Toonaria Campaign Setting

After looking at the samples I gave you over the past two weeks, while they were fun ones, I noticed that saying I barely scratched the surface of what sort of adventures you could have in the Toonaria Campaign Setting wasn’t boasting, but a big understatement.

There are post-apocalyptic regions to explore, great mech/abomination/bio-mutant arena events (that you can actually be a part of, and that have meaning and a story beyond simply smashing up cities—as if giant monstrosities trashing cities needs an excuse!)

You’ve also got superheroes, sprawling dungeons, weird, warped realms where the GodStorm has turned everything upside down, twisted time, creatures, technology and magic, secret, high-tech societies, an adult amusement park in which the guests can slip into living steel bodies and go off on wild adventures, space exploration, a bizarre dream world that can change lives forever, epic races and other contests, including an ever-changing, “living” maze built by the ancient Architects, and far, far more going on.

As such, I’ll revisit the Adventures In Toonaria series later and give you some more adventure seed examples. Sound good?

Okay, I’ve been crazy busy lately, so rather than launching into another topic shortly after midnight, I’ll keep this post short and sweet and dive into Toonaria once more next week and share some goodies, rather than rushing something out when I should be in bed. Have an amazing rest of the week, my friends, and as always, don’t forget to subscribe if you haven’t, and let me hear from you. Have a question about Toonaria or want me to cover a particular topic sooner, rather than later? Let me know—thanks!

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Adventures in Toonaria Part 5

Welcome to Toonaria, folks. As promised, I will provide some more examples today of what you can do in this fabulous realm of epic heroes, fantastic technology and amazing magic. If you missed the earlier parts, just scroll down the blog (be sure to subscribe to be safe!)

For those of you who are just discovering my realms, I’ve been writing fiction and designing board, card and roleplaying games set in my two campaign settings (Toonaria and the Cosmoverse) for nearly 4 decades, but have only recently begun publishing some of them. The next book out later this year is The Shadow Reaper. It’s completely done and heavily edited—it just needs layout. The cover painting and internal art is all done, but it still needs to be laid out in InDesign.

Along with The Sea Of Worms, both both books are a small part of the vast Cosmoverse. I figured it was time to start highlighting the “usually” less gritty, but very epic Toonaria universe, as I expand and polish it as well as continue working on the latest roleplaying game: Epic Destinies via QT Games. They are all near and dear to my heart and both have a growing fan base, so I’m working my tail off. I’m hoping you’ll be among the fans before long!

Okay, enough introductions and updates for today. It’s time to give you another small sampling of the sorts of adventures that are possible in Toonaria. I gave 4 examples last week. Here’s three more!

5. The Dark Ones: Never had the puff floated so high. It won’t be long now and I’ll be back home, the cloudling thought. It was much work to float so high at his age, being more dense than the oldlings, but he was determined to visit his uncle, for he heard rumors about a tainted ship heading for that region with a crew of Dark Ones, and feared for his family. His uncle lived closest to the border and could warn the kingdom of puffs of the impending danger.

Ahead on a floating ball of rock, that was surely held aloft by a vein of aetherstone running through it, was a most curious creature. “I think I’ve seen one of those before,” the puff thought. “It’s a . . . a human, I think.” Drifting toward it, the puff noticed the long, bearded human was sleeping. There were streams of pink running out of holes in the man’s side and he lay very still.

The wound was far worse than the puff realized, and the liquid was red, not pink, but reality was fuzzy to the puff and he saw only pink. It reminded him of pink frosting on his favorite cupcakes. Even so, he felt bad for the human, for clearly something had gone very wrong. And then he noticed all around the man as he lay there sound asleep—the Big Sleep, as the Toonarians call it— were flowers growing from the tufts of exposed earth on the floating rock—only the flowers were wilted and turning black.

“Dear me. I’m afraid I may be too late. It seems the Dark Ones are upon us already!” he realized and pushed himself harder than he had ever before to float faster and faster toward his uncle’s home in the sky, thankful his uncle didn’t live anywhere near as high as the great Architect Ring, for he knew he was not nearly strong enough to reach that high. As it was, the puff used so much magic he feared he might burst into flames from the mounting Entropy building inside him.

In the distance he saw a large object. At first he thought it was one of the great sky whales, but as he drew nearer, he realized it was one of the massive ships of the Dark Ones he’d heard about, and things were about to get very complicated.

6. Gone Missing: “I’m sure I put the pie on the windowsill to cool,” Gubs said as he paced back and forth, wondering what he was going to serve his friends for dessert.

Farly turned to him and frowned. “I believe you. There has been a lot of things vanishing lately. Just last night—” the jawba stopped in mid-thought as a shadow passed by the window. “Gubs . . .” he muttered, rushing to the window. Off in the distance, they saw a roboto zipping along the path with a pie. He bolted out the door, with Gubs close behind and they followed the creature until it vanished into the forest.

“I could have sworn that was Robby,” Gubs said, adding, “But Farly, why would he take our pie? I invited him to dinner, too, and now—”

“That is strange,” the jawba chimed in as they made their way back home.

An hour later, Robby knocked on the door, smiling brightly, as he was known to do. There was a smear of bungleberry pie on its chrome belly. When Gubs inquired, the roboto seemed genuinely to have no memory of taking a pie, but was apologetic for any trouble nonetheless. He offered to buy Gubs a pie if that would help, but swore up and down he’d never take one. They believed him, but found the whole thing strange.

The next night, the children in the village started disappearing and someone mentioned seeing Robby walking along a path with two young gubblings. Again, Robby claimed to have no memory of such an event. He did mention waking up in the forest and not knowing how he’d gotten there. Gubs, Farly and Robby set off into the forest to look for clues. When they were about to give up, they came upon a cave. Near the entrance was an empty pie tin and a broken toy.

7. The Vending Machine: No one in town knew where the vending machine came from, only that the strange coins they had been finding for weeks now seemed to fit into the slot in the front of the machine, and when they did so, something interesting would drop down into the bin below. It was all very exciting and mysterious, in part because sometimes what came out was unlike anything they’d ever seen before. They heard news of other towns becoming hosts to such devices as well, and someone learned that you could push a button to pick which thing dropped into the slot.

Soon, everyone in the realms were collecting the strange coins and started purchasing goodies from the vending machine- some mundane, and others exotic. Some began trading and selling the more exotic of the treasures that came from the machines.

Months went by and everyone wondered just who was supplying the strange and wonderful machines, and why they never saw anyone restocking them, yet each day they were obviously fully stocked once more.

One night, Gubs and Farly camped out to see if they could see their mysterious benefactor. Well into the night, they heard a noise and the nearby machine seemed to shift and move its position slightly. They heard a mechanical sound that continued on for a minute or so, then came an even stranger clanking, over and over again. They were nervous at first, but curiosity finally drove them from their hidden perch in a tree and over to the back of the machine where they found a mechanical arm. One end of it disappeared into a hole in the ground, the other was jabbing at a rock that had come loose and was wedged in the trap door’s track, apparently preventing the arm from retracting back down into the hole.

“The machine is full again,” Farly said.

Gubs nodded and glanced back at the mechanical arm, still striking at the rock. An idea came to him. “Wanna see where this hole goes, Farly?”

Farly gulped hard, but he was curious, too. Nodding, he followed Gubs down into the dark hole. It was a short drop down into a metal tunnel where they found an empty bin the metal arm was attached to. Gubs cast a spell to illuminate the tunnel just as the rock slipped free, allowing the metal arm to drop back down and the trap door to slide shut again. Gubs and Farlys glanced at each other worriedly.

“Hopefully we can get that to open again, Gubs said, as the bin zipped off back down the track, the mechanical arm descending into a slot at its side as it went.

“Guess we should follow and see where it goes, huh, Gubs?” Farly asked. The two rushed down the tunnel after the thing, wondering what they might be getting themselves into.
Now, these are just simple adventure seeds, mind you—I’m pretty slammed right now, after all—but hopefully you can see that a lot of neat things can come from them and others like them, and I’m also hoping you’ve got a little better sense of what’s possible in Toonaria. That’s just scratching the surface, but I’ll stop there for now. Next week, I’ll delve into other aspects of the setting and rpg.

Take care, all, and don’t forget to subscribe to the blog post (and our newsletter if you want to get a free ebook and stay up to date on other cool stuff I’m working on at QT Games.) I’d love to hear from you. Take care and till next week, cheers!



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Adventures in Toonaria Part 4

Hi gang, today I’ll be giving a few examples of the cool stuff you can do in the
Toonaria Blended-Genre Campaign Setting. Time is crazy tight lately, but I wanted to get this blog post out to you, as promised (well, a bit late, I know.) I might add a Part 5 so I can get you a few more examples before moving on. We’ll see.

First, I need to talk a little about settings and why I design mine the way I do (the adventure examples are below—I promise!)

There’s a ton of adventuring potential in a setting like Toonaria, far more than you can generally get with traditional, single-genre settings. Saying something like that isn’t really a boast (I know, it kind of felt like one to me, too as I wrote it), but when you’ve designed a storyline to encompass so many genres and concepts, you end up with a lot of cool stuff you can do.

I’m not knocking single-genre settings, or acting like someone else’s blended-genre (multi-genre/genre bending/Science Fantasy—whatever) setting wouldn’t also have lots of cool stuff to do. I just prefer a big sandbox to play in, and I like blending genres (a lot!), especially my own, since I blend them to be exactly what I want (and I’m betting exactly what many of you want).

Mind you, not every blended-genre setting offers a lot of diversity. For example, as cool as it would be to run a blended-genre setting mixing cowboys and magic and zombies together, if that’s all you do, that’s pretty limiting. If that’s all you want to do, great! I put it in the Cosmoverse setting for a reason! (It’s just one of a gazillion cool things you can do in that setting.)

I’m just trying to give you some context. Toonaria provides an epic, coherent storyline with numerous arcs (and you can add your own, too, of course!) As with my Cosmoverse setting, Toonaria doesn’t just toss cool things into a pot and hope nobody notices. it is a big setting. Not nearly as big as the Cosmoverse, but it’s got plenty of fun, epic stuff going on. I’m already throwing love at the Cosmoverse with my fiction—with more fiction and setting material to come—but it’s time to throw some love at Toonaria!

I seriously have nothing against single genres. But if you like blending things like fantasy and science fiction together, nothing beats blended-genre! (Btw, if you missed an earlier “part” of this topic, just scroll down.)

Ready? Okay, here’s a tiny sampling of what’s possible in Toonaria . . .

1. Space Station: The little epics go off on an adventure, having paid dearly for a map that an elderly merchant deemed worthless, but played up as if it was a chance of a lifetime. Oh, it took them to a cave all right, but there was no ogre’s treasure like they were told. Instead, they found a button on a wall, and when a curious gubbling pushed it, the whole gang ascended into the air as if pulled by invisible ropes.

At first, the view was amazing, though they were more than a little alarmed as they rose through a hole in the mountain high up into the sky. Above them—far above them— was a space station that received them openly. (Long story).

They explored the space station and deemed it was the work of the legendary Architects, which meant they stood a good chance of becoming filthy rich—if they could get any of it back down to Gubland where they lived. Unfortunately, someone way too button-happy pressed another button (yes, the same gubbling). “Security System activated” was heard in a cheery voice, and then things started getting very complicated for the wee ones who found themselves quickly looking for an exit!

2. Beyond the Gate: (Toonaria has loads of gates going to various locations)
“Step right up. Don’t be shy! Yes, it’s a real gate. A magical gate, and beyond it, a dungeon! Entrance is free of charge, but you’ll want to equip yourselves before you set off on a grand adventure—and that I can help you with! What? Danger, well, sure there’s some, but there’s also excitement, the lost treasures of the ancients and more. Today only, 10% off on swords. Heroes only, please! And you, sir. Yes, you with the big money sack!”

3. Freaks of Nature: “It hasn’t been the same since the children were moved into exile, those poor children—freaks of nature, all, for they were born with no powers. More merciful to exile them to the other side of the gate, rather than to keep them here, seeing how normal people live, knowing they will amount to nothing. Besides, it’s painful to look upon them. Powerless? How . . . ugly! Even so, we miss them, I suppose. But freaks are freaks.

I’m sure life will be easier there for them on the other side. It’s an empty dimension after all. It is empty, isn’t it?” The trench-coated man stared at his companion and frowned at the reply. “What do you mean that dimension was never fully explored? Nonsense. Surely—what do you mean the gate won’t open anymore? Bring the hover car around. We need to find the Gate Keeper at once. We’ll assemble a team. With our advanced weaponry, we can stand up to anything, surely. Don’t look at me like that. Freaks or not. Those are our children in there and they need us!”

4. Dungeon Sitters: The moobi’s ear twitched as arcs of magic danced between them. The little hero stared at the poster and smiled. “That’s just what I need. I’ve been bored, but no more! Let’s see now . . . Dungeon Sitter Needed: Full-time. Free food and lodging. No training required. Well, that sounds easy enough. I get to sit. I love sitting, especially when there’s something yummy to eat, and they did mention food!” The moobi reminded himself, the energy bouncing between his ears growing more furious and intense. he glanced over to a bucket sitting beside the well and released a portion of his power, knocking the bucket back down into the well, the length of rope tied to it chasing after it. Turning to the roboto, he said, “Let’s go together. You need a job, don’t you?”

The egg-shaped robot with two arms and no legs shrugged and smiled. The little antenna on its head began to spark. In response, the moobi’s ears erupted in arcane magic, accompanied by sparkles of various colors.

The roboto said, “Just what do you suppose a Dungeon Sitter does, my friend?”
“Dunno, guess it’s like being a baby sitter,” the moobi answered.
“Babies?” the roboto replied and shivered noticeably. “They scare me. So loud. I hope being a Dungeon Sitter is easier work!”
After one final glance at the poster to memorize the directions, the moobi nodded and together they headed out of town on Roboto’s floating platform, which moobi loaded up with scuttleberry pies in case the dungeon didn’t serve dessert.

That’s all for today. (Forgive me if you found a typo or three. I didn’t have time for serious editing. I just tossed that post together, as I’m running out of time.) I think I’ll give you some more examples next week and then move to another Toonaria/Epic Destinies topic!

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Adventures in Toonaria Part 3


Hi all, and welcome to the Toonaria Campaign Setting! Toonaria is the backdrop of many stories I’ve written, but even more importantly, it is the backdrop of a large number of board and card games I’ve developed over the years, and is the official setting of the Epic Destinies Roleplaying Game currently under construction.

If you missed part 1 or part 2, it’s probably a good idea to go back and read those first. I’ll wait!

Ahem . . . okay, I’m assuming you’ve done that, so let’s forge ahead. I know I said I would give some examples of what characters can do in the setting today, but I think it would be best to tackle that next week. I think it would be interesting and certainly chronological to give some backstory first. Hope you don’t mind. I’ll be sure to give examples next week!

When I first sat down to create Toonaria, it was for the purpose of fleshing out the backgrounds for my board game designs (I love to play games with rich backstories). At the time, I was working on a game called Minotaur Madness. it featured 28 monsters (you formed teams and then selected one of 5 objectives and went head to head on a mountaintop that included hilly terrain, a tower, river, bridges and more. I think the original 3D mold I made weighed around 30 pounds.


My second version of the board was far lighter and prettier. My third was prettier still, but was flat, not 3 dimensional.) I’ve always been a real workhorse, designing like a mad man. Just wish I’d have pursued publishing and sorted out how to do it sooner (and I wish Kickstarter had been around back then!) On second thought, perhaps Kickstarter’s absence was for the best. Lacking money allowed me to mature as a writer/game designer/artist.

I still love those games and feel they hold up well even after all these years. Even so, I’ll give the best of them a critical eye, revamp them and polish them till they shine. Then I’ll take them through many playtesting phases, polish them some more until they’re ready to roll and the time is right. I’ve already started revamping one of my favorites, and it is exceeding all my expectations. Can’t wait to share the best with you!)

Backing up a bit again, I made a partial map of Toonaria and began writing short stories about the creatures in Minotaur Madness and about the great mountain top where the board game took place, as well as about the surrounding kingdoms. I didn’t know I’d keep going, but I think I was enjoying myself too much.

My next game design, Where The Grimmits Live, added a couple new stories and expanded the realm a little further. it is one of my favorite games, and will be the first (under the name Freeze Or Burn) that I will publish, likely. After that, I immediately began designing Color Confusion and blew the doors off the realms, expanding Toonaria considerably with a bunch of new creatures and a hard-hitting storyline. That’s when I knew that I had an epic realm, one that I could not stop thinking and writing about!

Yet, simultaneously, I was also designing the vast Cosmoverse and the Cosmothea Blended-Genre Roleplaying Game. As I was doing a ton of roleplaying in those days (when you’re young, you have time to burn), my focus shifted to the Cosmoverse. I kept writing about Toonaria here and there, and kept making game after game set in Toonaria, but the bulk of my time was invested in the Cosmoverse. That was in part because I wasn’t sure how to get board and card games on the market, and was broke.

I submitted Minotaur Madness (which was played on a 3 dimensional board and was therefore costly to make) to TSR around 1982 (they were the original publishers of Dungeons & Dragons). They liked it enough to go a few rounds with me for about a year and a half over possible publication. It was a really big game, included loads of art and stories. They kept requesting changes (mostly to the board), and tried to get the cost down. They were hurting really bad financially at the time, and weren’t prepared for a costly gamble. Ultimately, we parted ways.

I’m sure the game was rough around the edges. Thankfully, I’ve learned a few things about game design and finances over the years. With your help and Kickstarter, hopefully we’ll see some cool games hit your shelves in the days ahead!

I’ll be revisiting and revamping the very best of the two dozen plus games I’ve made over the past nearly 4 decades as I find time and money. You’ll likely see Freeze Or Burn on Kickstarter once it’s ready to roll.)

There’s more to tell, but this post has grown very long (sorry!)

Oh, and that lil fella above is called a Roboto, it is just one of many creatures you will be able to run in Epic Destinies when that rpg is ready. The roboto may appear harmless, but there’s a lot going on under the hood and it has a rich backstory as well. As with all of the core creatures you can run, it will come with a load of cool talent options.

I’ll be back next week to provide those adventure examples I promised. Like the blog if you do, and be sure to let me know your thoughts. Have you designed a game? I’d love to hear from you! Have a great week, friends. Cheers!

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Adventures in Toonaria Part 2

Adventures in Toonaria the Blended-Genre Campaign Setting, by design, vary wildly depending on where you are in the universe. So what. That’s the case to some degree, on any given world in any universe. True, but we’re talking about Toonaria, and in Toonaria, I kicked that concept up several degrees. Both the sorts of adventures and tone are affected by strange phenomenon. For example, if you want light-hearted adventures, as for young, budding gamers and those looking to focus on something other than heavy combat, that’s built in. The rose-colored glasses syndrome has been cranked up so far off the charts in certain regions, but not at the expense of cool adventures. It’s part of a major storyline. Something is keeping layers of Toonaria from learning the truth about just how messed up life is and can be.

When Neo is told by the Oracle in The Matrix some bad news, she said, “Here, take a cookie. I promise, by the time you’re done eating it, you’ll feel right as rain.” There are events and philosophies that can make you forget anything painful. Sometimes that’s a good thing, and other times, it can be quite dangerous. Had Neo not taken the red pill, he would have lived oblivious to the truth. Just as the Matrix movies explored (often inefficiently, getting lost in all the cool fights), the concept of truth and what to do about it when you find it, such concepts are a part of Toonarian life. Neo could have chosen to go on being a zombie, living in denial or ignorance like most everyone else in the Matrix. That sort of blessing/curse is very much a part of life in Toonaria— depending on where you live. People don’t realize what’s really going on.

There is a secret, rebel organization in Toonaria called “The Awakened” and they spread a message of misery and conspiracies. They claim they are being hunted and there are those who wish to silence them. Why? Because they insist that the wool is being pulled over the eyes of millions of Toonarians.

Those that spend a lot of time above ground in the sun have a very different view of life in Toonaria than those who live below the magical Storm Garden or deep in caves. Of course, rose-colored glasses isn’t the only concept we’ll be exploring, but it’s a cool one.

As mentioned previously, dreams and VR are also big concepts in this Science Fantasy + a bajillion genres (blended-genre) setting. Many hard-hitting concepts pop up for a setting that on the surface looks all candy and tea parties, at least above the Storm Garden.

Toonaria is a complex universe of happy go-lucky adventures, dark agendas, extremely advanced technology, arena combat, grand and gritty quests and epic magic. I’ll continue to write stories about Toonaria and the Cosmoverse too in the days ahead.

In Part 3, I’ll provide examples of a few of the sorts of adventures one might find themselves on, to help give you a better idea for what goes on in Toonaria and the Epic Destinies RPG. Got a question/comment? As always, I’m all ears!
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QT Games: Adventures in Toonaria

gubblingAs I mentioned in a previous blog post, I’ve decided to start giving The Toonaria Campaign Setting some time in the spotlight. So far, QT Games has been focusing almost exclusively on our Cosmoverse Campaign Setting, but as Toonaria is linked to the Cosmoverse in several ways, it has popped up in some of our fiction as well. (Yes, it’s possible to crossover between the two distinct universes, however doing so does have its consequences—more on that in a future post!)

I’ve written a lot about Toonaria over the decades, including many short stories and even a few children’s books—picture books if you will—essentially short stories with pictures for both adults and children alike. And as I’ve said before, I’ve made tons of board and card games based on Toonaria, the best of which I will begin to start publishing before long. As some time has passed since designing them, I want to revisit them, polish them up some more, redo all the art, and do some more playtesting to ensure you’ll have a blast!

Toonaria is a special place with unusual creatures, all of them infused with magic, thanks to an epic arcane storm called appropriately “The GodStorm”. The “gubbling” pictured above is a magical creature with numerous abilities, one of which is the ability to talk their way out of trouble. There are plenty of opportunities for combat in Toonaria (and I’m not talking silly combat, though it will be cinematic), Gubblings are able to defend themselves with more than mere words, but they do have a gift for gab. When done right, social conflict can be just as exciting as physical combat!

Gubblings, like all of the core species that will appear in the initial release of the Epic Destinies RPG can focus on their species talents, if desired and find loads of options there to make their heroes exactly the way they want. They can continue to customize their heroes and add new species talents and other talents over the course of their lives.

I wanted to touch on a couple important concepts in adventuring in Toonaria. In most tabletop rpgs, the only way to improve your character mechanically is to kill lots of monsters and take their loot. There will be plenty of opportunities to take on the bad guys, no doubt, but as in real life, true personal growth will come through hardships, even more so than successes. You can learn far more from losing than winning, and it is when times are rough that people and monsters alike have the greatest potential for change. As such, we won’t just be rewarding characters for winning, but losing too.

There are many dangers in Toonaria, but death itself is less common. The bad guys are more interested in other sorts of consequences, most of which result in new adventures (such as escaping the dark lord’s prison or trying to get out of being forced to marrying his raving mad daughter.) Death itself is called The Great Sleep, but it’s pretty final for most, and those that push their luck too far will indeed reach The Great Sleep.

In Toonaria, you can actually go on exciting virtual reality adventures, dream adventures and physical adventures, and all of them equally rewarding. I once ran an entire game session in the Cosmoverse in which the characters were all asleep around the camp fire. The players had a blast, but sadly received no leveling benefits because it was just a dream. Dreams work very differently in Toonaria and sometimes you can even walk away with real treasure and you are always rewarded for such adventures. Of course most of their adventures will be in the “real” world. More on how all that works later.

If you like creative options . . . if you enjoy blending genres together, don’t limit your adventures to playing in a campaign setting that is too narrowly focused.

If you’re in the genre box, climb out, step off the beaten path, and check out our upcoming campaign settings. Chomping at the bit for blended-genre adventure right now? You can read fantastic blended-genre fiction over at QT Games. Some of it’s free, even! Questions? Throw ’em at me, folks! Thanks, and see you in a week!

Oh, and don’t forget you can get a FREE fiction novella set in our Cosmoverse just for
joining our newsletter! Cheers!

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QT Games: Toonaria Campaign Setting

Welcome to Toonaria, friends! What is Toonaria? Step off the beaten path and go down the rabbit’s hole . . . step through a certain gate or just let yourself dream a little, and you’re sure to find it!

Toonaria is a realm of epic magic, advanced technology, superheroes, skyships, fallen gods, secret agendas, secret societies, adorable, but dangerous monsters, towering kaiju, sky pirates, and much, much more.

Wait . . . that sounds like a lot of different genres! Yep, but when done right, genres go together like peanut butter and chocolate or bacon and eggs! I don’t just stick characters into one genre and have them stumble upon other distant lands where the genres are different. I don’t just toss the concepts into a blender. I’ve spent many years blending them together carefully and with much thought to get them just right. I don’t take myself too seriously, but I take my blended-genre seriously, and will do my best to continue to serve up memorable entertainment.

I’ve been writing blended-genre stories and creating blended-genre worlds for nearly 40 years. I do let things inspire me and sneak in easter eggs and homages at times—always with a twist. Toonaria isn’t some generic mash up. Everything in the setting has been carefully sculpted, the stories woven together smoothly (well, I’m not done—one is never done creating a campaign setting, but if you’re patient with me—I have a day job— I’ll release some fun stuff before long.)

In Toonaria, you can go off on epic adventures, either in the “real” fantasy world, or using virtual reality—and even dive into dream adventures. They are all equally valid, and equally fun experiences. Most of Toonaria is low tech/high magic, but there are pockets of modern and advanced civilizations here and there, post-apocalyptic expanses and isolated, dystopian empires. Caches of advanced technology and bizarre machines left behind by the AI gods ensure technology is a real, if mysterious, part of everyday life for those that want it.

All of the creatures in Toonaria are infused with magic, thanks to the mysterious GodStorm. Arcane accidents and secret lab experiments, morphing pits and other oddities further ensure life is never dull or “normal”. Anyone can do something epic, if they are in the right place at the right time. Magic is powerful, but corrupt, and the concepts of Light and Dark are very strong. Combat is never the only answer, but it is very cinematic.

There are 7 great chains of floating islands, stacked one on top of the other, forming the core of Toonaria, and numerous and strange dimensions just beyond mundane reach. In this odd realm of larger than life, epic landscapes, tiny and titanic heroes, the Sun literally never sets and the Moon never rises. Think Alice in Wonderland, Matrix, Avatar, Sherlock, Incredibles, Pokemon, Godzilla, The Truman Show and Lord of the Rings all rolled into one. No. I’m not joking, there is a coherent storyline throughout and you can run characters as silly or as serious as you like.

Think Alice in Wonderland, Matrix, Incredibles, Pokemon, Godzilla,
The Truman Show, and Lord of the Rings all rolled into one.


I’ve been writing stories and creating board games set in Toonaria (and my Cosmoverse Campaign Setting) since I was a kid. Over the past several months, I’ve been feverishly revamping Toonaria from the ground up, expanding it (I’m older and a little wiser now, but still a kid at heart, like many of you). Toonaria has a strange and wonderful connection with my equally epic and old Cosmoverse, as those of you who have read between the lines in some of my fiction know.

Toonaria is unlike any place you’ve ever been, and you’ll be seeing a lot more of it down the road. The Epic Destinies Roleplaying Game is under works to do Toonaria justice, but there will be fiction as well and board and card games set in Toonaria using the core Epic Destinies rules. (I’ve designed over two dozen board and card games in twice that many or so years.)

Our first official board game is called Freeze Or Burn. As you can imagine, both Epic Destinies and my board games will be easy to learn and fairly fast to play, but they are not simple, little kid games with no depth. There’s some really cool concepts in Toonaria and I’m very pleased with the game mechanics behind Epic Destinies. More development and art are needed, but they will be getting it, along with playtesting, of course, before release.

QT Games doesn’t cut corners on quality and spends extra to get good editing and art, and invests the time needed, so you should like what you see and enjoy playing them and reading more about Toonaria! More on our creative projects in upcoming blog posts.

Have I piqued your interest? I hope so! Got any questions or comments? I’m all ears!

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