07:31 PM] Dan Davenport#6715
Thanks, @jdragsky! The floor is open to questions!
[12-May-21 07:31 PM] Dan Davenport#6715
How do you define “pastoral fantasy”?
[12-May-21 07:33 PM] Henry#3418
Do you have a link to your current project?
[12-May-21 07:33 PM] jdragsky#0001
yep! https://possumcreekgames.com/wanderhome
{Embed}
https://possumcreekgames.com/wanderhome
Wanderhome — Possum Creek Games
http://static1.squarespace.com/static/5ececea98ef2790542339aaf/t/5ff1045918d44937a9ec1ced/1609630827091/wanderhome_Sylvia+2.png?format=1500w
[12-May-21 07:34 PM] jdragsky#0001
to me, the concept of pastoral fantasy is very rooted in like … the shire, wind in the willows, moominvalley, the hudson river school of art — kinda like, the peaceful world of small and ordinary things? but it’s still fantasy because theres often this deeper larger sense of a world behind it, like how the shire exists against the backdrop of the greater war, or how moomins keeps hinting at this world of high fantasy that the family doesn’t care about. so its like … small inside the large? if that makes sense?
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[12-May-21 07:34 PM] Henry#3418
Okay, so this is both the current game and your most well known project? I am sorry when you said that I believed that there was something new you were doing.
[12-May-21 07:34 PM] Henry#3418
Okay. Time for the question.
[12-May-21 07:36 PM] Henry#3418
Time is the currency of life @jdragsky Why should people spend their time on your game? In a flooded market of RPG’s what does your game provide more than any other, what makes your game unique and why should people play it more than any other?
[12-May-21 07:40 PM] jdragsky#0001
haha word, the sales pitch question! i think if youre looking for an exploration of nonviolence and journeying that takes a genuinely fresh look at what it means to tell stories and play games, then wanderhome is for u. wanderhome leans in deep into a niche that no other game, especially not one with its sort of mainstream kickstarter success that its seen, really is interested in occupying.
[12-May-21 07:41 PM] jdragsky#0001
in the recent article about wanderhome in polygon, the author describes making tea for a pair of iguanas as their big pivotal character moment, and if thats your sorta shit, then wanderhome is absolutely your stuff:
https://www.polygon.com/reviews/22387450/wanderhome-rpg-tabletop-game-review
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https://www.polygon.com/reviews/22387450/wanderhome-rpg-tabletop-game-review
Wanderhome is a Redwall-inspired RPG that arms players with dialogu…
The wholesome game leaves necessary room at the campfire for trauma and regret
https://cdn.vox-cdn.com/thumbor/9F0Tq31-32oz5PTCgegZTlcTjbM=/0x116:1620×964/fit-in/1200×630/cdn.vox-cdn.com/uploads/chorus_asset/file/22448651/wanderhome_review_art_1_cropped.jpg
[12-May-21 07:42 PM] MCBacon#7014
You’ve written Wanderhome in an inclusive, invitational style— the rules and example play make frequent use of “I”, “me”, “we”, and “us”. Can you talk about the design consideration behind that, and maybe how those ideas are also reflected mechanically?
[12-May-21 07:44 PM] MCBacon#7014
… oh shoot I missed the ettiquette didn’t I
[12-May-21 07:44 PM] Dan Davenport#6715
Oh, before I forget, funny moment yesterday, @jdragsky: A newcomer here, @sKovy, stopped by because he thought tonight (rather than tomorrow night) was the Q&A for Blood, Sweat, and Steel, a sword-and-sorcery RPG. I told him that it’s a good thing he asked about that, because boy, was he going to be disappointed. 😄
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[12-May-21 07:44 PM] Henry#3418
@jdragsky Is it because your game is designed to be nonviolent that you chose not use the 5e framework? Stepping away from 5e and its most well known competitors is an important choice in the RPG market why did you choose to so?
[12-May-21 07:44 PM] Dan Davenport#6715
@MCBacon Nah, that’s only for the guests, and only at their discretion. 🙂
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[12-May-21 07:45 PM] sKovy#3157
yes that… did happen
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[12-May-21 07:45 PM] jdragsky#0001
so we actually went into editing with a pretty solid style guide of when and how to use pronouns — that “you/your” was to be used when the author was being instructional, and “we/us” was used for explaining concepts and ideas. we end up avoiding “I/me” when possible, but there was a lot of focus on making sure the text felt like it was welcoming you into a world alongside it, and pronouns were a HUGE tool for that
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[12-May-21 07:46 PM] Dan Davenport#6715
Huh. Interesting approach!
[12-May-21 07:47 PM] jdragsky#0001
thats one of the reasons, yes! i’m also simply not a 5e designer. i got my start working in 4e, pbta designs, and early bitd stuff long before i touched 5e. i didn’t set out to make a giant kickstarter, and i didn’t view 5e as a thing i had to deviate from — my goal was to make a game, and it turned out a lot of ppl really liked what i made! it’s a lot like how wes anderson doesn’t need to deviate from the MCU, he just simply doesnt make marvel movies
[12-May-21 07:47 PM] Dan Davenport#6715
Can you say a bit about the premise of the game?
[12-May-21 07:48 PM] jdragsky#0001
totally! so wanderhome is a pastoral fantasy game, where you play as a group of traveling animal folk roaming through a landscape of yr own construction. its built on a lot of the design work of avery alder and ben rosenbaum with Dream Askew/Dream Apart, and together u build a place and explore it as your animal folk
[12-May-21 07:49 PM] jdragsky#0001
the game is designed for long-term play, with a large seasonal calendar and a lot of rules to reflect the changing seasons
[12-May-21 07:49 PM] jdragsky#0001
the game itself is nonviolent, and that nonviolence is a pretty cool feature of it also!
[12-May-21 07:50 PM] Dan Davenport#6715
I don’t think I exaggerate when I say that 99.9% of RPGs prominently feature violence in some fashion. How do you make nonviolence appealing?
[12-May-21 07:50 PM] Dan Davenport#6715
I mean, in many games, what you’re describing would be times in which “nothing” is happening. 🙂
[12-May-21 07:51 PM] Henry#3418
@jdragsky is your game designed specifically for your setting?
[12-May-21 07:52 PM] jdragsky#0001
so there were a lot of steps in this, and figuring out the answer to this question was the core of a lot of the design work?
so like …
- why is violence appealing? what does violence give people?
- why is violence constraining? what sort of stories does violence restrict or deny?
- what are alternatives to violence? what other stories deal with an absence of violence?
like , its a very “we live in a society” sorta thing, right? violence is appealing bc it gives us a form of agency we’re denied in our daily life. so what other forms of agency are we denied? how can we take those back in ways that dont involve violence?
that was the core of wanderhome!
[12-May-21 07:53 PM] Dan Davenport#6715
Cool!
[12-May-21 07:53 PM] Henry#3418
When you say we live in a society sort of thing you may need to be clearer I understand what you mean but some people here aren’t immersed in meme culture
[12-May-21 07:54 PM] jdragsky#0001
the setting is pretty built into the game book, relying pretty heavily on picklists, seasonal stuff, and playbooks to communicate a lot. even the core mechanics are pretty setting-focused. however im already also seeing hacks — i know someone just put a late-1800s inspired hack onto itchio, i know someone writing a 70s rust belt punk hack, someone writing a hack in space, that sorta stuff.
[12-May-21 07:54 PM] Henry#3418
@jdragsky Is your game streamline (simple rules) or crunchy (rules heavy) and why?
[12-May-21 07:54 PM] jdragsky#0001
haha sure, i just mean like … violence is popular bc that’s the dominant culture of play, but its arbitrary and informed by our society. there’s no reason nonviolent stories are so uncommon, besides no one really taking that step
[12-May-21 07:55 PM] Dan Davenport#6715
Is there magic in this setting, and if so, what form(s) does it take?
[12-May-21 07:56 PM] jdragsky#0001
very streamlined. u could probably write all the relevant rules on a single piece of paper? but also its very … a friend called it doughy lol, where those rules kinda end up shifting and changing throughout the book as theyre used in a bunch of different ways, and they provide a lot of important framing for the very in-depth work of the rest of the text
[12-May-21 07:56 PM] jdragsky#0001
streamlined but in a way where it can hold up if u want to play it for a decade, you know?
[12-May-21 07:56 PM] MCBacon#7014
What’s a part of Wanderhome you were particularly excited to have written / get to share with people?
[12-May-21 07:58 PM] jdragsky#0001
yes! magic most often takes the form of small and forgotten gods, that hide in the little cracks of the world and provide aid (there’s a picture attached). there’s also larger gods, strange witches, and the occasional court magician, but they’re way more rare and are often backgrounds to the personal experience of the player characters
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https://cdn.discordapp.com/attachments/780948065367490590/842204058118520872/OD85Ux.png
[12-May-21 07:59 PM] jdragsky#0001
ABSOLUTELY the veteran, i’ve been sitting on that playbook since the kickstarter launched and waiting to share it
the veteran was once a soldier but has vowed to never draw their blade, and so theyre basically trying to figure out how to be a regular person again while aware that at any moment they could turn to violence, and must choose not to
[12-May-21 08:02 PM] Henry#3418
@jdragsky Imagine. Your game has become wildly successful, for example the term I am going to wander would mean I am going to play Wanderhome sort of successful, bigger than D&D, Among Us, Witcher 3 or whatever your stand in is.
- How does that make you feel?
- What makes you nervous/ what will get you into trouble later on down the road, why?
- Looking back at the amazing success, what now makes you cringe?
[12-May-21 08:06 PM] jdragsky#0001
to be honest a $300k kickstarter is already a level of success way beyond i was anticipating, so this fantasy is like … FAR beyond what my little peanut brain is built to conceptualize
but!
- exhilarated and relieved. financial success means that i can continue to create and take care of the ppl i love, and also that it means i can introduce my ideas to the world! and ppl seem to like that stuff!
- inevitably, i cant write games for everyone. theres always going to be ppl who feel alienated by the worlds i write about, and some number of folks take that as an insult to them personally, and its gonna suck to have to let them all down. but such is life tbh
- probably would’ve fought harder to get the cookbook into the final physical release. we’re gonna release it as a pdf alongside the physical, but damn those recipes are Really Good
[12-May-21 08:07 PM] MCBacon#7014
Possum Creek recently started a grant program, funding other tabletop game designers interested in building content in the Wanderhome setting— what’s that been like so far?
[12-May-21 08:08 PM] Henry#3418
Penultimate question. @jdragsky What is your least favorite aspect of Wanderhome?
[12-May-21 08:09 PM] jdragsky#0001
its been freaking awesome, ill be real! getting to see so many people doing stuff with the stuff i wrote and building their own content, all while having the creative freedom caused by just … being paid to make it? is really something else. honestly the best part is how many new or upcoming designers got involved! like , i genuinely can see the haeth grant starting some folks careers, by giving them practice managing a small budget and working with other creators, and that really goddamn rules
[12-May-21 08:10 PM] Dan Davenport#6715
(Mind the language, please, @jdragsky. Family-friendly server. 🙂 )
[12-May-21 08:10 PM] jdragsky#0001
(thank u!)
[12-May-21 08:10 PM] Dan Davenport#6715
(Thanks. 😉 )
[12-May-21 08:11 PM] jdragsky#0001
a couple people have misunderstood the point wanderhome makes, believing that a pastoral world doesnt have space for the deeply traumatized. i … find that reading frustrating, and i know “cutesy” is a label im gonna get placed with a lot, but i think if i could revisit it id put more care into making sure that space for misunderstanding wasnt there
[12-May-21 08:11 PM] Dan Davenport#6715
A story may not need violence, but every story requires some sort of conflict. How does that manifest in this setting?
[12-May-21 08:13 PM] Henry#3418
Final question. @jdragsky What is the most important thing people should be talking about in the RPG community but aren’t?
[12-May-21 08:14 PM] jdragsky#0001
kishotenketsu stories would disagree with you on that front! but also beyond that i think a lot of folks forget that a) conflict isnt just violence and b) conflict isnt just external. wanderhome builds a ton of levels of struggle and reflection into the game, between yr internal sense of self, yr relationships w yr friends, and the way the world works. u want to see characters experience their highs and lows, and that doesnt have to be in the form of arguing or fighting — a lot of payoff comes from when ppl learn about themselves, are challenged by their environments, and discover secrets the world kept from them. how much conflict shows up in your daily life? does a day without conflict feel boring to you?
[12-May-21 08:16 PM] Dan Davenport#6715
Hmm. An interesting question.
[12-May-21 08:16 PM] Dan Davenport#6715
Depends upon what you consider “conflict,” I suppose!
[12-May-21 08:17 PM] jdragsky#0001
mmmmmm i think more people should do game design work outside of d&d. and i dont mean in opposition to d&d but like, just completely without regards for it. and i think more ppl should take whatever their definition of a game is and expand it like 3 degrees and then go play a game that sits at the edge of that and have a ton of fun doing something they didnt expect
[12-May-21 08:17 PM] jdragsky#0001
exactly! that’s the spirit 😉
[12-May-21 08:17 PM] Henry#3418
not a real interview question but @jdragsky what is the one thing that makes you gush about your game?
[12-May-21 08:18 PM] Dan Davenport#6715
But yeah, I’m not completely equating “conflict” with arguing or fighting. I suppose I’m thinking in terms of something that motivates action, even if that action is introspection.
[12-May-21 08:19 PM] jdragsky#0001
OKAY LOOK AT THIS GODDAMN ART I FEEL LIKE ALL THE WRITING I CAN TALK ABOUT IS COMPLETELY DWARFED BY ALL THE AMAZING ART IN THIS BOOK LIKE FOR REAL
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https://cdn.discordapp.com/attachments/780948065367490590/842209408096534548/IMG_4526.jpg
[12-May-21 08:19 PM] Henry#3418
Also on a side note you handle the hard question the best out of everyone I have seen thus far. I will leave you to the capable hands of Dan the man and say adieu
[12-May-21 08:19 PM] jdragsky#0001
gnight! adieu & grazie i appreciate it
[12-May-21 08:20 PM] Dan Davenport#6715
Take care, @Henry!
[12-May-21 08:20 PM] jdragsky#0001
yeah for sure, like …. introspection is also a form of growth, and i feel like “change” is what is desired most, and conflict is one form of seeing change play out. and i think change can be incredibly exciting, and a game can facilitate that on a bunch of different layers
[12-May-21 08:20 PM] Henry#3418
still morning 😉
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[12-May-21 08:22 PM] Dan Davenport#6715
I mean, even Winnie the Pooh faces conflict of a sort, otherwise he would never have cause to say, “Oh, bother!”
[12-May-21 08:22 PM] Dan Davenport#6715
Or perhaps “challenge” might be more appropriate.
[12-May-21 08:23 PM] Dan Davenport#6715
Some problem to be overcome.
[12-May-21 08:24 PM] jdragsky#0001
i mean i think that like, as u said — theres this idea that a lack of conflict is boring, when in reality we understand change to be mediated through conflict. but as ursula le guin has talked about (and vincent baker has written about on his patreon!) conflict is one form by which change can occur
[12-May-21 08:25 PM] jdragsky#0001
(citation: https://lumpley.games/2021/04/07/powered-by-the-apocalypse-part-6/)
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Vincent Baker
https://lumpley.games/2021/04/07/powered-by-the-apocalypse-part-6/)
Powered by the Apocalypse, Part 6
[12-May-21 08:25 PM] Dan Davenport#6715
Can you give an example of an adventure (if that’s even the right word) that you’ve run of this game? What did the PCs do?
[12-May-21 08:26 PM] Dan Davenport#6715
(It’s somehow appropriate to all this peacefulness that I’m sitting in bed with a snoring dog beside me.)
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[12-May-21 08:28 PM] jdragsky#0001
sure! so in a game recently i ran on stream, the players traveled to a town built around an old monastery nestled in the mountains, surrounded by reed flutes emerging from the ground. they hung out with a couple old geezers who gave bad advice before going to the inn and crashing. while there they met a salamander who used to attend the university one of the players is from, and they got in a nasty argument. BUT they learned the salamander has been unable to get into the monastery, and has been stuck waiting. theyre able to help sneak the salemander in (giving away their dragon’s egg in the process) and meet a fallen star, who reveals the truth behind the monastery and also hints at what happened to the old academy, before it was destroyed.
[12-May-21 08:28 PM] jdragsky#0001
also there was a b-plot where a little girl hangs out with them and becomes a fellow traveler
[12-May-21 08:28 PM] jdragsky#0001
so like …. u have a story built around uncovering truths, exploring mysteries, relating to other ppl, handling magical objects, and helping kids grow. and its worthwhile and interesting, no violence needed!
[12-May-21 08:28 PM] jdragsky#0001
(mood im curled up in bed rn)
[12-May-21 08:29 PM] Dan Davenport#6715
(This, by the way, is one of the reasons that I don’t do video interviews. 😄 )
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[12-May-21 08:30 PM] Dan Davenport#6715
How many animals are there to choose from to play? Or is there any limit?
[12-May-21 08:31 PM] jdragsky#0001
theres no limit! i have a bunch of suggestsions in the book, around 4 per playbook, but u can be any animal u want and theres no rules tied to them
[12-May-21 08:33 PM] Dan Davenport#6715
Do you have a character sheet that you can share with us?
[12-May-21 08:33 PM] jdragsky#0001
hell ya! lemme grab the moth tender
[12-May-21 08:34 PM] jdragsky#0001
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/842213153014284288/Screen_Shot_2021-05-12_at_9.34.19_PM.png
[12-May-21 08:34 PM] jdragsky#0001
{Attachments}
https://cdn.discordapp.com/attachments/780948065367490590/842213199485861908/Screen_Shot_2021-05-12_at_9.34.30_PM.png
[12-May-21 08:35 PM] jdragsky#0001
the playbook is about collecting and sending out packages as you travel, and u build the character by making a bunch of choices about what sort of packages you have and what sort of person you are
[12-May-21 08:35 PM] jdragsky#0001
the last page has the questions u ask other ppl to establish character, your set of actions that u can always do, and the advancements u can get if u play the character for long enough
[12-May-21 08:37 PM] aiodjed#2764
looks cute
[12-May-21 08:37 PM] jdragsky#0001
thank u! thats the hope ✨
[12-May-21 08:38 PM] MCBacon#7014
Wanderhome also uses playbooks for the setting elements that the players travel to. What were your goals while writing those? what did you want them to do / not want them to do?
[12-May-21 08:40 PM] jdragsky#0001
yeah! so wanderhome uses a lot of natures, which are like mini playbooks, where u can combine 3 of them together to make a place (ive attached a screencap of one). the big goal with designing them is that they all function both literally and metaphorically, so a place can be metaphorically a tower instead of being literally a tower. also we wanted to make sure the place had some sort of central tension in it , that could be explored thru play!
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https://cdn.discordapp.com/attachments/780948065367490590/842214677438398474/Screen_Shot_2021-05-12_at_9.40.22_PM.png
[12-May-21 08:40 PM] Dan Davenport#6715
I don’t see any numeric stats or skills. Can you describe task resolution?
[12-May-21 08:40 PM] aiodjed#2764
kudos to the artist(s) as well
[12-May-21 08:41 PM] jdragsky#0001
we worked w a bunch of artists for wanderhome, u can check out the page for more examples of the art
https://www.possumcreekgames.com/wanderhome
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https://www.possumcreekgames.com/wanderhome
Wanderhome — Possum Creek Games
http://static1.squarespace.com/static/5ececea98ef2790542339aaf/t/5ff1045918d44937a9ec1ced/1609630827091/wanderhome_Sylvia+2.png?format=1500w
[12-May-21 08:42 PM] jdragsky#0001
wanderhome doesnt use dice, instead it uses a token economy where players can take certain actions that net them tokens and do certain actions that cost tokens. its pretty simple and sorta close to just being freeform, but provides just enough structure to give a rhythm to the game!
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[12-May-21 08:44 PM] Dan Davenport#6715
So generally speaking, nobody has any advantages?
[12-May-21 08:44 PM] aiodjed#2764
Which are the threats this world faces?
[12-May-21 08:45 PM] jdragsky#0001
what makes a character stand out is the way they move through the world and the folks they have with them! so the caretaker has a posse of small and forgotten gods, the dancer has dances that can reshape their environment, the poet is working on a book, and all of these arent so much advantages as they are …. truths, about the people we know and the skills we have, that inform how we move through things
[12-May-21 08:47 PM] jdragsky#0001
the world is a peaceful and near-utopian one, but that halcyon is really fragile. theres a lot of references to a war that’s now over, distant rumblings of the king of the floating mountain, and rumors of an ancient evil that’s long dead. there are no threats at present, but people are shaped by the historic violence theyve experienced, and the land bears the weight of having been hurt in the past. but wanderhome cares more about healing from the pain caused by this, than exploring the fight against it
[12-May-21 08:50 PM] Dan Davenport#6715
Good to know. 🙂
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[12-May-21 08:52 PM] Dan Davenport#6715
You mentioned magicians. Can the PCs be magicians?
[12-May-21 08:54 PM] jdragsky#0001
there’s a few references to magic among the pc playbooks, and a witch playbook will be coming out soon, but of the base 15 playbooks theres no explicit magician playbook! this was intentional — its good to leave yourself some space to come back to
[12-May-21 08:56 PM] aiodjed#2764
Thats an interesting concept..are player characters considered adventurers?
[12-May-21 08:57 PM] jdragsky#0001
the phrase used is traveler! theyre folks who, for one reason or another, are journeying across the land — maybe theyre delivering packages, or seeking a new home, or trying to find someone, or just traveling for the love of travel
[12-May-21 09:00 PM] MCBacon#7014
Are there types of story that Wanderhome isn’t designed to tell? And I’ve heard Possum Creek has some projects lined up for the future– do any of those address that space Wanderhome doesn’t?
[12-May-21 09:03 PM] jdragsky#0001
i mean, wanderhome doesnt have much space for violence, right? i think it also doesnt have a lot of space for telling a continuous story about a single place over a long period of time — which is the focus of yazeba’s bed & breakfast, our upcoming large project for 2022. until then i think like …. are there spaces wanderhome doesnt go? totally, yeah. no game has a universal capacity for telling stories, and im gonna write games that hit the beats i feel its important for me to hit. but id like to think that, more than me making wanderhome hacks or whatever, that other folks will take it and expand upon it and make some really cool stuff
[12-May-21 09:14 PM] Dan Davenport#6715
What is your own gaming history, @jdragsky?
[12-May-21 09:16 PM] jdragsky#0001
i got started in larp when i was a teenager, running large scale larp events for other teens with a full budget and all that. i got into monsterhearts and 4e d&d around the same time when i was 18, and that got me really into writing games and hacking things together. my first published game was sleepaway, which was kickstarted in 2019, and wanderhome was my big success! ive always been an rpg fan, just from a very weird angle that most ppl dont approach
[12-May-21 09:17 PM] Dan Davenport#6715
Nothing wrong with that! It’s a weird hobby enjoyed by weirdos.
[12-May-21 09:18 PM] Dan Davenport#6715
https://tenor.com/view/sam-the-eagle-muppets-you-gif-6530674
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https://tenor.com/view/sam-the-eagle-muppets-you-gif-6530674
https://media.tenor.co/images/33bdf5bec5b3f54c5d106c15379872b9/tenor.png
[12-May-21 09:18 PM] jdragsky#0001
very true
[12-May-21 09:19 PM] Dan Davenport#6715
In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[12-May-21 09:19 PM] jdragsky#0001
i referenced this article earlier and now im rereading it and i forgot how good it is. go read this article its really amazing, especially the le guin quote at the bottom:
https://lumpley.games/2021/04/07/powered-by-the-apocalypse-part-6/
{Embed}
Vincent Baker
https://lumpley.games/2021/04/07/powered-by-the-apocalypse-part-6/
Powered by the Apocalypse, Part 6
[12-May-21 09:20 PM] jdragsky#0001
i think thats it! if this interview was interesting to u, go check out wanderhome here:
https://possumcreekgames.com/wanderhome
{Embed}
https://possumcreekgames.com/wanderhome
Wanderhome — Possum Creek Games
http://static1.squarespace.com/static/5ececea98ef2790542339aaf/t/5ff1045918d44937a9ec1ced/1609630827091/wanderhome_Sylvia+2.png?format=1500w
[12-May-21 09:20 PM] jdragsky#0001
and also follow me on twitter at: https://twitter.com/jdragsky
{Embed}
https://twitter.com/jdragsky
jay Dragon 🌄 (@jdragsky)
23 🌱 RPG writer, trans queer, director @possum_creek, brilliant yet sickly 🌱 wrote #Wanderhome 🌱 pfp by @badybrobles 🌱 email: main@possumcreekgames.com
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[12-May-21 09:20 PM] Dan Davenport#6715
Usual reminder: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at https://www.ko-fi.com/gmshoe. Anything’s appreciated! 🙂
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[12-May-21 09:21 PM] Dan Davenport#6715
Thanks very much for joining us, @jdragsky!
[12-May-21 09:21 PM] jdragsky#0001
thank YOU!
[12-May-21 09:21 PM] Dan Davenport#6715
I hope you’ve enjoyed your visit and that you’d hang out with us going forward. 🙂
[12-May-21 09:21 PM] Dan Davenport#6715
And congrats on your successful kickstarter!
[12-May-21 09:22 PM] jdragsky#0001
i appreciate it! im probably gonna head out (i try to minimize my server membership) but if anyone else has any other questions, feel free to DM me on twitter or email me or what have u
[12-May-21 09:22 PM] jdragsky#0001
take care!
[12-May-21 09:22 PM] Dan Davenport#6715
Oh, just a sec, before you leave!
[12-May-21 09:22 PM] Dan Davenport#6715
If you can wait a minute, I’ll get the log posted and link you. 🙂