When I was 12 in 1983, I got the Player's Handbook and the Dungeon Master's guide for the world's most played RPG. Since my parents had removed our television from the house (that's a funny story for another time), my two brothers and I would roll 3 six-sided dice in a row and took what came. We expected to fair badly, but hoped to get rich while collecting scars. I would sketch a horribly simple dungeon on graph paper and lead my brothers through unleashing classic monsters like the rust monster or the gelatinous cube. Obviously, this story is not unique. Many young players got their start in tabletop roleplaying games in a similar fashion.
Then I grew up and had a family. My first child had no interest but tolerated one large, chaotic session at a family reunion. The second child started off interested, but then found music and dating and it was all over. The youngest took to it fervently. Many nights, it was just a game of two people co-authoring a story and seldom even consulting the polyhedral oracles. Then we took to worldbuilding with hand-drawn maps. In between sessions, one or the other would say, "you know what would be cool?" until one day, one particular idea really stuck out. And it happened to be at the time that Dungeon Crawl Classics was the favorite game in the house. The simple idea was that a fake cult ended up really upsetting the deity that they were pretending to worship. So I starting writing and my daughter helped develop it every step of the way. After having a blast playtesting it a dozen times, it became clear that this adventure should be shared.
A little backstory: I have already published a children's book for my oldest daughter, am 80K words in on a novel for my middle kid, and this (The Cult That Never Was) adventure idea will be the legacy publication that I dedicate to my youngest. So, thank you from the entirety of my heart for your support!
~Judge CRO (Charles Royston)
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Death Guaranteed Games came about after so many conversations with Paul Keller at conventions. I just kept noticing his absolute depth and breadth of knowledge and experience in TTRPGs. I thought to myself, with my creativity and project management skills combined with his vast wealth of ideas and experience, we could build a powerful 3rd party publishing effort. While he plays and loves dozens of games (Shadowrun, Delta Green, Call of Cthulhu, CyperpunkRed, etc.), I made him commit to the DCC cult and chose our business name to be a parallel. We both agreed that the best of tabletop gaming comes from immersion in the risk of it all. After all, Death is Guaranteed.
Paul and I are not just gaming partners though. Our wives are best friends too (not gamers but that's not this story). So, to break any ties in any (inevitable) disagreements between two passionate creators, Paul suggested we bring on a third founding member. I had been playing in an actual IRL game at the Guild House in Bellflower, CA for the better of a year with Judge Shadowfoot (Marc Anderson) and found him to be one of those very special DMs that gives so much to his players in his preparation for the game. He and Paul had only met once at Strategicon, but they hit it off well. We literally had no other candidate for our third once I asked Marc if he would be interested. In that same conversation, he shared about the 15 different ideas he had for publication. So, the partnership has been strong. We each bring complementary strengths and offset each other's weaknesses. Death Guaranteed Games is here to stay!
Then I grew up and had a family. My first child had no interest but tolerated one large, chaotic session at a family reunion. The second child started off interested, but then found music and dating and it was all over. The youngest took to it fervently. Many nights, it was just a game of two people co-authoring a story and seldom even consulting the polyhedral oracles. Then we took to worldbuilding with hand-drawn maps. In between sessions, one or the other would say, "you know what would be cool?" until one day, one particular idea really stuck out. And it happened to be at the time that Dungeon Crawl Classics was the favorite game in the house. The simple idea was that a fake cult ended up really upsetting the deity that they were pretending to worship. So I starting writing and my daughter helped develop it every step of the way. After having a blast playtesting it a dozen times, it became clear that this adventure should be shared.
A little backstory: I have already published a children's book for my oldest daughter, am 80K words in on a novel for my middle kid, and this (The Cult That Never Was) adventure idea will be the legacy publication that I dedicate to my youngest. So, thank you from the entirety of my heart for your support!
~Judge CRO (Charles Royston)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Death Guaranteed Games came about after so many conversations with Paul Keller at conventions. I just kept noticing his absolute depth and breadth of knowledge and experience in TTRPGs. I thought to myself, with my creativity and project management skills combined with his vast wealth of ideas and experience, we could build a powerful 3rd party publishing effort. While he plays and loves dozens of games (Shadowrun, Delta Green, Call of Cthulhu, CyperpunkRed, etc.), I made him commit to the DCC cult and chose our business name to be a parallel. We both agreed that the best of tabletop gaming comes from immersion in the risk of it all. After all, Death is Guaranteed.
Paul and I are not just gaming partners though. Our wives are best friends too (not gamers but that's not this story). So, to break any ties in any (inevitable) disagreements between two passionate creators, Paul suggested we bring on a third founding member. I had been playing in an actual IRL game at the Guild House in Bellflower, CA for the better of a year with Judge Shadowfoot (Marc Anderson) and found him to be one of those very special DMs that gives so much to his players in his preparation for the game. He and Paul had only met once at Strategicon, but they hit it off well. We literally had no other candidate for our third once I asked Marc if he would be interested. In that same conversation, he shared about the 15 different ideas he had for publication. So, the partnership has been strong. We each bring complementary strengths and offset each other's weaknesses. Death Guaranteed Games is here to stay!
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