All posts in Geek

Origins of The Stork

When I went to see Pixar’s WALL-E, there was an animated short called Partly Cloudy before the film. It had to do with a stork who got stuck with delivering really challenging packages. It got me thinking of some shadowy agency which employed people called Storks to deliver metaphorical packages to people. Perhaps this guy shows up on your doorstep with a lost memory from childhood.

Then I thought maybe I could make a role playing game out of it. The players would play characters in this agency delivering packages as a way of working off a debt, kind of like the reapers in Dead Like Me.

But then it occurred to me it might be more interesting if it were a live action game like Killer or Capture the Flag, where teams of people had to make sure a package got delivered to its destination.

I’m not sure how it happened, but when I sat down to write down some notes for the rules to this potential game, I instead wrote the manual that became The Stork. It was one of those rare pieces of writing that I transcribe more than write. It just flowed out, almost fully formed. I made some tweaks to it, but the first draft ended up being really good as is.

Some part of me wants to create these shared experiences, these abstract dreamlike ideas. I’ve found the best way to communicate them is to squeeze them into the shape of a story or a game. The structure is just a handle or a frame, a label so that other people can (hopefully) understand what I’m trying to tell them.

Find out more about The Stork at Kickstarter

Dune Sandstorm Board Concept

Before I decide on art or any of the other components, I need to tackle how I want the storm to work. In the original game, the sandstorm is represented by a small cardboard token that moves around the edge of the circular board. This is not very dramatic for how important a role it plays. It also fades into the background too much and is easy to overlook.

My idea is that the sandstorm should clearly overlay the entire segment of the board it is affecting. But how to do so without disrupting any pieces on that segment (in the safety of rock regions, for example)? I propose a layered board which is effectively one giant dial. The storm is printed on a transparent plastic disc sandwiched between another clear plastic layer (the actual board surface) and a base cardboard layer with the board art.

This way the sandstorm will move underneath the pieces on the board and clearly designate what area it affects.

Here is a mockup of the cross-section:

A fastener at the center would hold the three pieces in place but still allow the storm to rotate. There would also need to be some kind of adhesive at the four corners for stability, but also allow enough play for the storm to move easily.

The result would look like this:

As you can see, there would need to be sections cut out from each edge of the top frame to allow for access to the storm layer’s edge. My one concern is that it may be a bit clunky when moving the storm great distances.

I may further elaborate on this by printing the regions protected from the storm on the topmost plastic layer. This would provide a clear visual indication of which units are safe and which are destroyed.

Arrakis…Dune…Desert Planet

Like many designers who have played the out of print board game Dune, I have thought to myself, “I could make my own version of this.” Indeed, the image gallery on Board Game Geek is full of custom renditions of the game. It would be no problem to download some PDFs and print out a copy of the game, but I’d like to have a go at making my own artwork for it. Also, I have an interesting solution for the sandstorm I’d like to attempt.

So far, the project is in the planning stages. I have accumulated PDF components of the original game, reference artwork, and some links to sites which might provide game components which I will shape to my own purposes.

Most of the designs I have seen stick very closely to the components of the original, but I wonder if there aren’t alternatives to the combat wheel, for example. Beyond the physical aspects, I also feel like some of the more ridiculous mechanics (such as the whole blind bidding on Treachery cards) can be overhauled. We shall see.

Netflix Gems of 2010

Netflix has been a huge part of my effort to declutter the media in my life. I have almost eliminated all physical DVDs from my “stuff”.

As you probably already know, Netflix Instant Watch is one of the greatest things ever. It’s how you know you’re in the 21st century. Each week it rises from an ocean of cinema and spreads a net of glittering gems recovered from the depths. Continue reading →

Parting Thoughts on Tron Legacy

So this has become a thing now. This movie just won’t let me go.

This is not a case of unrealistic expectations or fanboy outrage about how Tron “ought” to be done. I had adjusted my expectations: a bare bones story which served as a life support system for an astonishing 3D experience. I dismissed Ebert as being curmudgeonly, Massawyrm liked it and Dave had seen it *twice*. All good signs. Continue reading →

Fantastic Fest 2010

The movies I saw, in order of enjoyment:

1. Golden Slumber
2. Summer Wars
3. Sound of Noise
4. Drones
5. Let Me In
6. Ip Man 2
7. I Saw the Devil
8. Rubber
9. Agnosia
10. Transfer
11. Never Let Me Go
12. Outrage
13. RED
14. Corridor
15. Enter the Void
16. Bedevilled
17. The Dead
18. Troll Hunter
19. Rare Exports
20. Buried
21. Rammbock
22. Bibliotheque Pascal
23. True Legend
24. Bunraku
25. Hell Driver

Official Soundtrack

Alive – Pearl Jam
All I Really Want – Alanis Morissette
Bad – U2
Catapult – Counting Crows
The Mirror Song – Thomas Dolby
Everything Falls Apart – Dog’s Eye View
Tender – Blur
Down With Disease – Phish
Ghost – Indigo Girls
This Time – Ryan Houlette
Looking at the World From the Bottom of a Well – Mike Doughty
Running to Stand Still – U2
This Year – The Mountain Goats
This Too Shall Pass – OK Go

What We Talk About When We Talk About Love

This started out as a post about PAX East 2010, but then I realized I had no interest or energy to recount that adventure. In summary: Geek cons are fun, exhausting and one day too long.

When I go to a convention, especially one in the realm of geekiness, I usually find myself fending off an encroaching wave of depression and estrangement. I think it is most prevalent at conventions because I feel like, of all social groups, I should find resonance with this one. But I don’t. It doesn’t happen with any group, anywhere, ever. I have no people. Continue reading →

Restless Again

Feeling restless again. Creatively aimless. I feel like I need more of a long range goal, but I haven’t been really inspired to move in any particular direction.

Have an idea for a story game. Might sketch it out so it stops scratching my brain. But that would just be a stopgap.

Amanda’s Birthday

Today was my friend Amanda’s birthday and Nick had put together an awesome day for her and her friends. We had brunch at Chez Zee (Bed and Breakfast French Toast FTW) and then hung out at their place while Nick picked up the cake and Amanda got a massage. We played video games and party games and iphone games. And there was cake.