About the Author:
I am an avid fan of science fiction, horror, and fantasy.
When I was a kid, living in Haiti, my parents took me to see the
Citadelle Laferriere that opened my imagination to the wonders
Growing up in the 1980's, my mind was starved for quality
fiction that captured my imagination. Then came along Monte Python and
the Quest for the Holy Grail. Seriously! I think that movie broke me.
My love of medieval and fantasy persisted and I was
introduced to Dungeons & Dragons in middle school via Choose Your Own
Adventure books. From then on I was hooked on the idea of writing and
running my own adventures. I introduced friends to the game and made dozens
more with this silly game of rolling dice and story telling.
From there, I was introduced to Battletech and giant
mecha of Robotech, and Shadowrun and its mutants and cybernetic dark future.
These games helped to develop my ideas of what good games were. But they
never achieved quite the feeling of the books that I had read or the movies
that I had been watching.
So I tinkered and tweaked. I spent hours trying to figure
out simple, but effective modifications to rules systems to make them work
the way that I wanted. In the end, I realized that I had to start from
And now for something completely different.
The Sundered Epoch
About 1990, I began designing what would become the
Sundered Epoch: Generations system. I was inspired by many different games
including Dungeons & Dragons, Shadowrun, Leading Edge, and GURPS, but none
of them quite lived up to my expectations. So I tweaked and tinkered trying to get away from the endless
tables. With every major change to the system it got closer and closer to
what I was looking for.
The first version was written on an old hand-me-down
computer running DOS and was printed with hand drawn page numbers. It was
gloriously horrible and my friends joked that we needed to use calculus to play
The second version was printed in 1997 and I printed version 2 with a giant print
volume of five whole copies. This was a huge step forward as I was able to
include artwork and a semi-professional binding.
With each successive change came a new edition. We moved
away from using d20s and shifted to the d5 standard. The skill system got
simplified yet more detailed. And finally, we have come to version 5 at the
end of 2015.
As we look to the future, we will be focused on
releasing No Man's Land, a game world set in modern times that mixes magic,
supernatural creatures, dimensional travel, and grand global conspiracies
all into one book.
We have already begun to release Adventure Starters that
give you a preview of what to expect from No Man's Land.
Welcome to the wild ride!