NOTE: the opinions expressed in interviews are those of the guests, not necessarily those of shadomain.com.
Today we talk with Dave from Grimwood Games about their latest game, Plaguebound (the Backerkit campaign launches March 13) and lots more. You can find his work at
http://www.grimwood.games/plaguebound
https://www.youtube.com/@grimwoodgames
http://www.twitch.tv/Grimwood_Games
OK, let’s get to the interview!
Let’s start with the exciting bits: Your company, Grimwood Games, is about to launch a crowdfunding campaign for a new TTRPG called Plaguebound. Tell us about the game!

Plaguebound is a dark fantasy tabletop RPG that plunges players into a world on the brink of ruin, where survival is never guaranteed. This game of grim adventure, desperate struggles, and ancient horrors is perfect for those who crave deep lore, brutal combat, and moral dilemmas.
At the heart of Plaguebound is the Ichor Plague—an insidious force that mutates the land, its creatures, and even those who dare to fight against it. Players take on the roles of survivors, warriors, and seekers of lost knowledge, each shaped by the plague in some way. Will you resist its corruption, or embrace the power it offers at a terrible cost?
The world of Plaguebound is vast and richly detailed, featuring unique playable species beyond the usual fantasy tropes. From the towering Kraughorn, fowl-bear guardians of the ancient forests, to the Enokin, monastic mushroom-folk with psychic spores, every species has a deep connection to the world and its mysteries. The game is driven by themes of survival, the weight of legacy, and the ever-present threat of transformation.
Mechanically, Plaguebound is built on the Ironbound System, offering a balance of tactical combat, player agency, and narrative-driven choices. Corruption mechanics push players toward difficult decisions—do you cling to your humanity, or use the plague’s mutations to gain an edge in battle? The choices you make will define your legend… or your downfall.

OK, let’s go back in time. How did you start in role playing games?
I started playing roleplaying games back in high school. My friend said he needed a fourth for his Dungeons & Dragons group, and they were having a 4-day all-nighter that weekend. I said yes, but honestly don’t remember much of that game—by the end, we were all so tired that I had to have my parents come pick me up. After that, we played weekly for the next couple of months. When the DM went to college, there was no real internet play back then, so I took up the mantle of DM. We ran a 3-year campaign that was 100% homebrew because that was all I ever knew. I didn’t even realize back then that campaign supplements existed.
What made you decide to go from playing games to creating them?
I wanted to play an RPG inspired by urban fantasy novels like Jim Butcher’s Dresden Files, Kevin Hearne’s Iron Druid Chronicles, or Patricia Briggs’ Mercy Thompson series. I knew about the Dresden Files RPG for the Fate system, so I bought it and gave it a try. Unfortunately, I disliked everything about the Fate system—it leaned too heavily toward storytelling with not enough mechanical structure, which didn’t mesh with my playstyle. I searched for other options. White Wolf games worked mechanically, but their lore was so deeply integrated into their skills and systems that creating the homebrew world I envisioned proved difficult. The only other modern-setting games I could think of were Call of Cthulhu and Shadowrun, neither of which fit what I wanted.
I happened to play EZD6 at a convention I attended. It was fast-paced, rules-light, and easy to modify. I even created a version of Ironbound for EZD6 called “Grimwood City for EZD6.” Still, it didn’t quite scratch that itch—I couldn’t get everything I wanted out of EZD6. After trying multiple other systems, I finally gave up and created my own. I wanted something quick to play and rules-light, but with enough “crunch” that I felt my character was genuinely becoming a hero. Thus, Ironbound was born. Unfortunately, I discovered that players weren’t as interested in Urban Fantasy as much as I was. The game did fine on Backerkit, but I struggled to get people to sign up for convention games. I had planned to create a superhero game next, but I still haven’t perfected those mechanics, so I moved on to something easier to create: Dark Fantasy.
Plaguebound uses the Ironbound system, based on an earlier release from Grimwood. Can you give us some details and tell us how this came about?
The Ironbound System uses a D12 base, with all rolls except damage using this die. There’s no math for the main rolls as you don’t add modifiers. I’ve implemented a Boon/Bane mechanic similar to EZD6—for those familiar with Dungeons and Dragons 5e, these work like advantages/disadvantages but can stack. The core mechanic is enhanced by a three-pool system for “bumping the dice,” using abilities, and tracking health. This creates a unique feel during gameplay. Do you boost your roll a few points to hit the Target Number, or do you hold onto those points as a buffer against death? Bumping the roll allows you to increase the number on the die. For example, if you rolled a 4 but need a 7, you could spend 3 points from your pool to succeed.
Plaguebound adds to the Ironbound System by introducing a corruption mechanic that eventually causes mutations. Each mutation comes with both a benefit and a hindrance. The book will include 100 different mutations, allowing you to roll on a table to determine which one you get.
What are some of your favorite TTRPGs (aside from your own), and how did these influence your work?
EZD6, Index Card RPG, and Savage Worlds all heavily influenced the Ironbound System. I hold these games in high regard for being quick, fast-paced, and easy to learn—qualities I wanted to combine in my own system. The influence of EZD6 is evident in the main mechanic. Index Card RPG‘s influence is more subtle, appearing in the similar inventory system. Savage Worlds (though certainly not the only system to use this approach) significantly influenced my character leveling through a feat structure.
Grimwood Games also features a blog. How did that come about and who writes it? Do you have any thoughts on the future of blogs?
I recently started writing that blog. I want to improve my skills. Blogs are a great way to share opinions and ideas with the world—better than social media in many ways. There’s a certain knack to writing them that I hope to develop through practice. I love reading TTRPG blogs like Shadomain or DM Tales. They provide inspiration and bring news to our small industry. I believe blogs are here to stay for the foreseeable future. I’m confident my blogging skills will strengthen as I write more, and ideas will come more naturally over time.
You’ve done many videos, how did you decide to go into that? What do you like most and least about streaming and creating videos?
One night while writing Ironbound, my wife came to me and asked, “How are you going to advertise and sell this book?” It took me almost three days before I decided that I would stream. I didn’t have an advertising budget, but I could gather a group of players and we could play the games together. Initially, I thought about recording sessions, but as I explored the options, streaming seemed like the better approach. At first, I had this feeling that streaming might help pay for art and assets for the book. I quickly learned that wasn’t going to happen—Twitch and YouTube pay poorly. That’s probably the aspect I find least appealing.
What I do love is interacting with and building a community. I feel my community is developing and growing steadily. I’m actually okay with the slow pace because I believe it has prevented many of the typical trolls from appearing. I have a wonderful group of supporters who, believe it or not, genuinely want me to succeed and are incredibly helpful. They’re always there to read parts of the books and offer their opinions. I even found my editors for the books through my community.
What other hobbies and interests do you have outside of tabletop gaming?
I am a 3D printer enthusiast. While I know 3D printing can be tied into TTRPGs, honestly some of my favorite prints are not TTRPG-related. I love making practical items like toothbrush holders and toothpaste squeezers. There’s something satisfying about building useful things.
I love movies and entertainment. I actually went to school for animation—that’s what my degree is in. I couldn’t work in the field now if I wanted to, but my passion for storytelling and cinematography remains strong even today. Want to get me talking? Just ask my opinion about a movie or TV series.
What else would you like to talk about, that we haven’t asked yet?
One of the standout features of the Ironbound system, and a favorite among players, is the Open Magic System. Inspired by EZD6, I loved its flexibility but wanted to streamline it so that magical rolls worked seamlessly with the core mechanics. What makes this system “Open” is the complete absence of a predefined spell list. Instead, players decide how their magic manifests within the framework of Magical Societies, which define the type of magic they can wield.
For example, a mage belonging to the Empathic Society—which focuses on mental magic—might not simply strike enemies with a psychic blast. Instead, they could manipulate perception, making a target feel as if they are engulfed in flames, causing real damage through sheer psychological terror. Likewise, an Elementalist specializing in fire isn’t limited to hurling fireballs. They might craft a whip of living flame, wielding it as both a weapon and a tool in battle.
By focusing on creative spellcasting rather than rigid spell lists, the Open Magic System encourages flexibility, problem-solving, and player-driven storytelling, making every magic-user truly unique.
Thanks, Dave!