It All Started on a Doormat

Literally.

Printer-paper cards. Gummy bears as minis. Mechanics that barely held together. And somehow, through all of it, the spark of something real.

That night — four years ago, at a bachelor party — it all began.

The idea had been building for about a year before that night. Chad had been working on it alone — turning it over, sketching it out, trying to figure out what it actually was. The feeling of it was clear before the shape of it was. Something that could hold a real story. Something deep enough to satisfy the people who live for this stuff, but open enough that anyone could sit down and find their way in. Something you could hand to your family on a Friday night, or your most obsessive gamer friends on a Saturday, and have it work for both.

The question that kept surfacing was simple:

Why can't everyone play?

Not just at the same table. In the same experience. Equally.

We didn't have an answer yet. But we had a doormat, a stack of homemade cards, and a bachelor party full of people willing to find out.

What happened that night was an utter disaster.

Every two minutes, the game stopped. Someone's character was too strong. A rule meant one thing to one person and something completely different to another. There were arguments, wild moments, and at least one full nap — Matt had a long day at work. We'll forgive him.

It was chaos.

And underneath the chaos, something kept nagging at us. Something we couldn't ignore no matter how broken the mechanics were.

It was actually fun.

Not "fun for a prototype" fun. Actually fun. The kind where people are leaning forward, laughing, arguing about what just happened. The kind you feel before you can explain it.

That was enough. That was everything.

That night, the three of us decided to build it together.

Here's who we are.

Chad — the one who spent a year alone with the idea before anyone else touched it. Engineer. Designer. The person who cannot let a mechanic sit until it's right, and then cannot let it sit again until it's better. Everything you see — the game, the cards, the art, the systems — runs through him.

Matt — who took the seed of something half-formed and did something extraordinary with it. He built the world. Not just the story — the world. The characters, the lore, the physics of how everything connects, the music underneath it all. Chad handed him something he couldn't fully describe yet. Matt made it real.

Adam — who does everything, makes none of it look hard, and is quietly the reason any of this holds together. Lore. Game design. Business. The thread between all of it. He is the glue. The one who keeps Chad and Matt from disappearing too far into their own obsessions. Neither of us would admit how much we need that, but here we are admitting it. 

Three brothers. Each one exactly what this thing needed, without any of us planning it that way.

Watching Matt and Adam take what was in our heads and put it on the page — watching them build something none of us could have fully described but all of us recognized the moment we saw it — that was something else entirely.

Life changing, if you will.

That's not a phrase we use lightly.

But there is something that happens when you watch people you love make something beautiful out of an idea you couldn't even fully articulate yet. Something that makes you understand why you started. Something that makes four years of late nights, scrapped mechanics, and starting over feel not just worth it, but necessary.

The question that sparked this was why can't everyone play — but that was never really the whole of it.

What we were actually chasing was harder to name.

We wanted to build something with enough depth to hold the attention of people who have played everything and demand more. And enough clarity that someone who has never touched a game like this could sit down, find their footing, and never feel like they were on the outside of something.

We wanted to build something that made people slow down. Step away from the noise. Be present with something adventurous and alive, in a room, with people they care about.

And we wanted to build a universe. Not a game you play once and put on the shelf. A world people want to return to. Something that grows, that rewards the people who go looking, that keeps giving the longer you stay inside it. Something with enough to explore that you never quite feel like you've seen all of it.

That's Fawnalore.

Not just a game. A living world that tells a story, unfolds as you play, and leaves room for everyone at the table.

We've poured thousands of hours into it. We've argued over it, lost sleep over it, and laughed more than we probably should have along the way.

And now, for the first time, we're sharing it.

Through this journal, you'll get a behind-the-scenes look at how Fawnalore is built — one tile, one story, one sleepless night at a time. The decisions, the breakthroughs, the moments where everything clicked and the moments where we had to start over.

This is the story already in motion.

We're glad you found it.

The Kairos is waiting.

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The Best Nights of Our Lives Happened Around a Table

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There Is a Place Between