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GameMasterKyle Professional tabletop game master
Professional Game Master + community host

A table where strangers become a party.

I run tabletop games that lower the social friction, make complex worlds playable, and give stores or private groups a host they can trust with the room.

15+years running tables
5+years in one persistent campaign
200+players welcomed
50+factions in one campaign
Portrait of Jonathan Kyle Hobson in a warm office, wearing glasses and a knitted cardigan.
Prepared, warm, and room-aware. A calm host, a clear opening, and a table that knows where it is going.
Now booking at Mox

Peril to Profit: The Goldspire Messengers

Beginner-friendly Daggerheart, Tuesday, July 7, 2026, 5:00-9:00 PM at Mox Boarding House Chandler. Premade heroes provided, 5 seats max.

Built for the room

Player trust, organizer calm, and enough magic to make the night stick.

Start clean

People know how to enter.

Expectations, tone, and first choices land early, so new players can stop bracing and start playing.

Hold the room

The table has a real host.

Pacing, safety, rules help, and spotlight sharing stay handled while the story keeps moving.

Make it matter

Worlds answer back.

Choices leave marks: factions react, relationships change, and the next session has memory.

Keep it playable

Custom systems have handles.

Cards, towers, maps, and visible pressure turn big ideas into table objects players understand fast.

The mission

Great game nights are not luck. They are designed.

The job is not just lore. It is welcome, pace, clarity, trust, recovery, and payoff. I design the room so people can relax into the story.

Welcome before wonder

Players get enough structure to feel safe, then enough space to surprise the table.

Worlds with handles

Deep settings become playable through clear factions, visible stakes, and choices people remember.

Rules that disappear

Custom mechanics do their job quietly: they create pressure, reveal tradeoffs, and keep the scene moving.

A reliable host

Prepped, warm, adaptable, and focused on making the table easy for organizers and players.

About GameMasterKyle

Adaptive worlds, clear rooms, and enough weird to make the story belong to the players.

I run games for people who want high adventure without social friction. The table gets a strong premise, a clean first step, and room for players to push the story somewhere I could not have planned alone.

My style is collaborative, flexible, and homebrew-friendly. I like big worlds, but I care more about whether players can use them: a faction they understand, a choice with teeth, a rule that creates pressure, or a joke that helps the room relax.

Expect rich roleplay, player-driven consequences, table safety, strange systems, and a host who pays attention to pacing, comfort, and the people behind the characters.

Adaptive worlds Player-driven choices Safety and access Humor with heart Custom systems
Who it helps

A safer bet for the person booking the room.

A good GM lowers buyer risk. People need to know the event will start cleanly, include newcomers, and leave the group wanting another session.

Game stores and event spaces

Beginner nights, organized play, and special events that need a host who can represent the space well.

New and mixed groups

First-timers and veterans can share the same table without one side feeling lost or slowed down.

Events that need a hook

One-shots with a strong premise, clean onboarding, and enough texture to feel bigger than a demo.

The games

Four worlds, four ways into the table.

Each one shows a different kind of fun: long-game consequence, bright table pressure, cinematic mission play, and custom systems players can actually enter.

Illustrated regional fantasy map centered on Heartland City, with labeled settlements, roads, mountains, forests, islands, and major campaign locations.
Real campaign map from the Heartland region.
Flagship campaign | long-form worldbuilding

Peasants to Kings

A long-running fantasy campaign about nobodies becoming dangerous enough for the world to notice. The value is continuity: factions move, consequences echo, and players can still find the thread.

At the table: Deep lore gets turned into choices players can actually use.

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A Peril to Profit vendor guide cover reading Buy. Survive. Succeed. with a smiling fantasy vendor at a magical shop counter.
Real vendor-guide artifact from Peril to Profit.
Daggerheart one-shot | corporate fantasy satire

Peril to Profit

A fantasy workplace hazard disguised as a team-building opportunity. The Jenga tower turns risk into a shared physical joke: HR would call it morale. The table knows better.

At the table: The joke lands because the mechanic is visible, physical, and easy to teach.

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Contact sheet of Echoes of Stargate character and NPC tokens arranged on a dark campaign surface.
Mission tokens and table-facing identity assets.
Cinematic mission RPG | briefings, maps, and tokens

Echoes of Stargate

A mission-driven sci-fi campaign built around briefings, objectives, maps, role support, and episode pacing. It proves a different kind of table craft: fast orientation inside a big premise.

At the table: Players get a clear mission frame, a shared team identity, and concrete tools for the scene.

Explore more
A derivative preview of custom Stargate-themed card exports arranged across a dark system-map surface.
Public preview of real Cockatrice card-system exports.
Custom card universe | play and systems thinking

Stargate Card Universe

A custom sci-fi card world built around factions, missions, and table-tested pressure. The card work shows a different side of GM craft: readable mechanics, faction identity, and balance you can actually play.

At the table: Faction identity and readable cards make custom systems feel playable.

Explore more
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Peasants to Kings

A world that remembers the party.

A 5+ year homebrew campaign about ordinary people rising into mythic consequence across war, faction politics, corruption, and destiny-breaking choices.

5+ year campaign Persistent world canon Multi-party continuity
Campaign map section showing Valizar, Orriondelu, Rijinor, Rejner, and surrounding roads, forests, coast, and settlements.

What This Game Shows

Peasants to Kings is the long-form worldbuilding spine of the portfolio. It shows campaign architecture: living canon, recurring factions, player-driven escalation, session recaps, lore packets, and consequences that keep moving after a scene ends.

For a public table, the important lesson is not "more lore." It is how to make a deep world playable. Players need handles: a clear threat, a faction they understand, a place they can affect, and a reason their next choice matters.

  • Turns deep setting material into visible stakes and table-ready choices.
  • Supports long arcs without asking players to memorize the whole world.
  • Uses recaps, lore packets, and faction records to keep continuity usable.
Featured story

The long arc matters when one character's pain still echoes.

Peasants to Kings is not only a map and lore system. It is a campaign where character arcs keep returning as songs, journals, faction pressure, and table memory.

Golden Peasants to Kings character art with a glowing antler-like crown, red fur shawl, and flowing tail.
Player/story art gives the campaign a face before the visitor enters the deeper archive.
The Fractured Hearts

A story spine built for memory, not homework.

The featured video gives a focused look at Peasants to Kings as a long-running campaign: character pain, world pressure, and mythic fallout braided into a story players can still follow.

The deeper P2K archive includes text roleplay, journals, recaps, faction threads, story playlists, and live sessions. Public copy here stays short so the proof supports the portfolio instead of becoming a lore dump.

Long-arc payoff that keeps character choices alive. Player-facing story memory through journals, recaps, and media. World depth presented with clear handles for the table.
Source-seeded recap

The P2K source pool includes captured journals, story threads, recaps, and lore exports. The public version distills that material into proof of campaign memory: players can leave the live session and still find character voice, world motion, and next-step context waiting for them.

Skrik's journal

An NPC story earned its own archive.

Skrik's story playlist shows how side characters can become campaign memory: not a lore dump, but a trail players can revisit when the world starts pulling on old choices.

Skrik's story playlist

Small characters can carry big consequences.

This playlist gives visitors a direct watch surface for the Skrik arc. It supports the portfolio claim that Kyle keeps emotional continuity alive outside a single live session.

Recurring NPC memory that players can track over time. Story media that helps a long campaign stay re-enterable. A focused example of character fallout becoming world texture.
Live campaign sessions

The long campaign is watchable, not just described.

The live P2K playlist lets visitors see table pacing, player choice, recap rhythm, and how the world moves in real play.

Live P2K sessions

Full sessions make the table craft inspectable.

These recordings back up the written case with live-play evidence: how Kyle frames scenes, listens to players, resolves chaos, and keeps a large world understandable in motion.

Real session pacing and player interaction. Long-form continuity visible at the table. Proof that the worldbuilding works during play, not only in docs.
Game craft

Campaign depth that still plays cleanly.

The portfolio value is not the size of the lore. It is the ability to turn long-running complexity into a table where players know what they can do next.

01

What I built

A persistent homebrew world with recaps, lore packets, faction records, side-character arcs, and structured continuity across years of play.

02

What players feel

The setting feels large without becoming homework. Players can follow the thread, recognize pressure, and see their choices leave tracks.

03

What it shows

Kyle can manage complex campaign material, keep player agency visible, and make continuity useful for real people at the table.

Evidence board

Artifacts from a world with memory.

These snapshots show how Peasants to Kings stays playable between sessions: maps, player art, Discord structure, and public worldbuilding media.

A labeled fantasy world map with multiple kingdoms, seas, borders, and island regions from the Peasants to Kings setting.

World-scale geography

Terria shows the campaign has political and geographic scale beyond a single adventuring site.

Illustrated lore guide titled Unicorns of Aldebaran: A Guide to the Light and Dark, showing celestial, sylvan, sea, material, black, and hellfire unicorn variants with short rules and story notes.

Lore made table-readable

A creature-family guide turns setting depth into a fast reference players can scan without needing a lore lecture.

Open readable preview
Discord screenshot showing Peasants to Kings channels and text roleplay threads with character names, reply counts, and campaign organization channels.

Between-session play

Thread indexes, maps, organizations, shops, and text-RP spaces show a world that keeps moving between live sessions.

A printed story prompt card reading Tell a story about being in the wrong place at the wrong time.

Story prompts at table scale

A simple prompt turns world memory into character voice: tell us what happened when you were in the wrong place at the wrong time.

Contact sheet of Peasants to Kings player character art, including multiple fantasy characters drawn in different styles.

Characters with roots

Player character art gives the campaign emotional anchors: people at the table can see who they are becoming.

Citadel of Suffering horror story

A darker P2K story card for the mythic-horror lane: strange pressure, emotional consequence, and a world that remembers what happened.

Short-form proof

The top TikTok gives visitors a quick public signal of the world and the GameMasterKyle voice. The deeper written and channel links sit beside it, instead of creating stretched empty cards.

System proof

War became something the table could actually play.

Peasants to Kings also stretches beyond normal combat: diplomatic scenes, cinematic scenes, faction pressure, local battles, and campaign-scale war.

At the table

Big world, clear next move.

World Memory

Factions, places, and consequences persist, so player choices feel like they leave tracks.

Player Agency

The campaign gives players enough structure to act without making the story feel prewritten.

Documentation

Recaps and lore systems keep long arcs usable instead of turning continuity into homework.

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Peril to Profit

Corporate fantasy with a tower full of bad decisions.

A colorful Daggerheart one-shot where fantasy labor, magic, morale language, and performance review culture collide at the table.

3-4 hour one-shot Built for 6 players Jenga tower Fear mechanic
Hero Forge screenshot of Amber Fearbreaker, a Peril to Profit player character, standing on a glowing fantasy base.

What This Game Shows

Peril to Profit packages a sharp premise into an event-ready table. It is corporate dystopian comedy in a high-fantasy wrapper: hazard forms, shiny incentives, smiling bosses, and a tower that makes the cost of every bad choice visible.

The playable module is shaped for 6 players over 3-4 hours, with pre-generated support, maps, stat blocks, pacing guides, and a physical Fear mechanic using a Jenga tower.

  • Gets players into tone quickly: funny, bright, risky, and easy to understand.
  • Turns fear into a shared table object instead of a hidden number.
  • Gives organizers a clean event format with a strong hook.
Featured story

The joke lands because the table artifacts point the same way.

Peril to Profit works when the comedy, the handouts, the player interviews, and the table pressure all sell the same absurd corporate fantasy machine.

Decorative Peril to Profit wizard prop holding a Potion of Employee Resilience bottle.
Decorative Peril to Profit official adventurer start-up certificate prop.
Decorative Peril to Profit vendor stall packed with potions, trinkets, magical merchandise, and bright shop lights.
Kazrak interview

Corporate satire gets stronger when players can talk about what happened.

The Kazrak interview gives Peril to Profit a human anchor: the premise is funny on the page, but the table memory is what makes it stick.

The module uses bright fantasy props, vendor logic, debt jokes, and physical pressure so players can understand the tone quickly and still make meaningful choices inside it.

Fast onboarding through artifacts, characters, and a clear comic premise. Player-facing satire that stays playable instead of becoming a lecture. Event-ready pacing with a strong hook and visible table pressure.
Source-seeded recap

The P2P evidence lane includes character artifacts, vendor materials, module structure, session media, and interview material. Public copy keeps the emphasis on what a visitor can verify: artifact-driven tone, playable pressure, and player-facing memory.

Live P2P sessions

The corporate-fantasy chaos is watchable in full sessions.

This playlist gives Peril to Profit its own live-play proof surface, separate from the Kazrak interview so neither section has to carry the other.

Live P2P sessions

The bit gets better when players are inside it.

The live-play playlist shows pacing, table comedy, risk escalation, and how the physical tower pressure supports a colorful corporate fantasy premise.

Full-session proof of tone and table pacing. Visible risk pressure through the event structure. Player interaction inside the corporate fantasy satire.
Short-form evidence

Small clips from the longer P2P sessions.

These are quick cuts from the live Peril to Profit videos above: table jokes, character pressure, and the corporate-fantasy chaos in bite-sized proof.

P2P short clips

Proof you can sample without committing to a full session.

The full playlist stays intact for deep review. This rail gives visitors a faster read on the table energy, humor, and player-facing absurdity.

Scroll the clip rail to watch the sequence in place.

Game craft

A one-shot people can understand before the first roll.

The funny premise does real work: it gives organizers a pitch, gives players a tone, and gives the table a visible way to feel pressure together.

01

What I built

A 3-4 hour Daggerheart one-shot for 6 players with pre-generated support, maps, stat blocks, pacing guides, and a Jenga-tower Fear mechanic.

02

What players feel

The table gets the bit quickly: bright fantasy adventure filtered through performance reviews, hazard forms, and a tower that makes danger public.

03

What it shows

Kyle can package an event-ready premise with a clear runtime, tactile mechanics, fast onboarding, and a memorable table hook.

Evidence board

The joke works because the artifacts do work.

Peril to Profit uses branded handouts, character-facing mechanics, table maps, and public videos to make corporate fantasy comedy playable fast.

A character card for Amber, the Sly Shadow, listing 21 bags of outstanding corporate debt across six humorous debt categories.

Character debt as a hook

Debt is not just flavor. It becomes a number, a joke, and a reason for a character to take risks.

Contact sheet of Peril to Profit character bio and debt artifacts for Amber, GLadran, and Mycostar.

Fast character onboarding

Bio and debt cards help players understand tone, motive, and stakes before the table gets bogged down.

Contact sheet of three Peril to Profit toy advertisement cards for Amber, G'Ladran, and Mycostar with action-figure jokes and 50 percent off pricing.

Toy ads sell the bit

Fake action-figure ads turn character setup into comedy players can read fast: motive, tone, and the awful bargain in one glance.

Three fantasy character miniatures stand in a virtual tabletop scene with glowing selection rings, including a rogue, a winged armored figure, and a small mushroom-like character.

Recognizable team staging

Character visuals give the group a quick read on who is in the party before the first scene starts moving.

A detailed overhead fantasy city map labeled with taverns, shops, guild spaces, city hall, farms, roads, and surrounding terrain.

Table-ready local geography

Named shops, civic spaces, and roads give the comedy somewhere concrete to happen.

Pre-session table proof

A public pre-session video shows campfire questions and character-building setup before play.

Devil battle recap

The recap is the high-drama media lane: corporate fantasy absurdity pushed into cinematic stakes.

At the table

The bit is funny because the pressure is real.

Fast Hook

Players understand the premise immediately: fantasy adventure filtered through workplace absurdity.

Tactile Risk

The tower gives the whole table a shared read on danger, comedy, and escalation.

Event Shape

The format is built for a full table, a clear runtime, and a memorable special-event feel.

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Echoes of Stargate

Cinematic mission play with a clear team frame.

A fan-table sci-fi mission campaign built around briefings, objectives, maps, team roles, tokens, and episode-ready prep.

Mission briefings Prepared maps and tokens Episode pacing
Prepared Stargate RPG map showing a forest clearing with a gate platform and path through the terrain.

What This Game Shows

Echoes of Stargate is the mission-design case. It shows how to take a large sci-fi premise and make it playable through the tools players need first: a briefing, an objective, a map, a team role, and a reason the scene matters now.

The important proof is orientation. Players do not need to carry the whole universe in their heads before acting. The table has a mission frame, visual references, and concrete handles for where to go next.

  • Uses mission briefings to make objectives, stakes, and table direction visible.
  • Supports tactical scenes with maps, tokens, and episode assets.
  • Separates roleplaying campaign craft from the Stargate card-system project.
Featured story

The mission becomes memorable when the aftermath gets a song.

Echoes of Stargate is not only tactical mission prep. It also supports character-specific aftermath, roleplay continuity, and story care between sessions.

Maia's dream

Mission play still leaves room for personal fallout.

The two-part Maia story shows a different side of the campaign: after-session care, emotional continuity, and character-specific payoff built around one player's arc.

Text roleplay sources such as Maia's kidnapping and Tea with Ruth support the public recap, but the page keeps raw Discord material private and visitor-readable.

Character aftermath gets treated as part of the campaign, not a side note. Between-session roleplay supports the next live session instead of replacing it. Mission structure and emotional continuity can live in the same table.
Watch part 1 Watch part 2 Join Stargate Discord
Source-seeded recap

The Echoes source set includes captured text-roleplay threads around Maia's kidnapping and quieter roleplay beats such as Tea with Ruth. The public story keeps that material summarized: the point is to show how Kyle supports character aftermath without publishing private thread dumps.

Game craft

Big premise, fast orientation.

The table craft here is not lore recall. It is translating mission structure into playable scenes where players understand their role and the next decision.

01

What I built

Mission packets, after-action-style documents, prepared maps, character-role support, tokens, and episode assets for a cinematic campaign frame.

02

What players feel

The team knows the mission, sees the space, understands their role, and can make decisions without a long lore lecture.

03

What it shows

Kyle can build table tools for complex genre play: briefings, maps, tokens, scene pacing, and mission stakes that land quickly.

Evidence board

Mission tools players can actually use.

The proof is in the table materials: briefing snapshots, maps, tokens, and episode visuals that make the campaign easier to enter.

A prepared Phoenix Site overview mission map from the Echoes of Stargate campaign.

Mission-site map

A prepared location gives the table a shared tactical object instead of a vague mental image.

A compact Haven area map used as a prepared Echoes of Stargate table reference.

Secondary location support

Smaller maps help scenes move cleanly when the mission shifts locations.

Contact sheet of Echoes of Stargate character and NPC tokens arranged on a dark campaign surface.

Table identity at a glance

Tokens help players read who is in the scene and keep mission play moving.

Contact sheet of four Echoes of Stargate episode scene images with sci-fi and fantasy mission imagery.

Episode-ready scenes

Scene art and episode assets support the campaign's TV-mission rhythm without asking players to guess the tone.

At the table

The mission frame does the heavy lifting.

Clear Objective

Players know what they are trying to do before the table gets buried in setting detail.

Shared Space

Maps and tokens create a common reference for action, tension, and tactical choices.

Episode Rhythm

Briefing, mission, complication, and aftermath give the campaign a reliable shape.

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Stargate Card Universe

Custom cards with faction identity you can feel.

A fan/personal Magic-style design project translating Stargate factions into playable mechanics, rules text, flavor, and balance knobs.

4 core factions Real Cockatrice exports Rules + flavor + tuning
A single custom Gen. George Hammond card from the Stargate Cockatrice card set.

What This Game Shows

The Stargate card project shows system design through a different doorway: faction identity, balance budgets, readable rules text, and flavor that teaches the player what the deck wants to do.

The working card files cover Earth, Goa'uld, Wraith, and Replicators, with mana costs, rules text, flavor text, budget totals, fairness notes, and tuning notes. The preview uses real Cockatrice card exports, not generated sci-fi stand-ins.

  • Turns source-fiction themes into mechanical identities.
  • Uses card text, costs, and faction constraints to make strategy readable.
  • Shows system-building beyond roleplay scenes: cards, balance, and playtest thinking.
Game craft

A custom system should teach through play.

The card work is useful because it makes design judgment visible: faction identity, readable rules, balance budgets, and flavor all have to fit on the same object.

01

What I built

Custom Magic-style faction sets for Earth, Goa'uld, Wraith, and Replicators with costs, rules text, flavor, budget notes, fairness checks, and tuning knobs.

02

What players feel

Each faction has a rhythm: exploration, domination, predation, or modular escalation. The card should hint at the strategy before the table slows down.

03

What it shows

Kyle can translate source flavor into playable constraints, write rules people can parse, and tune a system instead of relying on vibes.

At the table

A deck should teach you how it wants to win.

Faction Feel

Earth, Goa'uld, Wraith, and Replicators need different rhythms, costs, and incentives.

Readable Systems

Rules text and costs carry the learning load so the table can keep playing.

Balance Thinking

Budgets, fairness notes, and tuning knobs make the design adjustable instead of vibes-only.

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Supers & Specials

A homemade superhero RPG built for physical table play.

An original pre-AI superhero campaign where underpowered, ridiculous heroes grew into a team through missions, powers, gear, and table-facing character sheets.

Original RPG system Roll-under d20 Printable table sheets
Supers and Specials character identity panel with player name redacted, character name, identity, and focus fields.

What This Game Shows

Supers & Specials shows a full custom-system instinct: make the rules visible, keep the character fantasy concrete, and give players a sheet that tells them what they can try next.

The project is less about publishing a rules book and more about table craft. Players had identity, focus, powers, resource limits, gear, and growth paths in front of them, so the superhero chaos stayed playable.

  • Turns custom superhero rules into player-facing sheets and prompts.
  • Uses a lower-is-better d20 mechanic with clear table examples.
  • Makes power growth, gear, inventory, and limits visible during play.
Game craft

A custom system with table handles.

The design gives players enough structure to improvise: identity, limits, progression, and consequences they can point to on the sheet.

01

What I built

An original superhero rules set with character identity, focus, abilities, power tiers, gear slots, inventory pressure, and table-facing reference pages.

02

What players tracked

Players could see who their hero was, what powered them, what they could carry, which powers were unlocked, and how stronger options came online.

03

What it shows

Kyle can build homebrew mechanics that stay legible in the room, then facilitate the comedy and pressure that come from those rules.

Table artifacts

Player-facing sheets made the system usable.

These artifacts show the game through the materials players could actually read, mark, and use during play.

Supers and Specials character identity panel with player name redacted, character name, identity, and focus fields.
Identity

Character identity was more than a name.

The sheet asks players to define who the hero is and what lens guides their powers. That keeps the absurd superhero premise tied to choices at the table.

Supers and Specials rules page explaining a lower-is-better d20 mechanic, modifiers, melee examples, grappling, and advantages.
Rules

A roll-under d20 mechanic with plain examples.

The rules page shows the core procedure in player language: compare the ability, apply a temporary modifier, and roll lower than the target number. The page is dense, but the mechanic is concrete.

Supers and Specials power slots sheet with unlock rows from level 0 through level 5.

Powers opened in visible tiers.

Power slots help players understand growth as a table object, not a hidden progression note.

Supers and Specials carrying capacity and item slots sheet with marked spaces for gear and limits.

Inventory pressure had a place to live.

Slots make gear and carrying limits visible, so resource pressure can matter without slowing the whole scene down.

Supers and Specials special items sheet for level zero items with item rows and costs.

Gear supported the superhero joke.

Special items give the campaign a practical toybox: upgrades, constraints, and small choices that help ridiculous heroes feel playable.

Supers and Specials build-a-character rules page with steps for making a custom superhero character.
Build flow

Players needed a way into the system.

The character-build page shows the onboarding work behind the campaign. Custom mechanics only help if players can enter them without needing the GM to translate every choice.

Keep exploring

More systems built for play.

Move from original superhero rules into the broader project index, or compare this with the Super Nintendo World adaptation case.

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Super Nintendo World RPG

Platform-game logic turned into a playable table loop.

A brief fan crossover campaign that translated power bars, coins, Stars, trophies, boss gates, unlockable characters, and custom sheets into tabletop play.

Fan crossover campaign Unlockable roster Boss-gated progression
Mario character sheet for the Super Nintendo World RPG with stats, skills, lives, armor, Super Smash charge, abilities, and items.

What This Game Shows

Super Nintendo World RPG is a compact adaptation case. The craft is taking a familiar video-game language and turning it into goals, rewards, character choices, and pacing the table can understand.

The page is not a claim to own the characters or world. It shows how a known play fantasy can become a table-ready loop with clear sheets, visible progression, and character-specific moves.

  • Turns platform-game rewards into table goals and team decisions.
  • Uses custom sheets to make known characters playable in a shared RPG structure.
  • Builds progression through coins, Stars, trophies, boss gates, and unlocks.
Game craft

Adaptation that gives players a clear next move.

The design turns familiar platform-game feedback into tabletop procedures: collect, unlock, fight bosses, spend rewards, and bring new characters into play.

01

What I adapted

Power bars, coins, Stars, trophies, boss gates, unlockable characters, and character-specific moves became a shared tabletop loop.

02

What players saw

Players had custom sheets that named stats, skills, Super Smash charge, abilities, attacks, lives, armor, and character strengths.

03

What it shows

Kyle can translate a familiar premise into a gameable table structure without making players learn a full new rulebook first.

Table artifacts

The reward loop became visible.

The strongest proof is the table loop: goals players recognize, sheets they can read, and progression they can track without stopping play.

Loop

A reward loop players could understand.

Coins, Stars, trophies, boss wins, and unlocks gave the party visible goals beyond combat. The system turns video-game feedback into table decisions.

Mario character sheet for Super Nintendo World RPG.
MarioPlatform movement, water and fire options, cape gliding, and cone-shaped finale attacks.
Kirby character sheet for Super Nintendo World RPG.
KirbyCopy powers and turn-meme moves become table-ready action choices.
Link character sheet for Super Nintendo World RPG.
LinkMask, hookshot, boomerang, sword, and bomb choices become a flexible action kit.
Pikachu character sheet for Super Nintendo World RPG.
PikachuElectric charges, AC boosts, lighting moves, and surge options create a distinct play feel.
Mechanics

Each character needed a different play feel.

The mechanics examples show how familiar character fantasies became sheet language: jumps, copies, tools, elemental attacks, and special abilities with table-ready limits.

Mario character sheet for the Super Nintendo World RPG.

Mario became a table-ready character.

The sheet turns a familiar hero into stats, skills, movement, attacks, lives, and a Super Smash charge.

Kirby character sheet for the Super Nintendo World RPG.

Kirby carried a different rules promise.

Character-specific sheets make the roster feel distinct while keeping everyone inside the same table structure.

Link character sheet for the Super Nintendo World RPG.

Known characters had concrete move lists.

Weapons, abilities, and items become readable options instead of relying on players to guess what the character should do.

Pikachu character sheet for the Super Nintendo World RPG.

Abilities gave the roster texture.

Different attacks and bonuses let the crossover premise feel playful without needing separate systems for every character.

Yoshi character sheet for the Super Nintendo World RPG.

The template supported a roster.

Consistent sheet structure makes different characters easier to compare, teach, and bring into play.

Keep exploring

More adaptation and system work.

Return to the full project index, or compare this crossover adaptation with an original superhero RPG built from scratch.

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Borderlands TTRPG

Loot, builds, and second chances rebuilt for a d20 table.

A pre-AI fan tabletop adaptation that translated Borderlands-style gear, class choices, shops, enemies, vehicles, and downed-state heroics into runnable table procedures.

Pre-AI system design Custom d20 adaptation Fan project, not official

What This Adaptation Shows

Borderlands TTRPG shows the same design habit from a different angle: take a videogame loop people understand, then build enough table structure that the GM can actually run it.

The value is in the mechanics translation. Loot tables, gear slots, downed-state action, encounter rewards, shop prep, vehicles, feats, and player inventory all connect into one table-facing system.

  • Turns constant loot discovery into procedures instead of one-off GM improvisation.
  • Connects player inventories, NPC prep, shops, vehicles, rewards, feats, and leveling.
  • Shows dense pre-AI system work built from scratch for a d20 table.
Evidence overview

The contact sheet rebuilt as readable proof.

The original board is useful as a source map. This section translates it into text visitors can actually read.

183 rules pages

Rules, leveling, healing, downed-state play, shields, weapons, mods, damage types, feats, classes, and backgrounds.

6 system workbooks

Loot, NPCs, equipment, vehicles, item building, feats, leveling, shops, and encounter rewards.

15 loot tracker tabs

Player inventory, shops, weapon slots, vehicles, XP/VHP, gear effects, and reward tracking.

3 item-builder sheets

Procedural weapon, shield, and grenade generation so loot variety had a table procedure.

Loot was operationalized.

The project does not just say "give them a cool gun." It defines how loot can be generated, priced, tracked, equipped, and rewarded.

Prep connected to play.

NPC sheets, shops, encounter rewards, vehicles, equipment, feats, and leveling were designed to feed the same table loop.

The claim stays bounded.

This is a fan tabletop adaptation and portfolio proof of system design, not an official Borderlands release or commercial product.

Readable mechanics

The adaptation lives in the procedures.

These are the parts of the system that mattered most at the table: how players get loot, track it, build with it, and turn it into action.

Loot builder

Procedural gear had a concrete builder.

The weapon generator translated loot variety into a repeatable table process. It gave the GM knobs for rarity, manufacturer feel, weapon type, damage, reload pressure, magazine size, properties, and cost.

Procedure What It Controlled Table Function
Manufacturer and rarity Style, availability, and reward weight. Makes loot feel different before the stats are even read.
Weapon stats Accuracy, damage, reload or charge speed, magazine size, and damage type. Turns a drop into a build decision instead of a name on a list.
Known properties Special tags such as burst, extended capacity, reload traits, or splash behavior. Gives the GM fast variation without writing every item by hand.
Inventory

Loot needed a place to live.

The found-loot tracker made the high-volume reward loop manageable. Players could track weapons, backpack pressure, mod slots, HP/VHP, effects, shops, rewards, and vehicles without the GM carrying all of it in memory.

Player-facing

Inventories, weapon slots, gear effects, mod slots, health layers, and backpack limits.

GM-facing

Shop inventory, encounter rewards, enemy drops, vehicle options, and XP/VHP pacing.

Why it matters

The system supports frequent rewards without turning every loot moment into bookkeeping chaos.

Rules packet

Covered leveling, healing, Fight For Your Life, Second Chance, Badass Points, critical results, shields, armor, flesh, equipment, weapons, grenades, shield mods, class mods, artifact mods, damage types, feats, and class/background options.

Build choices

Feat and class material gave players ways to shape their character beyond basic attacks, with costs and requirements tied to progression.

Encounter economy

NPCs, shops, encounter rewards, and vehicles let the GM connect scene prep to player loot and advancement.

Campaign entry

The rules had a way into play.

The story opening connected the system to scenes: vault-hunter premise, crash, town defense, skags, bandits, Dr. Zed, Fyrestone, roadblocks, and boss-gate structure.

Premise

Players enter as vault hunters with clear genre expectations.

Early pressure

Crash, town defense, enemies, and NPC help create immediate table momentum.

Progression gate

Roadblocks and boss gates translate videogame pacing into campaign structure.

Keep exploring

More adaptation and system work.

Compare this loot-driven d20 adaptation with another pre-AI mechanics archive, or return to the full project index.

Back to Projects & Games
Creed TTRPG

Stealth-action mechanics archived as a classless d20 system.

A pre-AI fan mechanics packet inspired by Assassin's Creed Odyssey, built around alert states, adrenaline, relic weapons, damage conditions, and staged ability upgrades.

Pre-AI mechanics archive Designed, not playtested Fan project, not official

What This Archive Shows

Creed TTRPG is not actual-play evidence. It is a mechanics archive: a pre-AI attempt to rebuild stealth-action verbs as a classless tabletop system.

The project matters because it shows design range. Before AI tools were part of the workflow, Kyle was already translating videogame structure into d20 procedures, resource rules, damage conditions, and upgrade paths.

  • Frames stealth through five NPC alert states players and GMs can understand.
  • Builds a classless progression model with baseline, Hunter, Warrior, and Assassin-style paths.
  • Keeps the public claim precise: designed and archived, not run or playtested.
Evidence overview

The mechanics board rebuilt as readable proof.

The source contact sheet works as an internal map. The public page needs the system logic in readable HTML.

59 rules pages

A compact source packet for classless d20 progression, stealth, relics, damage conditions, and ability paths.

5 alert states

Oblivious, Suspicious, Investigating, Alarmed, and Chasing turn stealth into staged pressure.

360 upgrade markers

Source-packet count showing how much of the design focused on staged ability growth.

203 adrenaline mentions

Source-packet count showing the resource system was central, not a side note.

Stealth became a ladder.

The design gives GMs intermediate pressure states before a scene becomes a chase or fight.

Progression stayed classless.

Baseline, Hunter, Warrior, and Assassin-style paths let characters grow by playstyle instead of fixed class identity.

The claim is deliberately limited.

This is a fan mechanics/design archive, not an official product, not actual-play proof, and not a playtested release.

Readable mechanics

The useful signal is the system thinking.

This page does not ask visitors to read small text inside screenshots. The mechanics are presented directly.

Stealth

Alert states turn stealth into changing pressure.

The stealth system gives the GM a ladder for consequences. A failed or risky action does not have to jump straight to combat; the scene can escalate in readable stages.

Stage 1Oblivious

NPCs have not noticed the player.

Stage 2Suspicious

The scene has tension; NPCs have a reason to check.

Stage 3Investigating

NPCs actively investigate the disturbance.

Stage 4Alarmed

NPCs know something is wrong and respond.

Stage 5Chasing

The stealth loop turns into pursuit or active conflict.

Growth

Classless progression still needs structure.

The upgrade tree grouped abilities by playstyle while keeping growth staged. That lets characters specialize without forcing every character into a rigid class.

Baseline

General feats and character fundamentals.

Hunter

Ranged, scouting, and precision pressure.

Warrior

Direct conflict, melee force, and battlefield presence.

Assassin

Stealth, burst action, and targeted execution.

Rules spine

Hit points, starting proficiencies, starting weapon and relic progression, adrenaline rules, stealth levels, NPC alert levels, damage types, buildup, and conditions.

Relic and weapon identity

The packet included support for Spear of Leonidas, Staff of Hermes, Shield of Madu, and other weapon or arcane-focus-style choices.

Damage states

Burn, toxic, stun, paralyzing, buildup, and modified damage types gave combat and stealth fallout a rules vocabulary.

Archive

This is design evidence, not campaign evidence.

The project should be read as a mechanics archive. It shows how Kyle thinks through systems before the table starts, while staying clear that there were no playtest outcomes to claim.

Safe to claim

Pre-AI mechanics design, classless d20 adaptation, stealth states, adrenaline, relics, conditions, and upgrade paths.

Not claimed

Actual play, player response, session count, playtest success, official affiliation, or commercial release.

Why include it

It broadens the portfolio by showing system thinking before AI and before a campaign is launched.

Keep exploring

More pre-AI adaptation work.

Compare this mechanics archive with a loot-driven d20 adaptation, or return to the full project index.

From the table

The proof that matters most is how players talk after.

These are player words with handle-based attribution. The StartPlaying review link is repeated here for anyone who wants the external signal too.

Kyle makes the world feel like it keeps moving even when our characters are not looking at it. I always felt like my choices mattered and that my character had a real place in the larger story.
@avalonrplayed Sly and Raven
Kyle creates the kind of table where people feel safe enough to take creative risks. He pays attention to the room and still keeps the story moving.
@betweentheivyandthemossplayed Maia
Kyle can handle absolute player chaos and still make it feel like part of the story. He keeps the table welcoming no matter how much experience someone has.
@corncornthecorngodplayed Logan and Brax
In Peril to Profit, every faction and place felt like it had a reason to exist. The world was huge, but I never felt lost.
@StasyFreyplayed Amber
I have played with Kyle across very different games. There is a huge amount behind the scenes, but at the table it still feels clear and fast.
@Infinitely0played Crag and Kroc
Kyle puts a lot of invisible work into making custom systems feel smooth at the table. In Stargate, the mechanics supported the cinematic feeling instead of getting in the way.
Razorplayed Xan and O'Lacran
My character felt like they mattered to the world. That is what kept me excited between sessions.
Juneplayed Lila
Kyle gives players room to chase what interests them, adjusts mechanics for the fun of the table, and gives creative problem-solving a fair shot.
KosrosStartPlaying review, longtime campaign player
After the session

The good sign is what people carry out of the room.

A strong table gives people something specific to remember: the choice that landed, the scene that surprised them, and the moment they knew they belonged.

Players should leave with one scene they keep replaying, one choice that mattered, and one reason to come back.

Safe enough to be weird

A good room lets people try the bold voice, the messy plan, and the sincere character beat.

Big worlds, clear next steps

Players can feel the size of the setting without needing homework before they make a choice.

Chaos that still lands

The table can swerve, joke, and surprise itself without losing pace or emotional payoff.

Rules in service of fun

Mechanics create pressure and texture, then get out of the way when the scene needs air.

Get in touch

Let's make a table people come back to.

Tell me the room, the players, the tone, and what would make the event a win. I will help shape the first session into something clear, welcoming, and worth returning to.

A useful first note includes
  • Room:store night, private group, event, or online table
  • Players:new, mixed, returning, or chaos-certified friends
  • Tone:cozy, heroic, weird, spooky, corporate, or silly
  • Win:what people should be saying on the way home

Send the first note

This sends straight to Kyle. If the service has a bad day, the form will show a direct email fallback.