The Yellow Hand Interview
By Wazza
Following on from my “The Eyes That Behold” review, please read my interview with publisher, The Yellow Hand https://sites.google.com/view/the-yellow-hand-website/?fbclid=IwY2xjawQ_Y4BleHRuA2FlbQIxMABicmlkETBFWDNuR1JlZVFuQWZ4ZHBCc3J0YwZhcHBfaWQQMjIyMDM5MTc4ODIwMDg5MgABHoAtJjkmPvR_UPvl5vZWfbEjRr-hzOpeeoBKy8x2L_XBVTz8bJpB7kxyLeLW_aem_k6SxDlhV41hcDXP8rgR8nQ
How would you promote your games, and what unique qualities do they possess?
Aside from generally being well-researched, well-written, and informed by our long and varied collective experiences in gaming, our games tend to be very visual and show very well, so we tend to favor promotion channels that enable us to represent them visually in a compelling manner. YouTube reviews, unboxing videos, flipbook animations, etc. We use social media heavily – sometimes organic, sometimes paid. We also regularly reach out to reviewers, bloggers, podcasters, and YouTubers, and offer our products for reviewing and/or actual play. Each member of the collective (see question #7) has different skills and “owns” the channel they’re the most familiar with. It’s a mix between Facebook, Reddit, BlueSky, Discord, YouTube, and email. In addition, we try to be smart about how to launch and make our products visible on DriveThruRPG, but that is HARD. We’re also trying to up our convention presence to the extent that time permits, as we realize that it is critical.
What was The Yellow Hand’s first published game?
Our first completed game was the Draconicus fantasy boardgame, based on our own IP, but due to the current tariff situation in the U.S., we have sadly been unable to bring that game to market as of yet. People will have to make do with the accompanying roleplaying game for now… The first products we actually put out there were a series of mysteries for Monster of the Week, which we have collected in a print-on-demand anthology titled Tales of the Deadly and the Damned.
How do you know what games to build and focus on?
We’ll be the first to admit that we don’t actually know! Given that this is a side hustle for all of us, we can’t see ourselves doing this strictly on a mercenary basis, guided by sales potential alone. We need to be enthusiastic about the games for which we produce materials, as that is a key motivating factor for us. Our creative process is very collaborative: members throw out ideas and we see what gets the most traction. That tends to guide us.
How do you come up with your game systems?
Different answers for different designers! Jay (through his STAR system) favors simplicity, quick gameplay and extensibility, where the system can be extended to cover as many types of in-game situations as possible, while still lending a bit of thematic flair. Al, meanwhile (through his Threshold system), is mostly concerned with the game system lending itself to compelling narratives.
Do you have any advice for new GMs and Players who want to try out your games?
Hit us up on Discord! We frequently arrange demo sessions virtually, even of games that are in development. A few of us also attend conventions with some regularity. Al frequently runs games at Jetpack Comics in Rochester, NH.
What would you consider are the special moments for the company?
Oh boy, there have been many! Realizing that we could actually do this, and that the output was good, was a big realization a few months in. Doing our first royalty payouts to the members was big also, that felt gratifying. Successfully completing our first Kickstarter campaign (for the Sentience robot RPG) was a big milestone. We recently hit the #1 spot on Chaosium’s Miskatonic Repository (Call of Cthulhu), that was a big moment as well. Beyond that, getting our hands on a fresh print proof of a new book is always a thrill, and being at conventions and running games and scenarios we’ve created is amazing.
Who are the current staff members, and what are their roles?
We operate as a creative collective so we don’t really have “staff” in the conventional sense. Current full members are Aaron Pollyea, Al Spader, Catavic, Dan Labrecque, Jay Sojdelius, Jared Tallis, Jonas Morian, Magnus Seter, and Royce Wilson. We also have a long list of freelance Contributors who are signed to the Yellow Hand and collect royalties. All contribute in various ways based on desire, ability and availability.
What’s your favourite aspect of role-playing, and what category of gamer do you best associate with?
Again, this would be a different answer for each member. Jay swears by the creative aspect and identifies with the Game Master the most, but he would be happy designing games even if nobody played them. Others, like Jonas, have mostly been players during their gaming life, and are now enjoying a whole new experience when turning to writing for others. Royce loves the history (or futuristic) aspect of RPGs and being able to use his research skills to help create believable settings and adventures – or, when he’s playing, experiencing a different world and the stories it offers.
Describe your relationship with Modiphius, how did you get on board with them for Sentience and Ashland?
Both Al and Aaron have a long history with Modiphius, having written for the Star Trek Adventures RPG. We’ve put out two games that were originally part of Modiphius’ 2d20 World Builders program, Ashland and Sentience, but which we have since produced in new editions under a full license. We also plan on publishing the FRPG Ahris (written by Jeremy Gypton) in a new format, which was originally part of World Builders as well.
How long is the play-testing period for your games?
That varies greatly. A boardgame like Draconicus or Saucer Squadron typically needs a LOT of playtesting, often running more than a year. Some adventures that we have published have a past history in other contexts, and have in a sense been playtested for years. For new RPGs, we want to do some playtesting of both the system and the setting, but given that we’re in our 2nd and 3rd iterations of our own systems (Threshold and STAR respectively), new games benefit from the playtesting that went into the development of their predecessors that used the same system.
What’s your favourite die and why?
Several of us swear by the d100, being died-in-the-wool Basic Roleplaying players. The percentage chance calculation of in-game actions is a compellingly clear and simple construct. Many of us obviously have a past with the d20, not least via Modiphius’ house system. Al is committed to the d12 as his favorite, which he uses in the Threshold system, whereas the STAR system uses mainly d10s.
What’s your first ever RPG session and did you catch the gaming bug straightaway?
This will branch in different directions based on the responder. Jay caught the bug before even playing, by reading ads for Traveller and imagining the possibilities. Royce got started with Advanced Dungeons & Dragons 2nd Edition while in high school in New Zealand in the mid-1990s, followed a bit later by Shadowrun. Jonas was gifted Drakar och Demoner (“Dragons and Demons”), a BRP-based Swedish fantasy role-playing game first published in 1982 (today known as Dragonbane) for Christmas in the mid-1980s.
Whom do you admire the most in the RPG community and why?
Jay says: “All the GMs out there, breaking their backs to deliver enjoyable sessions for their spoiled players.” Jonas says: “The enthusiasts who manage RPG groups on Facebook, Discord, Reddit, and other platforms help people in the community connect and learn from each other.” Al says: “Jim Johnson, who is the project manager and line editor for Star Trek Adventures, has been an amazing mentor to two of our members, encouraging them to push their boundaries as writers, and giving them a chance to peek in on the project management side of the industry.”
What do you like when you're reading TTRPG content?
Jay likes articulate, eloquent language, a good, clear structure, and a polished, purposeful layout. Royce really likes plenty of lore and a story he can follow, as well as clear, simple rules for implementing the gameplay mechanics. Interesting in-universe quotes or world facts throughout the text are a bonus, too!
What are your thoughts on A.I. content?
Since we’re primarily a creative collective, the creative process is something that is sacred to us, and we simply aren’t willing to let computers have all the fun. We also think you cannot dispense with the human connection in consuming a curated, custom-made product. A.I. acts as a homogenizer by its very nature, and we don’t believe in that. We are committed to not knowingly using A.I. generated content, art or design, and are equally committed to removing any such material if inserted unwittingly. Having said that, there are of course many administrative and logistical tasks that can be simplified by using A.I. and we’re not necessarily opposed to that.
Are there plans to create a TTRPG based on a franchise such as ALIEN by Free League Publishing and Doctor Who by Cubicle 7?
No plans, though we have considered many such options. Being a small start-up indie producer, most such IPs would be out of reach for us financially. Where licensing is possible and affordable, we do pursue it – in particular through community content programs on DriveThru RPG. With that said, we do this mainly for fun, and aren’t quite ready to become complete mercenaries just yet. We’re happy to write for other games, but we do want to put out our own stuff as well.
Tell us about your upcoming TTRPG Simulacrum, what can we expect from it and when will it be on Kickstarter?
We’re still not decided if Simulacrum – our upcoming cyberpunk espionage RPG – will actually go on Kickstarter. We might want to build up a catalogue of products for it first, and go to Kickstarter to launch a 2nd edition – we’ll see. We have many options in regards to our next Kickstarter venture. Stay tuned! (We also somewhat desperately need help managing our Kickstarter campaigns, or our creative output will inevitably suffer. It’s a lot of work!). What you can expect from Simulacrum is a fast, easily-playable and fun game with its own unique yet iconically cyberpunk-ish setting, wrapped in pretty stylish packaging.
And thanks for your time.
You’re very welcome!


