Games that break the mold
My foray into interactive fiction continues with two big projects, though I’m at liberty to talk about only one of them. For now.
My foray into interactive fiction continues with two big projects, though I’m at liberty to talk about only one of them. For now.
I might be one of the only writers who devotes vacation days to math homework.
Hand-sketched or digitally drawn, what’s interesting to me is the tug-of-war that happens between a story in progress and its map.
Fans of Elvish Presley, Tom Foolery, and the other heroes from The Lost Tale of Sir Larpsalot can now take a stab at being their favorite characters — emphasis on “stab.”
Although it defies every fiber of my being, I’m entering the new year with fewer plans than ever. On one hand, it’s invigorating; on the other, terrifying.
Unlike trains, which travel predetermined paths with strict timetables, my first foray into game production has been far from linear.
If the gods are good, my next blog post will announce the availability of The Curse of Er’Mah’Gerd. Meanwhile, here’s a Q&A about the game!
To say thank you to the readers who have enjoyed my sword-and-sorcery fantasy novels and to promote my upcoming tabletop roleplaying game (TTRPG), I’m sharing some exclusive content from the campaign.
For a writer who always gravitated toward long-form fiction, this novel-free span has been a breath of fresh air but also bizarre.
Prior blog posts about my upcoming TTRPG spotlighted a possible ally or enemy, the playable heroes, and the very gods themselves. Today, I’m delighted to unveil a few of the locations that comprise The Curse of Er’Mah’Gerd.