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Aimee Cozza

682 Followers
More often than not, real stories don’t have happy endings. These are the types of stories that captivate Aimee Cozza. Aimee works to tell her stories through illustrations, writing, design, and more in a way that is palpable to the consuming party. Her most common subjects are sci-fi and fantasy depictions: angels, space, robots, and that which lurks in the shadows. Both in her writings and illustration, Aimee is drawn to the romance of the dark-beautiful. This unifying theme stretches across her characters and each of her pieces through stylistic choices of color and composition, frequently exploring themes of duality and moments of tenseness, anxiety, and dejection. She can also be seen depicting difficult issues such as mental illness and addiction, along with the societal views of these afflictions. Aimee released her debut novella “The Warm Machine” in the fall of 2024 after a successful crowdfunding campaign to a positive reception. She has been working with her co-author Tory Keith for many years on her novel “Marked for Life” and is currently in the process of querying agents for traditional publishing representation for this title. Graduating with a BFA in illustration in 2012 from New England College (formerly New Hampshire Institute of Art), Aimee most commonly works in mixed digital and traditional mediums, with many pieces beginning on paper and finishing out in the digital realm. She is a vocal proponent against the use of LLMs for the creation of artwork and does not utilize any version of data-generated imagery in her artistic creation process, whether she is drawing, designing, or writing. Additionally, Aimee works in the field of graphic design, web design, and digital marketing with her self-owned company Foundation Web Design & Development. She enjoys collaborating with artists for otherwise unreachable projects, and community beautification projects such as outreach murals in and around New England. Her history of projects ranges from oracle card projects, reanimation projects, crowdfunding campaigns, enamel pin designs, zines, murals, book covers, and many more. Aimee also enjoys many kinds of music, dabbles on guitar and bass, and enjoys collecting insects as well as other strange and abnormal oddities. She likes cars and animals, and dislikes coffee and chocolate flavored ice cream. Aimee can also be found on Facebook, Instagram, and Bluesky. Aimee has prints and products for sale through her store, RedBubble, and INPRNT. Aimee is also available for projects and commission, just send her an email.
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Judge Cro

657 Followers
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 three 6-sided dice in a row and took what came. We expected to fare badly, but hoped to get rich while collecting scars. I would sketch a horribly simple dungeon on graph paper and let my brothers crawl through while unleashing a rust monster or a gelatinous cube and, of course, a reanimated skeleton or three. 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, I am 80K words into a coming-of-age novel for my middle kid, and I published The Cult That Never Was (for DCC RPG) adventure idea as 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, we are friends. 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 and creative adjudication of the game. He and Paul had only met once at Strategicon, but they hit it off well. We agreed that no other candidate for our third would be better, so I asked Marc if he would be interested. In that same conversation, he shared about the 15 different ideas he had for publication. The partnership has been strong. We each bring complementary strengths. Death Guaranteed Games is here to stay! 
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Nathan Rabin

651 Followers
Nathan Rabin is the author of ten books, including Weird Al: The Book, which he co-wrote with and about “Weird Al” Yankovic, and You Don’t Know Me, But You Don’t Like Me, which Rolling Stone gave four stars and named one of the 20 best music books of 2013. From 1997 to 2013, he wrote for The A.V. Club, primarily as its head writer, before becoming a staff writer for The Dissolve, Pitchfork’s short-lived but much-loved film site, from 2013 to 2015. He’s the proprietor of the website Nathan Rabin’s Happy Place and the Substack newsletter Nathan Rabin’s Bad Ideas, as well as the man behind My World of Flops, a column on famous failures he has been writing for 19 years, which introduced the phrase Manic Pixie Dream Girl. His ninth book, 2025’s The Fractured Mirror, is a massive encyclopedia of American movies about filmmaking that covers over a century of cinema and has a foreword by legendary filmmaker Joe Dante and illustrations by Felipe Sobreiro. In 2004 and 2005, Rabin was a panelist on Movie Club with John Ridley, an AMC movie review panel show hosted by the Academy Award-winning screenwriter of 12 Years a Slave. Rabin’s tenth book and first novel, Five Nights at Freddy Got Fingered, is a parody of Five Nights at Freddy’s that takes place in a world where Freddy Got Fingered is the most popular and acclaimed movie of all time, and Tom Green is a J.D. Salinger-style recluse who sends elaborate animatronics of himself and Rip Torn to do live events for him. He lives in Alpharetta with his wife, two sons, and dogs, and is very silly for a man his age. 

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