Tales of Fablecraft is a digital tabletop roleplaying game designed for intuitive, immersive play.

Built for mobile and desktop, it combines integrated tools, evocative storytelling, and collaborative gameplay in a fully digital experience. Whether you’re a first-time player or a lifelong GM, Fablecraft makes it easy to jump in, learn as you go, and enjoy epic adventures with friends.

As the Narrative Lead, I authored all six published Fablecraft adventures, and edited two guest one-shots. In collaboration with my creative director, I built the world of Mythas and established the world lore. I was responsible for every word of in-game copy, down to the UX instructions, combat abilities and spells, and inventory item descriptions.

Download the game for free from Steam or the iStore.

Dive into the Adventures . . .

Select an adventure to see more of my work:

Written by me:

The Road to the Starfall Festival

The House in the Manor

Murder on the Tipsy Pearl

Once Upon a Wildwood

Heist Society

A Fright in Fallen Branch

Edited by me:

Object of my Affection by Felicia Day

Deep Trouble by Jerry Holkins

Meet every GM’s Best Friend.

Tales of Fablecraft was designed to lower the barrier to entry for Tabletop Roleplaying Games. As part of the founding team, I helped to develop the tool that delivered on that promise: the innovative Game Master Guide (GMG).

This in-game companion makes it easy for GMs to run games for their friends without needing to memorise lengthy rulebooks. Artwork is changed with the touch of a button; additional context and lore is contained within tooltips so it’s accessible on an as-needed basis; story cues and roll requests are served up at just the right moment. The GMG is an example of what can be achieved with a combination of product-led thinking, great creative, and a stellar team.

The Fablecraft Team.

Fablecraft was made by a small but mighty team. I had the pleasure of working alongside these incredibly talented people:

Front-End Engineering: Eddie Cameron, Ryan Wang, Jason Li, David Hohusen, Addison Yarborough

Game Design: David Hohusen, Brian Aloisio

Product Design: Jaclyn McKay

Back-End Engineering: Mark Narduzzi, Rumby Osei, Andrew Habers, Chris Greenway

Motion Design: Greg Platt, IV Studio

QA: Mary Stocker, Desiree Altman

Marketing and Community: Joey Davidson, Colin Cummings, Taylor Reed

Creative Direction: Darci Manley

Leadership: David Hohusen, Andrew Habers

Music & SFX: Ross Warriner, Cody Uhler

3D & Technical Art: Robin Wouters, Marjin Tollenaar, Ashley Farlow

Plus a roster of amazing artists and contractors who made the game shine – full credits are available in the game.

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Twine Project: The Prisoner

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Road to the Starfall Festival