
Intermittent thoughts about games
(though I post adjacent thoughts pretty often here)
Lessons learned from Dragonmeet
So: this Dragonmeet just gone (4 days ago at the time of writing) was my first time selling games at a convention, which means: my first time choosing what games I think I should sell, my first time trying to sell people on my games face-to-face, my first time finding out what complete strangers come…
What playtesting can get you
I always tell myself I’m going to document more my ‘making’ process when it comes to games – and since I ran an early-stage playtest for a game a couple of days ago (my first in-person one in an incredibly long time as well), here’s some thoughts on what I learned from that playtest that…
Thoughts of a first-time larper
The past two days, I’ve been at Chaos League’s International Larp Festival, held primarily on Discord. Whilst I’ve played a lot of tabletop games, performed in immersive and interactive shows that cleave very close to larp, and have been getting into reading larp scripts and exploring larp design since the first lockdown, this weekend felt…
Getting comfortable with inflexibility
This morning, it occurred to me how a digital larp I’m making (about a haunted Teletext broadcast) is somewhat like a one-on-one show I made about 6 years ago (about my grandparents’ love for each other, my love for them, and what happened with that love after they died). Which might seem like a stretch.…
Assembling The Fatality Force
Maybe it’s because I recently had to try and map out a way of making TTRPGs for a recent game jam, or maybe it’s because The Fatality Force (my The Suicide Squad-inspired game) was a very different writing process than most of my games, but I wanted to get down how it came together. The…
Yes, and…but.
‘Yes, and…’ is an improv principle that seems largely beloved by the TTRPG community, often at the top of lists when people are discussing good practice for role-play. It’s generally held to encapsulate a kind of supportive attitude to building upon and running with others ideas – which, in itself, isn’t a bad thing. So…
The performance of professionalism
I don’t know if this blog post would be more at home on my more theatre-focused website, but that one is desperately in need of an update and this is typically the more active site, so here we go. A lot of the below is about things drawn from the theatre side of my work…
The importance of meandering in making
This year, I plan to release Horizon: Stories of Home, a new tabletop role-playing game where players create a community, its members, and play any combination of them as they go on adventures, changing themselves and the community in the process. This is part of an ongoing series of blogposts about its development and the ideas…
Alongame [applications now closed]
roll / flip / draw is looking for 4 creative collaborators (combining role-playing game designers and creatives from across the performing arts), for a new project combining gaming and performance. Alongame is an experiment in telling stories, imagining worlds and creating communities. Various specifics of the project will only be fixed when everyone is on…
Horizon: sticking to long-term projects
This year, I plan to release Horizon, a new tabletop role-playing game where players create a community, its members, and play any combination of them as they go on adventures, changing themselves and the community in the process. This is part of an ongoing series of blogposts about its development and the ideas behind it. So,…
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