Accepting Success
Remember when I promised to finish one game a month? Okay, I promised to try to finish a game a month? And then I failed?… Read More »Accepting Success
Remember when I promised to finish one game a month? Okay, I promised to try to finish a game a month? And then I failed?… Read More »Accepting Success
Storyworlds without conflict are beyond boring. They’re empty and pointless, like decaffeinated coffee or alcohol-free beer. I’ve mentioned this before, but I’d like to take… Read More »Three Parts of Conflict
Back when we were all much younger, I wrote that storyworlds don’t need specific characters, but should focus on character archetypes instead. This might may… Read More »Characters vs. Archetypes: Round One!
As I mentioned previously, storyworlds are partially defined by their settings. But what, you may ask, goes into making a good setting? Conveniently, I answer,… Read More »Pictures Tell Stories
Great storyworlds don’t just happen. Okay, you can take an exciting story (like, say, the movie “Star Wars”) and then cobble together a cohesive universe… Read More »Four Key Elements of a Great Storyworld
Since I’m claiming the title “storyworld architect,” it occurs to me I should probably explain what I mean by “storyworld.” No, it’s not a blanket… Read More »Storyworld Architecture 101
As those of you who’ve been following me on Twitter may have noticed, I finally got a readable (and possibly even playable) version of Mind… Read More »Mind Strike Preview: Meet Tina
Late last year, I wrote about embracing failure. Specifically, I wrote about how I was trying make a small video game every month of 2013… Read More »Yay Failure!
I had to order new business cards last year, but found myself stumped on what exactly to put on them. “Writer” obviously. And “Game Designer”… Read More »The Most Pretentious Business Card Ever
I’ve had this idea for a tabletop miniatures battle game in my head for a while. Rather than let it tumble endlessly in my brain… Read More »Dice Fighters