What did you call me?
It’s good to be back in the playing-God business. No, I’m not sitting atop a throne of skulls in some third-world hellhole, arbitrarily promoting my… Read More »What did you call me?
It’s good to be back in the playing-God business. No, I’m not sitting atop a throne of skulls in some third-world hellhole, arbitrarily promoting my… Read More »What did you call me?
A week ago, I decided to do something about the pile of unedited novel manuscripts slumped on my hard drive, staring up at at me… Read More »Past Tension, Future Perfection
“Go big or go home” is great when you’re Donald Trump, rich enough to hire people to grow their hair for your toupee. If you… Read More »In Defense of the Niche
I’m not the best at rewriting. It’s not that I’m so impressed with my own words that I’m loathe to change a thing, it’s just… Read More »After the Writing, the Real Work Begins
When I first saw Magic: the Gathering at the game store, I thought it was silly, desperate, and pre-failed for your convenience. “So it’s a… Read More »Know Your Game Fiddler
Saturday morning, my wife and I rounded up the young’uns and drove the herd over to the theater to see Rango, the new CG animated… Read More »The Pregnant World of Rango
Good games are designed to be played, not to be won. Whoa! Back off there with the torches and pitchforks. Games need victory conditions, and… Read More »The Price of Victory
Innovation in game design is good. Too much innovation, however, can leave your audience scratching its collective head, shrugging its collective shoulders, and wandering away… Read More »Designing with a Twist
Yeah, it’s a little dusty in here. A little smoky too. I blame the chainsaw: that thing burns oil when it runs hot, and it… Read More »A Little Pre-Spring Cleaning
This is it. The final installment of the pulp fantasy story Amber and Stone is here for your reading pleasure. Maybe you’d like to take… Read More »Final Amber, Final Stone