And here’s the rest of the list of the seven most successful campaigns I have run…you can find part one here.
The Final Revelation (Trail of Cthulhu) – 2020
- The pitch: In 1930s London, a group of strangers are drawn together by shared, ominous experiences. They form a group to try to understand a pattern that soon reveals itself to by a threat to the nature of humanity. This frame leads to a series of interlinked scenarios. Spoilers: the world ends when the story does.
- Context: Another pandemic favorite. The otherworldly cosmic horror made for a fine, distanced counterpoint to the realities of 2020—probably drawn from equal parts escapism and catharsis.
- The verdict: As investigative games go, Trail of Cthulhu is hard to beat, and the vision of both Graham Walmsley and Gareth Ryder-Hanrahan gave me a really compelling and disturbing game world to share with my players. Given the horror anthology setup, each player juggled 5 total PCs! What a weird, awesome experience.
Masks – 2022-2024
- The pitch: PCs are teenaged heroes in historically super-powered Halcyon City. They struggle against evil, their own emotions, and the expectations of an older generation of super-heroes. Meanwhile, their various foes plot and scheme for world domination. Will they be able to rise above it all and save the world?
- Context: I ran this game longer than any other. (Maybe longer than games in the past as well—it’s hard to remember.) Admittedly, there were two lengthy breaks, but all 5 players stayed in the game until the very end.
- The verdict: This game was really one for the ages. It was mostly improvised, and as the story spun out, we wound up with a very large cast, and an epically drawn world. We wielded comic book tropes left and right—sometimes in a satirical way, but more often in a straightforwardly earnest way. It was a very emotional game with epic battles, as well as intense teenaged angst and romance.

CyBorg – 2023-2024
- The pitch: Cy is a nightmarish corporate hellscape, whose citizens are all jacked in and constantly bombarded by advertisements and/or propaganda. The PCs travel into realities both virtual and concrete, taking on jobs for however many creds are offered. Everyone has debts to pay and bullets to spare as their desperation drives them ever deeper into danger and dystopian conspiracies.
- Context: Potato Falls for the post-pandemic era—another very successful pickup game for our public group. As you might expect, it was a little grittier, but, as before, the game brought in new players and gave existing players something to look forward to.
- The Verdict: This game was enormously fun. The many battles were explosively comedic. The weird locales and set pieces stood out against a sea of neon sludge. The pathologies of the various PCs were as difficult to fathom as they are to forget. And once again, the world ended when the story did. (Or did it? End simulation.)
The Detroit Campaign (Kult) – 2025
- The pitch: In Detroit, in 1977, 5 strangers are drawn together by a shared nightmare. Gradually they discover a dark secret: that the American automobile industry was actually a decades long ritual that has allowed Hell to manifest in southeastern Michigan.
- Context: I am from Flint, Michigan, and this was sort of a perverse tribute to my childhood home. It was also a chance to try a Powered by the Apocalypse horror game in a non-Cthulhu setting.
- The verdict: We went really deep with this one, embracing the occult, transgressive sexuality at the heart of Kult. We also made room for Detroit style rock n’ roll, cameo appearances by the evil Henry Ford, and one of the most memorable PCs I’ve encountered—a Flint, Michigan empty-nester housewife, who sort of grew her own sub-mythos.

The Port of the West Wind (Hearts of Wulin) – 2025
- The pitch: In a fantastic version of ancient China, the Port of the West Wind is a small and prosperous city, surrounded by magic and spirits. When a strange curse spreads across the land, the dead rise as puppets for demonic forces. The PCs are formidable warriors who go in search of the cause of these dark events.
- Context: I ran this game in tandem with Kult, and, despite the demons, and the groundings of both rulesets in Powered by the Apocalypse mechanics, the moods involved were very different. It was very fun shifting my perspective as I moved back and forth between these games.
- The verdict: Hearts of Wulin is just an amazing game. There are other systems if you want to bring wuxia storytelling to your table, but this one really sings, especially if you want to know about the inner lives of the characters. The group of players was awesome and really good about absorbing the somewhat eccentric—but effective—rules for combat, and each one of them brought a strong character to the table, all ready to undergo physical and emotional strife.







