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CreepyAssassinCreations@Gmail.com








Creepy Assassin was born out of the simple concept:

You don't need venture capital,
You don't need investors,
You don't need to be rich,
You don't even need to quit your dayjob
To run a successful company of creatives.


All you need is some good ideas, some easy-to-learn skills, and a whole ton of enthusiasm and determination.
And, sometimes, you need to tell the nagging voice in your head or the nagging voice of others to just shut up.

We make games for people to like, because we're the kind of people who like games.



History


Creepy Assassin started as an idea - well, actually it started as a funny phrase that came out of a D&D game that felt like an awesome name for a company - that Stone Lovecharm had.

The idea was that a dumptruck full of money really isn't all that necessary to make creative things, whether you were talking about books or games or audio or video productions. All you really needed was determination, a lot of good ideas, a ton of enthusiasm, and maybe at most a couple hundred dollars worth of equipment, the kind of equipment that a lot of people already have lying around (computers, phones, etc.)

He saw people taking on venture capitalists in exchange for most of their company's rights to their own hand-crafted IP, he saw people getting jerked around by "angel" investors, he saw people turning to crowdfunding only to find that their lives were massively worse with their funding than without it, and he saw people quitting their dayjobs and jeopardizing their ability to feed themselves so they could follow their dreams in the way that they had always been told one must follow their dreams - by doing that one thing and that one thing alone until success or failure occurred - and all he could do was shake his head.

This idea, that independent production was not only possible but easy, rose partially out of seeing the trend of easy, cheap publishing online and partially out of being a 90's kid, born into an era known for its 'zines and homemade graphic novels and garage bands.

So, when Stone met Celeste, an artist and healer who was equally plagued with the nagging suspicion that living one's entire life under the watchful gaze of a corporate overlord was completely unnecessary for survival, and started getting the kind of constant support that can only come from one's true mate, and Greg Schulze, a fellow writer whose enthusiasm for gaming not only rivaled Stone's own but whose experience as a gaming enthusiast spanned almost 30 years, he decided "what the hell, let's bring the 90's mentality to the technology of today and forget the decade of dystopia between them."

And, Creepy Assassin was born.
A community of punky grunge game designers.


Throughout 2015, we designed our first game, Story Cube: The Roleplaying Game, designed around Rory's Story Cubes. In early 2016 we launched it and gained a fair amount of attention, even appearing on The Tome Show podcast to talk about it and the future of non-d20 games.

In early 2017, The Creativity Hub announced and successfully Kickstarted their own official version of a Rory's Story Cube RPG, and we were forced to reassess our goals and direction.

Now, we've restructured, replanned, and are looking towards the future with a true butt load of new products that will be produced throughout the late 20-teens and 2020's, dragging our punk design mentality with us.


Our Designers


Stone
Writer, lifelong student, indie enthusiast
With a dabbler's experience in a variety of tabletop RPG's, mini wargames, and videogames of all genres, Stone brings a diverse knowledge to the design team as well as a solid business understanding, if one crafted by indie culture and intentionally tossing aside classical economic wisdom, and unflappable enthusiasm tempered with general pessimism.

Greg
Writer, tactical gamer, design artist
With thirty years worth of D&D GMing under his belt and the occasional experience with a variety of tabletop RPG's and tactical boardgames, Greg provides the design team with a deep knowledge of game mechanics as well as solid design skills and an understanding of basic child psychology that can only be granted by practical experience.