bottom wibbles
a rising mist
The Goodly Mist
A Workingblog for Rob Sherman
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⚞ games?

“Ticket to Ride is essentially about connecting points on a graph. All games are ultimately abstract simulations, although sometimes the thing simulated is itself abstract. Computer gaming has been going in two primary directions as of late: in action games, towards greater simulation of reality (or projected reality), and in casual and role-playing games, towards […]

“It’s no big secret that the games industry… is extremely volatile and aggressive, particularly between those of marginalized identities. It’s honestly kind of a bad idea to recommend people to try for a job in the games industry. It almost feels like you’re expected to have to endure all the dog crap you have to […]

Ffu –

It would be very easy, if a little odd, to begin this piece with some final remarks; certainly far easier than dreaming up some opening words of my own. The done thing is to lead with a quote from somebody else, centred on the page like a cartouche. It’s a reassuring start, to have another […]

The Unseen Sea

The first draft of this post was written at about half-past eight on a Sunday morning in the Midlands. It was winter, and half-past eight is not so long after dawn, at that time of year. I had just completed the countdown that would lead to me getting out of bed, and I almost grizzled […]

I Found A Hedgerow, Stationary In Air Like Water, Hung Like A Drowned Train

Of all the people who have ever written about the English landscape, and the trepanning pressure that such a landscape has on their own brain, distinct from everybody else’s, the most revelatory, and devoid of mawkishness, is the poet Ted Hughes. I have adored him ever since I found my mother’s copy of Crow, the […]

Hacking Up Treasures: A Black Crown Update

The Black Crown Project has a hearty stew of new content being ladled directly into your chops this week. I very much hope that you enjoy it, but it does pay to remember that Black Crown is not only centred on the Storynexus content. When conceiving the project, I wanted to use the infinite savannah […]

Mappa Mundi Dissected 3

A ship is a dreadful, dreadful reaction to the problem of ocean. I say this with all the fullness of respect for beautiful shipwrighting, ingenious seamanship, and my own memories of lying in the strung netting of a catamaran with my brother, treading lightly over the waves of the Caribbean sea. I love ships. I […]

Mappa Mundi Dissected 2

Mappa Mundi is not a card game. It is most definitely a board game; look upon it (you can’t, yet), it has a board. The randomly-generated board (accomplished, I suppose, through the drawing of cards) is a mechanic I am proud of, as its incubator. However, the game does use cards – and a lot […]

Mappa Mundi Dissected

So. Writing and designing a boardgame is hard if you are very intelligent. I am such a person. I cannot speak for the experience from the perspective of a stupid person, but I imagine that it would present its own problems. I started designing Mappa Mundi,  a boardgame set during the European Age of Discovery […]

Habitition of the Stone Lord

I hope you all remember PlaGMaDA. I thought that we had an understanding. I would draw you attention to important elements of our existence, and you would remember them, and shower currency upon them as if it were the last days in Karakorum. Luckily, I’m here to remind you that you can now give money […]

Mappa Mundi

This is the first in a series, where I painfully and hatefully analyse concepts and portions of the boardgame that I am currently developing, and will no doubt be developing in fits and starts for some time. Expect my prose to become hairier and more rage-filled every time I write an entry. I’m part of […]

Pan Troglodytes Troglodytes

I have been tucking into Raph Koster’s A Theory Of Fun In Game Design, and realise that my own writing, whilst dense and perhaps texturally sound, is particularly bad at expressing complex pieces of information. Koster has no such limitation. The first few chapters of A Theory… plunge the tent pegs in rather hard, laying […]

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