Who am I?
My name is Antonio Amato and I love to create role-playing and story games. I take care of everything that belongs to my games, from text to layout. If you don’t know me or my games, here is a brief description of some of the games that I have written or I’m working on just now.
∞ minutes is a LARP for 9 players. The players will form the crew of a space ship and they will be in charge of a crucial mission for the survival of humankind. Will they be able to carry the burden of this assignment?
Colossus is a story-game for 4 players, about friendship between a child and a giant, united against a threat that is coming to destroy their world.
FEAR is a World of Adventure for Fate in which the players will dress the part of American soldiers during the Vietnam War. They will be caught between two fires: the horrors of war itself and supernatural horrors, which will become part of their lives.
The Country of the Blind is a story-game for 4 players, about a stranger who arrives in an isolated pueblo in the New World and his encounter with the blind people living in the pueblo.
The Sword and the Loves is a story-game for 3-5 players. It is mechanically based off of Matthijs Holter’s Archipelago III and it is perfect to tell stories inspired by Arthurian legends.
What is a small mammothish game?
Basically it’s flavor text for small game. Or maybe not. When I created Mammut RPG – my “self-publishing house” – a mammoth came to my mind. A big, slow, clumsy mammoth. To me, writing a game was a big thing, slow to do and I felt that I was not talented at all. Mind you, it still feels like that, but now I’m much more self-assured. Then mammothish is the right word for small games written with hard work and passion, only apparently slow and clumsy.
- Grown mammothish game: A final version of a game.
- Young mammothish game: A beta version of a game.
- Child mammothish game: An alpha version of a game.
When do you receive your rewards?
I want to publish one grown mammothish game every 4 months, more or less. I want to be clear: you pay only for creations (namely grown mammothish game), in other words you pay only for the final version of a game.
Where does your money go?
Your money will allow me to reserve more of my time to produce games. Every single coin will be used to create my games, even if it means tonnes of coffee.
Why should you become my patreon?
I’m really not qualified to answer this question. Maybe you just like my ideas and games. Or probably you like to invest in a small but sparkling project. I’m too involved, I told you... but patreon me! I would really appreciate it.
“As a Game Chef judge, I’ve learned to expect great things from Antonio — and he has yet to disappoint. I love the images he conjures with the setting and premise of his games, and he has a keen sense for game design choices that are both mechanically interesting, and strongly thematic.”
— Alberto Muti
“I am continuously amazed at how prolific and to the point Antonio is as a game designer. As a Game Chef judge, I saw how complete his work could feel in a very short time, demonstrating a strong drive and clarity of intent. He can quickly crystallize a spark into something very tangible.”
— Alexandra Zanasi
“I have firstly known Antonio as a pleasant player, and then I found out his reliability and competence working along with him on ‘Mondo Sotterraneo’, the Italian ‘Dungeon World’ fanzine. What I did not know yet was his brilliance in game design: he could literally come out with a game from everything. Beyond his wondrous ideas, I mostly love the care he puts in both text and layout, as well as illustrations.”
— Daniele Di Rubbo
“I’ve only know Antonio for a very brief time but in every interaction with him I could feel the love and focus he puts in his work. I think that this is distilled in various ways in his games. His game design shows signs of his dedication and his attention to details about theme, mechanics and dynamics. I look forward to any new project of his.”
— Flavio Mortarino
“I had the opportunity of working with Antonio on a game for the Golden Cobra Challenge 2016, and it was a great experience. His look for coherence between mechanics and player experience is something I really love, and I surely want to see him designing more games.”
— Francesco Rugerfred Sedda