Grand Heresy Press is an independent publisher of tabletop role-playing games. It was first founded in 2011 as a running joke and an umbrella for collaborative works between friends. In 2013, the decision was made to take their experiments in game design and refine them into something fit for mass-market release. It's been a long road since then, but every day has brought us closer to our official debut. You can keep an eye on future developments by signing up for our News Letter or hanging out on our Forums

Our Team

Agamemnon (Jackson Malloy)
CEO, Creative Director, Primus Inter Pares

The man with a dream and a pot-a-day coffee habit, Agamemnon is a freelance writer who has long been drawn to the story-telling aspects of role-playing. From his secluded distillery-fortress in the mountains of Appalachia, he reigns as a creative tyrant, ruthlessly murdering and revising game mechanics in the insane pursuit of his own personal philosopher's stone. 
Blog: http://swordandscoundrel.blogspot.com

Higgins
Game Designer, Mercenary, Rogue Agent
Hailing from the arctic wastes of Estonia, Higgins is a passionate writer and role-player that has an obsession with martial history. When he is not out clashing steel against the armor of his fellows, he is hard at work on the next project. 

Barbarossa
CFO, Digital Content Producer, Solver-of-Problems

Live from his battle station in the heart of a Maryland burbclave, Barbossa is the digital arm of Grand Heresy Press. Trained in the occult arts of cybermancy, he weaves his arcane codes and curses with a deft hand. To summon Barbossa, it is rumored that one needs only to form a circle of Blue Crabs and Natty Boh while uttering the words "...Why is it doing that?" If the proper rites have been observed, Barbossa will appear in a puff of steam and Old Bay Seasoning. 

 

Our Mission

We like games. Lots of games. Our interests are as specific as they are diverse and we want to serve them all, one by one.

The goal of Grand Heresy Press is not to create the next best general purpose game, but to create specific and thematic games tailored to a given genre or style of play. We want to provide value to our players and customers through innovative, fluid, and balanced mechanics that provide new and evocative experiences. Our design philosophy is big on flexibility and player-choice. We like clever ideas over big numbers any day.

These are not necessarily high-minded or lofty goals, but we take them seriously. We are proud of what we do and what we can offer. Give us a chance. You might find that a bit of heresy suits you.