Small Talk
I'm going to throw another shallow out pattern today (it's an American football thing). I'm still at Southern Front, staying at my sister-in-law's place, and using her computer. Hence, I'm not ready to launch into phase two of my education rant. The keyboard is strange and I misspell a lot when using it. Her computer is, however, the best smelling computer I've ever met. It might be Pam's perfume, or maybe the computer showers frequently. Who knows what these things do when we aren't around?
Stephen KIng said , "if you don't have time to read, you don't have time to write." Writer's should read. Reading trains your ear, unlimbers your imagination, and helps you avoid awkward small-talk with strangers at Starbucks. Of course, faux-texting also solves the Starbucks problem. It's what my 14-year old does. But King is right; the two best things a writer can do is 1) write, and 2) read. By the same token, game designers should game.
I've met designers who won't play other folk's designs, afraid that the designs might influence the designer. However, I think new ideas are the life-blood of fresh designs, and I'm a strong believer in playing the good games--wargames, fantasy, science fiction--genre matters not, and gleaning what works and what doesn't. Rule book layout, flow of play, anything--if it teaches me about game design and publishing, I'm all for it.
So, I intend to spend my last day at Southern Front, persuing the vendors, talking with the gamers, and playing games.After all, to paraphrase a famouse writer, "if you don't have time to game, you don't have time to design." Unfortunately, breaking out a game at Starbucks might be even more awkard than sharing banal weather pleasantries.
See you tomorrow.
Stephen KIng said , "if you don't have time to read, you don't have time to write." Writer's should read. Reading trains your ear, unlimbers your imagination, and helps you avoid awkward small-talk with strangers at Starbucks. Of course, faux-texting also solves the Starbucks problem. It's what my 14-year old does. But King is right; the two best things a writer can do is 1) write, and 2) read. By the same token, game designers should game.
I've met designers who won't play other folk's designs, afraid that the designs might influence the designer. However, I think new ideas are the life-blood of fresh designs, and I'm a strong believer in playing the good games--wargames, fantasy, science fiction--genre matters not, and gleaning what works and what doesn't. Rule book layout, flow of play, anything--if it teaches me about game design and publishing, I'm all for it.
So, I intend to spend my last day at Southern Front, persuing the vendors, talking with the gamers, and playing games.After all, to paraphrase a famouse writer, "if you don't have time to game, you don't have time to design." Unfortunately, breaking out a game at Starbucks might be even more awkard than sharing banal weather pleasantries.
See you tomorrow.


Comments