June 28, 2010
[ Gaming & Design - 9:54 am ]

I apologize for the delay in posting this. As I may have mentioned, Operation : TCB (Phase Two) experienced an unexpected deadline acceleration that didn’t let up until last night.

Now, on to the main business : Announcing the recipient of A Terrible Grant.

This was not an easy selection process. I received a number of excellent proposals, from people ranging from “Promising Upstart” to “Old War Horse.” In the end I selected the proposal which was submitted by VSCA Publishing (you may have heard of one of their games)

I selected the proposal from VSCA Publishing for three main reasons. Chief among these reasons is that their proposal drew the clearest picture for how they would make use of the whole CS5 package, rather than one or two applications. The second reason is that they sold me on their ability to use their development process to take a game from concept to release. The third reason was that they were able to deliver Diaspora without access to what I would call cutting edge tools – I really want to see what they can do with CS5.

I want to thank everyone for their interest in A Terrible Grant. All the applicants have been gracious, and I hope to hear great things from all of them on their projects. It’s been a Terribly Interesting Thing for me, and I’m certainly glad I did it. I’m going to be checking in on the VSCA Publishing guys from time to time, and reporting on their progress here, so stay tuned!

 June 11, 2010
[ Gaming & Design - 12:46 pm ]

If you’ve been tracking Operation : TCB, you know that I’m trying to get back on the proverbial wagon, starting with clearing my desk.

That means I need to kick SPUC in the nads and get it moving again. There’s going to be a great deal of shifting around in the list here. Some mothballing, among other things.

On The Table:

  1. RPBGN – I have a good number of applications that have piled up and need going through. This is the top of the list in Operation : TCB
  2. A Terrible Grant – I need to complete the selection process for A Terrible Grant.
  3. Codename: Simulated Jocular Anaconda – This one is picking back up. It’s #2 in Operation : TCB
  4. Codename: Lunar Kitsch Missile – Writing distribution will probably happen after Origins.
  5. Machine Age Materials – I have a piece to write for an upcoming Machine Age Productions piece.
  6. SteamCon Games – I’m running three games at SteamCon that need a great deal of writing.
  7. Codename: Pandoran Apothecary Chest – This one is out of my hands for now, but I still need a prototype in the next 5 months. Not mothballing for now.

In The Closet

  1. Codename: First Rural Delusions – Mothballed 6/11/10
  2. Codename: Gremlin Persistent Malice – Mothballed 6/11/10
  3. Shambles Source Material #1 – This is untouched from 3/10. I need to finish it, but more important things need to be worked on. Mothballed – 6/11/10
  4. Mobile Audio Rig v2.0 details here- Mothballed 2/24/10
  5. Unfinished – (NaNoWriMo 2009 Entry) – Mothballed – 01/28/09
  6. Codename: Enormous Intersected Automaton – Mothballed 11/04/09
  7. Codename: Big Audio Dynamite – Mothballed 11/04/09
  8. Codename: Unwashed Repeat Pedestrian – Mothballed – 11/04/09
  9. Codename: Cackle Smash Soup – Mothballed 10/28/09
  10. Codename: Tactical Plastic Laser – Mothballed 10/28/09

In The Trophy Case

  1. NEW – Codename: Insignificant Diversionary Anaconda – My contributions to this project are complete. This project will be updated when it is formally announced.
  2. NEW – Codename: One Hour Night – I was hired to put together a board game for some folks, set in their High Fantasy setting. You can see what the game board looked like. This was burned into a sheet of leather, and colored with black and white charcoal.
  3. NEW – Apartment 27 – This is an album that I put up for sale. A collection of things I’ve put together over time. Buy it!
  4. Maschine Zeit Material – I did some work for the upcoming game Maschine Zeit (mostly some fiction stuff to flesh out part of the setting). I knocked this out over the last week, and it’s in the can! I’ll share details when it’s made available.
  5. A Single Moment Of Weakness – A piece of Flash Fiction I wrote for a little roundup. Read it here
  6. Shambles – My RPG about life as a Zombie. First revision. (read about it here) – Completed on 2/17/10
  7. Obnoxious Howler Monkey – An Arduino driven, VMUSIC2 bases soundboard designed for use as a mood-setter for tabletop games. (read about it here) First Revision. – Completed on 11/18/10
  8. The Grognards Of Gygax – My entry into the “Best Quest” contest for Legends of Zork. It won Second Place – Completed on 11/11/10

Excuse Of The Week: Still not getting the things done I NEED to be getting done.

Comments Off

 June 6, 2010
[ Floatsam - 11:11 am ]

So I don’t know if you noticed or not, but I haven’t been updating with the fervor I was a while back. Some of it has been work related, some of it has been personal, and all of it has resulted in a Great Piling Up Of Things.

I sat down after Kublacon and made a short list of things that have been piling up, and realized that the short list was rather long – long enough that if I only got caught up, I would be busy through the end of the year.

So I have initiated Operation : TCB. That’s Taking Care of Business, in case you are both a Bubba Hotep virgin and a Carl Perkins fan.

Phase One of Operation TCB means clearing off my desk, so I have a place in which I can work. I started this process late last night, and should have taken a picture of the desk before I got started.

However, I took a picture this morning of what the desk looks like after 3+ hours of archaeology. WARNING : NSF Neat Freaks

My Heaps and Mounds sorting structure serves me well when I am making SCIENCE from a bullhorn and an Arduino. But this system of organization falls down when I need to get some specific things done. In a way, clearing my desk is just reconfiguration to go from Inventing Mode to Production Mode. It’s like being a Transformer, without the explosions. Though you could argue that fire might improve things.

So, Phase One is clearing some work area.

Phase Two will be scheduling Work In nights.

Phase Three will be some kind of world domination.

I would love to say more, but I have things that need boxing.

Comments Off

 June 1, 2010
[ Gaming & Design - 3:37 pm ]

The good folks over at gameplaywright have started up a little blog carnival to support The Bones. I decided to add my own thoughts to the mix.

Sit down at a table with all your dice. Spread them out so you can see them all. Take some time to really get a good look at your dice. Don’t be afraid to pick them up or give them a nostalgic roll. Call to mind sessions or circumstances where individual dice had something important to say to you.

Now go through your dice, and pull out every die that doesn’t have a story. They might be dice that you’ve never rolled, or dice you haven’t rolled in too long, or dice that you roll all the time that never leave any kind of impression. Take all those dice with no history, no meaning, no story, and put them into one big coffee can.

Then walk into your nearest FLGS on a Saturday, identify the youngest and most impressionable gamer in the store, and hand him a coffee can full of dice. Those dice now have a story – one he will tell to his friends, one he will remember for years. And this is before he ever even rolls one.

We know there’s nothing mysterious about dice. They are injection molded blobs of plastic, mass-produced by machines build specifically for this purpose. The plastic isn’t special – the same plastic is used in toy parts, cheap souvenirs, and knickknacks. The machines were not invented by wizards. They are not run by elves. There is no magic in the process at any stage. Yet in your dice collection there are probably dice you prefer to roll, maybe for reasons you can’t fully explain. Where did your dice get their power?

It’s from the stories. That critical success at the climax of the game. The night of epic, repeated failures. The big showdown where everything went right. The time you threw your dice across the room in frustration. The one you had to replace after the dog got into your dice bag. Most of these things are incidents of pure chance. But when they happen, the die takes on a meaning and shape that it lacked before. It’s no longer a blog of mass produced plastic. It’s the Giant Killer. It’s the Cursed Twenty. It’s Old Reliable. It’s a reminder to temper your frustrations. It’s the lead-in line to a story when someone asks why one of your dice is mismatched.

Look at the dice that you have left. Reminisce about the stories they tell. Then set those dice aside. They have stories that have been told. Go buy some new dice, and give them new stories. You’ll find it’s much like playing a new character. In the beginning, your new dice will feel strange and unfamiliar in your hand. But during one gaming session, when you least expect it, something will happen that will give these dice a story. It might not be a good story – it could be the story of how your favorite character died performing the simplest of tasks. It could also be the story of how your new dice helped you hold off the forces of evil with nothing but a broken bow and a bad attitude.

site ©2009 by duaneobrien.com -