So I’ve been working on this “big box” expansion to Gloomhaven for a long time. I remember writing a post in November 2016 about spending a National Novel Writing month working on the story for it. That was quite a while ago.
I’ve also pined year after year that I wasn’t getting enough time to work on it. Conventions, business-related things – something always seems to get in the way. I’m no longer toiling away in a vacuum. There are lots of external forces to contend with.
I think any game designer will tell you that the most useful thing you can do when you first start designing a game is to get it to the table and start playing it. You can stare at spreadsheets and brainstorm documents forever, but until you actually experience the game in action, it will be incredibly hard to figure out what works and doesn’t work about it.
So, with that in mind, I took my initial concepts for What We Found There and set about making a basic prototype, and the most intensive part of this was making all the cards.
Running my own business was never something I wanted to do. When I put my first game on Kickstarter, it was largely just to challenge myself. I wanted to design a game and release it into the world.
In hindsight, it might have been better just to find a publisher for it. But also in hindsight, it eventually led me to where I am today, which is not a bad place to be. Except that I am running my own business, and I don’t really have the skills required to do that effectively.
Right, well, first I want to thank everyone who responded to last week’s post. I was pleasantly surprised by not only the support, but all the good ideas people had for the What We Found There project. It made me feel like I made the right choice, talking openly about my design project, so, in the spirit of that, let’s keep going!
This was once a different space. One where I wrote freely about everything that was going on around here without fear that it would unwittingly become part of the board game news cycle. Not that I have anything wrong with the board game news cycle. It tells people about important stuff, and back then, I wasn’t doing anything anyone would have considered important.