A Rogue Warden’s Report of Spa-Con

Spa-Con 2016 happened last weekend; this is the inaugural comic-con like event for Hot Springs, Arksansas–which happens to be where I grew up from about 1985-1993. Basically, I spent some very formative years in this deep south tourist town, and it was fantastic to see the community embrace the things I love.img_1190

I was honored to attend Spa-Con as a guest. In a way, it was a “local boy done good” scenario; getting a chance to come back to Hot Springs where I began my journey into game design and writing professionally! The convention put me up in the Hotel Hot Springs–a very nice venue connected directly to the convention center. The hotel restuaruant was particularly nice, with a menu that’s written in such an entertaining fashion (there’s an entry for “I THINK I WILL JUST HAVE A HAMBURGER”) that I took one home with me.


The convention kicked off with an outdoor concert on Friday night followed by a pub crawl sponsored by Bar Trek. I didn’t attend the pub crawl, but the band performance looked like it was well-received. On Saturday, folks started lining up to get into the main convention center early, and the line got long fast–however, the team of volunteers kept things moving right along. I ran a full table at 11 AM for Savage Rifts: The Garnet Town Gambit. None of my players were familiar with Savage Worlds, but the game is easy to teach, and we had a great time. Jon Westmoreland was running the gaming area, and he did a great job of welcoming me and setting up the game tables for each session.


The dealer’s hall was nice and spacious, with plenty of room to walk around, and probably around 50 different exhibits, artists, guests, and vendors. The cosplay guests were excellent; each had brought some astoundingly good costumes to display and were very friendly to speak to. Lady Kate, I had heard, is actually from the area.

I spent a good deal of time speaking to Randy Duncan, a professor at Henderson University. Dr. Duncan has won some major awards for his comic-book education programs at Henderson and some important books he’s written on the subject. I would have loved to have taken that class, for sure.


That evening, I ran my Game Design Workshop; I’m pretty proud of this presentation. While I always start out by saying there’s no one true way to design games, I enjoy sharing my own philosophy and designing a game with the audience in the second half of the event. Unfortunately, I was scheduled last on Saturday, so I lost about three quarters of my audience after the first hour. Still, my small group of die-hards and I created a cool game idea and I feel like the presentation went really well overall.

Sunday, I ran a game of Feng Shui 2 named “Blowing Up Hot Springs.” I had crafted a story involving a lot of local history, including Hernando de Soto and Al Capone, involving ninjas attacking various local landmarks. We blew up a great deal of Hot Springs defeating the plans of the ninjas, and a great time was had by all! Jon Westmoreland actually recorded the session, and you can find a copy of it here.


Sunday afternoon, I ran my Worldbuilding for RPGs panel, designed from my own experience and some additional material from my roommate Sean Patrick Fannon’s own class he presented here in Denver a time or two. Once more, the audience was plentiful and very welcoming. I’d love to run some more seminars and programs for the Spa-Con attendees!

Spa-Con certainly was a success! The number I heard on Saturday was 3100 people, which is huge, especially considering that the organizers were only expecting around 500 or so. I spoke to some of the vendors who attended the show, and they said that they sold quite a bit of merch, making it both good for the attendees and the vendors.

As for the guests, I had a fantastic time. In addition, I met and spoke at length with accomplished voice actor Chris Smith. Chris also spoke with enthusiasm about the great convention and how much he enjoyed his time there. I got a chance to catch up with several old friends who attended the convention, and met some great new people, like local game master and heavy metal DJ, Jon Westmoreland.


I want to single out the convention organizers for doing a fantastic job of keeping things running smoothly: Erin Baber, Adam Beck, and Bill (the convention chair). I thought that Spa-Con was a huge hit, and no doubt brought a boon to the downtown businesses! I’m definitely hoping Spa-Con 2 will happen again next year.

On Monday, I visited Game Planet, a Hot Springs local game store. It was clean, well-lit, and had plenty of awesome games to see and play. I managed to get some very good friends of mine into a game of Sentinels of the Multiverse to show off how much I love that game.


Crossing my fingers to come back again in 2017!

The History of Accursed


Inspired by Shannon Applecline’s excellent Designers and Dragons, I’d like to share the backstory behind a setting of my own creation, the dark fantasy Savage Worlds phenomenon known as Accursed.


It all started with Warhammer 40,000 Roleplay: between 2008 and 2011, I was working at Fantasy Flight games as a senior RPG developer, in charge of the various 40K RPGs. Along the way, I made contacts with some excellent artists, editors, and freelance writers that continue to be a major resource for me today.


There were two fellows that I found myself working with again and again: John Dunn and Jason Marker. Both were talented writers, and both had some interesting views on the industry that matched up well with my own. We used to meet at Gen Con and say “Someday, it would be cool to create something of our own.”


We knew that we wanted to make something together, but we all agreed that we would need to wait until there was a project that we all found exciting. We wanted to collaborate on a project we all felt passion for, and although we bandied around various ideas, we didn’t find “the one” until later.


In 2012, I consulted with Catalyst Game Labs on the creation of Shadowrun 5th edition and other projects, such as a board game and a miniature game design called Sprawl Gangers. During this period, Randall Bills challenged me to come up with a pitch for what he described as a “dark fantasy RPG.” Initially, I struggled with the concept; wasn’t the genre saturated already? However, the more I thought about it, there was an idea lurking in the back of my head, inspired in part by the comic book “The Creature Commandos” and a WW2 game that Clint Black had run at Genghis Con that year. In Clint’s game, we played classic movie monsters fighting Nazis and vampires behind enemy lines.


With this idea in mind, I began to develop a vision for Accursed. The initial design hinged on one “elevator pitch” that stuck with me: Hellboy meets Solomon Kane. Monsters vs. Witches in a dark fantasy setting with black powder rifles and some Civil War-era technology.


I pitched the idea to Randall, but Catalyst passed. I actually was not at all disappointed by this outcome: I had found “the one” that John, Jason, and I were waiting for.


At 2012’s Gen Con, the three of us sat down and worked out the basics for what would become the world of Morden. There would be monsters: the player characters, who were men and women suffering under a curse that transformed them into something inhuman. There would be Witches, and some technology, and above all, an action-horror tone that would permeate the setting. We wanted “Castlevania meets Van Helsing,” we wanted Hammer Horror-with-Victorian themes, we wanted something vibrant and unique.


During that meeting at Gen Con, the three of us agreed that we’d found something we felt very excited about. Accursed began production the very next month. John planned out a Kickstarter launch, fueled by blog posts that actually doubled as part of the design process for the setting. I tracked down the immensely talented Alberto Bontempi as our main artist, for his dark style perfectly captured the setting’s feel. Between the three of us, we launched Accursed in 2013 to a resounding success.


Shane Hensley, CEO of Pinnacle and the creator of Savage Worlds, loved what we were doing. We signed on some talented writers like Andy Chambers, Richard Lee Byers, and Mel Odom to draft some fiction for the setting, and several other game creators chipped in by creating some one-sheets for the setting’s launch.


Within one year, Accursed was a gold best-seller on DriveThruRPG, and we’ve continued to support it over the years since. John has been the driving force on the business side, and I’ve maintained my position as the creative director and lead developer for the IP. Currently, there are over 34 products available for the setting, including the core setting book, a setting sourcebook (World of Morden), an adventure collection (Ill Omens), a crossover adventure with the Shaintar setting (Darkest Tides), a custom poker deck, 6 1-sheets, a special adventure (Fall of the Tower), and fiction; 3 novellas and 1 short story.


Not bad for a crazy idea and three game designers who wanted to do something cool together.


One of the reasons I felt compelled to write about this is that I recently released Pirate’s Oath, my first novella set in the world of Accursed. Pirate’s Oath was exceptionally fun to write, and I’d love to craft more fiction for this world again soon. Actually, completing a novella is one of my lifelong dreams, and achieving this milestone is truly something special in my life.

A Rogue Warden at Ropecon

It is an immense privilege to be invited as a Guest of Honor to any convention. Even more so when that convention is held overseas. Ropecon 2016 extended me the esteem of being their gaming Guest of Honor this year, and it was an amazing experience I shall never forget.

Ropecon is held in Helsinki, Finland–a beautiful city with a rich history and plenty of interesting things to see and do. The Finns, as a people, are very welcoming and friendly. Especially the Finns who are also gamers–they have a very strong and dynamic community of gamers in that nation, and I got to meet several of them over the weekend of Ropecon.

The venue for this year’s convention was very impressive: roomy, clean, well-lit, with plenty of rooms for panels, workshops, and games. The areas for card games, board games, LARP, and miniature games were very roomy indeed, and there were built-in cafes and restaurants so attendees would not need to leave in search of food.

I must first single out my handlers for special mention, Joonas Katko and Ville-Eemeli Miettinen. Ville was a fantastic translator, making sure I understood everything being said at the opening and closing ceremonies, plus a great guide to Finnish culture. Joonas spent hours showing me Helsinki and explaining the rich history of the region.

The Ropecon convention staff were also excellent, including my “Finnish big sister” Eevi Korhonnen, Arrtu Hanska, Aarne Saarinen, Heidi Saynevirta, Aaro Viertio, and many others. From my perspective, the convention ran extremely smoothly. Security and event organization was top-notch and my friend Pekka Wallendahl ensured that the systems kept running!

I caught up with many of my Finnish friends from my previous trip, including a great conversation with Tiina Uusi-Rasi, Jukka Sarkijarvi, and many others (My apologies if I forgot your name!)

It was also a pleasure to meet some Finnish game designers, especially Miska Fredman, Mike Pohjola (both of whom I remembered well from Tracon 2013), and Ville Vuorela. Miska showed off his new work on Astraterra and Cthonian Highways, while Mike showed me the amazing boxed set for Age of the Tempest. Ville signed a copy of Stalker RPG for me as well. It was amazing to meet all these creative minds and share some ideas with them.

Claus Raasted Herlovsen was the other guest of honor, a very talented and famous Danish LARP organizer. Claus taught me a great deal about his chosen field, and I left Finland far more educated about LARP than when I arrived. Claus and I couldn’t seem to stop collaborating and discussing games the entire trip–Claus even sat in on my game design workshop and turned the last ten minutes or so into an impromptu LARP about the difficulties of designing and pitching games to investors!

As for myself, I ran two sessions of Savage Rifts: The Garnet Town Gambit. One was an “All-Star” game for Finnish game designers, the convention staff, and the Ropecon Pathfinder Society organizer. It went really well and was recorded on youtube for posterity. Later that same day, I ran the game again for many of my friends from Tracon and some new friends as well–and it went even better!

I participated in panels about “Passion in the Game Industry” and “the Business of Gaming,” both of which were excellent. I got a chance to meet one of my idols, the legendary Tuomas Pirinen (creator of Mordheim among many other great games), and I ran my very own Game Design workshop. I spent the first half of the session explaining my philosophies of game design, and the second half I guided the audience into creating their own game vision: this time, the audience wanted to make “Cold War Space Race,” a competitive board game where players take on the roles of nations trying to achieve milestones in space exploration despite espionage efforts against them. It was very well received (especially with Claus’ help at the end), and I felt it was a big success.

The afterparty for Finnish conventions is legendary at this point. I shouldn’t have to say much here, but I will give the highlights:

  • Fantastic food
  • Excellent company
  • Lots of alchohol
  • Finnish Sauna!

At the end of the night, I felt that Ropecon had left a lasting impression on me as one of the finest gaming conventions I had ever attended. Keep up the great work, you crazy Finns!


The D-Infinity Independent Game Awards!

I’m very pleased to say that I was selected to be one of the judges for 2016’s D-Infinity Independent Game Awards. This project is a competition aimed to discover some of the best independent game products of the year. In addition, 2016 is the first, inaugural session of these awards. I’m proud to help introduce this award into the tabletop gaming industry!

Obviously there is a strong RPG element to this award system, partly because it was founded by RPG enthusiasts and professionals like myself, Joe Charles, Michael O. Varhola, and Jason Yarnell. That being said, the awards are looking at board games, card games, and gaming accessories in addition to RPG products.

There are only a few days left to vote on these awards, so please check out the site! One thing that is special about these awards is how the votes are counted. Basically, there are five judges weighing in on the submissions; the four I’ve named already, and the popular vote forming the fifth judge! This is a great way to look at a gaming award, since it allows the popular vote to have an impact, but does not reduce the award to simply going to the most influential gaming company involved in the program.

It’s been very interesting going through all the various products submitted for judgement this year. I’ve had to weigh the impact of content, writing, editing, production values (such as artwork and layout), and the theme or ‘essence’ of a particular work. There’s also some intangibles to look at, such as the sense of passion and excitement evident in the work from its creators.

I hope the D-IIGA awards continue and I look forward to seeing how things work out during Comicpalooza! The award ceremony itself will be broadcast from the convention for anyone to watch, so keep an eye out for it!

Michael Surbrook Presents: The Grand Melee

Hi gang,

I’m very pleased to announce that Evil Beagle Games has teamed up with my good friend and talented creator, Michael Surbrook! We’re helping Michael publish several of his projects for various game systems, starting with The Grand Melee for the Pathfinder Roleplaying Game!



The Grand Melee is a great resource for running medieval tournaments in your game, covering everything from rules on how to run the tournament to the prizes… plus some great adventure seeds!

Remembering Aaron Allston and Strike Force

I’m writing this post on February 27, 2016. And just two years ago today, Aaron Allston passed away.

I first became aware of Aaron Allston in the late 1980’s, through seeing his work on the shelf of my local game store or in the pages of Dragon Magazine: stuff like Autoduel Champions (I was a huge Car Wars nerd in my youth!), and later, the Grand Duchy of Karameikos and the Dungeon Master’s Design Kit. Dungeons and Dragons was one of my favorite things to do in junior high, so I kept appraised of what was out there in the world for this fascinating game, and so I saw Aaron’s name on a few products.

I didn’t really become aware of his importance, however, until the 90’s. It was then that I discovered Champions 4th edition, and through that gateway, one of Aaron’s most important works: Strike Force.

I don’t have all the room here to say just how profound this book was for me… how formative it was on a young man fumbling his way through Gamemastering and running games for his friends. Strike Force taught me HOW to roleplay and gave me an example of a serious campaign. From Strike Force, I had an idea of the kind of games I wanted to run… and it put me on the path towards my eventual career as a game designer.

From there, I was more aware than ever of Aaron. I bought and read his Car Wars novels, then Doc Sidhe, then Galatea in 3-d. Aaron was a very prolific author–even today, I am discovering obscure little novels that he worked on or finding another RPG supplement that benefited from his creativity.

I ran into Aaron here and there over the years, often during Gen Con. I didn’t really get to speak with him at length during those times, keeping a respectful distance and simply thanking him for all the ideas he inspired in me. I got him to sign my copy of Strike Force, amongst other books, and he always struck me as a very kind and welcoming man–even when surrounded by legions of fans.

It wasn’t until the 2010’s that I really got to know Aaron better–just before the end of the life, it turned out. I attended a seminar he and Michael Stackpole held about writing techniques at Dragon’s Lair in Austin, and then I ran into him a year later at Chupacabracon 1. This would be a fateful meeting, for Aaron had plenty of time to chat, and I got to talk to him about a wide variety of subjects.

We talked about superheroes, writing, worldbuilding, game design, and more. It was wonderful. I believe we spent a good three hours or so, calmly talking in the green room. This was the first time we spoke about Strike Force at length, and he confided in me–with a grin–that he had plans to do a new version of his landmark book.

This was a discussion I will never forget. A chance for me to talk about all the things I love with one of my personal heroes, a man who had influenced me for decades. Aaron even invited me to playtest a game he was working on about giant robots fighting in an arena, and I eagerly accepted. I was on a panel or two with Aaron during this convention, and I remember leaving it with a huge smile on my face… a great deal of that thanks to Aaron and his amazing way with people.

Not long afterwards, of course, I heard what had happened at Visioncon that year. Aaron collapsed and then died of heart failure.

I remembered the way he walked very carefully down the hallways at Chupacabracon just weeks earlier, and the wan, pale complexion that initially worried me… I had asked him if he was allright, and he smiled, responding “I’m fine.”

All of this made me one of the last people to really speak with Aaron before he died. I took his death very hard–it was difficult for me to work through the grief. The world lost an amazing creative talent that day, and just a heck of a nice guy.

Over a year later, I was contacted by Jason Walters, owner of High Rock Press. Jason had gotten in touch with Aaron’s family, and through the Allston Estate, he was interested in picking up Aaron’s unfinished project and making it real. I didn’t hesitate — this was my chance to honor a great man.

It’s been about a year since then, and I’ve gotten a chance to work with some fantastic people–Denis Loubet, Steve Kenson, and Michael Surbrook–to build a new version of Strike Force, one that we all believe Aaron would be proud of. This project is not just another RPG book… it’s a dedication to someone who inspired all of us.

(The kickstarter for Aaron Allston’s Strike Force is in its final hours — please go take a look and consider backing us to help us finish strong!)

Accursed Worldbooks Kickstarter Live!

Ever since we published Accursed in 2013, the most common question I get from fans is, “When can we find out more about the world of Morden?”

We’ve actually been hard at work creating more content for Accursed, including adventures like Fall of the Tower, Grove Point, and Darkest Tides, plus new card decks of NPCs and Monsters. In addition to all that, John Dunn, Jason Marker, and myself put our noses to the grindstone and came up with what fans were asking for: more material discussing the world of Morden, long held beneath the Witches’ conquest and home of the Accursed.

Jason and I wrote Frost and Fang, a book about Valkenholm and Steppengrad. John and Jason collaborated on Science and Sea, which gets into the Discordian Sea and the technologically advanced nation of Manreia.

We are joined by George Zeits and Chris Avellone’s excellent book, Sand and Stone, chronicling Hyphrates and Hebron–the first step down the road that inspired the rest of us. There’s another book, as well — Bone & Barrow, focusing on the Outlands and Cairn Kainen!

We’re excited to bring Frost and Fang, Science and Sea, and Bone and Barrow to our fans, but we need your help. The goal is to make these books to the same level of art and production quality as the rest of the Accursed line, and so we’ve launched a kickstarter to help fund this project.

If you are a fan of Accursed, if you like the idea of a well-developed dark fantasy setting, if you love the concept of “Hellboy meets Solomon Kane,” please take a look at our kickstarter page and consider backing us to bring these great books to life!

Blast from the Past: 2004-2007

Hello readers! I’m continuing a semi-historical look at my career in the gaming industry. I’m inspired by Shannon Appelcline’s excellent Designers & Dragons series, and I’ve already written several blog posts chronicling the earlier years.

In 2003, I got hired by Games Workshop as a copywriter, a position I would hold until 2005. While I was there, I learned the art of editing from my boss–and a fantastic human being, Eric Sarlin.

WOTC offered me an opportunity to put that editing skill to work on Complete Divine under managing editor Gwendolyn Kestrel. I quickly learned that while editing is a great skill to have for a writer, editing was not what I wanted to do full-time… or even part-time.

Fortunately, I used my time at GW wisely, becoming an expert on all their IPs, including Warhammer, Warhammer 40,000, and The Lord of the Rings. I got to try my hand at miniature game design, and I found that I had a talent for it, designing an expansion for the Kill-team rules found in Warhammer 40,000 4th edition.

Unfortunately, 2005 was a very turbulent year for me, involving a serious car crash, unemployment when Games Workshop laid off dozens of employees while decentralizing the HQ in Glen Burnie, and moving house to elsewhere in Maryland. This meant that my actual output of RPG work was at an all-time low since I had started in the business, and would continue until 2008.

Between 2004 and 2007, most of my work was writing articles for various magazines, including Knights of the Dinner Table and Digital Hero. I had a regular column for some time in White Dwarf, writing tactics articles for Warhammer 40,000 4th edition.

What sustained me during this time were my friends. I had a very strong group of friends around me, and we engaged in all kinds of shenanigans. Michael Surbrook and I ran a gaming convention for a few years in Glen Burnie called HeroCon, and I ran a TON of gaming sessions for my own RPG setting of Shadows Angelus.

I had obtained a job that allowed me a lot of free time. I was the office manager and later a consultant at the National Japanese-American Memorial Foundation in Washington, D.C. from 2005-2008. This was rewarding work, and it gave me a good teal of time to myself. In retrospect, I wish I had spent more of that time working on my own projects!

All told, this was the doldrums of my career, and there’s no telling what would have happened if another fantastic opportunity hadn’t opened up for me the very next year…

Until next time!

Blast From the Past: 2003, addendum

Hey readers,

Thanks for sticking with me as I journey through the past and chronicle my history in the gaming industry. 🙂

2003, as I mentioned before in the first part, was a big year. I started the year out as my last one living in Louisville and ended it by moving out to Maryland, where I would stay for the next five years.

I hit some big successes in the d20 industry just as that market was winding down. Fantasy Flight Games, through developer Greg Benage, gave me an opportunity to contribute to Sorcery & Steam, a steampunk sourcebook for D20. I took on writing up all the skills and feats and gear for this book, and my role expanded into writing up some vehicles as well. It turned out that my material was fairly influential, and many of the feats and skills I created ended up shaping the prestige classes for the book.

After that one came Dawnforge. I got to work on Dawnforge once I moved to Maryland, and this was an AMAZING opportunity. Dawnforge came out of the setting competition WOTC had set up a year or two prior, and it had risen to become one of the finalists (alongside Morningstar).

Greg handed me one of my favorite assignments I’ve ever had as a freelance writer: “Take a section of the map, any section, and write it up. Whatever you want. Here’s the basics on the world.”

It was creative bliss! I had received the Icehammer Front, a massive mountain range inhabited by Frost Giants. And that was pretty much all that was known about it! Naturally, my writing needed to fit the tones and themes of Dawnforge’s “ancient golden age” feel, but apart from that, I had an open canvas. I know now that as a developer, this is a big risk to take with a freelancer. In the end, however, I believe I truly appreciated the chance for what it was, and turned in something that I still look back on fondly as one of my first settings published for the industry.

Dawnforge would, in fact, go on to win a Golden ENNie in 2003 for “best campaign setting,” and I was especially proud of contributing towards that recognition.

I spent the rest of 2003 working at Games Workshop, writing up articles for White Dwarf and the web (an online-only publication called Black Gobbo), tweaking some rules for Kill-team and Warbands, and expanding my knowledge as an editor.


Year in Review: 2015

Greetings, readers! It’s time I took a look back at 2015 as we wave goodbye to this year and move on to 2016. Here’s some of the highlights from the year:


I did well this year, 17 different products got out onto stole shelves (virtual and physical), and many more on the way.


This is a biggie. I’ve been working on this game for over a year, and it was truly fantastic to see it take full shape. I wrote the story and the characters, which was very sweet, and I love watching people play the game on youtube. I think Regicide was an interesting idea, but I have to say that chess is not something I’m very passionate about for game-play. Aside from a few small issues, this was a great job that I loved doing.

In Defense of Innocence

I deeply enjoyed writing this book, as it is mostly a setting that ties into an adventure in the world of Malifaux. I wrote about 85% of the book, detailing the main adventure and everything about the town itself. I enjoyed working with Brandon Gensemer on this one, but there were a number of production issues involved — Brandon did not receive any credit, for example — so this is a bittersweet entry.  Still, I am very proud of the finished product, and I welcome anyone to talk to me about it or tell me what they think of the book.

Accursed: Fall of the Tower

This adventure grew out of the special Gen Con adventure I ran for the backers of the Accursed Kickstarter in 2014. We had a great time during the game, so why not turn it into an actual product? I think this is one of my better adventures, including all the things I like to see in a published RPG scenario–choices, options, a fun climax, and so forth. Again, I’m very proud of this one.

Shaintar (Many books)

I joined Evil Beagle Games as a full partner and the Managing Director in 2014, so 2015 was my first full year with the company. One of my priorities was to take the Shaintar setting books and get things moving with the line. We successfully produced 8 books for Shaintar in 2015, and several more happened in quick succession when the line was turned over to Savage Mojo. For this line, my involvement has been almost entirely as a developer, although I plan on writing something for this setting in 2016.

Savage Lairs: Fantasy Forests

This was a fun project that came close to the end of the year. John Dunn is a good friend and a hell of a businessman. I learned a great deal about small-press RPG production from John, and working on Savage Lairs taught me more valuable lessons.

Savage Worlds: Lankhmar and Savage Tales of Horror

This was a fun project to work on for Pinnacle Entertainment Group. I got to officially write up the character sheets for Fafhrd and the Grey Mouser! Going back and reading all the Fritz Leiber books was interesting, although I think the earlier tales really work better than the ones written at the end of the series. I also wrote an adventure for one of the Savage Tales of Horror books produced by Pinnacle in 2015.

Card Games: Lost Legacy and Game of Crowns

AEG is a great company to write for as a freelancer, and in 2015 I got to contribute my writing and worldbuilding for two of their card games. I always enjoy writing for these projects, and I am pleased to say that I have even more coming out in 2016.


  • I turned 40 in 2015, a milestone number.
  • I became a true Denver-ite and Colorad-an.
  • Made some new friends–Christa and Jason Berger–and celebrated ties with very old friends, like Bryant and Kait Smith.
  • I attended a lot of very cool conventions, including Comicpalooza, Genghiscon, Tacticon, Gen Con, and many others.
  • I re-connected with my relatives in the area, from cousins to aunts & uncles.
  • I wrote my very first complete book entirely on my own–I’ve worked on many, many books before this, but in 2015 I had the entire enchilada. 65,000 words, all mine. It was awesome.

What about 2016?

I’m very much looking forward to bringing out stuff that I worked on in 2015. In fact, I worked very hard on some projects that aren’t quite ready to be released, but hopefully soon.

In particular, I’m excited about Torg: Eternity, Strike Force, Savage Rifts, and the forthcoming worldbooks for Accursed.

With that having been said, I’m also looking to become more productive. I want to get at least one thing per month completed in 2016. I know this is ambitious, and I know it is likely to fail, but I’m interested in the challenge. I want to rise up to meet my goal, not set a standard that I know I can hit without striving.

I want to get out more as well, see more of the country surrounding Denver, and visit friends more often who live in distant parts of the city.

Time to write some fiction! I owe a novella for Shaintar, and one for Accursed — I need to buckle down and make those happen. In fact, my hope is that by stating this ambition out loud here, I’ll be more responsible and disciplined towards achieving the goal.