Dungeon Crawl Classics
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Witch Pleas Publishing

1,710 Followers
Witch Pleas Publishing educates through shared stories. From tabletop roleplaying games over Discord, to storytimes and seminars in libraries or tales traded around the Campfire, we believe the best stories are the ones that give us all a voice.  Collective creation is our passion and our purpose. We’re a team of dice rolling, online chatting, virtual reality designing storytellers who’ve brought our talents together so that others can develop their talents for tales.  We realize this mission by publishing experiential gaming products that teach through doing, not just viewing. Our tabletop roleplaying games are inspired by authentic folklore and classic fiction, shaped through scrupulous scholarly research, and designed by award-winning creators. Our introductory games offer learning through gaming to beginners of all ages, fostering empathy, critical thinking, and social problem solving. Our journals and zines give marginalized voices a forum to be heard, collecting articles, essays, and fiction from scholars focused on alternative experiences and communities. Witch Pleas Publishing was dreamed up on a veranda in Kailua-Kona Hawaii by Gina Funk, a survivor and mother to neurodivergent children, in order to amplify unheard stories. Her life story gave her a relentless desire to empower others whose experiences might be lost or isolated. Coupled with her husband’s knowledge of literature, history, and game design, that dream became a reality and a movement that’s been embraced by a world that needs diversity in a time of division. 
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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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Wayward Studios

397 Followers
The story of Wayward Studios starts, like so many great tales, in the mid-1980’s in a rural American basement in Racine, Wisconsin. This small-town nirvana was where a group of high school students sharing a love of swords, sorcery, horribly unhealthy snacks and fantastical creatures–and most of all, storytelling–gathered every weekend after their jobs flipping burgers and serving frozen custard to fight the legions of darkness, save worlds unimagined and find the mythical Table H treasure horde. They wrote and played epics tragic and ridiculous, haunting and hysterical. Near forty years later, and the core of that group – Mark Manchester, Randy Miller, Andy Patch and Eric Anderson – are still at it. They’ve saved worlds, slain mythical beasts and acquired more (imaginary) treasure than any of them could count, but they still love telling stories. And what they’ve realized is that the world around them seems to as well. With the explosion of the tabletop gaming industry and the rise of third-party publishers, especially that of the Goodman Games, Dungeon Crawl Classics line of publications, they found themselves asking, “Everyone else is doing it, so why can’t we?” We have been going strong for a couple of years now and have published adventures and supplements for Dungeon Crawl Classics and Weird Frontiers, with several successful crowdfunding campaigns under our belt.  From the start we talked about creating our own game, our own “-CC”.  It was Randy who came up with the name and concept we are presenting now, Horror Cinema Classics.   Of course, our history was not all fantasy gaming, we have played plenty of Call of Cthulhu, Dead Lands, Dark Conspiracy, World of Darkness and other horror themed games across the years.  That and we grew up in the 80’s, so it made the most sense to “write what you know”, which is why the game focuses on that era and those classic movies.   There is still a lot of work to be done, but we are up to the task, and we hope you will come along for the ride!  Join us at:  • waywardstudiosrpg.com

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