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The Genesis Effect

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Perhaps my analog to having children is creating projects. The most satisfying projects are the ones that become larger than myself, things with a life of their own. I’m not entirely sure why that is. Maybe I like being able to diffuse the success of something over a group of people because accepting it myself is too overwhelming.

It’s like that with Boards ‘N Brews, a weekly board game meetup I started two years ago. My original thought was to play some of the games I owned that never seemed to make it to the table. I figured I could find four or five other people who might want to meet twice a month and play games. Fast forward to today where there are now 40-50 regular members, several other organizers, and several games scheduled every week at a packed venue. Sometimes I walk in to the Rockin’ Tomato and see all those people and think that I am somehow responsible for what is happening. But I try not to think about it too much. I’m just happy that it exists.

I like to bring ideas to life, set things in motion and then let them go. While I like to provide creative direction, I don’t really like being “in charge” of anything or anyone. A lot of the time nothing will happen unless someone decides to take action and sometimes that someone is me. But that is different from wanting to control everything for control’s sake. I’d rather have an idea and then find all the right people to make it happen and have someone else manage it.

In an ideal world, I’d be a facilitator for dreams, mine and other people’s. I’d nurture the most promising ideas and help cultivate an environment for them to grow in. And then I’d let them be what they are going to be. If you see any job postings like that on Craig’s List, be sure to let me know.

Brief Update

Just a short status report on where various projects stand… Continue reading →

Remapping Arrakis

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I have made some progress on my custom version of Dune. I’ve got quite a bit of the board artwork done. I hadn’t decided on a particular style at first, but I knew I needed to at least have all the board spaces drawn out. So I re-drew all of the locations from the original board. As I did so, I started playing with textures, colors and effects. I went with more abstract outlines for the regions, more like something you’d see on a Risk board. My goal was to differentiate the types of regions and still maintain the desert planet look.

I still need to add some iconography and I may add additional texturing, but this is getting close to something I am really happy with.

You can click on the image for a larger version.

Here is the original board from the game, for comparison:

Talisman Revised

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As a child, one of my favorite board games was Talisman, game of fantasy adventure that changed every time you played. There were even these things called expansions that let you add even more characters and monsters to the game. As with most things I liked, I took it upon myself to improve the game by adding my own hand-made cards and rules.

Even as a child, I recognized that there were flaws in the game and that it wasn’t realizing its full potential. The rules I came up with essentially turned it into more of a role-playing game, something more along the lines of HeroQuest. It wasn’t really Talisman any more. Continue reading →

Absolute Terror Field

Neon Genesis Evangelion Children Wallpaper

I know this post should contain an update on creative projects, and there is a tenuous connection, but mostly I will be discussing fear. Also, I will be spoiling part of Neon Genesis Evangelion. But, you know, statute of limitations, folks. You’ve had 15 years.

While Eva is not my favorite anime, I believe it is the most important one. Its messages are manifold and continue to resonate. The series presents the concept of the Absolute Terror Field, or AT Field, as a protective barrier generated by the soul. It is one’s personal space to the umpteenth level. In an effort to protect itself, the soul has created individuality and even a physical shell to avoid contamination from otherness. As the name implies, it is generated by fear. On some level, the person, the individual, is always afraid of things that are not itself and must constantly assert itself from atoms to attitude. Continue reading →

Origins of The Stork

When I went to see Pixar’s WALL-E, there was an animated short called Partly Cloudy before the film. It had to do with a stork who got stuck with delivering really challenging packages. It got me thinking of some shadowy agency which employed people called Storks to deliver metaphorical packages to people. Perhaps this guy shows up on your doorstep with a lost memory from childhood.

Then I thought maybe I could make a role playing game out of it. The players would play characters in this agency delivering packages as a way of working off a debt, kind of like the reapers in Dead Like Me.

But then it occurred to me it might be more interesting if it were a live action game like Killer or Capture the Flag, where teams of people had to make sure a package got delivered to its destination.

I’m not sure how it happened, but when I sat down to write down some notes for the rules to this potential game, I instead wrote the manual that became The Stork. It was one of those rare pieces of writing that I transcribe more than write. It just flowed out, almost fully formed. I made some tweaks to it, but the first draft ended up being really good as is.

Some part of me wants to create these shared experiences, these abstract dreamlike ideas. I’ve found the best way to communicate them is to squeeze them into the shape of a story or a game. The structure is just a handle or a frame, a label so that other people can (hopefully) understand what I’m trying to tell them.

Find out more about The Stork at Kickstarter

Dune Sandstorm Board Concept

Before I decide on art or any of the other components, I need to tackle how I want the storm to work. In the original game, the sandstorm is represented by a small cardboard token that moves around the edge of the circular board. This is not very dramatic for how important a role it plays. It also fades into the background too much and is easy to overlook.

My idea is that the sandstorm should clearly overlay the entire segment of the board it is affecting. But how to do so without disrupting any pieces on that segment (in the safety of rock regions, for example)? I propose a layered board which is effectively one giant dial. The storm is printed on a transparent plastic disc sandwiched between another clear plastic layer (the actual board surface) and a base cardboard layer with the board art.

This way the sandstorm will move underneath the pieces on the board and clearly designate what area it affects.

Here is a mockup of the cross-section:

A fastener at the center would hold the three pieces in place but still allow the storm to rotate. There would also need to be some kind of adhesive at the four corners for stability, but also allow enough play for the storm to move easily.

The result would look like this:

As you can see, there would need to be sections cut out from each edge of the top frame to allow for access to the storm layer’s edge. My one concern is that it may be a bit clunky when moving the storm great distances.

I may further elaborate on this by printing the regions protected from the storm on the topmost plastic layer. This would provide a clear visual indication of which units are safe and which are destroyed.

Arrakis…Dune…Desert Planet

Like many designers who have played the out of print board game Dune, I have thought to myself, “I could make my own version of this.” Indeed, the image gallery on Board Game Geek is full of custom renditions of the game. It would be no problem to download some PDFs and print out a copy of the game, but I’d like to have a go at making my own artwork for it. Also, I have an interesting solution for the sandstorm I’d like to attempt.

So far, the project is in the planning stages. I have accumulated PDF components of the original game, reference artwork, and some links to sites which might provide game components which I will shape to my own purposes.

Most of the designs I have seen stick very closely to the components of the original, but I wonder if there aren’t alternatives to the combat wheel, for example. Beyond the physical aspects, I also feel like some of the more ridiculous mechanics (such as the whole blind bidding on Treachery cards) can be overhauled. We shall see.

Netflix Gems of 2010

Netflix has been a huge part of my effort to declutter the media in my life. I have almost eliminated all physical DVDs from my “stuff”.

As you probably already know, Netflix Instant Watch is one of the greatest things ever. It’s how you know you’re in the 21st century. Each week it rises from an ocean of cinema and spreads a net of glittering gems recovered from the depths. Continue reading →

Parting Thoughts on Tron Legacy

So this has become a thing now. This movie just won’t let me go.

This is not a case of unrealistic expectations or fanboy outrage about how Tron “ought” to be done. I had adjusted my expectations: a bare bones story which served as a life support system for an astonishing 3D experience. I dismissed Ebert as being curmudgeonly, Massawyrm liked it and Dave had seen it *twice*. All good signs. Continue reading →