Irons in the Fire
Saturday, March 8th, 2008In the interest of openness and to help me with some accountability, here are my current primary projects. They aren’t in absolute order of importance.
Drachurae Cycle RPG Manuals (design/testing/writing/illustration)
HoneyComb Engine: Drachurae Cycle Storyteller Aide (design/testing/Python)
Renown: The Card Game (zonino!) (illustration/testing)
Story, Play & Community: The Power of Participatory Storytelling (writing)
Story Consultant/Storytelling Contracts (networking)
This Town is Dead [...]
HoneyComb… Progess(?) Report
Wednesday, January 9th, 2008I’ve been asked, repeatedly, how far along the HoneyComb Engine is, when we can expect to see some actual code, etc. My answer is, invariably, it’s going to take some time. For those of you who may be new readers and not sure what the HoneyComb Engine is, let me take a moment to explain.
The [...]
Participatory Clarification
Monday, October 8th, 2007Jeremy provided me with some feedback on my last terms post that will, I hope, help me clarify my point.
As Jeremy suggests, participation does not trump interaction. Nor is participation an interaction with depth. Participation is context. Participation is something you are involved in. Participation implies, I feel, a more complex involvement in something over [...]
Artificially Unintelligent
Friday, July 27th, 2007Brilliant coder I am not, but even I can tell that AI and Game AI are too separate things. Game AI primarily consists of lightweight scripts that tell things you’re shooting at when to duck, jump, or shoot back. Or if you’re Bethesda, AI consists of lightweight scripts which tell things nearby to begin discussing [...]
Tuesday Updates
Tuesday, April 24th, 2007Round Table: Now in a new month-long format. The current Round Table’s deadline is only two weeks away… act now!
Storytelling Whitepaper: Much longer than anticipated… much, much longer. I’m making good progress though, and it’s a quick read despite the depth of the content. I have a firm mid-May deadline, as I’ll be presenting it [...]
If Good Then [...] Elseif Evil!
Thursday, April 12th, 2007The recent discussion of villainy in games (link, link, link) got me wanting to revisit my objections to the use of a Good-Evil metric in games and the way we’ll be implementing villainy in the HoneyComb Engine.
The primary issue I have with the depiction of villainy in games, particularly games which allow the player to [...]
With Great Justice!
Tuesday, March 27th, 2007I seem to drip comic book ideas which involve unlikely heroes who manage, despite their sheer ineptitude, to affect significant change in the people around them. The ideas range from tongue in cheek send-ups of the superhero genre like the Odd Squad, a rag tag bunch of genetically altered miscreants who escape the pages of [...]
Elementary Me
Thursday, March 22nd, 2007Here’s a sample of the new character sheets, both for the Drachurae Cycle as well as the new employee biographies for the Attic.
click for full character sheet
I re-designed the Life Wheel as I felt the old version was too closed in on itself. This design is more open and somewhat more accurately portrays the flow [...]
Mythic AI
Wednesday, March 21st, 2007There are times when I stomp about for so long, ankle deep in last autumn’s leaves, moving from one moss coated circle of sunlight to the next, examining each and every tree of my design. I examine their height and circumference. I examine the health of their leaves and the robustness of their bark. If [...]
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