Bend Reality, Face the Consequences: Inside the World of Flux Fantasy RPG
Creator Chris Moujaes Explore a Karma-Fueled Magic System Where Every Action Risks Cosmic Payback in a Game That
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Hi Chris! Can you introduce yourself and tell us about your connection to tabletop RPGs?
Absolutely! I'm Chris, an entertainment executive with over 20 years of experience spanning animated and live-action films, graphic novels, music, and more. My journey began as a humble graphic designer but ultimately expanded into producing major anime titles during my time as Head of Original Entertainment at Funimation, where I worked on iconic franchises like Mass Effect and Dragon Age.
My initial experience with RPGs started with video games, which sparked a fascination with immersive storytelling and interactive worlds. Later in life, a friend introduced me to tabletop RPGs, and I quickly realized how perfectly they align with the narrative depth and creative freedom I value.
This led me to create Flux Fantasy, a TTRPG deeply rooted in the lore of Flux Destiny, a universe I’ve been developing for years. It's a project that combines my passion for storytelling, my extensive background in entertainment, and my love for creating immersive, interactive experiences.
Very cool, Chris! Can you talk a bit about Flux Destiny and what the general concept is there?
Sure thing!
Flux Destiny is a story set in a world where karmastry—this universe’s unique magic system—lets people manipulate karma to bend reality, making the impossible possible. Those who master this art are superstars called Escape Artists. These folks have mastered karmastry to such a degree that they can pull off amazing feats while cleverly dodging "payback," the universe’s way of striking back when the natural order has been disrupted. That’s actually how they become famous—by pushing the limits without getting hit by cosmic consequences.
The story takes place in Fortuna, a nation reminiscent of the United States in the early 1990s, yet radically transformed by the magic of karmastry. Here, the mundane blends with the extraordinary, turning Fortuna into a world filled with incredible, man-made realms known as flux destinies, all created by the talents of skilled Escape Artists.
At the heart of Flux Destiny are two teenage best friends, Hugo and Marco, who have big dreams of becoming top Escape Artists. But their lives take an unexpected turn when they get caught up in some pretty serious stuff involving mysterious forces in Fortuna. It’s a test of their skills, their friendship, and their ability to navigate a world full of hidden dangers.
And while Flux Destiny tells the main story, Flux Fantasy is the tabletop RPG that lets players jump into this universe themselves. It’s a chance to create their own original characters, live out their own adventures, and explore complex countries like Fortuna, all while dealing with the thrills and risks of karmastry.
Okay, I see. Flux Destiny is a book (and audiobook) that tells a story. Can you tell us more about Flux Fantasy, where GMs and players tell the story?
Flux Fantasy is a tabletop RPG set in Fortuna, this alternate version of 1990s America where karmastry—the unique magic system in our world—makes the impossible possible. In the game, you can play as different characters, like Escape Artists pulling off wild stunts, Ink Fighters who are basically living weapons, undercover Special Agents, or even quirky Clockbots. Each role brings its own flavor to the game.
The best part is that Flux Fantasy is great for both beginners and experienced players. It’s all about storytelling and strategy, with tons of ways to customize your powers and create your own epic adventures. Whether you’re creating an intricate story or just having fun with friends, there’s a lot of freedom to shape your game.
There’s also a huge world to explore, with different time periods and tons of lore for GMs to play around with. We’ve even included some ready-to-go scenarios (and continue to produce a growing library of these), so if you’re new to running games, you don’t have to stress about prep work.
We wanted to make creativity and storytelling fun and easy, so we provide all the deep lore and a rich setting straight from the Flux Destiny universe. You get the chance to play in the same world as the main characters from the Flux Destiny series, visiting familiar locations and even crossing paths with them. We've designed the game to be hassle-free, so you can dive right in and focus on making awesome characters and having epic adventures without getting bogged down in complicated rules.
At its core, Flux Fantasy is about coming together to create stories, push the limits of your imagination, and just have a great time… and make some new friends along the way. It’s a way for everyone to leave their mark on the Flux Destiny universe while building a fun and supportive community.
This is a pretty deep setting that you’ve created. Karmastry has infiltrated every facet of society, from the economy to the practice of medicine. But the player-characters in Flux Fantasy are meant to do special things with karmastry. Can you show us the character sheet from the game and explain how it might inform a player on what PCs are meant to do in a session?
Flux Fantasy's character sheet is more than just a list of stats—it’s the DNA of what makes each character unique and how they can make their mark in the universe. The game is all about creatively using karmastry, and the character sheet helps players define their character’s place in this world.
At its core, character creation in Flux Fantasy is about mixing and matching different specialties and affiliations to create a character that feels personal and unique. I mentioned earlier that Players can choose to be an Escape Artist, Ink Fighter, Special Agent, or Clockbot—and each has its own approach to karmastry. For example, Escape Artists are all about dodging payback while pulling off spectacular karmastry stunts, whereas Ink Fighters might focus on intense, direct combat.
The sheet also guides players on things like their Karma Specialty—essentially their magical skillset—and their Affiliation, which might align them with groups like Wolfgang Academy or the Clockbot Union. These choices not only shape the character's abilities but also their role in the game, influencing everything from how they approach puzzles and combat to the way they interact with other characters.
One standout feature is the "Karma Power Profile," which outlines the specific powers a character has based on their Karma Study. This section helps players understand what their characters are capable of, whether it's manipulating elements, enhancing physical abilities, or casting illusions. The Karma Power Profile not only defines the character's unique skill set but also guides players on how to use these powers creatively during sessions—ensuring every adventure is full of surprises and exciting moments.
The sheet also tracks important gameplay stats, like Karmic Alignment Points (KAP), which players earn through their actions and can use for special bonuses, and the Karma Pool, which determines how many special abilities they can use. There’s even space for drawing your character and their unique items, like a Torus or a special weapon, to really bring them to life.
Essentially, the character sheet helps players keep track of their progress and resources while encouraging them to think creatively about how to use their abilities in each session.
This is a nice character sheet with a lot of moving parts, so to speak. Can you describe an example of a PC using karmastry to solve a simple problem or make an attack?
Picture this: your character is a Clockwork Karmastry Escape Artist with a knack for manipulating forces like gravity and magnetism. You and your party are in a busy Fortuna subway station late at night, trying to catch a thief who has stolen a valuable item. The thief makes a break for it, sprinting across the tracks just as a train is coming.
Using your "Gravitational Control" ability, you quickly create a localized anti-gravity field to help your team jump down onto the tracks and cross over without missing a beat, all while avoiding the oncoming train. With a light step, you and your team clear the tracks in no time, gaining ground on the fleeing thief.
When it comes to making an attack, you might use "Electromagnetic Wave," a power that allows you to send out a burst of magnetic energy. As you catch up to the thief, who’s carrying a metal briefcase, you use your power to magnetize the case, yanking it right out of their hands and pulling it back to you. The sudden loss of their loot causes the thief to stumble, giving your team the chance to apprehend them without a brawl.
Using karmastry creatively (of course, subject to the risk of payback) to confront challenges and confront threats in unique and exciting ways keeps Flux Fantasy game sessions exciting and full of surprises.
What are the basic dice mechanics that you chose to implement for Flux Fantasy? Were they inspired by any other RPGs?
In Flux Fantasy, we use a d20 system for pretty much everything.
For basic action checks, players roll a d20 against a set difficulty threshold—they need to roll higher than that number to succeed. But we also have situations where players roll directly against the GM. This comes into play for things like attack rolls, destiny saves, resisting payback, and more.
The reason we went with this approach is that it mirrors the game’s theme: players are not just testing their own skills, but also constantly pushing against the universe itself—the Great Machine, which the GM represents. It adds a layer of tension and struggle, as players use their powers while wrestling with the cosmic forces trying to keep everything in balance.
We think the d20 system will feel familiar to fans of D&D or GURPS, but we’ve added some twists to keep the GM as engaged as the players. The GM isn’t just there to narrate; they’re actively playing and shaping the game too. And while we do have mechanics, we’re not a super crunchy, numbers-heavy game. It’s more about the story, the sacrifices, and the consequences of the characters' actions.
The interplay between Karma and Payback introduces significant moral and strategic dimensions to gameplay. Can you explain those two game concepts and how you envision players navigating them?
The concepts of Karma and Payback are central to both the world of Flux Destiny and the gameplay of Flux Fantasy.
Karma in our universe represents the cosmic energy that players tap into when they use their abilities. It’s like a reservoir of potential that can be shaped and directed to perform incredible feats, from manipulating elements to bending reality. But Karma isn’t just a tool; it’s a force that’s deeply connected to the Great Machine—the universe's mechanism for delivering consequence and shaping reality (literally called "destiny" in our world).
That’s where Payback comes in. Payback is essentially the universe’s response to any major disturbance in the cosmic order caused by manipulating Karma.
Every time a character uses their powers, they risk triggering Payback, which could manifest as anything from a minor inconvenience to a catastrophic event. It’s the universe's way of pushing back against those who try to bend the rules too far. After all, if it were easy to circumvent natural casualty with no counterforce, the entire integrity of the universe would be at risk!
This means that while a character might start a session with a full pool of Karma, each use chips away at their reserves, bringing them closer to triggering Payback.
The Payback mechanic kicks in when a player’s Karma usage reaches a critical point. When this happens, there’s a chance that the Great Machine reacts violently. Players might face malfunctions in their powers, unexpected twists in their plans, or even accidentally summon a Payback entity—an unpredictable force (that comes in a variety of lethal flavors) designed to restore balance. These entities could range from minor annoyances that create tactical challenges to more severe manifestations that pose a direct threat to the party.
What makes the Payback mechanic particularly engaging is its unpredictability. Players might be tempted to push their luck, using just a little more Karma to tip the scales in their favor, but each use increases the odds of triggering something dangerous. This creates a tense balance between taking action and exercising restraint, encouraging players to strategize carefully and consider the long-term consequences of their actions. It’s a dynamic that keeps gameplay exciting and unpredictable, constantly reminding players of the delicate balance they must maintain.
We wanted these mechanics to introduce both a moral and strategic layer to the game. Players need to think carefully about when and how to use their powers. Is it worth risking Payback for a powerful attack, or should they save their strength for a moment when it’s truly needed? Sometimes, the best move might be to find a non-magical solution to a problem, conserving Karma and avoiding the cosmic backlash.
This dynamic encourages players to consider the consequences of their actions—not just for themselves, but for their teammates and the world around them. It’s about striking a balance between using your abilities to achieve your goals and respecting the natural order of the universe. In this way, every decision becomes a blend of tactical planning and ethical consideration, which we believe adds a unique depth to the storytelling and gameplay in Flux Fantasy.
What are some of the most challenging payback scenarios you’ve envisioned for players, and how can they overcome them within the play options of the game?
Great question! We’ve designed a variety of payback scenarios that really test the players’ creativity, strategy, and teamwork. Here are a few examples that cover different types of payback:
A Two-Front Battle with Payback Phantoms: Imagine your party is in the middle of a climactic showdown with the GM’s main antagonist—a powerful adversary whose utter defeat is the objective of their story. The stakes are high, and the team knows they need to deploy some major karmastry to stand a chance. However, their Payback Points are already dangerously high.
As they unleash a series of powerful attacks to try to gain the upper hand, the Great Machine decides it’s time to intervene. First, a Blobbie appears, causing minor annoyances and distractions. But as the battle intensifies and more karma is used, the situation escalates: a Gremlin, a more formidable payback phantom, is summoned, actively sabotaging their efforts by interfering with their gear or redirecting their attacks. Now, the players are forced to fight on two fronts—contending with the antagonist while also managing the chaotic effects of the phantoms.
Overcoming this scenario requires precise coordination and careful resource management. The team might need to divide their efforts—some focusing on keeping the phantoms at bay, using abilities to dispel or distract them, while others concentrate on the main enemy. It’s a high-stakes balancing act where every action counts, and players must weigh their options between pushing their powers further or finding a strategic retreat.
To navigate this two-front battle more effectively, players might consider taking a Cooldown Roll to temporarily lower their Payback Points before things get out of hand. This strategic pause could give them a brief window to reset the balance, reducing the likelihood of summoning additional, more dangerous payback phantoms. However, choosing to cool down in the middle of a heated fight comes with its own risks, as it might leave them vulnerable to the antagonist’s attacks. Another option could be using Payback Repellant, karma-tech designed to reduce the effects of Payback. This item allows a player to subtract a certain number of Payback Points.
Environmental Payback Causes A Sudden Storm: Another scenario involves environmental payback. Imagine you’re on a mission that involves scaling a skyscraper to retrieve a powerful artifact. As you ascend, your use of karmastry begins to backfire, and the universe responds with a sudden, fierce storm. High winds and lightning strikes make your climb treacherous. To overcome this, players need to adapt quickly—perhaps using Clockwork Karmastry to stabilize themselves with gravity manipulation or using Machine Karmastry to temporarily power up a protective barrier against the elements. This scenario requires players to think on their feet and use their powers creatively to counteract the environment's dangers while maintaining their focus on the mission.
Major Malfunctions: Tech Gone Haywire: A third challenging payback scenario involves major malfunctions, particularly with karma-infused tech or sigils. Let’s say your group is infiltrating a secure facility and relying on advanced karmastry-powered gadgets for stealth and security bypass. Suddenly, a severe malfunction hits—a glitch in your tech causes all of your devices to malfunction at once. Doors slam shut, alarms blare, and your gadgets start emitting bright lights and sounds, drawing unwanted attention. In this case, players might need to quickly pivot from a stealth approach to a more direct confrontation or find a way to shut down their malfunctioning equipment. They could use Escape Artist abilities to create distractions, or a Clockbot might hack into the facility’s systems to disable alarms and reset their equipment. Overcoming this scenario often involves quick thinking, improvisation, and teamwork to adapt to the new, chaotic circumstances.
All-in-all, we wanted to create a system where every action has weight, and players are always engaged, balancing the thrill of their powers with the ever-present threat of cosmic consequences.
In your experience, how have the limitations of karmastry, such as the inability to create life or permanent objects outside of flux destinies, impacted the storytelling potential within the game?
The limitations of karmastry are actually key to enhancing the storytelling potential within the game. We designed these restrictions deliberately to push players to think creatively and navigate challenges in innovative ways. By placing boundaries on what karmastry can do—like not allowing the creation of life or permanent objects outside of flux destinies—we ensure that there are no easy solutions. Players can't just rely on their powers to solve every problem; they have to strategize, plan, and make tough choices, which leads to more compelling narratives.
I've always believed that limitations foster the best creativity. In Flux Fantasy, these constraints make players work within the rules of the universe, which the Great Machine governs harshly. This is why we also provide an appendix of national karmastry laws, adding even more layers of complexity to the storytelling. These laws introduce difficult situations and moral dilemmas for the characters to navigate, reinforcing the idea that the story is driven by their decisions. When we say a story is "character-driven," it’s not the tired phrase that gets thrown around—it's really about how the plot unfolds based on the characters' choices—that is, every action has a consequence.
Moreover, when you have a power system as potent as karmastry, there need to be practical limitations to prevent characters from becoming overpowered. Without these checks, the story risks losing its tension and believability. The limitations keep the narrative grounded, preventing logical holes that could break the immersion for players. So, what might initially seem like limitations are really narrative challenges designed to inspire the best storytelling.
You mention the national karmastry laws, which evokes a relatively deeply conceived setting. The setting of Fortuna is rich with cultural and historical references. How did you approach world-building to ensure that the setting feels both familiar and fantastical to players?
I spent several years developing the magic system and the universe of Flux Destiny because I believe in a purposeful approach to world-building and storytelling. One of my core principles is that everything in the world and story should be intentional—no retcons here.
I often use the clockmaker analogy when we create this universe and write our stories. It's like looking at a finely crafted timepiece, where every tiny piece has a purpose and contributes to the whole. I believe in that same level of craftsmanship in storytelling. I don't believe in settling or just putting out "content"—that's a four-letter word to me. Instead, I insist that we work and iterate until everything feels "right." That's why I painstakingly carried the development of this world for years, making sure every detail had its place and purpose before it was ready to be shared.
When the audience encounters something in the world or the story, it's there for a reason, not just as set dressing. This makes the world feel more cohesive and meaningful, where every detail adds depth to the narrative.
With the supernatural abilities that karmastry provides, and the existence of flux destinies, I wanted these elements to really stand out against a backdrop that feels relatable and grounded. That's why I set the story in an alternate version of Earth in the 1990s. I intentionally chose this era to avoid modern technologies like smartphones and fast internet, which could easily compete with the magic system. Instead, the focus remains on the unique abilities of karmastry and how they interact with a world that is familiar yet just different enough to fan curiosity.
The world-building in Flux Destiny follows a rule I call "Magic against the Mundane." By grounding Fortuna in a setting that feels real and relatable, the magic of flux destinies becomes even more striking. Many of the settings are modeled after real-world places—take Andromeda, the capital of Fortuna and the center of the karmastry industry, which is a nod to Los Angeles. Even the contours of landmasses in the world are designed to evoke a sense of familiarity, giving players a sense of “what could have been.”
This approach ties into the core themes of Flux Destiny. I want the audience to experience this world in a kind of liminal state, where they’re constantly on the edge between the familiar and the fantastical, experiencing a reality that feels both like our own and interestingly different.
I should add that this hasn't been easy—there were plenty of moments where I questioned how I could bring this universe to life. There were frustrations, logical dead-ends, stacks and stacks of notebooks, and countless late nights where I struggled to get things just right. But in the end, all those challenges were worth it. Every bit of effort went into making sure Flux Destiny felt like a fully realized world, one that’s rich, immersive, and true to its core themes.
It’s my hope that our readers and players can feel the love and dedication that went into crafting a lore-rich world. This foundation supports not only our mainline series and universe expansions but also serves as the perfect playground for fans to create their own original characters and adventures. Flux Fantasy isn’t just a spin-off of Flux Destiny—it holds equal weight in the universe, offering a shared space where everyone can explore and tell their own stories.
I’m a 90s kid, so I know about the divide between a semi-analog world and a world with cell phones and internet. I’m curious, what kinds of magic would be negated in the world of Flux Destiny if there were such technologies?
While karmastry’s reality-bending powers can’t be fully replaced by technology, certain modern conveniences like smartphones and the internet would definitely change how some abilities are perceived.
For example, instant communication—once considered a superhuman feat by karmastry practitioners like Escape Artists—could be made accessible to the general public through technology. This would give everyday people access to abilities that were once exclusive to karmastry, making certain skills feel less extraordinary.
That’s why I chose to set Flux Destiny in a semi-analog 1990s world. By limiting the reach of technology, karmastry remains essential and irreplaceable in society. Even though tech can imitate some aspects of it, the deeper, reality-bending powers of karmastry—like altering physics, manipulating nature, or creating flux destinies—are far beyond what any technology could achieve. Of course, karmastry comes with its own risks, especially the looming threat of payback, which keeps even the most powerful practitioners in check.
The failed moon landing in this alternate-world 1960s was a thematic turning point for humanity. It wasn’t just a technological setback—it marked the defining moment when humans fully shifted their focus inward, captivated by the possibilities of karmastry. With the rise of Escape Artists and the allure of bending reality itself, humanity became more self-absorbed, investing in mastering karmastry instead of exploring space or advancing conventional technology. This left the world in a curious blend of "chunky" 80s and 90s technology, like cassette players, answering machines, and early video game consoles, while more advanced karma-tech is reserved for specialized sectors due to its high cost.
Now, I fully realize we’re going beyond the original question, but I think this provides a fuller picture of how technology works in Fortuna. While everyday people rely on familiar tech, like computers and arcade machines, there’s also other tech like Torus Array Computing (TAC)—a cutting-edge karmic energy-powered system that allows for far more advanced AI than was available in our real 1990’s world, especially in Clockbots. TAC enables vast amounts of information to be processed through arrays of small toruses, but is too costly for everyday public use. Instead this type of unique tech is reserved for governmental, corporate, and research use.
So, while the world isn’t tech-backward, it maintains this curious balance where karmastry enhances certain areas, and chunky 90s tech dominates daily life for the public.
Let’s talk about the urban centers in the setting. How did you approach the creation of major cities like Andromeda and Ganymede Metropolis? What is the governance like? What are the biggest challenges for the people who live there?
As I mentioned, Fortuna is heavily inspired by the United States in the 1990s, so when I created the cities, I wanted to capture the spirit and soul of some of America’s most iconic urban centers, but with a karmastry-infused twist. Andromeda, for example, is very much modeled after Los Angeles, with its glitz and glamor, being the heart of the karmastry industry and home to many of the most famous Great Escape Artists. It’s a city where the lines between reality and flux destinies blur, with skyscrapers towering over neighborhoods that are constantly reshaped by the art of karmastry. Ganymede Metropolis, on the other hand, draws inspiration from Chicago. It’s a gritty, industrial city that thrives on resilience and hard work. While Andromeda is about spectacle, Ganymede is about substance—a place where karmastry and industry come together to create a more rugged, experimental culture.
Fortuna itself is structured as a constitutional republic—formally known as the United States of Fortuna—divided into six states: Izar, Icarus, Ad Astra, Ganymede, Orion, and Andromeda. Each state has its own governor, and each major city has its own mayor. So, while karmastry plays a massive role in shaping society, the governance structure is very much rooted in the familiar political framework of the real-world USA. This allows the cities to develop their own unique personalities while still being part of a larger national system.
As for the challenges, one of the biggest issues in modern-day Fortuna, particularly in major cities like Andromeda, is the rising cost of living and growing income inequality. The gap between those who are versed in karmastry and the general lay population is widening. Those who can manipulate karmastry have more opportunities, and this has created an almost superstar-like hierarchy, especially in cities like Andromeda where karmastry is the key to fame and fortune. This hyper-driven, success-oriented culture leaves many struggling to keep up.
Adding to this is the skyrocketing demand for gold, which is essential for creating the toruses used by Escape Artists and in karma-tech appliances. Gold is a critical component not only for professional karmastry use but also for common household items like toasters, VCRs, home computers, and even cars, which rely on karmic energy rather than electricity. This has made the cost of being an Escape Artist—or even just maintaining a modern lifestyle—prohibitively expensive for many. As a result, more and more Escape Artists have turned to crime, using their powers for personal gain. The National Karmastry Authority (NKA) has seen an uptick in karmastry-related crimes, and their special agents have become more oppressive, adopting a “big brother” approach to maintain order. The growing tension between law enforcement and the public is palpable, especially in major cities where karmastry crime is rampant.
Another challenge stems from the proliferation of flux destinies. Originally used to create extraordinary, temporary realms, flux destinies have started bleeding into everyday life. Now, with the advent of cheaper canvas materials, we’re seeing an increasing number of homes built through flux destinies instead of traditional construction methods. This has made flux destinies more accessible, but it also puts enormous pressure on the national supply of positive karma, which is needed to sustain these man-made realities. The looming karma energy crisis is a constant concern for the nation. The sheer number of flux destinies across Fortuna—from entertainment zones to residential areas—requires a massive amount of positive karma to stay operational, and it’s becoming harder to meet these demands.
Finally, cities like Ad Astra have also had to contend with the geographical ruptures that have altered the landscape. Ad Astra, known for its tropical microclimate and vibrant tourism scene, was heavily influenced by these ruptures, which opened rifts in the landscape and created unique environmental conditions. While this has made Ad Astra a hotspot for avant-garde karmastry and experimental fashion, the instability of the terrain presents ongoing challenges for the people who live there. The city’s distance from the heart of the country means it’s often overlooked by national governance, allowing for more unregulated karmastry experimentation, which can lead to dangerous consequences.
I think I gave you more than you asked for, but all-in-all, the challenges in Fortuna’s cities mirror those we see in real-world urban centers: income inequality, energy crises, and the tension between innovation and tradition. But in Flux Destiny, those issues are filtered through the lens of karmastry, making them feel fantastical, yet still relatable to players of the TTRPG and readers of the book series.
Can you discuss the importance of the Dream-seam in maintaining the boundary between the real world and flux destinies? How does this boundary impact gameplay and story?
The dream-seam serves both narrative and practical purposes in Flux Destiny. Narratively, it’s the visible boundary that separates the real world from the constructed realities of flux destinies. It creates a clear distinction between the everyday world and these pocket realms, giving players and characters a way to recognize when they’ve crossed into something truly extraordinary. It’s a reminder that no matter how detailed or immersive a flux destiny may be, it’s not quite real—there’s always that “otherworldly” quality to it. This feeds into the storytelling, adding a layer of mystique and even tension as players navigate between reality and these constructed dreamworlds.
From a practical standpoint, the dream-seam also has important gameplay implications. One of the key mechanics tied to this boundary is karmic dissonance. When a player character enters a flux destiny with accumulated payback, they’ll start to feel the effects of karmic dissonance—a mechanic designed to prevent players from avoiding the consequences of their karmastry. The longer they try to escape their payback within a flux destiny, the more intense the discomfort becomes, making it harder to function inside the flux destiny. This adds a strategic element for players, as they can’t simply flee into a flux destiny to escape their karmic debt. It also ties into the broader themes of Flux Destiny—there’s no avoiding the balance of the universe, even in a constructed world.
Flux destinies also allow for unique environmental mechanics that can directly impact gameplay. For example, in certain flux destinies like the one players enter in the "Lunar Showdown" bonus tutorial game that comes with the Flux Fantasy Core Rulebook, gravity may be halved, affecting movement and combat. These special rules create dynamic experiences within flux destinies, giving GMs plenty of options to create distinct encounters that wouldn’t be possible in the real world.
One of the most exciting aspects of flux destinies is that they’re separated from the Great Machine, which means characters aren’t subject to payback while inside. This allows Escape Artists to unleash their full power without the looming threat of universal consequences. However, there’s a trade-off: since flux destinies exist outside the natural torque of the Great Machine, they need a constant influx of positive karma to remain stable. Players will have to manage this karma flow carefully to keep the flux destiny from collapsing, adding an extra layer of strategy. While flux destinies give players a temporary reprieve from payback, they come with their own set of challenges, like maintaining the integrity of the world they’re in.
Ultimately, the dream-seam represents the thin veil between fantasy and reality, a line that players can cross—but not without consequences. They allow for creative exploration while reinforcing the core mechanics and themes of karmastry and consequence.
Given the intricacies of reality as you’ve described them, and the somewhat involved mechanics of Flux Fantasy, what advice would you give to GMs in balancing the narrative with the complex gameplay elements? What has been the right balance for you personally?
For us, narrative is always key. Our advice to GMs is to customize the game to fit the story they want to tell, not the other way around. Flux Fantasy is designed to provide flexibility so that the mechanics serve the narrative, not restrict it. Of course, we want to challenge players, but there are times when the story calls for bending the rules a bit. This idea aligns with one of the central themes of our universe: “bend limits, not laws.” The GM’s role is to keep the story moving, and sometimes that means letting the narrative take priority over strict adherence to mechanics.
We’ve worked to make Flux Fantasy accessible to new GMs, so they can feel confident running a session without having to worry about intense prep time. We provide story frameworks that are ready to go, but they’re designed to be customized and adjusted to fit the GM’s style and the needs of their players. These aren’t rigid blueprints but roadmaps, giving GMs the freedom to follow the core plot while adapting to their group’s dynamic. The balance between narrative and mechanics is built into these frameworks, but GMs should always feel empowered to tweak things based on the story they’re crafting.
One of the best pieces of advice we can give GMs is to focus on how the mechanics serve the narrative, not the other way around. The mechanics of Flux Fantasy are meant to create interesting challenges for players to overcome, but they’re tools, not obstacles. When entering a new challenge, GMs should ask themselves, “What do I want my players to get out of this moment?” Is it a crucial piece of information? A special item? A memorable encounter with a tough enemy? Even a tragic character death? With that goal in mind, the GM can use the mechanics to guide the players toward the story beats they want to hit. The mechanics should be there to support and enhance those moments, not to overcomplicate them.
Personally, when I GM, I always respect the lore and rules of the world we’ve built, but I remind myself that no two stories are the same. Sometimes the best moments come from improvisation, from bending the rules in just the right way to let the narrative shine through. The lore is a foundation, but the story you’re telling in that session is the real heart of the game.
I’d like to hear your thoughts on expectations of players. For example, the training of different factions, like Escape Artists and Ink Fighters, is quite detailed. How important is it for players to understand these backgrounds when starting play?
It’s definitely important for players to understand the different character factions, like Escape Artists and Ink Fighters, because the more they grasp about what makes each faction tick, the more complex and engaging their stories can become. These factions have rich backgrounds and, as we discussed earlier, they often have conflicting interests, which opens up a lot of opportunities for great storytelling. Knowing those tensions and how the characters from different factions interact can lead to deeper roleplaying and more dynamic scenarios in the game.
That said, we don’t want players to feel overwhelmed when they’re starting out. We’ve made it so they can dive into the game even if they’re still figuring out which specialty speaks to them the most. We offer premade characters if someone wants to jump in quickly or isn’t sure how to pick between the different specialties. Plus, we provide basic info on each faction and specialty before character creation so players can get a sense of what fits their playstyle or story ideas.
We want players to enjoy the characters they create and not feel like they’re in a game that’s brutal just for the sake of being hard. Flux Fantasy is about telling a good story, not just throwing impossible challenges at players. If they pay attention to the game and the mechanics, most players will make it through with their characters intact and have a blast doing it. The focus is always on creating memorable stories and moments rather than just trying to knock the characters out.
How do you see the community of Flux Fantasy evolving? What role do you think GM and player feedback will play in shaping the future of the game?
Flux Fantasy is constantly evolving, and we see the community playing a huge role in shaping its future. With the mainline Flux Destiny story just getting started, there’s still so much more to come in terms of lore, factions, and stories. As the universe expands, we plan to release future editions of the Core Rulebook that will integrate more of these elements—whether it’s new factions, characters, deeper lore, story guides, or accessories directly connected to the unfolding Flux Destiny narrative. Our vision is for Flux Fantasy to grow alongside the Flux Destiny universe, with each piece building off the other.
One of the core principles we’ve held onto from the beginning is the idea of building Flux Fantasy with the community. That’s why we opted for a more open beta, allowing players from all backgrounds and experience levels to come in, try the game, and share their thoughts. We see this feedback as essential to making the game even better. Whether it’s small tweaks to gameplay mechanics or ideas for future expansions, player and GM input will help guide the evolution of Flux Fantasy. We want the game to be as accessible and exciting to others as it is to us, and the best way to achieve that is by listening to those who are playing it.
The community is the heart of the game. We envision Flux Fantasy continuing to grow organically, with GMs and players helping to shape the world and gameplay in ways we couldn’t have imagined on our own. Their feedback isn’t just welcome—it’s critical to the future of the game. We’re excited to see where it goes and how the community will push the boundaries of both the game and the universe it’s set in.
Do you have any plans for expanding the Flux Fantasy game through supplements or other forms of media besides the graphic novel that you’ve already published? And what are your thoughts on a 3rd party license that allows the community to publish materials for the game?
Absolutely! We’ve got big plans for expanding Flux Fantasy beyond what’s already out there. We’re working on a whole library of content to enrich the game, including one-shots, Game Master Guides, NPC packs, expansion packs, and lore expansions—all of which tie directly into the Flux Destiny universe. It’s really important to us that everything we create feels canon and intentional, so players can trust that the world we’re building has depth and consistency. The goal has always been to create a well-designed universe that feels as solid as any other established IP. We want players to feel confident that when they step into Flux Fantasy, they’re engaging with a universe that we’ve thought through and carefully crafted.
We’re also releasing regular narrative stories on our Patreon that tie into the mainline Flux Destiny universe. These weekly releases, in addition to the serial graphic novel, are designed to deepen the lore and provide even more content for players and GMs to draw inspiration from. So the game will continue to evolve, both through planned expansions and through the stories we release that all feed back into the gameplay experience.
As for the second part of your question about third-party materials—yes, we’d definitely be interested in encouraging the community to create supplemental content for Flux Fantasy. However, instead of an open-source style license like an OGL, we’d probably look to develop something more akin to a "community creator program" or a content partnership. This would allow fans to develop their own materials while giving us the opportunity to ensure that what’s produced aligns with the core Flux Destiny universe.
Our primary concern is maintaining that balance between encouraging creativity and ensuring quality and consistency in the lore. We’re excited about the idea of seeing what the community comes up with, but we’d also want to make sure it feels cohesive with the world we’ve built.
You were Head of Original Entertainment at Funimation: were there any shows that you encountered during your time there that influenced or inspired you to create the Flux universe? Or were there any shows from before your time there which inspired you?
My time at Funimation was incredibly special and influential in shaping the way I approach world-building and storytelling today. I had the opportunity to build out the Original Entertainment group from scratch, leading both the business and creative sides. It wasn’t so much a single franchise that inspired me, but rather the collaborative process I experienced with many game studios, which deeply influenced how I approach world-building and storytelling.
That experience gave me the unique perspective of not only handling the logistical and business elements of producing original content but also getting deeply involved in the creative process. During my time there, I worked with some truly iconic franchises, especially when collaborating with major game studios like Electronic Arts and BioWare on projects like Mass Effect and Dragon Age.
What really struck me about those projects, specifically Mass Effect: Paragon Lost and Dragon Age: Dawn of the Seeker, was the immense care that the game studios put into every decision regarding the lore and storylines during the collaboration and approval process with us as we led the movie projects. These weren’t just one-off movies meant to capitalize on the popularity of the games; they were deeply tied into the existing universes. We were essentially adding new lore and backstory to these already expansive canons, which was an incredible responsibility. Every choice—whether it was about a character’s arc, a specific piece of lore, or even a minor detail—was treated with the utmost respect. I got to tour their studios, meet their team members, and see firsthand the concept art, charts, and notes that filled their workspaces. That level of dedication to preserving the integrity of their universes was a huge inspiration and showed me the kind of care I wanted to bring to Flux Destiny.
Seeing how those teams handled their IPs with such reverence planted the seeds for Flux Destiny. I knew that when I created my own universe, I wanted to build something that had that same level of depth and consistency. It wasn’t enough to create a world that just looked cool on the surface—there had to be a real foundation underneath, with carefully crafted lore that stood up to scrutiny and felt meaningful to the players and audience. The internal wikis, lore documents, and direct conversations with the creators were a masterclass in how to manage and expand a universe without losing sight of its core.
That experience set the foundation for how we approach Flux Destiny and Flux Fantasy today at Herohelix. Everything we do is done with a long-term vision in mind, ensuring that each new piece of content—whether it’s a story, a game mechanic, or a new expansion—is cohesive with the larger universe.
It’s deeply important to us that we create a world where every detail matters—that there is intention in everything we do, and I learned that firsthand at Funimation.
How many people do you work with at Herohelix currently? And were any of them associated with your time at Funimation?
Herohelix is an indie studio, so we’re a tight-knit team.
Right now, our core team consists of a few key players. Ella Powell is our Marketing Manager and Head of RPG & Community Manager. She’s been absolutely instrumental in bringing the Flux Destiny universe to life as a playable RPG. She's responsible for having designed Flux Fantasy's game mechanics and works closely with me on expanding the RPG and the narrative universe's broader storytelling. She’s my right-hand woman and a huge part of why Flux Fantasy has been able to grow the way it has. We also have a very talented, official map maker who designs the detailed maps for both the universe and the games, a marketing intern who helps keep our outreach strong, and two amazing guys who manage all the tech behind the scenes.
Beyond that core team, we have a group of passionate “Lore Leaders” who are active in our Discord community. They help fans—whether they’re new or long-time followers—dive into the Flux Destiny universe, answering questions, helping design characters, and organizing our official Flux Fantasy Game Nights. Our Discord mods also deserve a ton of credit for making the server a positive, non-toxic space where creativity and community thrive. On top of all that, we’re in the process of adding to our team to help with the production of the ongoing graphic novel series that I personally illustrate.
While none of my current team members worked with me at Funimation, I still keep in close contact with many of my former colleagues. My former boss, Gen Fukunaga, the founder and CEO of Funimation, remains a close friend and mentor to this day. He’s had a profound impact on my career, and I continue to seek his advice when needed. I’m incredibly lucky to have learned so much from him during my time at Funimation.
Where can people find you online, and where can they buy all the Flux products that you’ve published so far? And where will they be able to follow the release of the upcoming products that you’ve mentioned?
First off, Dave, thank you so much for the interview and the fantastic questions! I really appreciate the opportunity to explore the Flux Destiny universe with you and share the work we’ve been doing with your awesome audience. We’ve put a lot of love and dedication into our work and I hope this shines through.
For those interested in exploring more, I’d love to extend a warm invite to your followers to check out our Flux Fantasy RPG Core Rulebook, available at FluxFantasyRPG.com.
We also have a dedicated RPG store at shop.fluxdestiny.com, where you can find all things Flux.
To stay in the loop with our upcoming releases and projects, head over to links.fluxdestiny.com. It’s the best way to keep up with everything we’re doing and stay connected on social media.
And for those who want to take it a step further, our Patreon is an incredible way to support the Flux universe. We’ve got different tiers for all types of fans, including options where you can get the Core Rulebook for free. You can join us at patreon.com/fluxdestiny.