writing Archive

  • Hey, long time no LJ post! Anywho...For those of you who don't follow Twitter, I've started brainstorming ideas for a new edition of Dead Inside (my first RPG) with a group of folks I've dubbed

    Dead Inside, 2nd Edition

    Hey, long time no LJ post! Anywho...For those of you who don't follow Twitter, I've started brainstorming ideas for a new edition of Dead Inside (my first RPG) with a group of folks I've dubbed "the Utter Bastards" because they finally convinced me, ki...

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  • In the interests of wordcount, page length, and not overwhelming GMs with too much information, here's some material that got cut from the free Evil Acts scenario for The Dresden Files RPG. This of this as sort of a

    Evil Acts DVD Extra!

    In the interests of wordcount, page length, and not overwhelming GMs with too much information, here's some material that got cut from the free Evil Acts scenario for The Dresden Files RPG. This of this as sort of a "DVD extra"!Something Wicked This Wa...

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  • So, as an update to my post on Chadtoberfest 40, I do know what I'll be doing for my birthday. . .Working.This month, I'm behind on bills, so I've been scrambling for more freelance work (my existing gaming-freelance gig and online game sales really wo...

    Chadtoberfest 40 Redux

    So, as an update to my post on Chadtoberfest 40, I do know what I'll be doing for my birthday. . .Working.This month, I'm behind on bills, so I've been scrambling for more freelance work (my existing gaming-freelance gig and online game sales really wo...

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  • Originally published at Deadly Fredly. You can comment here or there.So, The Bones. It’s a fitting follow-up to Things We Think About Games from the Gameplaywright gents, in the sense that it’s about gamers looking at the games they play.  Honestly there aren’t enough books of that sort in the world (though Green Ronin’s 100 Best series offers fine entries to the form). This time around, The Bones gives us more heft: six in-depth articles including “A Random History of Dice” by Kenneth Hite, and 19 essays, one of which is mine, in which I talk about how playing diceless for years made me love them bones. (Added bonus: the table of contents is a set of random-roll tables. Surprise yourself! Let the dice tell you which essay to read!)
I bring this up because the special-edition  hardcover is available for pre-ordering right now. It’ll stay  available to order until June 6th or until they hit about 100 copies  ordered, whichever comes first (which for all I know could come fast). The special-edition is being printed to  order, come June. It’s available only direct through the Gameplaywright folks, and costs $27 + shipping. As an added benefit, folks who preorder the hardcover will get the PDF within 24 hours of placing the order. Details and purchase widgetry to be found hyunh: http://gameplaywright.net/?page_id=958
If you’d rather wait (why? why?!) then no worries — hang around a while and wait for the softcover edition to go on sale. I’ll holler atcha when it does.

    Boned

    Originally published at Deadly Fredly. You can comment here or there.

    So, The Bones. It’s a fitting follow-up to Things We Think About Games from the Gameplaywright gents, in the sense that it’s about gamers looking at the games they play.  Honestly there aren’t enough books of that sort in the world (though Green Ronin’s 100 Best series offers fine entries to the form). This time around, The Bones gives us more heft: six in-depth articles including “A Random History of Dice” by Kenneth Hite, and 19 essays, one of which is mine, in which I talk about how playing diceless for years made me love them bones. (Added bonus: the table of contents is a set of random-roll tables. Surprise yourself! Let the dice tell you which essay to read!)

    I bring this up because the special-edition hardcover is available for pre-ordering right now. It’ll stay available to order until June 6th or until they hit about 100 copies ordered, whichever comes first (which for all I know could come fast). The special-edition is being printed to order, come June. It’s available only direct through the Gameplaywright folks, and costs $27 + shipping. As an added benefit, folks who preorder the hardcover will get the PDF within 24 hours of placing the order. Details and purchase widgetry to be found hyunh: http://gameplaywright.net/?page_id=958

    If you’d rather wait (why? why?!) then no worries — hang around a while and wait for the softcover edition to go on sale. I’ll holler atcha when it does.

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  • 
Mechaphor
noun. A game mechanic acting as a metaphor for a concept in your game's setting, philosophy or general theme.
Example:
In Space: 1889, the system uses cards instead of dice because cards are a sign of more civilized culture than the thuggish...

    Mechaphor

    Mechaphor noun. A game mechanic acting as a metaphor for a concept in your game's setting, philosophy or general theme. Example: In Space: 1889, the system uses cards instead of dice because cards are a sign of more civilized culture than the thuggish...

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  • 
I just submitted Do to Ryan Macklin's editorial wizardry. The writing portion of this project is now mostly out of my hands for the next few months. Here's the letter I sent out to the Evil Hat crew explaining the voice of the text and some other aspe...

    [Do] Coming in for a Landing

    I just submitted Do to Ryan Macklin's editorial wizardry. The writing portion of this project is now mostly out of my hands for the next few months. Here's the letter I sent out to the Evil Hat crew explaining the voice of the text and some other aspe...

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  • 
Remember that scene in Neverending Story where Atreyu's slogging through the swamp and his horse drowns from sadness? That's what my sinuses feel like right now.
I came down with some kind of sniffly bug during the holiday weekend. That means the four...

    [Do] Sniffles. Boo.

    Remember that scene in Neverending Story where Atreyu's slogging through the swamp and his horse drowns from sadness? That's what my sinuses feel like right now. I came down with some kind of sniffly bug during the holiday weekend. That means the four...

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  • 
At a whopping 100,000+ words, the unedited playable draft of Do is complete and can be found on Google Docs at here and here.
In other words, the setting chapter, character creation chapter, how-to-play chapter, and a healthy chunk of the play advice ...

    [Do] The Naming

    At a whopping 100,000+ words, the unedited playable draft of Do is complete and can be found on Google Docs at here and here. In other words, the setting chapter, character creation chapter, how-to-play chapter, and a healthy chunk of the play advice ...

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  • 
It's amazing how much you can get done when you're on vacation. We're up to 87,928 words, folks. Mostly finishing up examples of play on Step 5b and creating more consistent formatting for Steps 5c and 5d.
The word count would have probably been higher, but yours truly thought it was a good idea to pre-fill examples of play with Lorem Ipsum text. Deleting that filler copy made a word-deficit that had to be overcome first. So though I probably wrote about 3000-4000 words today, it only raised the word count by half that much. No worries, still making progress. Every 100 words in this draft translates to one good word in the final cut.
Oh! In other news, Liz Hooper is working on another art for the book. She wanted more opportunity for faces, so I broadly outlined this crude sketch for a

    [Do] Words and Arts

    It's amazing how much you can get done when you're on vacation. We're up to 87,928 words, folks. Mostly finishing up examples of play on Step 5b and creating more consistent formatting for Steps 5c and 5d.

    The word count would have probably been higher, but yours truly thought it was a good idea to pre-fill examples of play with Lorem Ipsum text. Deleting that filler copy made a word-deficit that had to be overcome first. So though I probably wrote about 3000-4000 words today, it only raised the word count by half that much. No worries, still making progress. Every 100 words in this draft translates to one good word in the final cut.

    Oh! In other news, Liz Hooper is working on another art for the book. She wanted more opportunity for faces, so I broadly outlined this crude sketch for a "Big Heads" movie poster treatment. I doubt it helps her, but makes me feel useful. :P

    (Click link for annotations describing what's happening in these chicken scratches.)

    Speaking of arts, I guess once I send this beast of a draft to Ryan, it will be time to get back to work on that long-delayed cover. Remember that?

    Oh yeah, definitely looking forward to this.

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  • 
81,614. That's the word count so far. Started with 55,000 words before November and tried to get around 40,000 words of examples of play before the end of the month. Fell short of that goal, but hey, 26,614 ain't nothing to sneeze at.
I've got a week-long vacation at the moment so I'm taking this time to push on ahead, wrapping up what I can before shipping everything off to Ryan for editing, spellchecking, re-writing etc. Great big swaths of content have already been fleshed out, though. You can see what's up here and here.
Noteworthy sections include:

The Gonzometer and Elements of Gonzometry.
What it means to be

    [Do] Status Update

    81,614. That's the word count so far. Started with 55,000 words before November and tried to get around 40,000 words of examples of play before the end of the month. Fell short of that goal, but hey, 26,614 ain't nothing to sneeze at.

    I've got a week-long vacation at the moment so I'm taking this time to push on ahead, wrapping up what I can before shipping everything off to Ryan for editing, spellchecking, re-writing etc. Great big swaths of content have already been fleshed out, though. You can see what's up here and here.

    Noteworthy sections include:

    Presently, I'm writing examples of play for On the Pilgrimage. Specifically step 5b or so, and on to the rest of that procedure. In the first half of the book, I'm almost done writing examples of play in the Storytelling advice sections. There's also a big chapter at the end where I compile some of the more abstract concerns like whether to use veto rules, how to establish precedents in the story, and how to write your own letters. That chapter is tentatively titled The Subtle Art of Gonzometry.

    On top of all that, I still plan to write full script-form examples of play as chapters of their own, different from the passive voice of the examples of play in the main text. These will be heavily designed transcripts of an actual play group, with visual aides. You've seen me attempt this sort of thing a few months ago, but it was too intensive to try to work into the main procedural text. They're going to be their own chapters instead, the first being an example of character creation, then an example of a full pilgrimage

    The latter is greatly aided by Mark Sherry's automatically generated game scripts. These last two sections are going to be done during my *next* week-long vacation at the end of December, right before sending the whole package to Ryan.

    Yup, lots and lots of content done and still a lot to go. Hopefully this shows I haven't been slacking. :)

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