Worlds & Wednesday:The Hardest Thing

People still ask me, every so often, whatever happened to The Dark Fantasy of Sundrah. It’s a fair question, and I’ve decided it deserves a fair answer. So pour yourself something warm, pull up a chair, and let me share a story about lessons learned, failure, and the simple, stubborn act of standing back up.

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Worlds & Wednesday: Pulp. Getting it Right.

To boil pulp down to a look is to mistake the ash for the fire. You can paint a cover in faded sepia, scuff the edges, and ape every visual trick of the old masters — and still produce something utterly dead. Why…

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Worlds & Wednesday: …for Game Masters

At Scaldcrow Games, there have never been armies of writers, editors, or developers producing books around the clock. There are only a handful of us, and that has always been the case. While I love ambitious projects such as Wild West Horse Opera, Rotwang City, and Cape Noire, those larger worlds require enormous investments of time and energy.

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Worlds & Wednesday: Forged in the Crucible

As designers, we often get excited about the details: cool factions, unique locations, interesting characters, or clever mechanics. Those things matter, but before a Pocket World is ready for play, it must answer three essential questions.

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Worlds & Wednesdays: From Spark to World

I build them this way because I have always preferred settings that leave room for imagination. Growing up, I often found myself disappointed when I reached the hard edge of a fictional world and discovered there was nothing beyond it. The most inspiring settings are not those that define every detail. They are the ones that leave a few corners unexplored.

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Worlds & Wednesdays: Roots of the Game

Big publishers do incredible work, and I’m grateful for them. They built the roads we all walk on. But a healthy hobby doesn’t run on a handful of giants. It runs on hundreds of voices, each one weird and specific and alive.

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