Here is a sample quest existing in the Balder’s Gate 3 story. The story follows the player character and three party members as they stumble upon a hunk of meat roasting over a fire. Despite the exquisite aroma and the active fire, there seems to be no one here to eat this meal. With stomachs empty and eyes wide, the adventurers sit down to steal a meal. That’s when a bulbous man stumbles from the woods, yelling warnings of a ritual and the consequences of its interruption.

This showcases my ability to tell nonlinear, interactive stories. It’s also NSFW, just like the game, so discretion is recommended. Be sure to open the file in a browser so it functions properly. I hope you enjoy it!


I was lucky enough to participate in the 2024 Pixelles Game Writing program. Below are some items I created during my time in the program. Included are a one-pager for Modi, the main character, an interactive quest that showcases a side quest with multiple outcomes and choices, a cinematic script that would appear at the very start of the game, and barks for the main companion in the game, Kaito. To download the material, simply click the button above to navigate to a google drive folder.


my TTRPG COntent

Starting in August of 2023 I ran a 10-week tabletop RPG in a system called Cities Without Number (linked below). This was the seventh tabletop rpg game I ran, and though it’s not technically “work” because I love doing it, I believe it reflects my capacity to write a story for players to engage with that is inherently nonlinear. The story, called MURDER AT CAMP GOOSE DUCK followed a group of campers and camp counselors as they uncovered the mystery surrounding the disappearances in their city, the ominous fog rolling over the town, and the ancient cult at the center of a city-wide sacrifice. This game, utilizing the CWN system, offered my group of seven players the opportunity to explore and interact with the game world in ways that would surprise me a hundred times over.

The story takes place in the summer of 1983 as the last parents arrive to ferry their children home from Camp Goose Duck. A fog rolls in over a lake that flanks the camp. One camper, Jam, has been left behind, his parents never arriving. One of the counselors, Dave, has also disappeared and hasn’t been seen for hours. Stevie, the head counselor, instructs the camp counselors to tend to the camp and is ready for it to be closed down. This is where the players begin their journey, and, as the pictures above imply, what follows is a choice-based narrative that mixes elements of The Mist, The Thing, and Friday the 13th. The Cities Without Number system, with its interaction functions, also allowed my players to engage with the world in ways that necessitated a reactive environment. For instance, Jam wanted to create a slingshot from several pieces. So, he rolled Fix-Intelligence, Fix being the skill and intelligence being the attribute. With a successful series of dice rolls, he made a functioning slingshot.

Here is a link to the Cities Without Number Game: https://preview.drivethrurpg.com/en/product/449079/Cities-Without-Number


At the start of the new year, my players requested a new tabletop adventure, specifically one that utilized the DND 5E system. We decided upon a pirate-themed adventure in which the group could set sail, explore, and fight both by ship and in standard DND combat. This campaign, NO HONOR AMONG SEAS, is still in progress, with various mechanics of ship combat being modified to work within the context of DND. Currently, they are blindly stumbling into a small faction war between a peaceful village and a group of marauding orcs with ties to one of our players.

My greatest joy in these games comes from finding ways to write stories that surprise the players. For instance, in the above-mentioned faction war, there’s also a sub-story in the form of a contract to kill a cyclops that had mysteriously washed ashore a mile from this village. The village, home to orcs, elves, and goblins all living in harmony, is wary of this cyclops due to the alignment traditionally associated with them. By all accounts, cyclops are either evil or lacking the intelligence to think beyond the expected “smash” or “eat.” But this cyclops happens to be a little different. Via an awaken spell that backfired, this cyclops has gained a sense of self-awareness, of intelligence, and questions of morality and its place in the world. My players will be presented with the option to kill the cyclops, or, with some roles and thoughtful role-playing, they can invite this cyclops to the village where it will fight alongside them in the coming conflict.