(16/41: 2019) JAY DRAGON (c. 1997–)
The Camp Kid Who Saw the Cage
At fourteen, Jay Dragon walked into the Wayfinder Experience, a summer LARP program in the Hudson Valley where teenagers built collaborative worlds without scripts or game masters. The alumni list reads like a roster of future storytelling talent—Brennan Lee Mulligan, Molly Ostertag. Dragon absorbed the same lesson they all did: the most powerful moments in a game happen when the structure forces you to feel something you didn’t expect.
But Dragon took that lesson somewhere different. Where others moved toward performance or illustration, Dragon became obsessed with the rules themselves. Not rules as physics engines or combat simulators. Rules as emotional architecture. Rules as cages that force characters into friction with social expectations and personal desires.
That idea—the rule as cage, the mechanic as emotional pressure—would become the organizing principle of everything Dragon built.
The Itch.io Explosion
Dragon’s first published work appeared in 2018, during a period that indie TTRPG historians now call the “Itch.io explosion.” Digital distribution had eliminated the gatekeepers. A designer with a Google Doc and an itch.io storefront could reach an audience that would have been impossible five years earlier.
The early games were tiny. Gambols of Fior and Ghosts of the Quiet Places were micro-games—experiments in tone and ritual rather than complete systems. The “Games for the Missing & the Found” series (Games for Lost People, Games For The Breakdown, Flying Games, The Games We Wrote, Fever Games) explored what Dragon called “lyric games”—works that prioritized poetry and vulnerable self-expression over mechanical resolution.
These weren’t games in the way most players understood the word. They were ritualized vessels for self-examination. Some had no dice, no resolution mechanics, no way to win or lose. They belonged to the post-Forge tradition of designers who believed the medium’s future lay in emotional negotiation rather than tactical simulation.
Dragon also designed LARPs during this period—The Rake, a minimalist horror experience, and Queer Messes, a five-person game about social decay. The formats were different. The obsession was the same: create structures that force participants to confront feelings they couldn’t access any other way.
The Evidence Board
Sleepaway (2019) was Dragon’s breakthrough. A summer camp horror game built on Avery Alder and Benjamin Rosenbaum’s Belonging Outside Belonging framework—the GMless, diceless system that powered Dream Askew and Dream Apart (2018).
This distinction matters enormously. Dragon did not invent Belonging Outside Belonging. Alder and Rosenbaum did. What Dragon did was take their framework and apply it to a specific emotional register—camp horror, the uncanny, the thing in the woods that the counselors can’t explain—and in doing so, produced the first commercially significant BOB game that wasn’t by the system’s creators.
The specific innovation was the Lindworm. A corkboard. An evidence board. Players pin index cards to a physical surface, building a conspiracy map of supernatural events over the course of play. The horror emerges not from dice rolls or hit points but from the accumulation of evidence that something is wrong and the growing certainty that the counselors are not equipped to handle it.
The Lindworm mechanic integrated a physical prop into the BOB framework in a way that hadn’t been done before. It turned the play surface into a narrative artifact—a thing the players built together that documented their shared experience of dread.
Sleepaway funded on Kickstarter for $14,407 from 501 backers. Modest numbers. But it won the ENnie Judge’s Spotlight Award in 2020, and within the indie TTRPG community, it established Dragon as someone worth watching.
The Cozy Revolution
Wanderhome (2021) was the game that made Jay Dragon a name.
The pitch was almost perversely countercultural: a pastoral RPG about animal-folk traveling through a world recovering from war, with no violence, no combat, no failure states, and no game master. In a hobby built on dungeon crawls and dragon slaying, Dragon proposed a game about helping a neighbor fix their fence and watching the seasons change.
The system refined Alder’s BOB token economy into something Dragon called “Weak Moves” and “Strong Moves”—actions that cost tokens versus actions that earn them. But Wanderhome’s specific innovation was the Ritual. At certain narrative thresholds, standard rules suspend entirely. Players engage in shared gestures, drawing, or description that operates outside the mechanical framework. These rituals function as what Gemini’s research calls “mechanical montages”—moments of symbolic abstraction that force players out of literal narration.
Ritualized play existed in LARPs and lyric games. Dragon integrated it into a professionally published, widely distributed TTRPG with clear structural triggers. That’s the difference between an experiment and a design contribution.
The Kickstarter raised $306,511 from 6,658 backers, funding within three hours. The game won ENnie Gold for Best Family Game and Best Cover Art in 2022, plus Silver for Best Interior Art. It received a Nebula Award nomination for Best Game Writing. The Wanderhome Third Party License became one of the most active in the indie sector, generating dozens of playbooks, natures, and supplements from independent designers.
Dragon had defined a category. “Cozy RPG” became a recognizable niche, and Wanderhome was its flagship.
The Book as Toy
Yazeba’s Bed & Breakfast (crowdfunded 2022, printed 2024) was Dragon’s most ambitious project—and the one that complicates the attribution picture most.
The concept was “bookplay”: a 500-page legacy RPG where the physical book itself becomes the play object. Forty-eight chapters, each with distinct mechanical rulesets. Stickers that permanently alter pages. Sections that unlock only after specific in-game events. The book isn’t just a rulebook you reference. It’s an input device you manipulate.
Dragon co-created Yazeba’s with M Veselak, and the writing team included Mercedes Acosta and Lillie J. Harris, among others. Dragon’s role was co-creator and project lead—the person who designed the framework within which the other writers built their chapters. This is genuine creative leadership, but it’s collaborative work, and the methodology scores solo-authored contributions more heavily.
The “bookplay” concept is arguably Dragon’s strongest claim to genuine mechanical innovation. If other designers adopt the approach—building RPGs where the book is an interactive artifact rather than a reference document—it would retroactively validate Dragon as an inventor of a new format. As of 2026, that adoption hasn’t happened. The concept remains singular.
Yazeba’s funded on IndieGoGo for over $300,000. It won an Origins Award for Best Core Product in 2024 and ENnie Silver for Best Family Game in 2025. But it also generated controversy: in late 2024, co-creator Mercedes Acosta and several other contributors alleged breach of contract, claiming they’d been paid flat rates that didn’t reflect the game’s commercial success. The dispute sits unresolved and complicates the narrative of Possum Creek Games as a collaborative, community-first publisher.
The Institutional Leap
In February 2025, Steve Jackson Games announced Jay Dragon as their new Lead Game Designer and a member of the Board of Directors. Possum Creek Games became an official imprint of SJG.
The move was startling. SJG is one of the oldest and most mechanically traditional publishers in the hobby—the house that built GURPS, Car Wars, and Munchkin. Dragon is a designer whose entire body of work rejects the mechanical simulation that SJG pioneered. The appointment represented either a bold synthesis or an unresolvable tension.
Dragon’s in-development project under SJG, Seven-Part Pact, is described as a hybrid wizard game involving individual board game play elements. It suggests a move toward more structured mechanical design than Dragon’s previous work. Whether Dragon’s “expressionist” philosophy can interface productively with SJG’s crunchy legacy remains to be seen.
By April 2025, SJG CEO Meredith Placko had resigned. The institutional landscape around Dragon continues to shift.
The Honest Limitation
Jay Dragon is twenty-eight years old with approximately seven years of published work. Three major designs: Sleepaway, Wanderhome, and Yazeba’s Bed & Breakfast (co-created). A handful of micro-games and lyric games. One game in development at SJG.
That is a thin body of work by any historical standard.
The core mechanical framework—Belonging Outside Belonging—was invented by Avery Alder and Benjamin Rosenbaum, not by Dragon. Dragon adapted it brilliantly, but the distinction between “adapted someone else’s system” and “created a new system” is the difference between a 5 and an 8 on the Invention scale. Trap #6 in the methodology exists specifically to catch this: propagation without invention.
Dragon’s games are designed for short campaigns—ten to fifteen sessions, structured in seasonal arcs. They are not built for the hundred-session durability that marks deep architectural achievement. Critics note that without a central GM, games like Wanderhome can stall when players are too polite or lack external objectives. The absence of traditional progression mechanics (leveling, advancement) means the “game” dimension can feel thin over extended play.
The influence is real but concentrated. Within the indie narrative RPG community, Dragon is a defining voice. Outside that community—in traditional RPGs, OSR, wargaming, board game design—Dragon’s mechanical contributions have had no measurable impact. The Wanderhome Third Party License generates content within Dragon’s system. It hasn’t generated new systems built on Dragon’s innovations.
The “bookplay” concept in Yazeba’s is genuinely novel. But novelty without adoption is potential, not proven invention. If other designers build on it, the Invention score could rise significantly in a future reassessment. As of 2026, it remains singular.
None of this diminishes what Dragon has accomplished. Defining “cozy RPG” as a recognizable design category, building a commercially successful publisher from scratch, producing multiple award-winning games before age thirty, and landing a leadership role at one of the hobby’s most established companies—these are real achievements. But the methodology measures what you invented, how well you built it, how your craft evolved, and what facts support the score. Seven years and three major titles, working within someone else’s mechanical framework, with influence limited to one corner of the hobby—that’s where the numbers land.
The Scoring Case
Invention (5): “New flavor that caught on within a niche.”
Dragon defined “cozy pastoral RPG” as a recognizable design category. Wanderhome is the flagship example, and the category has attracted other designers and players. Within the Belonging Outside Belonging framework (invented by Avery Alder and Benjamin Rosenbaum), Dragon contributed specific innovations: the Lindworm evidence board mechanic in Sleepaway, the Ritual mechanic in Wanderhome, and the “bookplay” concept in Yazeba’s. These are genuine design contributions—not just aesthetic reskinning. But the core system is Alder’s work. “Bookplay” has not yet been adopted by other designers. Influence is limited to the indie narrative RPG community. The 5 vs 6 inflection asks whether other designers noticed and borrowed the specific innovations. They’ve built content within Dragon’s systems (Wanderhome TPL) but haven’t adopted Dragon’s mechanics for their own original games. New flavor, real niche: that’s a 5.
Architecture (4): “Solid construction with some cleverness.”
Wanderhome’s token economy is elegant—Weak Moves and Strong Moves create a self-regulating flow of narrative generosity. The seasonal structure provides built-in pacing. The Nature and Niche system for player characters is thoughtfully designed. Yazeba’s forty-eight chapter structure is architecturally ambitious. But Dragon’s games are explicitly designed for short campaigns (ten to fifteen sessions with seasonal endpoints), not the hundred-session durability that marks deep architectural achievement. Without a central GM, the systems can lose momentum. No evidence exists of other designers adopting Dragon’s structural patterns for their own systems—the Wanderhome TPL produces content within the system, not from it. Narrow emotional and mechanical registers. Clean design within defined parameters, some genuine cleverness: that’s a 4.
Mastery (5): “Clear improvement arc with some recognized games.”
The craft evolution is visible across three distinct periods. Early work (2018–2019): micro-games and lyric games, experimental, zine-format. Middle period (2020–2021): Sleepaway and Wanderhome, professional products with commercial success and critical recognition. Late period (2022–2025): Yazeba’s Bed & Breakfast, a 500-page legacy RPG representing a dramatic expansion in ambition, plus the Expressionist Games Manifesto as theoretical framework. Multiple ENnie awards (Gold and Silver), an Origins Award, and a Nebula nomination demonstrate industry recognition. But the career spans only seven years with three major works. Yazeba’s attribution is collaborative. The catalog is still developing. Clear improvement arc, recognized games: that’s a 5. The short career and thin catalog prevent a higher score—Trap #8 (Recency Bias) warns against inflating recent designers whose full trajectory remains unknown.
Adjustments (+2):
- ■ Longevity 10+ years: +0 — Active since 2018, approximately seven years. Does not meet the ten-year threshold.
- ■ Full-time career: +1 — Dropped out of college in 2019 to pursue TTRPG design full-time. Founded and operated Possum Creek Games. Appointed Lead Game Designer at Steve Jackson Games in 2025.
- ■ Awards: +1 — ENnie Gold (Best Family Game, Best Cover Art 2022), ENnie Silver (Best Interior Art 2022, Best Family Game 2025), Origins Award Best Core Product 2024, ENnie Judge’s Spotlight 2020, Nebula nomination.
- ■ Branded name: +0 — Wanderhome is known within the indie TTRPG community but does not approach mainstream recognition. Does not pass the grandmother test.
- ■ Cross-genre success: +0 — All major works operate within the narrative RPG and LARP tradition. LARPs and lyric games are adjacent formats, not distinct genres in the way that wargames, card games, and RPGs are distinct.
- ■ Commercial success: +0 — Combined crowdfunding revenue of approximately $620,000. Impressive for indie TTRPG, but well below the $10M lifetime retail revenue threshold.
- ■ Design propagation: +0 — The core Belonging Outside Belonging system was invented by Avery Alder and Benjamin Rosenbaum. Dragon’s specific innovations (Rituals, Lindworm, bookplay) have not been adopted by other designers for their own original systems. The Wanderhome Third Party License generates content within Dragon’s system, not new systems built on Dragon’s innovations.
The Hidden Pattern
Jay Dragon designs cages.
Not dungeons. Not mazes. Cages. Structures that constrain characters into emotional confrontations they can’t escape through combat or cleverness. The Lindworm’s evidence board forces counselors to face a horror they can’t fight. Wanderhome’s seasonal arc forces travelers to accept that homes are temporary and goodbyes are inevitable. Yazeba’s chapter structure forces housemates to navigate relationships that evolve whether they want them to or not.
The pattern is consistent: create a small, enclosed emotional space. Remove the tools players normally use to avoid vulnerability—weapons, hit points, power levels. Then watch what happens when people have to sit with discomfort instead of solving it.
Dragon calls this “expressionism.” The Expressionist Games Manifesto, published in 2025, argues that rules should act as constraints that force characters to perform against social expectations. The game isn’t a simulation of a world. It’s a structure that produces feelings.
This philosophy explains both the power and the limitation of Dragon’s work. The cages are beautifully built. The feelings they produce are real. But cages are small by design. They don’t scale to epic campaigns or vast mechanical ecosystems. They do one thing—create emotional pressure—and they do it with genuine craft.
Whether the cage is the future of game design or a beautiful corner of it depends on what happens next.
What Remains
Sleepaway—the horror game that proved Belonging Outside Belonging could travel beyond its creators’ hands. A corkboard full of evidence that something is wrong.
Wanderhome—the pastoral game that defined “cozy RPG” as a category. Three hundred thousand dollars raised in a day. A world where the bravest thing you can do is help someone say goodbye.
Yazeba’s Bed & Breakfast—the book that wanted to be a toy. Five hundred pages of chapters that play differently every time, stickers that change the story permanently, a physical artifact that remembers what you did.
The Expressionist Games Manifesto—a theoretical statement that the purpose of rules is to make you feel something, not to simulate something.
A twenty-eight-year-old sitting in the Lead Game Designer’s chair at Steve Jackson Games, charged with finding where the expressionist philosophy meets the crunchy tradition.
Total: 16 points. Year: 2019.
16 points. 2019. The cage is still being built.
There are designers ranked higher who built systems that lasted decades and crossed genres. Nobody ranked anywhere has articulated a more precise theory of what rules are for than Jay Dragon articulated before turning thirty.
