Writing flavor text 102: how to write imaginary quotes
A quick bit of advice for creating memorable intro quotes for chapters and acts, fantasy scripture verses, and other…
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Weaponizing the unknowable: Quillion in the Wood
An exercise in knowing more story than you tell.
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A WORLD MADE OF ICONS: Why are Final Fantasy I characters so darn iconic? (And how can we capture that ourselves?)
A down and dirty guide to chasing the iconic through blunt force minimalism with little to no artistic training.
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How to run Dungeons and Dragons for kids: All the rules you need and none that you don't (Free RPG Day giveaway!)
So, the young gremlins in your life want to do this whole "Dungeons and Dragons" thing they heard about. Who can blame…
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GAME ANNOUNCEMENT: Wake up, dead kosmonaut! (I'm making a game – and you can, too!)
I'm making a game! Purely for my own enjoyment. I highly recommend it. For the moment, I'm calling it: "Wake up, dead…
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Humans are the most interesting aliens in your game: How to make the fantastical fantastical again in genres of over saturation
It’s a sad fact of narrative design that WHEN EVERYTHING IS CRAZY, NOTHING IS CRAZY.
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Why make a game? (Or anything?)
Navigating the teleological terrors which assail creativity in the current age.
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Accidental inspiration soup: tone-building in Defender's Quest
We tend to think of world-building as the foundation of any fantastical project, BUT WE ARE WRONG.
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