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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Sat, 19 May 2012 02:20:01 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>zakelro!</title><link>http://zakelro.com/blog/</link><description></description><lastBuildDate>Wed, 16 May 2012 23:44:26 +0000</lastBuildDate><copyright>CC-BY-NC-SA</copyright><language>en-US</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>All the Time in the World: An Introduction</title><category>AtTitW</category><category>Bhaloidam</category><category>storyworld</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Mon, 14 May 2012 17:26:04 +0000</pubDate><link>http://zakelro.com/blog/2012/5/14/all-the-time-in-the-world-an-introduction.html</link><guid isPermaLink="false">1429886:16899805:16266193</guid><description><![CDATA[<p>Two Bhaloidam sessions ago, my Skein started a new story arc titled <em>All the Time in the World</em>. I thought I'd mark each chapter with a post, starting with this, a brief introduction to what's going on.</p><p>For the past 20 years I have helped Skeins spin their own stories, weaving them into a larger tapestry, the design of which could only be partially seen, partially understood - even by me. Furthermore, this design endlessly repeated itself, each iteration differing from the last thanks to new Spinners, new storyworlds, new choices made. We have at critical points made decisions that peeled away a layer of the meta-arc, but each revelation has merely served to revealed deeper mysteries and more unknowns. At times I've referred to this as The Drachurae Cycle and at one point, Bhaloidam was going to bear the same name (I'm really glad it doesn't, it's better than that).</p><p>Earlier this year, my Skein were present for the destruction of the world. Truth be told - they caused it intentionally, guessing (correctly) that only its destruction could save all of reality. And with that decision we began the meta-cycle anew, only this time three of the primary movers, the three recurring Weaver-controlled characters whose machinations have launched countless stories and even more conspiracies, well - this time those three characters' stories will be spun by the Spinners rather than by me. </p><p>This will give us insight into the how - if not the exact why - the cycle progresses, resulting in the creation and destruction of the world again and again. Perhaps it's the natural order, perhaps it's due to a flaw of design, or perhaps it's due to the presence of a hidden sinister force. Only time will tell, and as the title of this campaign suggests, we have all he time in the world.</p><p>Stay tuned for a post on Chapter 1: The Garden later this week, in which I'll share details about how we're using the Lifewheels a little differently for the first few chapters.</p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16266193.xml</wfw:commentRss></item><item><title>Story, Play, &amp; Health</title><category>NPR</category><category>games</category><category>mental health</category><category>podcast</category><category>storytelling</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Mon, 14 May 2012 15:52:53 +0000</pubDate><link>http://zakelro.com/blog/2012/5/14/story-play-health.html</link><guid isPermaLink="false">1429886:16899805:16251268</guid><description><![CDATA[<p><a href="http://www.npr.org/blogs/health/2012/05/14/152442084/alzheimers-patients-turn-to-stories-instead-of-memories">Storytelling & Dementia</a> on Morning Edition</p><p>Give that a listen and add it to your mental queue for later when I post about how storytelling is actually a game.</p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16251268.xml</wfw:commentRss></item><item><title>Getting Out of My Own Way</title><category>ipad</category><category>technology</category><category>work process</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Thu, 10 May 2012 15:09:10 +0000</pubDate><link>http://zakelro.com/blog/2012/5/10/getting-out-of-my-own-way.html</link><guid isPermaLink="false">1429886:16899805:16208074</guid><description><![CDATA[<p>Quick Note: Forgive me as I dust off my blogging chops. I plan on returning to regular blogging and that's going to mean exercising those muscles gradually, recording the flotsam and jetsam cluttering the corners of my mind before I start grappling with the big issues. How's that for a jumble of mixed metaphors?</p><p>I'm sitting in a coffee shop, using my new iPad to manage my social network feeds, update my blog, answer email, etc while I wait for my credit union to open so I can wire money to Panda GM for Bhaloidam. </p><p>But this post isn't about Bhaloidam.</p><p>And yes, I bought an iOS device and made my declaration of "my next computing device will be a tablet" come true, although not in the way I expected.</p><p>But this post isn't about that decision either.</p><p>A coupe of months ago I ran into a problem with Kubuntu on my netbook. It was related to the Ion2 card and the third party driver that made the GPU sharing work under Linux. Normally I would have spent a day or two resolving the problem, but I had work to do so I switched over to my Win7 part, synced my files from the moon (that one's for you, Courtney), and got back to it.</p><p>When faced with the decision of how to present Bhaloidam on the web, I abandoned my long-standing Wordpress install (along with its spaghetti bowl of plugins) and moved the whole shebang to a single Sqaurespace-hosted site.</p><p>This post is not about either of those things.</p><p>I'm pretty sure my next computer will be a Mac Mini and that I'll be buying a keyboard/case for my iPad before the summer is out.</p><p>I'm also not gong to talk about that right now.</p><p>But it does raise an ineresting question. Why is my relationship to my technology changing?</p><p>And <em>that's</em> what this post is really about.</p><p>I have hit a major milestone in my professional development. The first Bhaloidam handbook is done, off to the manufacturer, in the digital paws of backers, and available for free right here on this very website.</p><p>In addition to continued Bhaloidam plans, I have our next project's timeline to plan and start working on.*</p><p>Beyind that project, I have three more at the ready.</p><p>Next Tuesday we're closing on a house.</p><p>I've always said that every technology platform has strengths and weaknesses. Each is best suited to a different audience. I have been what my wife calls a Mucker. This has meant I'm more comfortable with Linux and Android. I not only don't mind, but rather enjoy, the technical challenges these platforms often provide. And if that came at the cost of being able to run games, or use an elegant UI, I was okay with that.</p><p>On the opposite end of the spectrum are Apple's platforms. Not only do they aim for stability and elegance, they often seem to directly thwart a Mucker's love of tinkering. But they're stable, secure, and - I have to admit - compelling platforms to use. They rarely get in your way when you set out to get some work done.</p><p>Windows lies somewhere in between the two. Not as stable or Mucker-proof as OSX, not as secure or customizable as Linux. My current Win7 install is already showing signs of needing a scrape and reinstall, something I used to have to do every 6-9 months if I wanted continued performance.</p><p>And the long and the short of it is - I no longer want to have to muck to get my work done. I enjoy my work <em>far</em> too much to have to stop and resolve crashes, solve configuration issues, or ensure all my third party drivers are up to date. Never mind deciding which graphics card drivers work best with my specific hardware, or what kernel will extend the battery life of my mobile device.</p><p>In short, I want my too sullied technology to melt and resolve itself into a dew. I want it to get out of my way and let me <em>work</em>. </p><p>And thus, I simplify the environments through which I move and get out of my own way.</p><p>* <em>Renown</em> is returning as <em>To Rule Over Mars</em>, with a clarified set of rules and a fun new aesthetic.</p><p></p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16208074.xml</wfw:commentRss></item><item><title>In the Night Kitchen</title><category>Sendak</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Wed, 09 May 2012 16:00:20 +0000</pubDate><link>http://zakelro.com/blog/2012/5/9/in-the-night-kitchen.html</link><guid isPermaLink="false">1429886:16899805:16194186</guid><description><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><img class="iphone-image" src="http://zakelro.com/resource/iphone-20120509090025-1.jpg?fileId=18107319" alt="" /></span></span></p>
<p>TRIGGER WARNING: Child Abuse</p>
<p>I can still viscerally remember reading Maurice Sendak's <em>In the Night Kitchen</em> for the first time. I found it on the library shelves of the Newark Valley Elementary School, took it over to a table, and forever changed the way I thought about reading. In fact, it forever changed the way I thought about life.</p>
<p>A darkness runs through Sendak's work. Even this seemingly light story about a dream evokes a sense of dread, even of impending horror. You're not entirely confident until the final page if Mickey will survive his ordeal intact.</p>
<p>This, of course, has made his books highly controversial. Whether the focus of the upset was the "ugly monsters" of <em>Where the Wild Things Are</em>, or the exposed genitals of Mickey in <em>In the Night Kitchen</em>, I believe the true concern over Sendak's work was that pervasive streak of darkness that runs through them.</p>
<p>As an abused child who came to learn very early that life contains dark elements, Sendak's book spoke to me on a very direct and very personal level. <em>In the Night Kitchen</em>&nbsp;especially, almost as if Sendak encoded a second layer of information in the book, just for me, to assure me that the events were not just a lark, not just a fanciful dream, but a terrible struggle for identity in the face of injustice and brutality.</p>
<p>The vulnerability of Mickey's forced nudity, the futility of donning a protective layer of pie-crust, the terror of a macabre trio of over-fed Hitler's (never did I confuse these menacing giants with Oliver Hardy) whose casual sing-song attempts to minimize their crime of baking, and by extension eating, a cake made with human flesh.</p>
<p>"Milk in the batter. Milk in the batter. We bake cake. And nothing's the matter."</p>
<p>All of these elements were too familiar to me at too young an age.</p>
<p>But throughout it all, Mickey remained brave, asserting his identity, trumpeting his successes, refusing to be silenced. Even his bravery reflected my trauma, turning harm and shame into celebration and pride as he stood - naked - and crowed, "COCK-a-DOODLE-DOO!"</p>
<p>It may strike you as odd, given how vocal a person I've become, but confidence in my right to express myself is a lesson I'm still learning. I suffer a great deal of anxiety whenever I assert my worth, or even simply ask someone for something. The enforced silence that went along with my abuse took a far greater toll than I'd realized and it took nearly passing out from a panic attack (more than once and both during the Bhaloidam Kickstarter project last fall) for me to realize the extent of my respondant training. With some help, both from mental health professionals and the ever-supportive and loving Rachel, I'm learning to speak-out without first building up a head of steam, whether it be anger or defensive posturing.</p>
<p>Yesterday was a rough day. Maurice Sendak, aged 83, died as a result of complications from a stroke. In accordance with what I imagine any artist would wish, I spent the day reflecting on how his vast body of work has touched my life. And I kept coming back to that first read of <em>In the Night Kitchen</em>. I could feel the paper under my fingers as I slowly turned the pages. I could feel the hush of the room around me, faint noises of a class on the playground outside the windows. The navy blue polyester skirt of the school librarian. And, of course, I revisited that first glimmer of awareness that I was not truly alone, that someone else had experienced horror in their life. That they remained confident and bold against all adversity. That, even if we should never meet, I had a friend who understood.</p>
<p><span class="full-image-float-left ssNonEditable"><span><img style="width: 200px;" src="http://zakelro.com/resource/iphone-20120509090025-2.jpg?fileId=18107320&amp;__SQUARESPACE_CACHEVERSION=1336570237455" alt="" /></span></span>And I believe Sendak did understand. He struggled throughout his life with depression, his sexuality, fear, and self-expression. He shared details about his childhood on <a href="http://www.npr.org/2012/05/08/152248901/fresh-air-remembers-author-maurice-sendak">Fresh Air</a>&nbsp;in an open and frank fashion. He seems to have often wrestled with life, possibly until his last moments.</p>
<p>But he used this struggle as an opportunity to share himself with the world, not close himself off. Speaking about his last book, <em>Bumble-ardy</em>, he told Terry Gross, "When I did&nbsp;<em>Bumble-ardy,</em>&nbsp;I was so intensely aware of death. Eugene, my friend and partner, was dying here in the house when I did&nbsp;<em>Bumble-ardy</em>. I did&nbsp;<em>Bumble-ardy</em>&nbsp;to save myself. I did not want to die with him. I wanted to live, as any human being does. But there's no question that the book was affected by what was going on here in the house.&nbsp;<em>Bumble-ardy</em>&nbsp;was a combination of the deepest pain and the wondrous feeling of coming into my own. And it took a long time. It took a very long time."</p>
<p>Thank you, Maurice Sendak, for sharing your journey with us. We will miss you, but we'll also celebrate, because you're free of the Night Kitchen at last.</p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16194186.xml</wfw:commentRss></item><item><title>The BoRT is Back!</title><category>Blogs of the Round Table</category><category>Semionaut's Notebook</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Thu, 12 Jan 2012 18:30:29 +0000</pubDate><link>http://zakelro.com/blog/2012/1/12/the-bort-is-back.html</link><guid isPermaLink="false">1429886:16899805:16154985</guid><description><![CDATA[Those of you who've been around for a while will no doubt remember <a href="http://zakelro.com/tag/blogs-of-the-round-table/">Blogs of the Round Table</a>--a monthly-topic blogging invitational I hosted here at Semionaut's Notebook (back when it was called Man Bytes Blog). The BoRT faltered towards the end of its lengthy run and I called a halt to it in 2009.<br/><br/>But now the BoRt has returned over at <a href="http://www.critical-distance.com/2012/01/11/announcing-the-blogs-of-the-round-table/">Critical Distance</a> where it'll be managed by Ben Abraham and his gang of editors. I provided the re-launch topic for them and look forward to contributing over the the months (hopefully years) to come.<br/><br/>So write up a post on <strong>Being Other</strong>...<br/><br/><blockquote>Being Other:<br/><br/>Games, like most media, have the ability to let us explore what it’s like to be someone other than ourselves. While this experience may only encompass a character’s external circumstances–exploring alien worlds, serving with a military elite, casting spells and swinging broadswords–it’s most powerful when it allow us to identify with a character who is fundamentally different than ourselves–a different gender, sexuality, race, class, or religion. This official re-launch of the Blogs of the Round Table asks you to talk about a game experience that allowed you to experience being other than you are and how that impacted you–for better or for worse. Conversely, discuss why games haven’t provided this experience for you and why.</blockquote><br/><br/>...and submit it to <a href="http://www.critical-distance.com/2012/01/11/announcing-the-blogs-of-the-round-table/">Critical Distance</a>!]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16154985.xml</wfw:commentRss></item><item><title>Güvenli Bir Zombi Yule Var</title><category>Semionaut's Notebook</category><category>zombie yule</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Thu, 22 Dec 2011 17:40:42 +0000</pubDate><link>http://zakelro.com/blog/2011/12/22/guvenli-bir-zombi-yule-var.html</link><guid isPermaLink="false">1429886:16899805:16154984</guid><description><![CDATA[<p><span class="full-image-float-left ssNonEditable"><span><img class="pie-img alignright" src="http://lh6.ggpht.com/-ABG_pFySzGg/TvNl6aeRuDI/AAAAAAAAKDE/IX8fp8jZGGA/zombi-klaus.png?imgmax=320" alt="zombi-klaus.png" width="320" height="320" /></span></span>It's that time of year again--Zombie Yule!<br /><br />Established five years ago (five!) as a means of avoiding the brain-hollowing rush of the western world's commercialized destruction of meaning, Zombie Yule has turned our anxiety-filled holiday-hate into what the season is supposed to really be about--celebrating the passing of another year without the destruction of all we hold dear (by the zombies, of course)!<br /><br />This is a particularly special holiday for the Zakelro! trio--that being myself, Rachel, and (T.S.) Eliot, Poodle-- because 2011 is ending on a high note and 2012 is a year of great promise. We'll be wrapping up the Bhaloidam handbook in late January and sending it off to Panda GM for manufacturing. Then we immediately start production on another project that's long been on the back burner, get ready to start our promotional tour for Bhaloidam, start house hunting in earnest, figure out what's next for Bhaloidam, and deal with whatever unforeseen curves the year has in store!<br /><br />So gather your uninfected friends together, board up the windows and doors, stream a little <a href="http://video.google.com/videoplay?docid=-2956447426428748010">Romero</a>, drink good beers, and feast on low-pressure, easily-prepared foods while playing games and enjoying being alive. We'll see you safe and sound in the New Year and see where the adventure takes us!<br /><br />Oh, and if you're planning on giving someone a copy of Bhaloidam in the upcoming year and you'd like a card to give them this weekend (or if you're a gift-backer who hasn't got the card we sent you yet), here are two PDF cards you can print out: one features <a href="https://docs.google.com/open?id=0B3DwKOxBGPIJYTc1MWM5NDUtOGM1OS00MmVhLTkwNWMtMTg3MzExYjBlYmVi">Zombi Klaus</a> and the other, the <a href="https://docs.google.com/open?id=0B3DwKOxBGPIJOWU2MzQxOWUtYzdjNS00NDRhLWI0MTItYjhjZTU3NmEyZTVi">Bhaloidam-Handbook Skein</a>.</p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16154984.xml</wfw:commentRss></item><item><title>L'assassino Piange</title><category>Semionaut's Notebook</category><category>assassin's creed</category><category>semiotics of play</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Mon, 28 Nov 2011 16:00:12 +0000</pubDate><link>http://zakelro.com/blog/2011/11/28/lassassino-piange.html</link><guid isPermaLink="false">1429886:16899805:16154983</guid><description><![CDATA[<em>If you care about such things, this post contains plot spoilers for the <strong>Assassin's Creed</strong> games (in particular a moment in the latest game, <strong>Revelations</strong>).</em><br/><br/>Friday, as I played out its final scenes, <em>Assassin's Creed: Revelations</em> almost became the first AAA title to actually make me cry. But it ruined the moment before any tears were actually spilt, reserving that privilege for some future game.<br/><br/>But first, a bit of history.<br/><br/>I have loved the <em>Assassin's Creed</em> franchise more than any other I've played. There are a lot of aesthetic reasons for this--from the incredible climbing animation and majestic soundtracks to the temporally-layered narrative and new twists on familiar Templar conspiracy theories. I also appreciate that the games offer social commentary--some subtle, some not--even if it doesn't always hit the mark.<br/><br/>Speaking of not always hitting the mark, I really appreciate that team(s) behind each game took risks with the design. And as a result the shipped games often seem to hold  more <em>promises</em> of greatness rather than actual greatness. Each game has built upon and improved what worked in the previous game, but adds new gameplay elements as well--many of which are rough and imperfectly implemented. Those that hint at greatness appear transformed and improved in subsequent games. Those that fail utterly disappear. This, to me, is far more interesting to play than a game so polished it's utterly safe and bland.<br/><br/>But the number one thing I find most compelling about <em>Assassin's Creed</em> is that it is through the gameplay itself that we best come to understand our protagonists--Altaïr Ibn-La'Ahad, Ezio Auditore da Firenze, and Desmond Miles. In fact, if we base our understanding of the characters on the interstitial scenes alone they are not only two dimensional, but entirely devoid of interest.<br/><br/><strong>"He'd better stop acting like a child."</strong> That <a title="Bark: slang for a line of dialog that will be repeated ad nauseam throughout a game. Writing quality barks is one of the most difficult parts of game writing.">bark*</a> is one of my favorite reactions to Altair scaling a building in the first game. It encapsulates so much of what's important about both Altair and the failures of the game's mission design (which in turn reinforce Altair's character). Altair <em>does</em> act like a child throughout the entirety of the first game. Having clearly been raised within the strict ideological confines of his order, he struggles to understand the political battle he's swept up in. And because of his innocence--as improbable as an innocent assassin sounds, it's quite true in this case--he is incapable of interacting with the world as an adult does. He can neither address nor be impacted by the social inequities that surround him, so he clings to the one thing he's been trained to understand--violence. And although he is skilled in the hidden blade, he uses violence like a hammer--forcing the nail of every situation he encounters into a recognizable and comfortable uniformity. This response to obstacles is typical of an immature mind. The other assassins of his order even treat Altair like a child--setting him on childish quests in exchange for information that he then uses as proof of his fitness for the task ahead, but does not display the maturity of actually applying the information he gathers to the problem at hand.<br/><br/><strong>"Just another capering crusader!"</strong> This bark sums up Ezio nicely. He is wise in the ways of being a sexually and financially irresponsible Renaissance young man of privilege, but unaware of his familial involvement with the order of the assassins. Unware, that is, until a sudden tragedy forces him to grow up--just a little bit. Ezio's introduction into 'the mysteries' is filled with the acquisition of better and better toys and he brings a gleeful and light step to the core navigational and murderous gameplay of the series. But he also must learn to be financially prudent and even takes on the role of caretaker of Monteriggioni, improving the property and extending his privilege. He is even able to address the woes of the poor without violence, scattering coins for them to gather. Of course this is a ploy that benefits himself, so don't misconstrue his actions as benevolence. The tasks set before him are restrictive and chafe compared to the freewheeling life of bounding across rooftops pouncing on unsuspecting blue-collar guards and then pawing their bodies for a few paltry coins. But the tasks mostly leave him to solve them in his own way, so they do not intrude dramatically upon his youthful outlook until late in his first game.<br/><br/>As subsequent games follow Ezio's life he takes on more and more responsibility. While he can still scatter coins for the poor, he also applies his estate management skills on a larger scale--addressing his community's poverty with neighborhood revitalization projects. He recruits and trains young people to become more effective in their lives and mentors them, providing career guidance. By the final game he must not only revitalize neighborhoods, but take an active interest in them, working to keep the citizens free and productive. And he does this while staying out of the spotlight, deemphasizing his own importance in the process. He also takes a more direct role in the careers of his proteges, learning them by name, promoting them to positions of higher responsibility, and actively supporting their professional efforts.<br/><br/>I would be remiss if I didn't mention Desmond--the "present day" protagonist behind both Altair and Ezio. His arc is slightly more complicated, going from being a powerless cat's paw to an empowered individual in his own right, capable of holding his own, but then loses himself to the power of his animus experience, embracing his role in creating this shared digital fiction while he ruminates on the path that brought him here.<br/><br/>To some--particularly if you haven't played the games--it may sound as if I'm basing these character analysis on cut scenes and dialog, but I'm not. If you <em>have</em> played them, you'll hopefully recognize the actual moments of gameplay that support my analysis.<br/><br/>And now for the near-tears. This is where I become particularly spoilery.<br/><br/>Throughout <em>Revelations</em>, Ezio experiences key memories of Altair--adding another layer of temporal cross-over. These memories include scenes from Altair's dotage and I thoroughly enjoying tottering around Masyaf. Ezio experiences the final memory after finding Altair's skeleton, reclined in a chair in a hidden room under the Masyaf fortress. The memory records his final moments and the last mission text you receive is, "Sit down and rest a moment." Tears welled up in my eyes as I slowly moved towards the chair that I knew to be his final resting point. The thought of sitting Altair down for a final time (complete with a shakier version of his "hide on a bench" animation) was overwhelmingly touching.<br/><br/>And then they took away control to <em>show</em> me Altair sitting down.<br/><br/>I think that may be, hands-down, the single most selfish (or ignorant) design decision I've ever witnessed in a AAA title. Throughout <em>Revelations</em> the designers have you perform actions that seem primarily focused on building empathy between the player and the characters of Altair, Desmond, and Ezio. They train you to understand that not all gameplay has to involve free running and air assassinations. They train you that gameplay can exist in service to character development--even when the character being developed isn't <em>your</em> character. But then, just when all that training is about to pay off and they seem to be on the brink of letting you actively share in a really important character moment they undo all of that work and take over for you.<br/><br/>Frustrating.]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16154983.xml</wfw:commentRss></item><item><title>Avoiding Failure in Bhaloidam</title><dc:creator>Corvus Elrod</dc:creator><pubDate>Wed, 09 Nov 2011 14:40:54 +0000</pubDate><link>http://zakelro.com/blog/2011/11/9/avoiding-failure-in-bhaloidam.html</link><guid isPermaLink="false">1429886:16899805:16163086</guid><description><![CDATA[<p></p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16163086.xml</wfw:commentRss></item><item><title>Welcome to Bhaloidam!</title><dc:creator>Corvus Elrod</dc:creator><pubDate>Tue, 01 Nov 2011 12:06:50 +0000</pubDate><link>http://zakelro.com/blog/2011/11/1/welcome-to-bhaloidam.html</link><guid isPermaLink="false">1429886:16899805:16163087</guid><description><![CDATA[<p></p>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16163087.xml</wfw:commentRss></item><item><title>Leaving, On A Freight Train...</title><category>Bhaloidam</category><category>Semionaut's Notebook</category><category>kickstarter</category><category>meta</category><category>new game conference</category><dc:creator>Corvus Elrod</dc:creator><pubDate>Sat, 29 Oct 2011 13:13:49 +0000</pubDate><link>http://zakelro.com/blog/2011/10/29/leaving-on-a-freight-train.html</link><guid isPermaLink="false">1429886:16899805:16154982</guid><description><![CDATA[As of this writing, we're a mere <strike>$167</strike> <strike>$67</strike> <strike>$13</strike> <strong>NO MONIES</strong> away from our funding goal for <a href="http://www.kickstarter.com/projects/corvuse/bhaloidam-an-indie-tabletop-storytelling-game">Bhaloidam</a>. That means very shortly you'll be seeing a lot less drum beating amidst my content sharing!<br/><br/>Moving forward I'll be tackling some of the thornier things that came up during the Kickstarter project--such as the Bhaloidam community's perceived lack of indie cred, a more in-depth look at Bhaloidam's funding goal, the notion that indie RPG and board game designers shouldn't expect to make a living off their labor, and a breakdown of what we did right and wrong during this Kickstarter project.<br/><br/>And, of course, I'll continue to talk about high-level game design issues (i.e. not tied to any specific game), the role of story and play in our communities, links to more Kickstarter projects I've found, and the myriad of other topics that I tend to cover here.<br/><br/>I'm moving into a <em>very</em> hectic and energizing two month period as we get the handbook finalized and out the door to Panda GM for manufacturing. But along the way I'll be running more Bhaloidam demos via Google Plus hangouts and quite possibly a full campaign or two via Google Plus <acronym title="Play By Post">PBP as well!<br/><br/>I'll save the sappy "overwhelmed by the outpouring of support" speech for Monday afternoon when our Kickstarter deadline has passed. I'll likely write it on the train today as I head for the <a href="http://www.newgameconf.com">New Game Conference</a> in San Francisco, which will provide an excellent outlet for the energy I'm feeling right now. It truly is an honor and a privilege to count so many amazing people among my community. The list is a little long to list here, but it starts with the list of nearly <a href="http://www.kickstarter.com/projects/corvuse/bhaloidam-an-indie-tabletop-storytelling-game/backers">500 people</a> who range from lifelong friends to brand new ones. But it doesn't stop there--it's continued across the hundreds of people I've circled on Google Plus, followed on Twitter, and friended on Facebook. Ah, but I promised to save the sappy,so I'll leave it at that for now.<br/><br/>So, I'm off to spend the morning with my wife and poodle before I leave town for five day. We'll no doubt rush over and check on things every time my phone informs me I've received an email. I have no doubt that we'll have cause to hug each other excitedly and dance about the Zakelro! Manse in anticipation of finally handing Bhaloidam over to you, our community.</acronym>]]></description><wfw:commentRss>http://zakelro.com/blog/rss-comments-entry-16154982.xml</wfw:commentRss></item></channel></rss>
