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Scott Gearin

@AlabasterRPGSTracked since May 2026

creating a Near Future/Sci-Fi Tabletop RPG.

Observed Aug 22, 2026 · stalePublic earnings
Paid members
11
0% · 30-day rate from 11 observed days
Total audience
30
incl. free followers
Observed monthly earnings
$54
Starting price
$1/mo
5 membership tiers

Where the 30 observed tier members sit

Membership tiers
$063.3%$816.7%

Largest observed tier is $0 Free. Tier totals include free-tier members and come from the Aug 22, 2026 public snapshot, so they do not reconcile to the paid-member total.

$0/moFree1963.3% of observed tier members
$1/moThe Bright Ages310% of observed tier members
$2/moDictates of the Muse13.3% of observed tier members
$4/moEnter the Brainstorm26.7% of observed tier members
$8/moTo the Stars!516.7% of observed tier members
Growth signals: Scott Gearin
0%

11 paid members · 30-day rate from 11 observed days

Membership
111211
May 202617 weeks trackedNow
Scott Gearin11 members · $54/mo

The chart only uses Scott Gearin's observed public history. Comparison peers are listed below, but comparable trend series are not available yet.

Where Scott Gearin ranks

Creator comparisons
5 creators shown
#7of 9 measured
Paid members in Recommended cohort

A focused cohort chosen from content relevance, category, audience, pricing, and cadence. Changing the rank metric does not change who belongs in this cohort.

Ranking data · includes stale rows
Scott Gearin's paid members rank in Recommended cohort
RankCreator and why includedPaid membersGap vs Scott GearinFreshness
#5
Lob / Instagon / Thee Instagon FoundationMusicCategory, audience, pricing & cadence
198 moreAug 22, 2026
#6
InterluniumMusicCategory, audience, pricing & cadence
143 moreAug 22, 2026
#7
Lowell FrancisWritingContent relevance + business context
11Same valueAug 22, 2026
#7
Scott GearinProfileMusicPaid members position in Recommended cohort
11ReferenceAug 22, 2026Stale
#9
Nathan HarrisonWritingContent relevance + business context
92 fewerAug 22, 2026

The rank uses the full fixed cohort. This table shows up to five creators around Scott Gearin; the coverage summary above still counts everyone.

Recent posts

What they publish
411Profile posts1 postLast month0%Members-only

Previews available for 27 of 411 posts

Article Latest postPublicA Telling Blow

I've finished the Melee Weapon revamp, aligning the tables with the new Weapon Proficiencies and Weapon Training structure and verifying point values for each stat line. There's also new formatting, making each page a neatly self-contained segment. I'm very pleased with the Weapon Groups now acting almost like separate playstyles, allowing heroes to express their style on the battlefield.

August 6 0 likes 0 comments
Taking a little time for Time.July 16ArticleJuly 16Public 0 0Magnificent (and Lucky) BastardJune 8ArticleJune 8Public 0 0Another swing at itMay 6ArticleMay 6Public 0 0Frontline CheerleadingBattlemaster is currently in Infinity. It feels very broadly applicable and may find a new home shortly.ArticleApril 19Public 0 0Turtles and HaresApril 2ArticleApril 2Public 0 4Playing FavoritesJust a little polish as these character options fold into Chapter 4 Details. Favored Enemies and Favored Terrains are both good examples of situational benefits that fit into the Techniques tier of Character options.ArticleMarch 22Public 0 2Deadly Synergy IIIAh, the joys of rapid iteration. Alpha readers tore into the Weapon Proficiency rules, and changes came fast. I'm happy to put the focus on Proficiencies and end with Training, which should mirror how Fields & Specialties work. I've added examples from Daniel and Olivia's journey through character generation. I'll be using a slightly darker red for negative tags like Exotic.ArticleMarch 20Public 0 0Deadly Synergy IIOne piece of the Character Generation streamlining I've been working on is eliminating Facets in favor of making all of your minor mechanical advantages into "Techniques". Alpha readers helped me clarify and make Weapon Training and Weapon Proficiencies easier to understand before they became part of the new Chapter 4 Details.ImageMarch 20Public 0 2I will be your shieldI like to start the year with a clean-up pass through the book and get a new definitive edition out. The project is running a little long this year, as I've felt the need to improve the accessibility of the character creation process and slim down the text a bit. Along the way, the Bodyguard Occupation got a pleasing rework and a Talent to be proud of. The combination of effects hinging on having more or less than half your Hit Points makes for good tension and escalating stakes in combat.ImageFebruary 27Public 0 2Well, that Escalatated quickly...February 21 View post Balancing encounters is a challenging activity for Game Runners. I've been working on various structures to support this task for decades now. For Alabaster, each Player Character contributes a number of points called Escalation to create a budget for the group that the Game Runner can then spend on NPCs, environmental hazards, extra Twists, and other obstacles for the players to work through. These escalation points are intimately linked to the point values of the five tiers of NPCs, allowing the GR to spend them directly for more NPCs to challenge your heroes. While this is a very combat-oriented solution, it also maps well to skill-ArticleFebruary 21Public 0 2The Quick and the ...Full?February 20 View post It's important to stay up to date on the state of the industry. Sometimes other people come up with mechanics or even terms that can light the way to improving your game. I found a nice bit of terminology I'll be adopting in Alabaster, renaming the two Actions you get on each of your Turns to "Quick Actions". Given that they represent about 2.5 seconds of effort, adding "quick" is nicely evocative of the pacing. It was a bit of hunt-and-paste to bring the whole toolbox up to the new spec, but I think it looks really good. I'll be releasing an updated version of the Players Toolbox shortly. I had a little insight how to make Character CreationArticleFebruary 20Public 0 2
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