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Today I upgraded the graphics for the planet generator on Iron Arachne.
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It’s been quite some time since I last wrote about the tabletop RPG projects I have in the works.
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2022 promises to be a year of big changes.
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2021 was an eventful year.
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So today I received the new HeroQuest in the mail.
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It’s been an eventful few months.
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The last three years has been a slow, awful death spiral for Blizzard.
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<div class="caption">Hrenovuha, horseradish liquor</div> A few months ago I watched an episode of The Booze Traveller set in Siberia.
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The first session was about neuroaesthetics and user experience.
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I’ve been designing games for almost as long as I’ve been playing them.
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I’m working on several tabletop RPGs at once right now.
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Stitch Fix posted an article on their blog yesterday entitled “Move Slow and Make Things.”
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Way back in 2013, I posted an article talking about what I wanted from a hypothetical sequel to Star Wars: Galaxies.
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I switched the static site generator used for this site from Hugo to Zola over the weekend.
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Three years ago, I was working on the last project I would touch at Silver Gryphon Games.
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Silver Gryphon Games shut its doors in 2019.
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This year will hopefully be much better for humanity than 2020 was.
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Last year I didn’t write a retrospective.
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As soon as the pre-expansion patch launched, I fired up World of Warcraft with the intent to create my new main character and begin my adventure anew.
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Today I reworked my site’s CSS a bit to add more color.
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I just finished reading a blog post entitled The Forever Project by Scott Turner of Here Dragons Abound.
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The Shadowlands expansion for World of Warcraft comes out next month.
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I read Rubenerd’s post about seriousness, and it got me to thinking.
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We try to do what’s right in the best way we can.
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After years of using a CSS framework for my site, I’ve now dropped it entirely.
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Note: this was a draft I never completed.
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This post is inspired by a thread from Hacker News.
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I’ve been a vim user for somewhere around 10 years.
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This post is a response to “News Websites are Dumpster Fires”, which rails against the current business model of most news websites.
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It’s been awhile since I blogged about Iron Arachne.
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I’ve been frustrated lately with the writing side of Hugo.
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As a result of my one-year boycott of Activision-Blizzard, I found myself without any of my usual games to play.
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Having a blog built using a static site generator was nice from a maintenance perspective, but from a writing perspective, it’s a bit of an inconvenience.
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It’s been a dry spell for Iron Arachne for the past couple months.
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The Unix philosophy guides the development of both Unix and its derivatives.
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As 2018 comes to a close, I’m looking back on the year and reflecting.
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Over a month has passed since I last posted about Mysteries of a Broken World.
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I like cooking.
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This is part three in a series of posts about designing a new OSR game.
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This is part two of a series on a new Old School Renaissance tabletop role-playing game that I’m designing.
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As one of the founders of Silver Gryphon Games I have a fondness for gryphons.
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So lately I’ve been delving back into the world of OSR role-playing games.
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When you play a role-playing game, you adopt the persona of someone other than you.
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Previously, I was spending most of my attention on the Uncharted Worlds projects that I’ve been working on.
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I’ve been looking at what’s coming up on the ballot for this midterm election.
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Since the last entry, I’ve made several changes to both the program logic and its features.
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The topic of what “DevOps” is has been a source of contention since the term first arose.
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This iteration had some dramatic changes.
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Awhile back I noted that I was beginning to work on a random fantasy setting generation project.
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One of my favorite things to think about is the procedural generation of fantasy settings.