The game
Mistfall:
Armageddon
A tabletop roleplaying game set in the Baku-verse. You play the people who can see what the Mist let through, and who are unqualified to do anything about it.
- 4 years of playtesting
- 430+ pages, laid out and proofed
- 9 sessions to a Nemesis Cycle
A hero is only as great as their greatest nemesis.
Launching Saturday 31 October 2026

Why a novelist made a game
Wrong way round. The game is where it started.
Thirty-seven years of storycrafting. Thirty-seven years of running tables, of taking somebody's half-page character concept and making them real enough that the player still talks about them a decade later. That came first. The novels came out of it.
So this is not a novelist trying his hand at game design. It is a narrator of thirty-seven years finally writing down the thing he has been running all along.
The rules exist to make the world behave the way it behaves at the table. The Mist does not care who you are. Power costs something every time, and the ledger is public. Characters get worse at being people as they get better at surviving, which is the entire point.
The Nemesis Cycle
Every character has one enemy who is theirs alone.
You build your nemesis when you build your character. You choose what beating them will make you better at. You choose how hard they are to beat. Easy, hard, or epic. The Narrator does the rest.
A cycle runs about nine sessions and ends in a confrontation. It does not have to be a fight. A nemesis can be a rival who ruins your name in public, a banker who bleeds you dry, or a demon with a contract and a pen.
One rule holds it up. This is My Destiny. You face your nemesis yourself. Nobody can do this part for you.
Beating a nemesis is the main way a character grows. Losing still pays in Edge, and you can come back for them.
The deep material lives elsewhere
Heritages, classes, the bestiary and the full setting are on the game's own site, along with the free Quick Start.