This past month’s update is short and sweet. I haven’t been productive with game design due to higher priorities, and that’s ok! I’ve been forcing myself to not constantly think about game design in every spare moment of mental space I have, and instead be more deliberate in when I want to work on games and when I want to consciously relax.
It’s tough to find enough time for me to shift those mental gears. Anyone who has done any creative pursuit knows that it can take time between when you sit down and when you settle into the “flow,” but I think this method relieves brain stress and avoids burnout.
Fetch My Blade
Fetch My Blade has sold out on IPR (again). I’m working on getting some more print copies over to them before Con season, so stay tuned!
Chain×Link
I’m continuing work to simplify the game. I’m toying with the idea of reducing dice types, and I have some ideas to strengthen the game premise and mechanical synergy by renovating the Links and Faction/Conviction Mechanics. I’ve even come up with a character advancement system that relies on the core resolution mechanic, which is (I think) quite clever and thematic. It’s all things that actually require me to sit down and devote active thinking time to, not just spare moment thinking time. I’m also trying to find more time to sit down and read games. You can find the current iteration of Chain×Link here.
Prequel
James and I have cobbled together a minimum viable product and are organizing our first playtest in the next month. I’m very curious as to how this game will play as I have never written a collaborative storytelling game with explicit worldbuilding procedures, let alone a collaborative storytelling game mixed with tactical combat. The two parts of the game may feel at odds with one another from an observer’s perspective, so hopefully our take will address that tension and create an enjoyable experience. In many ways, the worldbuilding and narrative elements of this game is how I personally world build and narrate in my head whenever I play combat in D&D.
Big Bad Con
Big Bad Con 2024 is currently crowdfunding for this year’s convention! They met their funding goal within the hour, but are still receiving support here! This year, I’ve taken in the role of Industry Coordinator and will be facilitating the new in-person Office Hours which will be yet another way for attendees to interact with industry professionals! There will be more information as to what exactly Office Hours entails, but I’m excited by this new initiative!
Freelance
Freelance work continues, I’m happy to announce that in addition to freelance writing and game design for various publishers, I’m now providing production support for Ghostfire Gaming. I’m working with the production team to massage and mix all the written work together with layout and art to provide the beautiful finished products. It’s a great experience that scratches the blend of itches that is collaborative, organized, and creative work. It’s a nice supplement to the personal projects I’m working on and gives me more insight into the tabletop gaming industry. It seems to be natural progression from the project management and creative direction work I had done for Gamehole Con.
Looking Ahead
As Con season is fast approaching, I’m making more of an effort to get my two games in playable states for playtesting. In the spirit of keeping my tabletop game work concise in scope, I’m doing my best not to let my mind wander into other personal projects (so many seeds of inspiration that must be nurtured!). It’s both an exercise in discipline and creativity in that I need to focus on the projects on my plate, but also it’s still incredibly rewarding to be pushing these projects forward towards a finish line, even if that’s still a few months out.