About Me — Joshua Thomas

I’m Joshua Thomas, the writer and designer behind Wet Junk, a space where I explore tabletop role‑playing game design, worldbuilding, and the strange, emotional corners of storytelling. I’ve spent years building RPG systems, refining house rules, and chasing that perfect mix of immersion, pacing, and player agency.

I’m also a novelist at heart. My long-form projects, pending publishing, shape the way I think about tone, character psychology, and narrative tension. The same instincts that drive my fiction show up in my game design: grounded emotion, cinematic pacing, and worlds that feel lived‑in and slightly dangerous.

My interests lean toward:
  • Game design theory
  • Rules‑light systems with strong tone
  • Flow‑state play
  • Bright‑Dark narrative contrast
  • Retro fantasy and 90s anime aesthetics
  • Character‑driven speculative fiction

Wet Junk is where all of that comes together. It’s home to original RPG systems like Bright Dark 3d6, Draconia ’95, and the Soft Skill System, along with essays on pacing, immersion, and the craft of running better games. It’s also where I explore the ideas that feed my fiction, the emotional beats, the worldbuilding habits, and the character arcs that eventually grow into novels.

If you’re here for TTRPGs, experimental mechanics, or the writing of someone who loves building worlds in every medium, you’re in the right place. Thanks for reading.

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