Final Mini-Update


When something says “they had a brain the size of a walnut,” what part did they mean?

Due to the combination of the upcoming Ironwatch Issue 52 release, the (hopefully) imminent release of Ironwatch Magazine’s Annual for Year 1, and general turkey-day madness, The Storyteller for NaNoWriMo is not getting done to the full 50K target word goal.

I’m going to be trying to get the rest of Chapter Eight done (so ~32K words), and then that will be the temporary holdpoint; the whole outline I have worked out spans 12 chapters, but I have multiple other projects I need/want to get done first (Including finishing/releasing Hardwired on Wattpad).

I’m going to be laying out my plans for monthly projects on Friday, but the long and the short of it is that I want to keep laser-focused on working on a single project at a time, rather than scatter-brain it out over a dozen+ projects at all times and make little to no tangible progress on each. The next projects I’m working on will be:

  • December: Make the Mistgore base game system (ready for adding fluff and playtesting)
  • January: Work on and release Hardwired, preferably the full-length novel
  • February: Work on, playtest, and release Primogeniture

Again, more details forthcoming on Friday for this. Stay tuned Wednesday for a Tangent discussion of the wonderful A Game for Someone and the idea of AI/mob-based game balancing.

Mini-Update 8

Almost done with the month of NaNoWriMo! Chapter Seven is done for The Storyteller, and the first half of Chapter Eight is also up.

TBH, I’m not sure if I’ll hit the 50K words by the end of the month, especially with Ironwatch Magazine responsibilities. However, I’ll be trying to finish off the prompt outline I have by then, so I can start my¬† 2nd draft rewrite in the new year following the holidays.

Next Friday, I’ll finally have the first proper full Update posted, with some thoughts on events in the gaming world and where my projects currently are.


Mini-Update 7

Continuing to plod away on the NaNoWriMo story; Chapter Six is done and the first half of Chapter Seven is up!

While I won’t have another game design today, you all might be interested in the procedurally-generated board game Server Hack, a cool thing I came across on /r/boardgames. It’s only the second set of game rules I’ve heard of that have been artificially generated; the first is the absolutely stunning A Game For Someone, which I hope to talk more at length about at a future point.


Who doesn’t love print-and-play games?

Mini-Update 6

Just popping in to say Chapter 5 of The Storyteller is done, and there’s the first bit of Chapter 6 to enjoy as well!

Also, just throwing this out there because holy cow, Games Workshop has reached back out to the community again! I’ll post more of my thoughts on their community engagement here following the end of NaNoWriMo, but for now, check it out by clicking on the image below.


What’s next, plastic Sisters of Battle? Oh WAIT-

The Monday Game: Genomic Park

We’re back this week with another game, courtesy of prompts from Boardgamizer. As I noted last week, this is NaNoWriMo month, so the other weekly posts are on standby until December. Another note is that I’ll be out of town the remainder of this week, so there will be no Mini-Updates this week either.

That said, let’s get to the prompts!

The Unused Parameters


While the idea of a puzzle mechanic is interesting, and the Theme makes it seem like a perfect match to Red November, I’ve honestly never been much of a fan of gnomes versus basically any other fantasy race, and the constraint was the same as we had for Recurring Cases a few weeks ago.


Again, another promising game, and I like both the Constraint as well as the Mechanics. However, the Theme and Victory both overlap a lot with Musketeers, so it’s a pass for this one as well.

The Winning Parameters


Right off the bat, the design possibilities between Tableau Building*, Paper-and-Pencil, and the Constraint have all kinds of possibilities, but add into that the Themes and Victory, and I think we have a game design idea:

Genomic Park.

Michael Crichton, eat your heart out.


“[Board game designers] were so preoccupied with whether or not they could, that they didn’t stop to think whether they should.”

Continue reading