The news I alluded to in a recent post have been officially announced: in addition to acting as project manager for new books in the Fate line, I am now also stepping in to replace Leonard Balsera as Fate Line Developer for Evil Hat Productions.
Lenny is stepping down to be able to keep up with his own increased responsibilities as COO and Creative Director of John Wick Presents. He has been with Evil Hat and working on Fate in its various forms for nearly 15 years. He is instrumental in creating some of the features I like best in Fate Core, the current version of the system. He is savvy, personable, knowledgeable, creative, and who knows how I will be able to follow such an act!
It’s tremendously flattering to have been invited to fill in the role of line developer for Evil Hat’s flagship line, and even more so when picking up the mantle after someone like Lenny. And it’s wonderful to be associated more closely with Evil Hat, since they have been such great people to work with and for.
One of my official mandates will be to bring even more diversity to the talent pool in all roles (writers, system developers, editors, artists, and so forth.) I will redouble my efforts to attract to our projects skilled people who are as diverse as the world I see around me.
Finally, I will also be scouting for new third-party games based on Fate for which the creators would like printing, distribution, and marketing support. Of course such games need to fit in with Evil Hat’s release windows, quality standards, etc.
So yeah, just call me Doctor Fate…
OK, Ramanan S pointed out to me that we have not had significant discussions of race in tabletop roleplaying games since The Thing last year. I take that as an indicator of the chilling effect, but nonetheless it’s not a good excuse. We need to talk, and even more so we need to act.
This is not a post to examine the root causes and come up with an overarching plan to eliminate racism, tokenism, erasure, etc. I can’t be the one to tell you all about race problems in the tabletop gaming community. I’m not on the receiving end, and my white privilege means I will, by definition, not be able to see all the instances.
But there are some things that are obvious enough that we can see them, and react to them, as white allies and tabletop gamers. I can speak about what I do see, and what I can do about it. Continue reading “Racism I Can Do Without: Low-hanging fruit for the white ally”
For several years now I’ve been volunteering for several tabletop game conventions. One of the tasks I’ve assumed was the creation of the print programs and other documents for some of them, particularly Emerald City Gamefest and Dragonflight.
I’ve prepared the program for Dragonflight since 2008, and it occurred to me that although I have no plans to stop volunteering, stuff happens and eventually someone will have to take over for me. I decided to prepare a tutorial on the complete process, from negotiating with printing companies to using desktop publishing to create the document.
Although this tutorial is targeted at one specific convention, I think it can be useful to other convention organizers elsewhere. Local and regional tabletop game conventions usually work with shoestring budgets, so I use as many free, platform-independent and open source tools as I can (such as GIMP for image editing, Scribus for desktop publishing, Calibre for e-book creation) but the workflow I describe works with equivalent commercial tools.
The tutorial can be downloaded here. (It looks scarily long because I tried to make my explanations detailed enough to be understood by newcomers without any other help.) I hope it can be of use to other people.