Hi Eddie,
I'm interested in the Adventure Module Author role for Critical Adventures — the concept of episodic, choice-driven modules within a shared world arc is a great structure, and it's close to how I already think about game design.
A bit about me: I'm an indie game developer (4 titles shipped on Google Play under O2cool168) and I've done hands-on quest and encounter design work, including dungeon/puzzle structure for a co-op horror survival game I'm building in Godot (Haunt and Harvest). I want to be upfront that I haven't published a TTRPG module before, but I have real experience designing meaningful player choices, pacing encounters, and structuring cooperative challenges — the core skills your program is asking for, just applied through video game design rather than tabletop specifically.
I'm comfortable working within an established world bible and responding to editorial feedback, and I'm genuinely excited about the fail-forward, choice-driven structure you're describing. I don't have a published module to share yet, but I'd be glad to write a short sample scene or encounter on spec if that would help you evaluate fit.
Availability: [10-15 hours a week], flexible and reliable on deadlines.
Systems/genres I know well: fantasy and horror settings, cooperative/co-op design, puzzle and exploration mechanics.
Thanks for considering me — looking forward to hearing more!
Best, Seth Brown [https://sethbrowngaming-rgb.github.io/Websites/portfolio/]