This is my blog. I write about everything from shop stuff, games, art, nature, and life. You can get lost in here, it might be easier to pick a sub-topic from the drop-down menu.
I want to record videos. I don't have a high-quality camera or tripods. If you want to build an inexpensive rig to record with your cell phone, I'll show you how!
GenCon 2013 is going to be amazing. I have literally lost sleep over it this past week. I have some great events planned, but most of all, I can't wait to hang out with my Internet friends and playtest our games!
I quite literally lost sleep last night due to GenCon. While I may be deliriously sleep deprived, some good came of this. I fleshed out the story of the new prototype and it helped me get excited about the game!
A game I started nine months ago has taken shape... ever so slowly... and a prototype has been made. It sits, untested, because I am not inspired by it. I am curious however, and can't seem to let it go.
It was brought to my attention that I forgot to include the Last Fighter card in my print and play files for Dead End vCN10. You can get the files from the Dead End page or below. Dead-End-vCN10-PnP.zip
I haven't been designing much lately, but last week I threw something together while camping. Rapid Prototyping is my favorite design tool and is the first piece of advice I give to new designers seeking help. You can talk about an idea for years, but until you try it, you'll never know if it works or not.
Neil and I are closing in on what we consider to be a finished version of Dead End. This post should bring you up to speed on the major changes... also, a new Print and Play!
A friend, Chris Urinko, asked me to take a look at his gaming accessories he is currently running on Kickstarter. I told him I would and I was blown away by his products. If you are interested in custom dice, or accessories, you should check this stuff out.
A new designer asked me to take a look at his game and provide him with feedback. I can't stop thinking about it and decided to write a brief review of why I love it.
Dead End was dead to me for almost seven months. I gave up on it. Frustrated. When a new designer offered to step in and try his hand at fixing it, I was more than enthusiastic to see what he could accomplish.
You've emailed publishers and set up meetings. The time has come to show them your games. I've attempted to break that process down for you to make it dead simple.