The Day after GenCon

I must declare my first GenCon an unbridled success.  My pilgrimage to gamer Mecca was fulfilling in more ways then one.   I was able to learn a great deal from seminars and workshops, play new games and spend far too much money in the dealer’s hall.  Above and beyond that, I was able to meet most of the luminaries of game design.

Because of GenCon, I will be making a few changes to the Spark RPG.  The first will be that the game will be designed to be understood by other people.  I know how radical this may sound, but the experts claim this is important for some reason and I bow to their judgement.  I am likely going to move away from my innovative insane print format for my game.   I have been inspired with a new method of creating settings, which promises to be a ton of fun for all involved.   Look for new great things in the future.

I also got an interview on Saturday afternoon on the NeonCon livestreaming coverage of GenCon.    This led me to foolishly declare that I will be releasing Spark next GenCon.  I will aspire to release the player content of the Spark RPG at that point and to run a series of games.  I will try to prepare a limited number of print copies of the player’s content and the demo scenario and sell them during the con as the Unpolished Edition.  If you have the unpolished edition, you will get the full print version at a discount.

A massive pile of indie RPG's

Spoils of GenCon and Inspiration for Game Design

Awesome Game Designers I Met

I met a ton of excellent game designers who I need to give a shout out to.   These include Jeff Tidball, Ryan Macklin (From the Internet),  Brennan Taylor, Paul Tevis, David A Hill Jr., Filamena Young, Jeremy Keller and more.   Go to their sites and buy their stuff people; you can clearly see that I have.

Recordings of a few seminars and an announcement will follow in subsequent posts.

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