Monday, 30 December 2019

A decade of game design


And so it comes to the end of the decade as swiftly as it began. I'm 10 years older, 10 years wiser and 10 years more handsome. I do flatter myself.

This last decade has been the most profoundly productive of my life, which makes sense because I was just 22 all those years ago, nary a year out of academic life and very early into my game design life. The people I've had the pleasure of meeting, both on and offline, and the projects I've worked on were merely contained to my wildest dreams in my early twenties.

To come out at the end of the decade with a release from Osprey Games is wonderful. To have created one of the most popular solo games on the market with Quill was something I could have never expected. To be in Spanish bookstores with a storytelling card game in Cuentos de Animas would have floored me in my twenties. To be working with some of the people I'm now working with for 2020 is a dream.

Like many, I tend to get imposter syndrome and I have compared myself to successful designers in the past, ones far more talented than me. I think the next decade is a chance to try to consider that I'm not an imposter. I work hard. Over the last 10 years my PR career has thrived to the point that I head a team. I do this demanding job while putting many hours into game design, shunning weekends to write. Not that I'd change this - I do it because I love it.

I hope the 2020s will be laced with opportunity for more game writing and collaboration. I hope that Romance of the Perilous Land is a success and I get to write more books in that world. I hope I get the chance to work with Paizo in Pathfinder 2e or Wizards of the Coast on Dungeons and Dragons. I plan to continue producing new material and Quill is a priority. I hear you.

I want to end this post with a thank you. A thanks to you, fair readers; a thanks to anyone who plays my games; and a thanks to those who have given me opportunities over this past decade. Cheers to you.