Wednesday, January 28, 2026

"Artificial, Not Intelligent" essay published at The Raised Hand

My essay for The Raised Hand was published this morning:

https://theraisedhand.substack.com/p/artificial-not-intelligent-how-meeting

It is my invited response to their theme for the year, "What is the role of the human educator in the age of AI?"

An overheard comment about the importance of knowing

Earlier this semester in my game design class, I overheard a student say to another, "If you don't know much, you won't be able to think of something."

He's right, contrary to the philosophy that believes that students don't need to learn facts because they can look them up.

Saturday, January 10, 2026

An Improvement in Brainstorming Game Ideas

I have used brainstorming exercises in my game design classes for many years. When I first started, the goal was to fill the board with ideas within one class period—and we did. But it wasn't that helpful. Brainstorming is recommended in Richard Lemarchand's Playful Production Process, and so I used it in my 2023 and 2024 game studio preproduction classes, following his helpful rules. These exercises can result in unexpected items, but it seems like every time, no matter my framing, the participants failed to grasp the point of the exercise: game ideation. Instead, what overwhelms the list is inspiration for theme, setting, or characters, but these are not game ideas.

I saw a different possibility when I watched Joe Baxter-Webb's video on ideation methods. The video recommends seven different approaches for ensuring that one is pursuing worthwhile game ideas. One of the approaches is to describe a game in terms of "Action Action Goal." An example he gives describes Into the Breach: destroy the kaiju and upgrade my mechs so that I can save the cities. It struck me that this simple formula might help my students stop listing things like "bacon" which everyone likes but which is not a game idea. 

I explained the structure and goals in class yesterday, and in twenty minutes, my small group of students came up with forty game ideas. The very first one was only a goal, but with a little prompting, it was revised into action-goal. The next was fully robust in its action-action-goal structure. A few of the entries were quick "Yes, and..." entries, where someone riffed off of another idea, but most were standalone ideas.

Forty is much less than previous teams have made, and that's a good thing. Everything on the list can be turned into a game, although many of the actions seem to describe narrative events rather than player actions. For example, one of the concepts was to "embarrass" someone else, but turning this into a player action would require some interpretation. 

Each student brought an original game idea to class, inspired by Baxter-Webb's video, and I hoped this would warm them up for the exercise. However, I am not sure that items on the list represent the games that the students actually want to make. I say this in part because, earlier in the week, I had them do a short analysis of a game they enjoy, but in the brainstorming list, I don't see elements of those games. In retrospect, I could have been more transparent, telling them that they should expect to be doing creative ideation in class. To me, this is clear from the preparatory exercise, but that's because I have the whole class plan in my head already.

As I was writing this, I looked at my blog for old brainstorming notes and came across my notes from Justin Gary's Think Like a Game Designer. My plan for Monday's class was to have my students start greyboxing, but I realized last night that we should some more time narrowing down what we want to make. I think I may review the notes from Gary's book more carefully and have those as a back-up plan to help the students figure out what they want to make. 

Thursday, January 1, 2026

The Games of 2025

It's time for that annual tradition: a reflection upon the board games of 2025. This year involved a significant change in my play patterns since my eldest son went away to college. He is the one with whom I have played the most games by a long shot. I miss having him home, in part because he is such a good tablemate, always eager to join in a game.

Without further ado, here is the list of my top-played board games of 2025.

  • Clank!: Catacombs (31)
  • Arydia: The Paths We Dare Tread (25)
  • Heat: Pedal to the Metal (20)
  • Planet Unknown (17)
  • Race for the Galaxy (17)
  • Clank! Legacy 2: Acquisitions Incorporated - Darkest Magic (13)
  • The 7th Citadel (12)
Clank!: Catacombs is one of our favorite games. It's one of the few games that my wife will always join in. We got the new Underworld expansion for Christmas, and it's definitely worth it for fans like us. In fact, we've played seven times in since Christmas and enjoyed every one. Clank! Legacy 2 was something I picked up to play with my younger three boys on the nights that the eldest was out with his weekly TTRPG group. We enjoyed it, and we played it once post-campaign, but it has not proven to have staying power, even though there are still many unlockable elements we have not completed.

Arydia provided some of the most fun and memorable moments of any campaign board game I have played. Three of my sons joined me on that adventure, and we loved it. It's hard to tell too many stories without giving spoilers, but if you're on the fence, I suggest going for it. The two included adventures of 7th Citadel were enjoyable, although if you play it, don't forget to keep a good map. I know that there are expansions that extend the world, but I felt satisfied with completing just the base box.

Planet Unknown and Heat both accommodate six players, and so those are easy to get out when everyone wants to play. Both got to the table more often than Quacks, which also fills that niche.

I only included games with ten or more plays in my list, but other favorites also got to the table this year. I am surprised Ark Nova was only seven and Castles of Mad King Ludwig was only three; I would have guessed higher for both of them.

This was another year of declining plays. It coincides with playing larger games more often, but also of course with my son at college and the others involved in scouts, robotics, and other events. 

2025 board games by the numbers:
  • 55 different games played this year
  • 293 logged plays this year
  • 3779 logged plays in total
  • 36 game h-index (+1 from last year)
  • 19 player h-index (unchanged)
It was also a pretty good year for tabletop roleplaying games, at least by my modest standards. Although I was unsuccessful in my attempt to get a regular group together, I did run play seven games, and I was the gamemaster for each. These included three sessions of Torchbearer, two of Fate, and one each of Knave and Mythic Bastionland. Extracting this data from RPGGeek makes me realize that I need to be more consistent in whether I log plays as "RPG" or "RPG Item." 

Sunday, December 28, 2025

An Afternoon with Mythic Bastionland

Professor Dungeonmaster convinced me to check out Mythic Bastionland, a new tabletop RPG from Chris McDowall. I always appreciate Prof. DM's commentary, and he called it a masterpiece. I splurged on the hardcover edition without doing much more research, and I have no regrets.

The book is beautiful in its form. The entire rules for the game are presented in about twenty pages, followed by a generous collection of random tables. The majority of the book is devoted to 144 pages that describe the 72 knights, the seers who knighted them, and the myths that manifest in the world. The knights seek the myths, and the myths are described with just enough detail that the referee can turn them into compelling vignettes. The book concludes with about thirty two-column pages in which the left side narrates the table experience of three players and the right side provides commentary on it. This is a brilliant way to give examples of play and provide recommendations while keeping brief the initial rules explanation. Generous illustrations by Alec Sorenson push the dark medieval fantasy theme right into your imagination upon opening the book.

My two older boys agreed to try Mythic Bastionland with me yesterday afternoon, and we finished a one-shot session in about three hours. It is clearly a game that benefits from campaign play, but I found several resources that helped me to pull together a one-shot in about two hours of prep, not including reading the rules. There is an extensive list of resources on Reddit, but these are the ones I found most useful for quickly pulling an experimental session together:

  • Chris McDowall's post about Mythic One-Shots. I followed his "Speed-Shot" approach, opting for a 6x6 Realm with the recommended myth. I rolled four random Knights and filled out their character sheets with everything except the attribute values, which I left for the players to roll. I came across many praises for McDowall's blog posts and YouTube videos; I am curious to look at some of his other content, but I have not done so yet.
  • The official character sheets. The official sheet is dry but effective. There are a lot of fan-made ones, some of which are quite beautiful. I could not get this one to print, otherwise I might have used it, although I fear it would look poor on my black-and-white printer. I love the aesthetic of this other one, but it lacks some of the rules references that I wanted for new players (including me).
  • Realm Maker online tool for generating Realms based on the game's heuristics. The interface is a bit awkward and I would have liked more printing and export options, but for what it is, it's a handy free tool. I configured it for a 6x6 Realm with one Myth, one Seer, and one Holding, and it came up with something reasonable enough for me to use. I printed up one for the players, then had to take a screenshot of the referee version. I printed this latter one at a smaller scale so that I could write in my notes around it, which worked well.
  • Squire and Holdings tables from the Mythic Canvas. Knowing I would have two players, I took the book's advice to give each a squire, and the tables helped give each a bit of character. Similarly, I rolled a random Holding, which gave me a name and an economic focus for it. This ended up being slightly incongruous with the terrain, but it was adequate for a one-shot.
All this allowed me to pull together a one-shot, which I played with my two older sons yesterday afternoon. For me, there were a lot of firsts.

I had not previously run nor played a hexcrawl, but I really enjoyed it. The Myth's early omens provided simple vignettes that gave a sense of the game's setting. The party went straight for the castle to learn more about the local situation, and they got just enough info to set them in the right direction of the Seer. They did receive a crucial tip from the Seer that ended up being used just in time to save one of them from death, although this was all driven by dice, not my plotting. The one-shot only had one Myth so that the party could have a chance of overcoming it in one session, which they did; this made me curious to see how a larger Realm and multiple Myths would impact the feel of the game. Our game-time played out over the course of about a week, but I understand that a campaign would take place over years or decades. It's an attractive storytelling form that I have never explored.

When I run TTRPGs, which is not very often, I usually try to improvise some environmental conditions that establish a tone, such as the weather or a smell. I had not previously tried to rely on tables for such things, but given the prominent place they have in Mythic Bastionland, I decided to try it. I used random results from the weather table for the first few days' travel, but I quickly found that tedious. It was fun to try it, and I am sure that a better use of the tables is for when one is creatively stuck or desiring an improvisational challenge. Incidentally, I also have a copy of Knave on Professor Dungeonmaster's recommendation, and it is even more chock full of tables---but I have not been able to run that one yet.

I had also not previously run a game without roll-to-hit. Mythic Bastionland has combatants roll damage, and these dice can be manipulated through various player abilities. We all found it to be a lovely minigame of risk management and mitigation. It works well with another novelty of the game, where a player who suffers damage equal to half their remaining health is mortally wounded. Of course, the more damage one takes, the less damage is required to deal such a wound. Our session culminated in an epic battle where Sir John was mortally wounded, and as the enemy creature took wing, Sir Asgerald grabbed Sir John's javelin and hurled it at the fleeing monster. The player rolled exactly what he needed to deal a mortal blow to the enemy, and because of the Seer's advice, they were able to heal Sir John of a deadly poison. It was a beautiful ending to the afternoon, all driven by dice and improvised storytelling.

I found some of the nomenclature used in Mythic Bastionland to be hard to remember. The system of armaments is appropriately simple, yet terms like "hefty" and "slow" are used in a technical sense that doesn't match their colloquial use. Realms have Holdings, which seems right, but one of them is the Seat of Power, which sounds arbitrary to my ear compared to, say, "Capital." Each holding has people in the roles of Steward, Marshal, Sheriff, and Envoy, which are used in a historical sense but don't stick well into my memory. This meant there were some awkward pauses while I made sure I was introducing players to the right terms. I am sure that if I played this particular game more often, or even got into McDowall's content, it would be more natural for me.

Mythic Bastionland is an impressive game, and the physical book is a beautiful addition to my collection. The tabletop experience would benefit from loading screens that highlight Sorenson's evocative illustrations. It's another game that I wish I could run again soon, but that's probably not in the cards. This is one of the reasons I write these reviews: when TTRPGs are few and far between, it's nice to have a place to collect these stories or to return for inspiration.

Tuesday, November 25, 2025

"What would you do instead?" An Idea for a Reflective Assignment

I have been thinking about how to get students to understand the impact of generative AI on their personal development. Yesterday, as part of a wide-ranging conversation about teaching with a trusted friend, I came up with an assignment format that might be useful.

The idea is to present the students with an assignment that is appropriate for the topic of the class, but they would not be asked to do that assignment. Instead, they would be asked to consider the obvious temptation to simply put that assignment text into ChatGPT and turn in what it spits out. The real assignment then is this: what would you do with the time you would have otherwise worked on the assignment?

The learning objective for this assignment is to reveal to students what they value and challenge them to consider whether that reflects their personal goals.

Friday, November 21, 2025

Team Shirts: A Visual Retrospective

As part of a recent project, I ended up going through my closet and photographing all of my shirts from student teams. These are all from immersive learning projects, where my teams worked with community partners to create original educational games. We wore the shirts when meeting with partners and showing the work at public events. They are shown below in no particular order.








The polo shirts just have the team logo, but the T-shirts have team names on the back.