User talk:Cunard

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Good articles:

List of articles
I have created/rewritten:

Drafts pt 2[edit]

OK, thanks for continuing with me on game-related BLP draft articles. :) To begin with, there are about a dozen (and apparently growing) draft articles created by other users, almost all of which were started last year, some of which have been abandoned, that might just need a few more sources to get them ready for article space.

Draft:Arnold Hendrick is the oldest of these drafts still left, is not even a BLP (although the death is unsourced so that needs to be fixed), and he has credits on tabeltop board games and role-playing games, as well as video games. His most significant RPG credit was on Swordbearer, while he has several 1970s and 1980s board game and wargame credits to his name:[1] and quite a few video game credits as well:[2]. BOZ (talk) 23:10, 29 January 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Costello, Matthew J. (January 1988). "Gaming". Asimov's Science Fiction. Vol. 12, no. 1 #126. pp. 171–172. Retrieved 2024-01-30 – via Internet Archive.

    The article notes: "Arnold Hendrick has long been one of the great "lost boys” of gaming. ... And one of the games suggested to me as a good solitaire game was Barbarian Prince designed by Arnold Hendrick. Prince was a solo board game featuring the adventures of Kal Arath as he attempts to regain his throne. ... Arnold Hendrick appeared to land on his feet, though. It was reported he went on to work for Coleco, just as the video game mania was reaching its height. ... Hendrick seemed to have helped supply the indefinable quality of fun and purpose that fills Pirates!. It’s not just a game of battles, plunder, and divvying up the loot."

  2. "Darklands—Microprose's Rollenspiel Debüt" [Darklands—Microprose's role-playing game debut]. Play Time [de] (in German). Computec. August–September 1992. p. 9. Retrieved 2024-01-30 – via Internet Archive.

    The article notes: "Arnold Hendrick, der sich mit seinen 42 Jahren in der routinierten Programmiergilde befindet, arbeitet seit sechs Jahren in der amerikanischen Niederlassung von Microprose. Insgesamt verdient er sich seine Brötchen schon über zwanzig Jahre in der Spieleindustrie. Er war mit der Entwicklung von Brettspielen beschäftigt und stieg dann erst in den Computerspielebereich ein. Vor Darklands arbeitete er zusammen mit Sid “Civilization” Meier an den C64-Versionen von Pirates und Red Storm Rising. Unter seinen Fittichen entstanden für den O64 der erste Hubschraubersimulator Gunship und die Flugsimulation F19, die mittlerweile als Klassiker in die Computerspielgeschichte eingegangen sind."

    From Google Translate: "Arnold Hendrick, who at 42 is a seasoned programmer, has been working at Microprose's American office for six years. Overall, he has been earning his living in the games industry for over twenty years. He was busy developing board games and only then entered the computer games sector. Before Darklands, he worked with Sid “Civilization” Meier on the C64 versions of Pirates and Red Storm Rising. Under his wing, the first helicopter simulator Gunship and the flight simulation F19 were created for the O64, which have now gone down as classics in computer game history."

  3. Chalk, Andy (2020-06-01). "Arnold Hendrick, creator of influential '90s RPG Darklands, has died". PC Gamer. Archived from the original on 2024-01-30. Retrieved 2024-01-30.

    The article notes: "Arnold Hendrick, the creator of the 1992 Microprose RPG Darklands, has died. ... Hendrick has credits on multiple games from Microprose's heyday, including Gunship, Sid Meier's Pirates!, F19 Stealth Fighter, Silent Service 2, and American Civil War: From Sumter to Appomattox. But Darklands may be his best-known work. ... After leaving Microprose, Hendrick worked at developers including Interactive Magic, Kesmai, Electronic Arts, and Area 52 Games, before becoming a freelance consultant in 2016. He was 69 years old."

  4. Francis, Bryant (2020-05-29). "Obituary: Darklands creator Arnold Hendrick". Gamasutra. Archived from the original on 2020-05-30. Retrieved 2024-01-30.

    The article notes: "Gamasutra has learned that Arnold Hendrick, creator of MicroProse's 1992 RPG Darklands, has passed away at the age of 69."

  5. Morrison, Mike (1994). The Magic of Interactive Entertainment. Indianapolis: Sams Publishing. p. 128. ISBN 0-672-30456-2. Retrieved 2024-01-30 – via Internet Archive.

    The book notes: "Arnold Hendrick has been in the gaming business for more than 20 years. He got involved with the electronic gaming industry by working for Coleco. Since the mid-1980s he has been a game designer for MicroProse Software. Some of the projects he worked on include F19, Silent Service 2, and Gunship. Hendrick has been responsible for the cartridge-based games section of MicroProse and is now in the process of reorganizing development away from 16-bit video game systems and toward 32-bit and 64-bit systems."

  6. Arnaudo, Marco (2018). Kapell, Matthew Wilhelm (ed.). Storytelling in the Modern Board Game: Narrative Trends from the Late 1960s to Today. Jefferson, North Carolina: McFarland & Company. pp. 56, 93, 103104. ISBN 978-1-4766-6951-9. Retrieved 2024-01-30 – via Google Books.

    The book notes on page 56: "A few years later Jeffrey C. Dillow featured obvious Tolkien knockoffs such as the "thrent" and the "balro" in the RPG High Fantasy, and Arnold Hendrick followed suit in the wargame Knights & Magick, which included "entish treemen" and "balrons.""

    The book notes on page 93: "Not long after Magic Realm, Heritage published a game called Knights & Magick (1980) by Arnold Hendrick, which appeared to connect the narrative lessons learned by hobby board games of the late 1970s with the conventions of miniature wargaming that had given birth to D&D. Knights & Magick consists of three volumes of rules for miniature combat set in a world of high fantasy, but its extensive world-building, story-oriented approach, and numerous possibilities for customization, give the design a very strong role-playing feel."

    The book notes on pages 103104: "To return to the '80s, we can see that in this period the trend toward smallscale fantasy wargames that borrowed heavily from RPGs continued. Caverns of Doom is probably one of the most notable examples. Released by Heritage in 1980 and designed by Arnold Hendrick (the author of Knights & Magick) the game depicted parties of fantasy heroes raiding a subterranean system of chambers and hallways to slay monsters and plunder riches, like the dominant taste in RPGs at the time dictated."

    The book notes on page 104: "Other games came out in the same period that followed the same premises: fantasy setting, RPG feel, limited play area, and a combination of exploration, looting, and combat. Examples include ... Crypt of the Sorcerer (Ral Partha, 1980) by Arnold Hendrick ..."

    The book notes on page 115: "Two games that came out soon after that were The Voyage of the B.S.M. Pandora by John Butterfield, and Barbarian Prince by Arnold Hendrick (both 1981). These games made a much more integrated use of the interaction between textual paragraphs and board-based actions. The excellent reception they received among hobbyists, in turn, gave impulse to a considerable diffusion of the genre in the years to follow."

  7. Natsume, Christopher (2023-04-07). "Game Influencer: The Career of Arnold Hendrick". The Strong National Museum of Play. Archived from the original on 2024-01-30. Retrieved 2024-01-30.

    The author worked with the subject, so this is not an independent source. The article notes: "Hendrick deftly applied his war and RPG game experience to the burgeoning world of video games. The renowned game designer Sid Meier praised several of his innovations—they worked together at video game developer MicroProse. Meier admired how Hendrick brought his concept of permadeath—when a character dies, they cannot be played anymore—to video gaming; and Hendrick conveyed his knowledge of history to Meier’s game Pirates!—often cited as a groundbreaking open-world game. The two would ultimately go on to collaborate on 15 different games."

  8. Barton, Matt; Hendrick, Arnold J. (2020). "Arnold Hendrick on Darklands". In von Lünen, Alexander; Lewis, Katherine J.; Litherland, Benjamin; Cullum, Pat (eds.). Historia Ludens: The Playing Historian. New York: Routledge. doi:10.4324/9780429345616-14. ISBN 978-0-367-36386-4. Retrieved 2024-01-30 – via Internet Archive.

    The book notes: "Arnold J. Hendrick is the designer of Darklands, a computer role-playing game (CRPG) published by MicroProse in 1992. Hendrick's game is notable for the depth of historical research that went into its design. The attention to detail is evident not only from the game itself, which not only incorporates the weapons and armour of the region and period (the Holy Roman Empire of the fifteenth century), but also the old German calendar, currency, religious teachings, writings on alchemy; even the music is authentic. The 115-page manual that accompanied the game was also loaded with historical information."

  9. DeMaria, Rusel (2019). High Score! Expanded: The Illustrated History of Electronic Games 3rd Edition. Boca Raton, Florida: CRC Press. ISBN 978-1-138-36720-3. Retrieved 2024-01-30 – via Google Books.

    The article notes: "In addition to Sid Meier's brilliant designs, MicroProse was the home of a host of other talented designers. Arnold Hendrick, formerly of board game publisher SPI, and Lawrence Schick, formerly of Coleco's electronic game division, collaborated on a Japanese version of Pirates! Mixing tactical battles, role-playing elements, and action sequences, Sword of the Samurai was a great game that never received the acclaim of its predecessor. ... Hendrick parlayed his military history background into the original M1 Tank Platoon. Then, Hendrick created the most detailed role-playing game imaginable. Darklands was one part detailed historical setting (Germany during the 15th century AD) and another part open-ended fantasy. Unfortunately, Darklands arrived over budget, past due, and with hundreds of thousands of lines of discrete code instead of the promised software engine that could craft 15th-century Italy and 15th-century Britain as its heirs apparent. It also arrived with so many bugs that it ran through seven patches before it was playable on the average machine."

  10. Hendrick, Arnold (1998-03-20). "Hiring Game Designers". Gamasutra. Archived from the original on 2012-05-12. Retrieved 2024-01-30.

    The author biography says: "Arnold Hendrick spent ten years designing paper wargames, RPGs, and miniatures rules before his 1982 arrival in computer games. Since then, he spent three years in the “cart game” trenches at Coleco, enjoyed MicroProse’s ups and downs for ten years while working on various well-known products, and for the last two years has been involved in building and guiding the design staff of Interactive Magic."

  11. Elmenreich, Wilfried; Gabriel, Martin (2019). "Global History, Facts and Fiction in Early Computer Games: Hanse, Seven Cities of Gold, Sid Meier's Pirates!". In Denk, Natalie; Serada, Alesha; Pfeiffer, Alexander; Cover, Thomas Wernbacher (eds.). A Ludic Society. Hamburg: Edition Donau-Universität Krems. University for Continuing Education Krems. ISBN 978-3-903150-72-0. Retrieved 2024-01-30 – via Google Books.

    The book notes: "Pirates! is another open-world strategy video game by Microprose. The game was created by Sid Meier, who is credited for game code and sound. Graphics were made by Michael Haire, documentation and scenario design by Arnold Hendrick. In the game, the player takes over a ship as captain and has the possibility to become a trader or pirate with different allegiances."

  12. Tringham, Neal (2015). Science Fiction Video Games. Boca Raton, Florida: CRC Press. p. 135. ISBN 978-1-4822-0389-9. Retrieved 2024-01-30 – via Google Books.

    The book notes: "Other notable games are ... Darklands (1992 MicroProse) designed by Arnold Hendrick, set in a fantastic fifteenth-century Germany in which all the medieval beliefs about religion and the supernatural are made real ..."

  13. "Wir Machen Den Weg Frei" [We Clear the Way]. PC Player (in German). October 1998. pp. 81–83, 87. Retrieved 2024-01-30 – via Internet Archive.

    The article notes: "Aber erst 1989 gelang Arnold Hendrick bei Microprose mit »Ml Tank Platoon« ein Titel, der taktische Tiefe mit actionreichen Panzergefechten und einer für damalige Verhältnisse hervorragenden Optik verband. ... Mit diesem Programm machte Arnold Hendrick die ernsthafte Panzersimulation salonfähig: Ml Tank Platoon kombinierte ein für seinerzeitige Verhältnisse sehr lebensnahes Verhalten der Tanks mit taktischen Anforderungen an den Spieler. ... Der mittlerweile zu Interactive Magic gewechselte Chefdesigner von »Ml Tank Platoon«, Arnold Hendrick, besann sich dort alter Tugenden und erstellte iMlA2 Abrams. Auch hier kommandierten Sie eine Kompanie Panzerfahrzeuge inklusive Artillerie, Hubschrauber und Flugzeuge. In puncto Simulation und Strategie ist ihm und seinem Team ein ansprechendes Produkt gelungen, die grafische Präsentation ließ aber stark zu wünschen übrig. Trotzdem ein bemerkenswertes Spiel, dem leider kein großer kommerzieller Erfolg beschieden war."

    From Google Translate: "But it wasn't until 1989 that Arnold Hendrick at Microprose created a title with "Ml Tank Platoon" that combined tactical depth with action-packed tank battles and excellent optics for the time. ... With this program, Arnold Hendrick made serious tank simulation socially acceptable: Ml Tank Platoon combined the behavior of the tanks, which was very realistic for the time, with tactical requirements for the player. ... The chief designer of "Ml Tank Platoon", Arnold Hendrick, who has since moved to Interactive Magic, remembered old virtues and created iMlA2 Abrams. Here too you commanded a company of armored vehicles including artillery, helicopters and aircraft. In terms of simulation and strategy, he and his team created an appealing product, but the graphical presentation left a lot to be desired. Still a remarkable game that unfortunately didn't have much commercial success."

  14. "Fantastic Voyages IV: The Whirlwind Tour Inside the Entertainment Industry Continues". Computer Gaming World. No. 60. June 1989. p. 49. Retrieved 2024-01-30 – via Internet Archive.

    The article notes: "Some designers, like Arnold Hendrick, arrived at Microprose via the boardgaming route."

  15. Appelcline, Shannon (2014). Adamus, John (ed.). Designers & Dragons: The '70s. Silver Spring, Maryland: Evil Hat Productions. pp. 121, 309, 311312. ISBN 978-1-61317-075-5. Retrieved 2024-01-30 – via Internet Archive.

    The book notes on page 121: "Over the years Jaquays hired many other tabletop game designers to work with him at Coleco, including Lawrence Schick of TSR, freelancer Dennis Sustare, John Butterfield of Victory Games, Arnold Hendrick of Heritage Models, and David Ritchie of TSR. "

    The book notes on page 309: "Arnold Hendrick was brought on as Publishing Director that same year, to coordinate the company’s non-miniatures production (and to design quite a few games of his own)."

    The book notes on page 311: "Heritage also published one more full RPG, Swordbearer (1982), by Arnold Hendrick and Dennis Sustare."

    The book notes on page 312: "Genesis Gaming Products — a division of World Wide Wargames (3W) — picked up the Dwarfstar Games, but their sole production ended up being a “dungeon floor; Arnold Hendrick and David Helber’s The Tavern (1983)."

Cunard (talk) 10:41, 30 January 2024 (UTC)[reply]

Oh, wonderful, thanks! :) I will get to work on this one as soon as I can. :) BOZ (talk) 12:47, 30 January 2024 (UTC)[reply]

Draft:Javon Frazier is the founder of tabletop game developer Maestro Media. He does have some other things going on for him that might interest people. :) BOZ (talk) 23:48, 30 January 2024 (UTC)[reply]

Hi BOZ (talk · contribs). The sources I found indicate that Javon Frazier does not pass Wikipedia:Notability (people)#Basic criteria yet as there is mostly interview or other non-independent content:

    Extended content
  1. Eggett, Christopher John (2022-02-17). "Adapting Digital Games to Tabletop With The Binding of Isaac Designer Edmund McMillen, and CEO of Maestro Media Javon Frazier". Tabletop Gaming. No. 62. Archived from the original on 2024-01-31. Retrieved 2024-01-31.

    The article largely contains interview content. The article notes: "Within a couple of days, the game was ‘fun enough’ at the kitchen table with his wife that McMillen got in touch with Javon Frazier. Frazier had previously contacted the designer to discuss licensing The Binding of Isaac – knowing a thing or two about how to give a community what they want. Two days later he was playing the game at the same kitchen table. “It was fast,” says Frazier, the CEO of Maestro Media and previously of Marvel."

  2. Sheehan, Gavin (2021-04-11). "The Binding Of Isaac Card Game Will Get A New Edition". Bleeding Cool. Archived from the original on 2024-01-31. Retrieved 2024-01-31.

    The article notes: "Maestro Media revealed this week they will be releasing a new edition of their popular card game The Binding Of Isaac: Four Souls. The plan is for the game to get an expansion which will simply be called Requiem, which will be getting a Kickstarter to help fund the creation of it sometime in June. Maestro's Founder and CEO, Javon Frazier, has been working closely with The Binding Of Isaac creator Edmund McMillen on the launch of this new version as the two had also worked Four Souls and Tapeworm."

  3. Dohm-Sanchez, Jeffrey (2023-02-09). "People on the Move: Maestro Media Promotes One and Adds Three Designers". ICv2. Archived from the original on 2024-01-31. Retrieved 2024-01-31.

    The article notes: "Lucy Martinez rises from her position as Maestro's Marketing Director to become Vice President of Global Marketing. She had spent almost two years as their Marketing Director before moving up to this new position where she will be working directly with the company's founder Javon Frazier."

  4. These sources are interviews or otherwise non-independent and some may be unreliable: 1, 2, 3, and 4.

Cunard (talk) 09:07, 31 January 2024 (UTC)[reply]

Oh OK, thanks. I'll see what I can do with those. He may yet become notable since it looks like he is pretty active in the field so I will keep an eye on that draft. :) BOZ (talk) 12:50, 31 January 2024 (UTC)[reply]

Draft:Grant Howitt is an award winning British RPG designer with quite a bit of 20th century experience under his belt:[3] and has also done some journalism. BOZ (talk) 15:31, 4 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Carter, Chase (2021-07-20). "Honey Heist and the legacy of the one-page RPG. An interview with tabletop designer Grant Howitt". Polygon. Archived from the original on 2023-05-22. Retrieved 2024-02-05.

    The article notes: "Since arriving on the digital games platform four years ago, Honey Heist hasn’t ambled too far out of the top ten or so, enjoying a stable success few other titles can boast. The extremely popular and extremely silly one-page tabletop role-playing game is the work of designer Grant Howitt. He created it in 2017 as part of his one-game-a-month Patreon promise. ... That stunning, almost overnight success set Howitt on track to become one of the foundational voices in the current generation of tabletop RPG creators."

    The article notes: "Howitt has been creating games since grade school, cramming downloaded PDFs through a text processor and hacking the nearly inscrutable results with a teenager’s disregard for tact or taste. In college, he fell in with the live action role-play (LARP) crowd and discovered a home both for his comedic sensibilities and his passion for building story structures. It’s also where he met Hamilton and his best friend-turned-business partner, Christopher Taylor. After graduating, Howitt moved to Australia with Hamilton and started a Patreon to compensate his legal inability to work within that country. That’s where he designed his own full-sized tabletop games, such as Goblin Quest, which comprised dozens of pages and weeks of work. The schedule was draining and hobbled his ability to support ongoing projects, such as Unbound, his and Taylor’s first collaborative release."

  2. Linward, Timothy (2023-06-06). "Plastic Bastards is like Warhammer 40k but extremely petty. Indie game designer Grant Howitt, best known for making 100 one-page RPGs, has released a free wargame for scrappy battles between kit-bashed models". Wargamer. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Howitt is primarily an RPG designer, best known for the linked games Spire and Heart, both available from publisher Rowan, Rook, and Decard. His Patreon supports an ongoing project to create 100 single-page RPGs; so far he’s made 83, with titles including ‘Sexy Battle Wizards’, ‘Pride and Extreme Prejudice’, and ‘Jason Statham’s Big Vacation’. Plastic Bastards fits perfectly into the continually growing Inq28 scene of indie wargames and heavy kit bashing."

  3. Appelcline, Shannon (2021-09-07). "Advanced Designers & Dragons #55: 31 Short Essays About Roleplaying History, Part One". RPGnet. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Although it's unlikely that he wrote the first one-page RPG, Grant Howitt usually gets attention as one of the most popular one-page RPG writers. As with so much in the hobby, it started by an accumulation of coincidences. Howitt moved to Australia, and wasn't able to legally work there, so he started a Kickstarter for producing RPGs. He designed larger pieces such as the 132-page Goblin Quest (2015) but found the scheduling too grueling. Howitt's wife, Mary "Maz" Hamilton, then suggested one-page RPGs. Howitt embraced this model starting with Force-Blade Punk (2016), which like many one-pagers was as much of an artistic design as a game. Howitt's most famous design was certainly Honey Heist (2017), a game of animals stuck between criminality and bearness. Multiple Critical Role sessions ensured that the whole world knew about the one-page game. Meanwhile, the idea has continued to explode, with itch.io beginning to run One-Page RPG Jams in 2020."

  4. Haarman, Susan (May 2023). Dungeons & Dragons & Dewey: Toward a Ludic Pedagogy of Democratic Civic Life Through the Philosophy of John Dewey and Tabletop Role-Playing Games (PhD thesis). Loyola University Chicago . p. 72. ProQuest 2828096247.

    The PhD thesis notes: "As the player base for tabletop games continues to diversify, both patience and interest has diminished for games models that still manifest 1970’s mentalities and/or focus solely on violence. The internet has streamlined access to smaller independent games like Avery Adler’s The Quiet Year, Grant Howitt’s Honey Heist, or Tales from the Loop - games that either minimize or eliminate combat altogether. These games have experienced high levels of commercial and critical success."

  5. Hill, Owen (April 2012). "An indie afternoon: David Hay ward's Bit of Alright indie games conference breaks the mould". PC Gamer. No. 238. p. 10. ProQuest 2705972073.

    The article notes: ""Graaarggh!" His arms raise towards me. "Sorry," I reply. I'm not partaking in Grant Howitt and Mary Hamilton's live-action zombie roleplaying game, but new friend is — bandaged face, bloodstained shirt and all. His shuffle is distinctive, even when compared with the rest of the undead at Battersea Art's Centre. "Sorry," I repeat quietly. He shuffles off towards another victim, slightly deflated. February's Bit of Alright conference is indie to its core."

  6. Codega, Linda (2023-08-28). "Grant Howitt's Eat the Reich Asks If You're Willing to Be a Monster. An interview with the game designer on balancing sexy vampires with tasteless violence, and how not to screw up a sensitive subject". Gizmodo. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "“It’s just a pun that got really out of hand,” award-winning game designer Grant Howitt said as he attempted to explain the inspiration behind Eat the Reich. Last year, sometime around Gen Con, as he was on some plane ride or another from Indianapolis to England, probably sleep-deprived, definitely exhausted, he texted a friend. “I was thinking ‘eat the reich,’ sounds like ‘eat the rich’... The impetus was not any deeper than that.”"

  7. Ecock, Justin (2020-02-18). "Meet The Makers: Grant Howitt". CGMagazine. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Before venturing into the world of The Spire we thought it would be a good idea to talk to one of it’s creators. Thankfully he agreed to the conversation! Grant Howitt is the co-creator of Spire, co-owner of Rowan, Rook, and Decard, and the mind behind games such as Goblin Quest, Unbound, One Last Job, and Honey Heist! He’s also got a writing credit in the Paranoia Reboot that we loved so much last year."

  8. Whitson, Hank (2022-06-03). "DIE Interview: Kieron Gillen and Grant Howitt Discuss Influences, Aspirations, and More About Kickstarter TTRPG". Game Rant. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Kieron Gillen, author of the award-winning The Wicked + The Divine and Phonogram, teamed up with veteran TTRPG designer Grant Howitt, to adapt DIE into an actual tabletop role-playing system."

  9. Armstrong, Patrick (2021-12-22). "14 One-Page Tabletop RPGs Everyone Should Play". Game Rant. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Please note that the following games were created by Grant Howitt. If someone is interested in following up with any of these titles, please check out Howitt's Patreon or Itch.io pages."

  10. Codega, Linda (2022-05-12). "Kieron Gillen on How the DIE RPG Brings the Heartbreaking Comic to Life. Gillen and designer Grant Howitt tell us how meta-narratives, mind-body problems, and player freedom are at the heart of the RPG adaptation of hit comic DIE". Gizmodo. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "“Please,” intoned Grant Howitt (Spire, Heart), a game designer and co-founder of Rowan, Rook and Decard, in the rather woebegone voice of a man who has seen too much shit on Twitter and doesn’t want to see any more. ... Howitt is a game designer, but for this game he’s describing himself more like a ringleader ..."

  11. Appelcline, Shannon (2014-11-06). "The RPGnet Interview #49: James Wallis, Grant Howitt & Paul Dean, Paranoia". RPGnet. Archived from the original on 2024-02-05. Retrieved 2024-02-05.

    The article notes: "Paranoia was a groundbreaking roleplaying game when it first appeared in 1984, and it's about to get a reboot at Mongoose Publishing, thanks to a Kickstarter that looks to be one of the most successful in the roleplaying field this year. Designers James Wallis, Grant Howitt, and Paul Dean sat down with me to talk about this newest iteration of the classic game."

  12. This page from RPGnet lists reviews of Grant Howitt's games.

Cunard (talk) 01:22, 5 February 2024 (UTC)[reply]

Oh, nice, thanks! :) I'll get to work on that soon. :) BOZ (talk) 01:47, 5 February 2024 (UTC)[reply]

Draft:Indestructoboy, aka Taron Pounds, has some experience with third-party D&D 5th edition supplements: [4] but may be better known for his YouTube channel. BOZ (talk) 21:53, 6 February 2024 (UTC)[reply]

BOZ (talk · contribs), here are some sources about the subject:

    Extended content
  1. Cosgrove, Jaclyn (2013-07-01). "Fireworks accident changes Oklahoma man's life". The Oklahoman. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Pounds is a 23-year-old Tulsan who lost half his face in a fireworks accident. But there's a lot more to Pounds than what happened to him last July. ... He placed a mortar shell in the pipe and lit the fuse. The problem was the firework had two fuses, and Pounds lit the short one. He put his arm up almost at the same time it hit him in the face. Instantly, his ears were ringing loudly. Everything was black. He could hear people calling his name. ... He plans to title the book he has been working on “Happy to Be Here,” inspired by that conversation. The book is about the post-traumatic growth he has experienced."

  2. Sheehan, Gavin (2022-11-27). "Dungeons & Dragons Adds Context For Third-Party Support On One D&D". Bleeding Cool. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Several websites sourced a new video from Indestructoboy, who would go on to claim that the company was not going to create a new SRD for One D&D. Which, unsurprisingly, has ruffled a lot of feathers as it would suggest that when they transition everything over to the new system, a lot of people who create third-party material are going to be left out in the cold."

  3. Hoffer, Christian (2022-11-21). "Dungeons & Dragons Clarifies Support for Third-Party Material as New Edition Draws Near". ComicBook.com. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Earlier this month, the YouTuber Indestructoboy claimed that Wizards of the Coast would not create a new System Reference Document for One D&D, the codename for the upcoming new edition of Dungeons & Dragons."

  4. Russell, Mollie (2023-12-19). ""No AI was used" in new Player's Handbook art, Wizards says". Wargamer. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "The concerns about Ossandón’s work appear to stem from D&D YouTube – primarily from Indestructoboy (Taron Pounds), whose content focuses on tabletop RPGs. The original video has been deleted, but Pounds shared a video titled ‘I screwed up’ on December 18 addressing the situation (see below). “I’m incredibly sorry about what happened”, Pounds says. “If I had just looked into who the artist was who did the piece originally, I would have seen somebody that has a long track record of proven quality work in the industry, and I could have ended it right there and not affected anyone.”"

  5. Hoffer, Christian (2023-12-21). "Wizards of the Coast Grapples With Growing AI Distrust". ComicBook.com. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "On Monday, Taron "Indestructoboy" Pounds posted a video in which he pointed to alleged inconsistencies in a recent piece of art showcased by the Dungeons & Dragons design team that will appear in the 2024 Player's Handbook. The piece depicted a Dwarf Fighter with a raised shield and drawn sword. While the piece featured none of the hallmarks of AI artwork, such as disproportionate or misaligned limbs, blurred text, architecturally impossible structures, or poor composition, Pounds pointed to what he felt were several inconsistencies within the artwork and used an AI art checker to claim that the work was AI-generated. ... After Ossandón's statement and WIP images were posted online, Pounds posted apologies on both YouTube and social media and delisted the original video at the artist's request."

  6. Cosgrove, Jaclyn (2012-09-24). "Oklahoma City doctors work to rebuild Tulsa man's face after fireworks accident". The Oklahoman. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "This past Friday, Pounds, a Tulsa resident, underwent a 22-hour reconstructive surgery at OU Medical Center to repair extensive damage to the left side of his face. In July, Pounds was at a family event in Inola, setting off fireworks, when something went wrong. Pounds lit the fuse of a commercial-grade mortar shell, and shortly thereafter, his family members saw a puff of smoke. It remains unclear as to how the accident happened."

  7. Cosgrove, Jaclyn (2017-01-24). "Oklahomans on Obamacare share how its repeal would affect them". The Oklahoman. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds, 27, of Tulsa, said being able to stay on his father's insurance has been crucial for him over the past few years. ... Over the past four years, Pounds has undergone 30 surgeries by at least eight surgeons. And his recovery is not complete, as he still needs thousands of dollars in dental work. Today, Pounds is blind in his left eye, and he can't breathe through his nose. He has trouble standing for long periods because his surgeons used part of a bone in his left leg to repair his face. Overall, Pounds, a self-employed musician and student, and his family have spent thousands of dollars on his medical care — even with him receiving coverage from his father's Blue Cross and Blue Shield of Oklahoma plan and receiving Medicare and Medicaid coverage through his disability benefits."

  8. Kemp, Adam (2015-12-28). "Top NewsOK videos of 2015". The Oklahoman. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds has spent the past year of his life recovering from a fireworks accident that took the left side of his face. He is still living his life to the fullest."

  9. Muchmore, Shannon (2013-01-24). "Doctors help man get his face back after tragic fireworks accident. Taron Pounds says he's learned a lot during his recovery". Tulsa World. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds knows people wonder what happened to his face when they see him. He doesn't mind if they ask. He would rather they find out than just stare at him. It's from a fireworks accident. On July 7, the Tulsa resident and jazz guitarist was lighting commercial-grade fireworks with some relatives and celebrating a wedding in Inola when a mortar shell exploded in his face, blowing apart the left side."

  10. Chancellor, Jennifer (2013-01-24). "Barrelhouse beat: Pair of tributes among this week's shows. Tributes among this week's shows". Tulsa World. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Pounds suffered a devastating facial injury last July when a 4-inch mortar shell exploded at his cousin's wedding and nearly took his life. Oklahoma City doctors have started the long process of reconstructive surgery on Pounds' shredded bones and tissues, and at least 10 procedures are expected in the near future. Now, the Tulsa community has rallied to support Pounds and help offset monumental medical bills."

  11. Watts Jr., James D. (2022-10-25). "Review: 'Daddy Long Legs' a heart-touching tale of love and letters". Tulsa World. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "On the surface, "Daddy Long Legs," the first production under the Tulsa PAC Trust's new "TPAC Presents" series, is a very simple thing. ... The on-stage ensemble of music director Jeremy Stevens on piano, cellist Austin Jade Pendergrass and guitarist Taron Pounds performed this music with understated grace."

  12. "Victim Speaks Out After Fireworks Explosion Destroys Half His Face". KOKH-TV. 2013-07-01. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "For the last 12 months, Taron has undergone several reconstructive surgeries at OU Medical Center, although he's on his way to making a full recovery, Taron and his family hope with many more surgeries to go, their experience is a reminder of how dangerous fireworks can be."

  13. VanTimmeren, Christine (2015-07-02). "Firework explosion leaves man disfigured and in a coma". KOKH-TV. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Three years and about 18 surgeries later, a Metro man is still recovering after a fireworks accident. He wants everyone to know the thrill of setting off your own fireworks isn't worth what he's been through."

  14. "Community Rallies Behind Oklahoma Man Injured by Fireworks". News9Live. 2012-07-13. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "The firework explosion nearly blew away the left side of Taron Pounds' face. He went through another surgery for his injuries this morning in Oklahoma City. But his mom says he's a fighter, and she's proud of how his friends have rallied in support. Pounds, 22, is a talented jazz guitarist and a devoted friend."

  15. Fiallo, Josh (2023-09-05). "PragerU's 'Propaganda' Videos Infiltrate Another State's Classrooms". The Daily Beast. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "“I am an Oklahoma teacher,” posted a Twitter user named Taron Pounds. “I refuse to show PragerU’s revisionist propaganda to impressionable minds.”"

  16. "2022 results". ENNIE Awards. c. 2022. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The page notes: "Best Monster/Adversary. «Silver»Home-Field Advantage: a Compendium of Lair Actions Authors: Trekiros, Sean Vas Terra, Taron Pounds, Boyan Valev, Kirsty Kidd, Xhango Games, Zavier Bates, Devlin DM, Joe Gaylord"

  17. Walsh, Michael (2012-09-26). "Surgeons use part of man's leg to reconstruct his face after being disfigured in horrific fireworks accident". New York Daily News. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "An Oklahoma man, whose face was disfigured by fireworks, is recovering from a 22-hour long reconstructive surgery. Taron Pounds, 22, lost portions of his face, eye, neck and chest when a fireworks mortar inexplicably detonated in front of him on July 7 at a family celebration in Inola, Okla."

  18. Benny, Michael (2013-07-01). "The most disturbing fireworks safety story you'll see ahead of July Fourth". WSTM-TV. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds, 23, tells KJRH-TV he was at a family wedding when a 4-inch mortar shell exploded in his face, and tore off his skin."

  19. "Docs use part of man's leg to rebuild his face after fireworks injury". Fox News. 2012-09-25. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds was lighting fireworks on July 7 at a family gathering when a mortar blew up in his face."

  20. Keeton, BJ (2024-02-02). "10 Coolest Unofficial Classes And Subclasses For D&D 5e. The Dungeons & Dragons community has created some powerful yet balanced classes and subclasses to expand the character options 5e players have". Screen Rant. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Taron Pounds, better known as Indestructoboy to the Dungeons & Dragons community, homebrewed one of the best unofficial 5e player classes out there. ... The most interesting part about the alchemist is that it's a martial class and not a spellcaster. Not having a spell list makes the chemistry part the actual focus and not an afterthought like some unofficial subclasses have done. The class comes with downtime activities, specialized equipment, and subclasses like the apothecary and toxicologist."

  21. Donovan, Jim (2014-06-27). "3 On Your Side: Fireworks Accidents On The Rise". CBS News. Archived from the original on 2024-02-08. Retrieved 2024-02-08.

    The article notes: "Two years ago Taron Pounds from Tulsa, Oklahoma had one explode in his face. He spent weeks in a coma and underwent multiple reconstructive surgeries."

Cunard (talk) 10:59, 8 February 2024 (UTC)[reply]

Oh wow, that's a lot! Thanks, I will get to work on that one soon. :) BOZ (talk) 12:46, 8 February 2024 (UTC)[reply]

Draft:Ryan Laukat has been an illustrator for many board games: [5] and founded Red Raven Games. BOZ (talk) 14:39, 9 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Booth, Paul (2021). Board Games as Media. New York: Bloomsbury Publishing. pp. 12, 8283. ISBN 978-1-5013-5716-9. Retrieved 2024-02-10 – via Google Books.

    The book notes on page 12: "I analyze the work of Ryan Laukat of Red Raven Games as the créateur, or a board game designer with an identifiable style."

    The book notes on page 82: "An examination of Ryan Laukat's games reveals the particular créateur discourse in board games. Laukat, the founder/owner of Red Raven Games, is aware that he has a particular style in his game mechanics and how much that can change his reputation among board game players."

    The book notes on page 83: "This study of Laukat's games reveals three different ways his créateur status can be discursively constructed: through the game aesthetics, through the narrative worldbuilding, and through the interplay between theme and mechanics. I chose Laukat's gaming output to represent the créateur for a number of reasons. First, there is a manageable output of games to examine. Red Raven Games has published thirteen games, ten of them designed by Laukat. Compared to the output of some designers, for example Reiner Knizia (who has published over 600 games), ten can be studied in a time-sensitive way. Second, Red Raven Games all have a recognizable aesthetic sense, mainly because Laukat does the art for all the games himself. Third, Red Raven Games has become a success in the board game industry: Above and Below (2015), their best-selling game, has sold around 50,000 copies, while the Eight-Minute Empire (2012) series has sold over 40,000 worldwide and has been translated into over fifteen languages. His highest-ranked game on BoardGameGeek (BGG) is Near and Far (2017), with a rank of 132 (as of December 2019). Fourth, on a personal level, I enjoy playing his games—while not a scientifically valid rationale, the fact that his games are fun while also retaining a sense of his particular style is a meaningful factor in the discursive construction of the créateur. The games that I researched for this chapter are all designed by Ryan Laukat, with art by Laukat as well: Eight- Minute Empire, Artifacts, Inc. (2014), Above and Below, City of Iron 2e (2016), ..."

  2. Duffy, Owen (2018-01-27). "Review: Near and Far, a story-driven board game that almost works. Board gaming with a narrative story book". Ars Technica. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The review notes: "I’ve appreciated that sandbox sense of freedom in games ever since, and it’s something that Near And Far, a campaign-driven board game from designer Ryan Laukat, strives to emulate. A sequel to his 2015 release Above and Below, Near and Far casts players as heroes embarking on perilous quests across a series of fantasy realms. ... The first thing you’ll notice when you open Near and Far’s box is the quality of its presentation. As with previous releases like Eight Minute Empire and Islebound, Laukat isn’t just the game’s designer, he’s also its illustrator and publisher. He work here has injected Near and Far with real charm and personality."

  3. Swanson, Jacob (2023-01-24). "This Utah board game company crowdfunded $2M+ for its newest game". Utah Business. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "Much has changed since Ryan Laukat was a 13-year-old taping paper to regular playing cards to design his own games. Laukat, who lives in Sandy, is one of few board game designers that have turned their passion into a successful business and full-time career. About 11 years ago, while working on games out of his basement with his wife Malorie, the Laukats launched their first Kickstarter crowdfunding effort to try and turn Ryan’s work into a game for the masses to enjoy. That Kickstarter, for a game called Empires of the Void, raised about $36,000 from 651 backers."

  4. Lange, Brianna (2007-10-04). "For love of the game: Boards, cards in hand, designers meet monthly to test their creations". The Salt Lake Tribune. Archived from the original on 2007-10-13. Retrieved 2024-02-10.

    The article notes: "Among those playing the games at Game Night Games was Ryan Laukat, who said he has been creating games for years. He has been working on his pirate-themed game "Keys" for nearly six months, three of which were spent hand-painting the game board."

  5. Morgenegg, Ryan (2016-05-17). "Game review: The Ancient World is a fun strategic game of city-building and titans". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "In this gorgeously illustrated game by Ryan Laukat and Red Raven games, two to four players try to build up a city and defeat titans by using the help of the five tribes that wander the fantasy world. ... Those familiar with Laukat's games will know of the excellent quality, distinctive artwork and polished gameplay. It's amazing the number of titles coming from Red Raven Games that are absolutely excellent. Every one seems to be a hit. The Ancient World is no different. The best part is that Laukat is a local designer in Sandy, Utah. His games can be purchased on Amazon.com."

  6. Wadley, Carma (2009-06-29). "Board game Bridge Troll presents old story from new perspective". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "Bridge Troll was born. The game, designed by Seegert and illustrated by local artist Ryan Laukat, is being published by Z-Man Games, a major game company for designer games. ... He and Laukat are both members of the Board Game Designers Guild of Utah, and that has been invaluable in his design, he says. ... For Laukat, the life-changing game was one called Puerto Rico. ... Laukat was hired by Z-Man Games to do the artwork on Seegert's recommendation."

  7. Koehler, Elisa (2015). A Dictionary for the Modern Trumpet Player. Lanham, Maryland: Rowman & Littlefield. p. 34. ISBN 978-0-8108-8657-5. Retrieved 2024-02-10 – via Google Books.

    The book notes: "Cannonball. American musical instrument manufacturer. Founded in 1996 by Tevis and Sheryl Laukat, Cannonball makes trumpets, saxophones, clarinets, and flutes. Trumpeter Ryan Laukat plays and acoustically customizes all Cannonball trumpets. Also a professional artist, Ryan Laukat engraves the bells of Cannonball saxophones and trumpets by hand. The company is based in Salt Lake City, Utah, and also runs two factories in Taiwan. Cannonball trumpet models include the 42 Artist Series (in B-flat and C) as well as a variety of B-flat trumpets including the 725, the 789RL (with reverse leadpipe), and the Lynx. Known for producing trumpets with a larger-than-normal bell size (BigBell), Cannonball also makes a model 779 flugelhorn."

  8. Wadley, Carma (2008-11-17). "Do you have what it takes to invent the next 'Monopoly'?". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "At a recent meeting of the guild, other members brought games to try out. Ryan Laukat has one called "Radio Active Cities." You build cities and try to persuade people to come live in them. Laukat is known for his design work and, in fact, has been the artist/designer for a couple of other games published by Rio Grande Games."

  9. Morgenegg, Ryan (2017-08-30). "Game review: Near and Far is storytelling board gaming at its finest". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "Near and Far is one of the best games I have ever played. If thematic storytelling adventure games appeal to you, this game is one of the best. Stop reading now and purchase a copy. It delivers greatness on many levels and is extremely fun to play. It receives this reviewer's highest recommendation. The icing on the cake is that it was designed by Utah game designer Ryan Laukat."

  10. Wadley, Carma (2008-11-30). "Playmakers — Nothing beats fun of old-fashioned board games". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "Jones' pick for the next big game is Dominion (Rio Grande). It's a game set in medieval times, but it is a deck-building game. "You build your economy through cards, so it is a new style of play for this kind of game. It's very compelling. Gamers are eating it up. It's also a beautiful — and one of our local guys, Ryan Laukat, helped with the graphics.""

  11. Montgomery, Matt (2018-12-17). "I'll be home for Christmas (playing these 16 board games)". Deseret News. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "For futher evidence that Utah boasts some truly great board game designers, take a look at "Near and Far" from Utah-based Ryan Laukat, which combines storytelling with adventure for a surprising, engaging game."

  12. "Gen Con 2015 Program Book: Discover Adventure". Gen Con. 2015. p. 37. Retrieved 2024-02-10 – via Internet Archive.

    The program book notes: "Red Raven Games publishes exciting tabletop games, all produced and illustrated by Ryan Laukat. Since 2011, Ryan has shared his vibrant, imagined worlds through acclaimed titles that include City of Iron, The Ancient World, and the Eight-Minute Empire series. Ryan's games are published in more than 20 languages worldwide, standing out for their iconic beauty and memorable gameplay. In 2015, Red Raven Games will release two new titles: Artifacts, Inc., and Above and Below."

  13. Hertel, Josh (2022-10-28). "Tabletop Ubuntu". Full Circle. No. 186. Retrieved 2024-02-10 – via Internet Archive.

    The article notes: "Do you have a minute? How about eight? In the time it takes to make a cup of bean juice*, you can play a game of EightMinute Empire. Developed by Acram Digital, Eight-Minute Empire is a fast-paced strategy game that uses card-driven area control. It is a port of the tabletop game of the same name, which was designed by Ryan Laukat and published by Red Raven Games."

  14. Jarvis, Matt (2020-11-02). "Play Above and Below creator's next game Sleeping Gods with free print-and-play demo". Dicebreaker. Archived from the original on 2024-02-10. Retrieved 2024-02-10.

    The article notes: "A free print-and-play demo has been released for Sleeping Gods, the next game from the creator of Above and Below, Near and Far, and Eight-Minute Empire, Ryan Laukat."

  15. Miller, Paul Allen, ed. (2019). Digitalizing the Global Text: Philosophy, Literature, and Culture. Columbia, South Carolina: University of South Carolina Press. p. 121. ISBN 978-1-64336-058-4. Retrieved 2024-02-10 – via Google Books.

    The book notes in a footnote: "Ryan Laukat appropriated the "Book of Tales" concept in his 2015 European strategy game Above and Below, which blends the trope of village building with branching narratives that directly influence the village construction. In its 2017 sequel Near and Far, Laukat provided a campaign mode where the narratives are more sequential and interlocking for individual characters."

Cunard (talk) 09:56, 10 February 2024 (UTC)[reply]

Oh nice, we're really on a roll. :) Thank you, I will work on this one soon! BOZ (talk) 16:54, 10 February 2024 (UTC)[reply]
Thank you for expanding and sourcing these articles! Cunard (talk) 07:36, 12 February 2024 (UTC)[reply]

Draft:Krister Sundelin is a Swedish designer and illustrator of role-playing games since the 1990s: [6] and co-founded the publisher Helmgast. BOZ (talk) 06:09, 12 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I was unable to find much coverage for Krister Sundelin. Here are some sources about the subject:

    Extended content
  1. S, Antonios (2019-04-01). "Review of KULT: Divinity Lost". RPGnet. Archived from the original on 2024-02-12. Retrieved 2024-02-12.

    The review lists him as a coauthor.

  2. "Congratulations to all of the 2019 ENNIE Award Nominees and Winners!". ENNIE Awards. c. 2019. Archived from the original on 2024-02-12. Retrieved 2024-02-12.

    Under "Best Writing", the page says: "KULT: Divinity Lost, 4th Edition of KULT – Core Rules, Helmgast AB *Silver Winner* Authors: Marco Behrmann, Martin Fröjdh, Ola Jentzsch, Robin Liljenberg, Petter Nallo, Andreas Nordlund, Krister Sundelin, Anton Wahnström"

  3. "Judges' Spotlight Winners". ENNIE Awards. c. 2022. Archived from the original on 2024-02-12. Retrieved 2024-02-12.

    Under "Best Adventure", the page says: "«Silver»The Troubleshooters – The U-Boat Mystery, Helmgast. Author: Krister Sundelin"

  4. He is listed in the credits or acknowledgments here, here, here, and here.

Cunard (talk) 07:36, 12 February 2024 (UTC)[reply]

OK thanks, I will see what I can do with those! It looks like he did win one award, so that is a little bit of something at least. BOZ (talk) 12:46, 12 February 2024 (UTC)[reply]

Draft:Martin Knight (author, games designer, publisher) - OK, bad page name, but he is a British RPG designer for D100 Dungeon and D100 Space: [7] BOZ (talk) 13:23, 13 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I was unable to find coverage in reliable sources about him. Cunard (talk) 09:18, 16 February 2024 (UTC)[reply]
Got it, thanks for checking. :) BOZ (talk) 13:03, 16 February 2024 (UTC)[reply]

Draft:Megan Mackie is a fantasy author who also has RPG credits on the Legendlore game and "Yugman's Guide" series by Onyx Path Publishing and the not-yet-published Sirens: Battle of the Bards from Apotheosis Studios: [8]. BOZ (talk) 17:43, 19 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Petlicki, Myrna (2017-09-14). "Celebrate fall at Clarendon Hills, Berwyn fests". Chicago Tribune. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The article notes: "Special guests will include Megan Mackie, who runs a satirical podcast called the Princess Peach Conspiracy ..."

  2. Hindery, Rachel K. (2017-09-18). "Pop! Con: Franklin Park library embraces pop culture event". Chicago Tribune. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The article notes: "Advice about persistence: “I write every day, even if it’s just a sentence; it’s a sentence closer to finishing,” said Megan Mackie, a writer, actor, podcaster and playwright."

  3. Vitello, Barbara (2014-04-04). "Tympanic Theatre Company and The Side Project team up for the - world premiere". Daily Herald. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The article notes: "The Mario video game series inspired New Millennium Theatre Company’s latest production, "The Princess Peach Conspiracy." Company member Joseph White directs Megan Mackie’s play about what happens after the battle ends and the princess has to manage reconstructing her kingdom with her hero Mario. Performances begin Friday, April 4, at Studio BE 3110 N. Sheffield Ave., Chicago. See nmtchicago.org for more information."

  4. Hindery, Rachel K. (2019-12-27). "In Franklin Park, 2020 will bring quiet zone, school renovations". Chicago Tribune. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The image caption notes: "Dressed as soldiers from "Attack On Titan," Hester Junior High eighth-graders Vanessa Stankiewicz (left) and Mia DeLeon, along with Emma DeLeon, 7, talk to author Megan Mackie at Pop!Con. (File photo)"

  5. ONeill, John (2020-02-18). "Captured at Capricon: The Lucky Devil Series by Megan Mackie". Black Gate. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The article notes: "... the Bad Grammar Theater booth manned by Chicago authors Brendan Detzner, K.M. Herkes, R.J. Howell, and Megan Mackie ... But the one that leaped into my hands when I finally settled in my big green chair was The Finder of the Lucky Devil, the self-published novel by Megan Mackie, and the opening novel in her Lucky Devil series. It’s got an intriguing premise, and that beautiful cover doesn’t hurt any."

  6. ONeill, John (2020-04-10). "Captured at Capricon: Stories of the Restoration by k.m. Herkes". Black Gate. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    The article notes: "Bad Grammar is a local reading series, and their booth in the Dealer’s Room this year was manned by Chicago authors Brendan Detzner, R.J. Howell, Megan Mackie, and K.M. Herkes."

  7. "Want to know you can land a job after graduation? Try massage therapy". The Beaver County Times. 2010-05-10. Archived from the original on 2024-02-20. Retrieved 2024-02-20.

    In this interview, Megan Mackie said, "During the day, I am a clinical massage therapist, on the weekends I play pathfinder and in between that I knit."

    The article notes: "Finding a job she loves didn't take recent massage therapy graduate Megan Mackie nearly as long as she thought it would. Mackie, 27, used her school's job portal website to speed and streamline her search. ... says Mackie, who graduated from Cortiva Institute. Shortly after, she landed her first job in the massage therapy field. ... Mackie is now working at Balanced Body Integrated Wellness in Chicago's Logan Square neighborhood, close to where she makes her home."

Cunard (talk) 00:49, 20 February 2024 (UTC)[reply]

OK great, thanks! I will work on this one soon. :) BOZ (talk) 01:00, 20 February 2024 (UTC)[reply]

Draft:Bez Shahriari (Game Designer) is a Scottish board game designer who has designed dozens of games since 2010: [9] and a mental health advocate. BOZ (talk) 14:00, 20 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Booth, Paul (2021). Board Games as Media. New York: Bloomsbury Publishing. p. 180. ISBN 978-1-5013-5716-9. Retrieved 2024-02-24 – via Google Books.

    The book notes: "Behrooz "Bez" Shahriari, a game designer living in Scotland, seconds King's perspective, saying, ..."

  2. Heron, Michael James Heron (2024). Tabletop Game Accessibility: Meeple Centred Design. Boca Raton, Florida: CRC Press. ISBN 978-1-0325-4147-1. Retrieved 2024-02-24.

    The book notes: "There are too many to individually name here, but I will especially shout out Janice Wren and Bez Shahriari for being indie game publishers who took accessibility seriously even when there were so many other calls on their time."

  3. "Senet Magazine article". Senet Magazine. No. 11. Summer 2023. Archived from the original on 2024-02-24. Retrieved 2024-02-24.

    The summary notes: "An exclusive interview with independent designer and publisher Bez Shahriari (Yogi, the ELL Deck) about her unique approach to board games."

  4. Edwards, Darren (2017-08-05). "UK Donor Spotlight! Stuff by Bez". Games & Gaming Round Table. American Library Association. Archived from the original on 2024-02-24. Retrieved 2024-02-24.

    The article is not independent of the subject because the subject is a donor and this is a "Donor spotlight".

    The article notes: "The last of our UK sponsors is Stuff by Bez who has kindly donated copies of In a Bind, In a Bind Junior and Wibbell++ Stuff by Bez is the brainchild of London based games designer, artist and self-publisher Behrooz ‘Bez’ Shahriari. Since 2015 she has published a new game every #BezDay (1st August) and will be donating copies of these games to UK libraries participating in International Games Week."

  5. "Yogi is the card game spin on 'Twister without the mat' sure to put you In a Bind". Tabletop Gaming. 2017-03-29. Archived from the original on 2024-02-24. Retrieved 2024-02-24.

    The article notes: "In a Bind was the first game by Scottish designer Behrooz ‘Bez’ Shahriari, which she published a couple of years ago under her own label Stuff by Bez. ... French publisher Gigamic will overhaul Bez’s original In a Bind artwork and monochromatic design with a new set of brightly-coloured illustrations for Yogi, many of them featuring pop culture references (we spotted Shakespeare, Ryu from Street Fighter, a Roman emperor and a luchador, for starters)."

Cunard (talk) 06:35, 24 February 2024 (UTC)[reply]

Got it, thanks! I'll see what I can do with these. :) BOZ (talk) 07:16, 24 February 2024 (UTC)[reply]

Draft:Zain Memon is a storyteller, media-producer, game designer, entrepreneur, futurist and media-tech specialist based in Goa, India, who is best known for Shasn: [10] BOZ (talk) 18:12, 24 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Bhavani, Divya Kala (2018-04-12). "TTTI International Storytelling Festival: a mosaic of moments". The Hindu. Archived from the original on 2020-11-09. Retrieved 2024-02-25.

    The article notes: "Having co-founded Memesys Culture Lab, a cinema and new media studio at the intersection of science, philosophy and culture, with Anand Gandhi, Mumbai-based Zain is one of the country’s best known digital storytellers with projects such as Else VR under his belt. Memon’s narrative strengths were further celebrated when he led the most successful crowdfunding campaign in India, for the documentary feature film An Insignificant Man which premiered at the Toronto International Film Festival in 2016."

  2. Riaz, Azmia (2021-03-05). "Elections with Shasn: This board game allows people to talk politics, minus hostility and violence". EdexLive. The New Indian Express Group. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Game designer Zain Memon wanted neither, but wanted to bring people together anyway. Having co-founded Memesys Culture Lab, he has introduced a number of games into the market. But two years ago, he created Shasn, a political strategy game that pits players against each other in the form of a political campaign. ... Back in 2019, Shasn was supposed to be a small project which actually spiraled out of control. ... Zain and his team reached out to board game traders around the world. Having been a gamer his entire life, he believed that it was time the zest for board games were brought back to India, outside of the occasional game of Monopoly or Life. As a collector himself, he engaged with game creators from around the world who helped him shape and market the product."

  3. Bhot, Abhishek Mande (2019-07-24). "This new Indian board game, Shasn, wants you to play dirty and think like a politician". GQ. Archived from the original on 2023-03-20. Retrieved 2024-02-25.

    The article notes: "On a sunny weekday afternoon, Zain Memon walks into Jamjar Diner, a bohemian café in Versova, that haven of aspiring movie stars and indie filmmakers. Memon is a ludologist and a media producer who, along with Ship of Theseus filmmaker Anand Gandhi, has co-founded Memesys Culture Lab. Memesys is a cinema and new media studio that works at the intersection of science, philosophy, and culture. Memon is also the creator of Shasn, a new political strategy board game that’s already being compared with Twilight Struggle, the Cold War strategy game that critics rank as the greatest game ever to be made. When it launched on Kickstarter, it crossed its funding target under 22 hours. Today, Memon’s got his team to play the game with me."

  4. Devidayal, Namita (2019-07-26). "This new board game lets you play politics". The Times of India. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "In an effort to get more people to think about policy, politics and change, Goa-based new media studio Memesys has developed a strategic board game, Shasn."Whenever I would talk politics with friends and family, I found it to be an uphill task," says Zain Memon, who conceptualised the game. "But the less you talk politics, the more difficult it will be to solve the problems around us. So, I started thinking about how to make political conversations healthy again. Not in a didactic boring way, but where it becomes fun.""

  5. Laghate, Gaurav (2019-07-22). "Memesys Culture Lab raises Rs 20 lakh via crowd funding for political board game". The Times of India. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Memesys Culture Lab, a media startup by Filmmaker Anand Gandhi and designer Zain Memon, has raised close to Rs 20 lakh ($28,592) on crowd funding platform Kickstarter. ... Designed by Memon and his team of artists, activists, and gamers - Shasn is a table-top game about ethics, politics, and strategy."

  6. Bhatt, Shephali (2019-06-30). "How India caught on the new-age board game culture of the west to create an ecosystem of cafes & communities back home". The Times of India. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Come July 16 and Shasn — a high-end political strategy game from Memesys Culture Lab — will be launched on Kickstarter, a US-based crowdfunding platform. “We have received the coveted ‘Projects We Love’ badge from the platform,” says Zain Memon, cofounder of Memesys based in Mumbai."

  7. Banerjee, Chandrima (2020-08-11). "How game developers are getting fund projects". The Times of India. ProQuest 2432095702. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: ""Outside Kickstarter, we have raised around $600,000 (around Rs 4.5 crore), which is leaps and bounds ahead of any campaign that has happened in India," Zain Memon, developer of Shasn, told TOI. ... said Memon, also a co-collaborator at Memesyn, a new media studio that had made the critically acclaimed film 'Ship of Theseus'. ... Memon, for instance, had met a lot of scepticism over the idea of merging politics and games."

  8. Chaturvedi, Swati (2021-09-13). "Bored millennials get hooked to Shasn, the newest modern board game". Hindustan Times. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "The newest entrant into the board game fray is SHASN, a multiplayer political strategy board game created by Zain Memon, and published by Memesys Culture Lab, where each player takes on the role of a politician contesting elections and is required to take a stand on various political and ethical issues."

  9. Iyer, Aishwarya (2019-09-28). "Forget Ludo: Boardgames are tackling power and politics". Hindustan Times. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Designed by Zain Memon, co-founder and media tech specialist at Memesys Culture Lab, the original plan was to make the game in digital format."

  10. "Your turn...: New Indian board games are playing on climate, ecology, politics". Hindustan Times. 2024-01-05. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Developed by Abhishek Lamba and Zain Memon of Goa-based cinema and new media studio Memesys Lab, it is a sequel to the political strategy board game Shasn, released in 2019."

  11. Malik, Ektaa (2019-07-24). "A new political strategy game is trying to make politics and policy-making trendy for the apolitical". The Indian Express. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "says Memon, 29. ... says Memon, who’s a ludologist and one of the founding members of the lab."

  12. Lakshmanan, Remya; Aggarwal, Aarushi (2021-01-10). "India plays: Time to realise domestic potential of boardgames". The Indian Express. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Zain Memon is the developer of a recently launched strategy boardgame called Shasnand co-founder at a new media studio, Memesys Culture Lab."

  13. Singh, Radika (2016-12-04). "Cost of Coal: The Mind's Eye". The Indian Express. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "... says Zain Memon, co-founder (alongside Anand Gandhi) of Memesys Culture Lab, the organisation that produced the film. ... At the Memesys lab in Versova, Mumbai, Memon and his team create VR films that last a maximum of eight minutes — any longer, and the experience gets too uncomfortable and disorienting."

  14. Balasubramanian, Malavika (2019-07-12). "When politics on celluloid spills over to a board game. After 'An Insgnificant Man', filmmaker Anand Gandhi teams up with tech enthusiast and partner at Memsys Culture Lab, Zain Memon, for their newest venture 'SHASN', a political strategy board game". The Hindu. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "He pitched his thoughts to his partner, tech specialist and gaming enthusiast Zain Memon, and the duo’s Mumbai-based Memesys Culture Lab — which is also behind the documentary — came up with SHASN, a political strategy board game which lets players create their own democracy. ... Gandhi and Memon also head ElseVR, a virtual reality lab which explores journalism and storytelling through technology."

  15. "Cinema that really takes you places". The Hindu. 2016-08-06. Archived from the original on 2023-05-21. Retrieved 2024-02-25.

    The article notes: "Cost of Coal is India’s first narrative non-fiction film in Virtual Reality (VR), directed by award-winning filmmaker Faiza Khan (of Supermen of Malegaon fame). It is produced by Khushboo Ranka with Zain Memon as the creative director."

  16. Majumdar, Rahul (2021-09-20). "Shasn: Azadi Creator Zain Memon on the Journey From VR and Feature Films to Board Games and Esports in India". IGN. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "Shasn: Azadi, co-designed by Abhishek Lamba and Zain Memon, is a standalone expansion to Memesys’ first board game, Shasn, which was released last year to critical acclaim. IGN India had a chance to talk to Memon, Memesys’ co-founder, about the studio’s ambitions for Shasn: Azadi and beyond, which for starters has ignited a renewed interest in tabletop games for many in India."

  17. "Anand Gandhi announces new board game Azadi, designed by Zain Memon". Firstpost. 2021-09-08. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "This 90 second teaser, directed by Anand Gandhi, is a perfect introduction to the world of SHASN: AZADI. Designed and produced by Zain Memon, AZADI is a board game about revolution and politics. ... AZADI is a standalone expansion to SHASN - the hugely popular political strategy board game which reintroduced India to tabletop gaming. The creator of SHASN, Zain Memon has been a driving force in the country’s growing board game industry."

  18. Sharma, Priyanka, ed. (2021-09-09). "Filmmakers Anand Gandhi & Zain Memon Announce Sequel To SHASN, The Blockbuster Board Game". Newsx. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "SHASN was designed by Zain Memon, now recognised as the leading authority in game design out of India. ... Memesys Studios, run by Anand Gandhi and Zain Memon, has also produced critically acclaimed cinema like Ship of Theseus, An Insignificant Man, and OK Computer (Disney+Hotstar)."

  19. Khandelwal, Heena (2019-07-12). "SHASN: New board game by Anand Gandhi's Memesys Culture Lab aims to put you in the shoes of politicians". Indulge Express. Archived from the original on 2024-02-25. Retrieved 2024-02-25.

    The article notes: "As the game goes on sale on Kickstarter, we speak to the creators Anand Gandhi, the filmmaker behind Tumbbad, and Zain Memon, who also heads Asia’s largest virtual reality lab, about the game and what compelled them to create it."

Cunard (talk) 09:34, 25 February 2024 (UTC)[reply]

Oh wow, thanks, that's a lot! :) I will get to work on this one soon! Thanks again for everything you do. BOZ (talk) 14:15, 25 February 2024 (UTC)[reply]
Thank you for the kind words and for the great work on the drafts! Cunard (talk) 10:35, 27 February 2024 (UTC)[reply]
I'm glad to be getting this work done, and grateful for all your help! BOZ (talk) 12:42, 27 February 2024 (UTC)[reply]

Draft:Ralph Querfurth is a German board game editor and designer who is known for "Star Wars" games as well as "Exit – The Game": [11] BOZ (talk) 18:41, 26 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Opel, Jennifer (2022-12-18). "Der Mann hinter den Exit-Games" [The man behind the Exit Games]. Fränkischer Tag [de] (in German). Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article notes from Google Translate: "Effeltrich – Ralph Querfurth from Effeltrich has turned his passion into a profession and is responsible for the popular series of exit games."

  2. "Exit Games als Standbein der Spielebranche" [Exit Games as a mainstay of the games industry]. Ludwigsburger Kreiszeitung (in German). 2023-04-14. Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article notes from Google Translate: "The games editor Ralph Querfurth gave the impetus for the project, as he explains. He was inspired by a newly opened so-called escape room in Stuttgart - a specially equipped room in which players have to find and decipher puzzles and codes together on site. The idea immediately arose to develop a board game for the home based on this model, says Querfurth. ... Concept developer Querfurth sees the success of the games in the fact that the puzzles have a different focus."

  3. "Exit the Game: The Mysterious Museum". Double Helix. No. 65. CSIRO. 2023-07-15. Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article lists Ralph Querfurth under Exit the Game: The Mysterious Museum.

  4. Otterbein, Sandra (2023-01-12). "Test: Echt Spitze" [test: Really great]. Brettspiel News (in German). Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article notes from Google Translate: "“Echt Spitze”, a new roll & write game by Klaus-Jürgen Wrede and Ralph Querfurth, is published by Schmidt Verlag. Today we want to find out whether the new element sets it apart from other Roll & Write games."

  5. Stretch, Andrew (2021-08-17). "EXIT The Game: The Gate Between Worlds Review". TechRaptor. Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article notes: "The story may not be deep but it’s fun to know that authors, Inka and Markus Brand and Ralph Querfurth, are not just finding ways to link together a variety of puzzles and locations, but attempting to branch an overarching plotline through the series."

  6. Bögelein, Margareta (2009-06-23). "Hervorragende Leistungen Ausgezeichnet" [Excellent Performance Awarded] (in German). Coburg University of Applied Sciences. Archived from the original on 2024-02-27. Retrieved 2024-02-27.

    The article notes from Google Translate: "Coburg University awarded the three best graduates of the courses with gold, silver and bronze performance medals. The medal winners are in ... Automotive technology and management: Ralph Querfurth, Jens Einsiedler and Alexander Barke."

Cunard (talk) 10:35, 27 February 2024 (UTC)[reply]

Not bad, I will take a look this morning. :) BOZ (talk) 12:43, 27 February 2024 (UTC)[reply]

Draft:Roger Huntman is an American author of horror, supernatural fiction, suspense, educational, science-fiction, and fantasy novels, but for my area of expertise he is known for the Ancient Steel RPG: [12] BOZ (talk) 23:59, 27 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Erickson, Keith (2019-09-08). "Eight candidates seek three seats on Cd'A City Council". Coeur d'Alene Press. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "Roger Huntman. Unhappy with recent decisions made by the city council involving issues including development and parking, political newcomer Roger Huntman said it’s time for a change on the council. ... Huntman also takes issue with the council’s actions involving proposed development along the Spokane River west of the Riverstone development. ... Huntman said aside from a stint as treasurer in high school, he has never been involved in politics. ... A middle school teacher at Developing Mind Montessori School in Post Falls, Huntman, 47, is an author of 19 books published on Amazon. He writes books on therapy, horror and role playing."

  2. Northrup, Craig (2019-11-03). "Here's your Nov. 5 election menu". Coeur d'Alene Press. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article noters: "A fourth candidate, Roger Huntman, withdrew from the race but is still on the ballot."

  3. Walker, Brian (2019-09-10). "Attention, voters: Full slate for Nov. 5". Coeur d'Alene Press. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "Coeur d'Alene — Christie Wood and Elaine Price are seeking Seat 1; Dan Gookin and Michael Pereira Seat 3; and Dan English, Tom Morgan, Roger Huntman and Lacey Moen Seat 5."

  4. Northrup, Craig (2019-10-04). "Outsiders vs. incumbents". Coeur d'Alene Press. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "Two of the three candidates challenging incumbent English were present, with Roger Huntman choosing not to attend."

  5. Hill, Kip (2019-11-02). "CdA Councilman Dan English draws challengers Tom Morgan, Lacey Moen for seat". The Spokesman-Review. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "A fourth candidate in the race, Roger Huntman, ended his campaign earlier this fall, citing an inability to raise enough money to mount a campaign. That decision came after the deadline to remove his name from the ballot, so Huntman will appear when Coeur d’Alene voters visit the ballot boxes next week."

  6. White, Rebecca (2019-11-05). "Incumbents, Christie Wood win seats on Coeur d'Alene City Council". The Spokesman-Review. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "Roger Huntman, who dropped out of the race earlier this year, took 5.2% of the vote."

  7. "Coeur d'Alene votes to keep two incumbents and one new face on the City Council". Inlander. 2019-11-06. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "Seat 5. Roger Huntman: 5%. ... A third candidate who filed against English, teacher and author Roger Huntman, also appeared on the ballot. However, Huntman stopped campaigning due to a lack of financial resources."

  8. Kelety, Josh (2019-10-24). "In Coeur d'Alene, growth, development and housing costs dominate local politics". Inlander. Archived from the original on 2024-02-29. Retrieved 2024-02-29.

    The article notes: "A third candidate who filed against English, teacher and author Roger Huntman, will also appear on the ballot. However, Huntman tells the Inlander that he has "bowed out" of the race due to a lack of financial resources. "I just can't compete," he says."

  9. This is an archive of the subject's publishing company website via Internet Archive. The website is mentioned here.

Cunard (talk) 10:38, 29 February 2024 (UTC)[reply]

OK thanks, that's interesting, apparently he is more notable as a failed local political candidate than as an author. :D Let me see what I can do with that! BOZ (talk) 12:59, 29 February 2024 (UTC)[reply]

OK, so I started this thread off with a dozen (and counting) drafts started by other people, and sure enough we are still counting! There were two more started after I posted this thread, and could be more later, and if so I will address them as they appear. :) Got to give the original authors a chance to finish their own work, if they want to, after all.

Draft:Mike Mason (game designer) is a British RPG designer, known for his work with Games Workshop and on the Call of Cthulhu game for Chaosium: [13] BOZ (talk) 14:11, 29 February 2024 (UTC)[reply]

Hi BOZ (talk · contribs). That's a lot of drafts! I agree that it's good to give the original authors a chance to finish their drafts and then take over if it seems they've abandoned the drafts. :) Here are some sources about the subject:

    Extended content
  1. Appelcline, Shannon (2014). Adamus, John (ed.). Designers & Dragons: The '70s. Silver Spring, Maryland: Evil Hat Productions. p. 279. ISBN 978-1-61317-075-5. Retrieved 2024-03-02 – via Internet Archive.

    The book notes: "Meanwhile, Chaosium may have a way to freshen up Call of Cthulhu — to bring it fully into the 21st century. Cthulhu designers Paul Fricker and Mike Mason have been working on a seventh edition of the game that promises to be the biggest overhaul since Lynn Willis’ fifth edition. The draft they were talking about in early 2012 brings in various indie ideas, but the actual release was still a ways away."

  2. Gomoll, Jeanne (Summer 1977). "Fanzines". Janus. Vol. 3, no. 2. p. 7. Retrieved 2024-03-02 – via Internet Archive.

    The article notes: "Best of the zine (best of any art I've seen recently in fanzines) is the luscious Wendy and the Yellow King, Part 6, drawn and scripted by Judy Mitchell and Mike Mason respectively."

  3. Bowser, Chad; Newton, Andi; Holloway, James; Mason, Mike (2020). Cthulhu Idade das Trevas – Chamado de Cthulhu (in Portuguese) (7 ed.). New Order Editora. p. 270. Retrieved 2024-03-02 – via Internet Archive.

    The author biography notes: "Diretor criativo de Chamado de Cthulhu Mike é o co-escritor de Chamado de Cthulhu 7a Edição e de Pulp Cthulhu. Por volta da virada do milênio, Mike editou e publicou The Whisperer uma zine dedicada a Chamado de Cthulhu. Nesse inteirim, Mike criou e comandou o Kult of Keepers, um grupo de escritores de cenários que organizou o Cthulhu Nationals Tournament do Reino Unido. Mike, já bem inteirado no funcionamento arcano das empresas de jogos, já trabalhou para a Games Workshop como diretor de linha para Dark Heresy, um RPG ganhador do ENnie Award. Hoje em dia, Mike vive em Nottingham, Inglaterra, e gosta de café, cerveja forte, e uísque em igual medida. Mike edita, escreve e produz todos os livros de Chamado de Cthulhu da Chaosium, e quanto não está fazendo isso pode ser encontrado assistindo filmes de terror e procurando por ouro de Innsmouth."

  4. Horvath, Stu (2023). Monsters, Aliens, and Holes in the Ground: A Guide to Tabletop Roleplaying Games from D&D to Mothership. Cambridge, Massachusetts: MIT Press. pp. 8687. ISBN 978-0-262-04822-4. Retrieved 2024-03-02 – via Google Books.

    The book notes on page 86 about the seventh edition of Call of Cthulhu: "The seventh (2014) marked a significant overhaul by designers Mike Mason and Paul Fricker, bringing the game in line with advances in contemporary design (Mason would go on to become the line's creative director)."

    The book notes on page 87: "Beyond Chaosium, Call of Cthulhu has inspired plenty of other RPG makers. Pagan Publishing's Delta Green (1997) is a novel take, mixing modern-day Call of Cthulhu with a sort of paramilitary version of The X-Files. Before renovating Call of Cthulhu proper, Mike Mason and Paul Fricker did interesting work at the helm of Cthulhu Britannica for Cubicle 7 (2009), which also produced an odd fusion of war story and cosmic horror with their World War Cthulhu line (2013)."

  5. "TTG's Top Board Games of 2016: Call of Cthulhu editor Mike Mason". Tabletop Gaming. 2016-12-26. Archived from the original on 2024-03-02. Retrieved 2024-03-02.

    The article includes an author biography.

  6. Mackintosh, Paul (2022-12-15). "Review of Rivers of London". RPGnet. Archived from the original on 2024-03-02. Retrieved 2024-03-02.

    The review notes: "For one thing, with Paul Fricker, Lynne Hardy and Mike Mason credited for system development on Rivers of London, you've got a team responsible for some of the best Chaosium material of recent years, and if they couldn't put together a workable system around something like Call of Cthulhu BRP basics, then I swear off all faith in human nature."

  7. RPGnet contains numerous reviews of works he authored.
  8. The subject is listed as a contributor here.
  9. The subject is interviewed here.

Cunard (talk) 10:11, 2 March 2024 (UTC)[reply]

Thanks, I will take a look tomorrow! I think I will edit this one, and the next one if there are more sources, and leave it for a little bit to see what happens. :) BOZ (talk) 10:16, 2 March 2024 (UTC)[reply]
Good plan! I hope the draft creator returns and contributes more after that. :) Cunard (talk) 10:18, 2 March 2024 (UTC)[reply]

Draft:Gene Mackles is an artist and composer who has been designing board games since 2012, with a dozen to his credit: [14]. BOZ (talk) 20:57, 2 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Robinson, Matt (2023-11-07). "Award-winning graphic designer now a game creator". Fifty Plus Advocate. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The article notes: "Gene Mackles has had an interest in graphics and their meaning since a very early age and has translated it into not one but two successful careers. ... Another early inspiration for Mackles (who has himself served on the faculty of the School of the Museum of Fine Arts, Boston) was Ivan Chermayeff, who created such notable logos as those for the Smithsonian Institute and Showtime. ... Mackles went on to design such legendary logos as those for PBS Kids and the animated WGBH logo (which is still in use). Mackles also created the pilot for the game show “Quickdraw” and served as graphic designer and animation art director for the video version of “Where in the World is Carmen Sandiego?” ... Through middle and high school, Mackles studied piano and music theory at the Juilliard School. After graduating from Dartmouth College with a degree in Fine Arts, he attended the School for the Visual Arts, where he took a class with Glaser."

  2. Viccaro, Tom (2013-04-10). "Newton's Gene Mackles creates Iota, a little game that wins big". Wicked Local. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The article notes: "A local game designer has taken his teeny card game worldwide. Gene Mackles, 65, a resident of Newton for more than 30 years, has found growing success with his card game "Iota." Since Iota’s debut in 2012, Mackles has sold more than 20,000 units. ... Mackles has not always been a game designer. In his career as a graphic designer, he was a senior designer at Boston public TV station WGBH."

  3. "Oil paintings at First Parish Church in Weston". 2008-11-06. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The article notes: "Newton artist Gene Mackles will present a show of his oil paintings in The Art Gallery at First Parish Church in Weston from Oct. 31 to Dec. 12. His subjects range from local landmarks (including Dairy Joy, Weston Center, and the West Newton Cinema) to soft landscapes and still lifes. ... As senior designer at WGBH, Mackles collaborated on programs such as "Nova," "Evening at Pops," "Zoom" and many others. He was also responsible for WGBH’s on-air image including station breaks, print advertising and fund-raising elements. More recently he has designed and produced work for NBC Sports, HGTV, The Food Network, The History Channel and The Cleveland Orchestra among others."

  4. Kylstra, Carolyn (September–October 2015). "Voices in the Wilderness. Anna Stork '08 • Melissa Cook '82 • Andrenne & Angilique Coleman '13 • Gene Mackles '68 • Alison Crocker '06 • Jason Dadakis '99". Dartmouth Alumni Magazine. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The article notes: "Gene Mackles '68. Game On. A few years ago Mackles decided to create a strategic card game. He’d never invented a game before, but whenever he played one he always thought about how he would improve it. “I kept thinking, ‘This game would be better if…,’ ” he says. A former graphic designer for 23 years at WGBH in Boston, the Auburndale, Massachusetts, resident had the artistic chops to get the look of his game just right. So he did."

  5. Drate, Spencer (2006). Motion by Design. London: Laurence King Publishing. p. 15. ISBN 978-1-85669-471-1. Retrieved 2024-03-03 – via Internet Archive.

    The book notes: "Others set their sights on motion graphics in broadcast - WGBH, the Public Broadcasting System's Boston network design department, headed by Chris Pullman, gave rise to such designers as Gene Mackles."

  6. Gries, Laurie E. (2015). Still Life with Rhetoric. Logan, Utah: Utah State University Press. ISBN 978-0-87421-977-7. Retrieved 2024-03-03 – via Google Books.

    The book notes: "Others such as Gene Mackles (pers. comm.) explain they tried to purchase a Progress poster on eBay because they liked the image and thought it would become important in the future."

  7. McGagh, Ken (2009-10-07). "Photos: Painters drawn to South Natick dam". The MetroWest Daily News. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The article notes: "Alfred DeAngelo of Wellesley paints a scene of the South Natick dam on a wooden panel Tuesday. With DeAngelo was fellow painter Gene Mackles of Newton, who was working on an oil canvas."

  8. Feely, Paul (2012-03-20). "Three finalists named for RMHS principal". Daily Times Chronicle. Archived from the original on 2024-03-03. Retrieved 2024-03-03.

    The caption notes: "The Reading Art Association hosted an oil cityscape demonstration by Gene Mackles recently as part of the Reading Art Association’s Monthly Demonstration. As senior designer at WGBH, Gene Mackles (shown here) collaborated on programs such as NOVA; Evening at the Pops; Where in the World is Carmen Sandiego; and Zoom. He was responsible for WGBH’s on-air image, and the lead designer for children’s program promotion for PBS and an original developer of their “Ready to Learn” service."

  9. Gough, John (January 2015). "Learning mathematics through games" (PDF). The Australian Mathematics Teacher. Vol. 71, no. 4. Australian Association of Mathematics Teachers. p. 10. ISSN 0045-0685. Archived from the original (PDF) on 2024-03-03. Retrieved 2024-03-03 – via Education Resources Information Center.

    The article is also available here. The article notes: "Iota is designed by Gene Mackles, and published by Gamewright (2012). In Europe, it is also known as Kwatro, and is published by White Goblin."

Cunard (talk) 09:22, 3 March 2024 (UTC)[reply]

Oh nice, thanks! :) I will take a look at that probably in the evening or tomorrow morning. :) BOZ (talk) 13:47, 3 March 2024 (UTC)[reply]
I was able to put some work into this one. :) I will look more at a different set of BLP drafts mid-week! BOZ (talk) 06:12, 4 March 2024 (UTC)[reply]

So that was it for the pending drafts created by other people, for now at least. Next up, I have 10 userspace drafts about RPG writers from the same user; these were created several years ago as empty placeholders that I was invited to help build up, but I haven't done much with most of them so far and neither has that user. As such, I'm going to see if I can make them into real articles, if you would like to help me find the sources. :)

User:Newimpartial/Bruce Baugh is the first one up. He began his career with Daedalus Entertainment on Nexus: The Infinite City and supplements for Feng Shui, followed by many products for White Wolf Publishing, particularly Vampire: The Masquerade, and an early 2000s edition of Gamma World: [15] BOZ (talk) 05:43, 6 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Hsu, Huan (2004-03-04). "The Geek Shall Inherit the Earth; In the world created by role-playing gamer Chad Underkoffler, nice guys finish first". Washington City Paper. p. 29. ProQuest 362530386.

    The article mentions the word "Baugh" three times. The article notes: "Bruce Baugh, an accomplished game designer and writer with more than 30 books to his name, thinks that was a natural development for Underkoffler. "I've seen this desire--to get away from the killing-and-stealing stereotype and closer to characters who do good for the world and improve themselves--in Chad's other work," Baugh says. "He's been poking at it for a while." ... Goldsmith's husband, Eric Rowe, also a gamer, calls Dead Inside "the psychological equivalent of a dentist's mirror. It lets you examine things in hard-to-see places."Despite such praise, Baugh says that Underkoffler has his work cut out for him if he wants Dead Inside to reach a large number of players. "Games fighting convention face the distinct challenges of not only finding an audience," he says, "but creating one as well. If a game isn't fun to play, it's failed.""

  2. Baugh, Bruce (May 2004). "Then and Back Again: Updating Visions of the Future". The New York Review of Science Fiction. Vol. 16, no. 9 #189. pp. 20–22. Retrieved 2024-03-06 – via Internet Archive.

    This article was written by the subject himself and contains autobiographical information.

  3. "White Wolf Games. New for July". Dragon. Vol. 23, no. 2 #249. July 1998. p. 119. Retrieved 2024-03-06 – via Internet Archive.

    The article discusses two games from Bruce Baugh: Doomslayers: Into the Labyrinth and Darkness Revealed: Passage Through Shadow.

  4. Appelcline, Shannon (2014). Adamus, John (ed.). Designers & Dragons: The '90s. Silver Spring, Maryland: Evil Hat Productions. pp. 63, 326. ISBN 978-1-61317-084-7. Retrieved 2024-03-06 – via Internet Archive.

    The book notes on page 63: "Garcia liked the idea, but his own Nexus was first priority. It was published in 1994, and though Garcia was the main designer and developer, he collected together many authors to help fill out the game. This included not only Laws, but also other future notables like Bruce Baugh and Rob Heinsoo."

    The book notes on page 326: "The first hints of problems for Guardians appeared in 2004, when payments to freelancers started getting delayed. Despite that, it was still a productive year for the company. Among the releases were The Authority Role-Playing Game and Resource Book (2004) — based on the DC/ Wildstorm comic series — and Ex Machina (2004), a new and critically acclaimed Tri-Stat cyberpunk RPG that included settings by Bruce Baugh, Rebecca R. Borgstrom, and others."

  5. Appelcline, Shannon (2014). Adamus, John (ed.). Designers & Dragons: The '00s. Silver Spring, Maryland: Evil Hat Productions. p. 33. ISBN 978-1-61317-087-8. Retrieved 2024-03-06 – via Internet Archive.

    The book notes: "The problem wasn't that Ronin Arts was doing poorly. It was actually doing so well that in 2004, Reed left his day job at Steve Jackson Games to work on the company full-time. Around the same time, new freelancers such as Bruce Baugh, Michael Hammes, James Maliszewski, and Patrick Younts began writing for Ronin Arts. However, this success was largely centering on Ronin Arts' work supplementing other lines, rather than publishing their own."

  6. Davies, Kevin (Winter 2001). "Future of gaming: Virtual shape of things to come. White Wolf revises Clanbook: Lasombra". Parsec. Vol. 4, no. 2. p. 58. Retrieved 2024-03-06 – via Internet Archive.

    The article notes: "Author Bruce Baugh, developer: Justin Achilli and cover artist: John Van | Fleet offer the next entry in the revised lineup of clanbooks. Lasombra takes one of the classic Vampire® sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting gamers to add as much depth to their character as they like."

  7. Barron, Neil; Barton, Tom; Burt, Daniel S.; Hudak, Melissa; Meredith, D.R.; Ramsdell, Kristin; Schantz, Tom; Schantz, Enid (2005). What Do I Read Next? 2004: A Reader's Guide to Current Genre Fiction. Vol. 2. Detroit: Gale. p. 206. ISBN 0-7876-7092-8. ISSN 1052-2212. Retrieved 2024-03-06 – via Internet Archive.

    The book has an entry for Bruce Baugh's book Judgment Day.

  8. Martinez, Mike (2003-09-09). "Musings of a Would-Be Game Designer". RPGnet. Archived from the original on 2024-03-06. Retrieved 2024-03-06.

    The article notes: "Your game could be up there on shelves, physical or virtual, with stuff by Monte Cook, Justin Achilli, Bruce Baugh, Matthew Sprange and many other outstanding writers. How will you compare?"

Cunard (talk) 12:33, 6 March 2024 (UTC)[reply]

Nice, thanks! :) I will work on this one today. BOZ (talk) 12:49, 6 March 2024 (UTC)[reply]

User:Newimpartial/Michael B. Lee is best known as one of the main designers for Hunter: The Reckoning, with many other products for White Wolf Publishing such as the World of Darkness game lines (Vampire, Demon, Werewolf), as well as other games of theirs like "Trinity" and "Adventure!": [16]. BOZ (talk) 23:59, 6 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs), I found very little coverage of the subject. I found coverage in non-independent sources here and here and a list of reviews on RPGnet here. Cunard (talk) 08:19, 7 March 2024 (UTC)[reply]
OK thanks, I will take a look. The advantage of user space drafts of course, is that there is no time limit for them to exist so they can always be worked on later. :) BOZ (talk) 12:46, 7 March 2024 (UTC)[reply]

User:Newimpartial/Luke Crane (game designer) is an indie role-playing game designer who self-published The Burning Wheel and Burning Empires, and worked on other games such as Miseries & Misfortunes, and Mouse Guard, with a little bio for him here: [17] BOZ (talk) 15:32, 7 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Howard, Hilary (2012-08-03). "A Confederacy of Bachelors". The New York Times. Archived from the original on 2021-05-12. Retrieved 2024-03-08.

    The article notes: "New Yorkers in midlife crisis, meet the brotherhood of Fortress Astoria: Danaher Dempsey, Luke Crane, Rick Brown and Shyaporn Theerakulstit, best friends and artists. They have no children, no linear career histories, no readily disposable savings. The four men, all heterosexual, approaching 40 and never married, have lived together for 18 years, give or take a revolving guest roommate, cohabitating in spaces like an East Village walk-up, a Chelsea loft and, now, a converted office space in Queens. ... Imagination and creativity have always been important to the men, who met at N.Y.U. in 1991, three of them through a role-playing group organized by Mr. Crane. While still in college, they lived in neighboring dorm rooms. For a brief stint in 1994, a two-bedroom, fourth-floor walk-up on East Fifth Street was home to Mr. Crane, Mr. Brown and Mr. Dempsey. ... Mr. Crane channeled his interest in fantasy into creating The Burning Wheel, a role-playing game he first published in 2002. None have come close to making it big, although Mr. Crane is somewhat famous in the niche world of role-playing. ... Hart Crane, Mr. Crane’s younger brother, started visiting the men from his home in North Carolina when he was 9. Now he is 22. ... In December, Mr. Dempsey will be the first roommate to turn 40, followed by Mr. Theerakulstit and Mr. Crane in the spring, and Mr. Brown next August."

  2. Morgan, Matt (2012-10-25). "Luke Crane Provides Advice For Building RPG Scenarios". MTV. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Each fall, Luke Crane (designer of the "Burning Wheel Fantasy Roleplaying System" and the "Mouse Guard Roleplaying Game") brings RPG players together in New York City for one intense weekend of gaming. The event is called Burning Con, ... Crane's knowledge of RPGs extends well beyond his own systems, and if this taste has made you hungry for more, I recommend seeking out a copy of the "Adventure Burner" supplement to "Burning Wheel", which was a tome of universal roleplaying advice published back in 2010. It's out of print now, but well worth the effort to track down."

  3. Fraade-Blanar, Zoe; Glazer, Aaron M. (2017). Superfandom: How Our Obsessions are Changing What We Buy and Who We Are. New York: W. W. Norton & Company. ISBN 978-0-393-24996-5. Retrieved 2024-03-08 – via Google Books.

    The book notes: "Luke Crane's desk at Kickstarter is littered with figurines, card sets, and books-the detritus of dozens of curated Kickstarter projects as well as his own campaigns. His official title is the charmingly generic "Head of Games." His job, in a manner of speaking, is to critique projects for their fan appeal."

  4. Niebling, William (2016-01-19). "Luke Crane's 'Burning Wheel Gold Codex'". ICv2. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Game designer Luke Crane (Mouse Guard) has announced plans to release the Burning Wheel Gold Codex supplement for his Burning Wheel RPG, with release in August. ... Crane was also the designer of both a role-playing game and a board game based on the award-winning Mouse Guard comic (see “New ‘Mouse Guard’ RPG” and “ ‘Mouse Guard’ Board Game”)"

  5. Livingstone, Ian (2019). Board Games in 100 Moves. London: DK. p. 164. ISBN 978-1-4654-8575-5. Retrieved 2024-03-08 – via Google Books.

    The book notes: "Indie game developer Luke Crane runs the game section of Kickstarter. He has crowdfunded a number of his own designs, including The Burning Wheel, Torchbearer, and Mouse Guard."

  6. Duffy, Owen (2017-05-09). "How board games conquered Kickstarter: Five years on from the tabletop crowdfunding revolution". Tabletop Gaming. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Luke Crane is Kickstarter’s head of games. A lifelong gamer himself, he’s also the highly respected designer of the Burning Wheel and Mouse Guard RPGs. He says he joined the company following a surge in gaming campaigns on the site, which until then had been primarily known for arts, design and technology projects."

  7. Hall, Charlie (2021-03-26). "Kickstarter community head quits, apologizes for controversial RPG project". Polygon. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Kickstarter vice president and head of community Luke Crane is departing the company after launching, and quickly canceling, a controversial game project on the crowdfunding platform in February. Kickstarter confirmed Crane’s departure, which it described as a “mutual decision,” in a statement to Polygon."

  8. Carter, Chase (2021-03-01). "Kickstarter executive cancels The Perfect RPG campaign amid backlash to Dungeon World co-creator's involvement". Dicebreaker. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Kickstarter’s VP Head of Community Luke Crane has cancelled the recently launched campaign for The Perfect RPG after receiving public backlash to the inclusion of designer Adam Koebel as a contributor. ... Crane, previously Head of Games for the massive crowdfunding platform, announced The Perfect RPG on February 27th via a Twitter thread ..."

  9. Hamilton, Mary (2012-11-28). "#1reasonwhy: the hashtag that exposed games industry sexism". The Guardian. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "It started out with game designer and Kickstarter games specialist Luke Crane, who asked a deceptively simple question on Twitter: why are there so few "lady game creators"?"

  10. Li, Shan (2016-06-23). "This isn't Candy Land: Exploding Kittens and others are reviving board and card games". Los Angeles Times. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Luke Crane, head of games at Kickstarter, said there’s been “a huge leap” in tabletop game design in recent years. “Games are getting better – better design and components, with more thought,” Crane said. “And you have a hungry, hungry community with a lot of people with disposable income willing to support these designers.”"

  11. Moodie, Alison (2015-05-17). "Game on: what happens to video startups that make millions on Kickstarter?". The Guardian. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "“We’re very clear about the fact that there is always risk involved in backing a project,” says Luke Crane, games lead at Kickstarter. “But with the vast majority of projects, that risk turns out to have been worth taking.”"

  12. Bromwich, Jonah Engel (2017-09-05). "Secret Hitler, a Game That Simulates Fascism's Rise, Becomes a Hit". The New York Times. Archived from the original on 2023-06-06. Retrieved 2024-03-08.

    The article notes: "“I advised them not to call it that,” said Luke Crane, Kickstarter’s head of games. “I said don’t call it that. My exact words were perhaps a bit more colorful.”"

  13. Kocurek, Carly A. (Winter 2020). "Editor's Introduction: It Isn't Difficult to Find Feminist Game Studies, but Can We Find a Feminist Game History?". Feminist Media Histories. 6 (1): 1–11. doi:10.1525/fmh.2020.6.1.1. ProQuest 2770691265.

    The article notes: "2012 was also the year of #1reasonwhy, a hashtag campaign fomented by Kickstarter games specialist Luke Crane's earnest and unintentionally hilarious question on Twitter: “Why are there so few lady game creators?” The hashtag ultimately sparked multiple panels at the Game Developers Conference and a further hashtag campaign, #1reasontobe, started by Tomb Raider reboot writer Rhianna Pratchett. The hashtag campaigns felt at the time like a moment of resistance, of organizing, and even of joy. Huntemann called them a direct challenge to “the symbolic annihilation of women in games.”"

  14. Frushtick, Russ (2014-10-12). "Dynamite With a Laser Beam". The New York Times. Archived from the original on 2024-01-23. Retrieved 2024-03-08.

    The article notes: "Luke Crane, a community manager at Kickstarter, played Killer Queen at an indie-game exhibition at the Museum of the Moving Image, in Queens, and was so taken by it that he persuaded his company to host the cabinet for its annual block party in Greenpoint, Brooklyn. “At the end of the day, we closed our doors and kicked everybody out, and we had a big staff party in the building,” Mr. Crane said. The head of human resources played, and so did two of Kickstarter’s founders. “They were instantly hooked,” he said. “Each of them came to me in turn and said, ‘How do we keep this here?’ So we made a little home for it.”"

  15. Consalvo, Mia (2019). "Why we need feminist game studies". In Oren, Tasha; Press, Andrea L. (eds.). The Routledge Handbook of Contemporary Feminism. Abingdon, Oxon: Routledge. p. 208. ISBN 978-1-138-84511-4. ProQuest 2230172803. Retrieved 2024-03-08 – via Google Books.

    The book notes: "Yet this changed in November 2012, when game designer Luke Crane posed what he thought was an innocent question to Twitter, asking “why are there so few lady game creators?” A designer named Filamena Young quickly answered him, “you realize that’s more complicated than a tweet can answer, I’m very sure.” She then went on to create the hashtag #1ReasonWhy, which other developers took up, responding with personal stories as to why they believed there were so few women in their industry. The hashtag exploded with thousands of tweets from women and allies that “detailed their own experiences with sexism in the field of game development along with other obstacles that prevent women from joining game development as a career” (Blodgett & Salter, 2014)."

  16. Spearing, Graham (December 2009). "Wordplay Designer's Notes". RPG Review. No. 6. p. 13. Retrieved 2024-03-08 – via Internet Archive.

    The article notes: "Burning Wheel by Luke Crane. The joy of the six sided dice pool. The 'Beliefs' mechanic partly inspired the more task focused 'Goals' in Wordplay."

  17. deWinter, Jennifer; Kocurek, Carly A. (2017). "Aw Fuck, I Got a Bitch on My Team!". In Malkowski, Jennifer; Russworm, Treaandrea M. (eds.). Gaming Representation: Race, Gender, and Sexuality in Video Games. Bloomington, Indiana: Indiana University Press. p. 57. ISBN 978-0-253-02573-9. Retrieved 2024-03-08 – via Internet Archive.

    The book notes: "And this culture was highlighted in November 2012, when Luke Crane casually tweeted, “Why are there so few lady game creators?” In response, hundreds of people who worked in the game industry, primarily women, started the #1reasonwhy hashtag, through which they cataloged the egregious harassment heaped on women in the industry."

  18. Crane, Luke (2010). "Luke Crane on Jungle Speed". In Lowder, James (ed.). Family Games: The 100 Best. Seattle: Green Ronin Publishing. p. 190. ISBN 978-1-934547-21-2. Retrieved 2024-03-08 – via Internet Archive.

    The author biography notes: "Luke Crane is an award-winning gamer designer living in New York City. He spends much of his time playing his games, Burning Wheel, Burning Empires, Mouse Guard, and FreeMarket. When he’s not playing, he’s researching his next project, managing the Manhattan Mayhem women's roller derby team, or barking up the wrong tree."

  19. Leaman, Troy (2016). "Playing for Change: FreeMarket and the Rise of Serious Tabletop Role-Playing Games". In Byers, Andrew; Crocco, Francesco (eds.). The Role-Playing Society: Essays on the Cultural Influence of RPGs. Jefferson, North Carolina: McFarland & Company. pp. 197202. ISBN 978-0-7864-9883-3. Retrieved 2024-03-08 – via Internet Archive.

    The book notes: "A short case study of Luke Crane and Jared Sorenson's game FreeMarket (2010) will illustrate how these concepts might yield a productive framework for analysis of TRPGs and for their potential as serious games. FreeMarket provides a setting that incorporates nova with substantial magnitude and relevance. It also sports system rules that serve to illustrate some of the deliberation on the ways to integrate setting and mechanics, and thereby demonstrates how TRPG game system processes can function as a procedural rhetoric modeling experience. The game illustrates how setting ideas and system modeling can function in conjunction to create a player experience of productive and eye-opening estrangement. Furthermore, FreeMarket’s relative novelty, conceptual sophistication, and even distributive under-exposure offer incentives to commentators and players to study or play with its reservoir of ideas and concepts."

    The book notes: "Crane and Sorenson, as designers of the game, are aware of how game mechanics shape player experience through the channeling of character choice of actions and decisions. For several years they ran a popular convention seminar called “Game Design Is Mind Control.’”? The seminar dealt with game design in general, not limited to TRPGs in particular, and here they demonstrated that rules function to move players to perform never before considered actions (within the space of play)."

  20. Ziwei, Puah (2020-12-23). "Video game funding on Kickstarter is at its highest since 2015". NME. Archived from the original on 2024-03-08. Retrieved 2024-03-08.

    The article notes: "Luke Crane, Kickstarter’s vice president of community, has attributed the growth to continued outreach to Japanese creators."

  21. RPGnet has numerous reviews of Luke Crane's games here.

Cunard (talk) 10:19, 8 March 2024 (UTC)[reply]

Oh WOW, that is so much! Amazing. :) Thank you, I will have to find time throughout the day to work on this one. :) BOZ (talk) 12:49, 8 March 2024 (UTC)[reply]
All done, what a wild ride he went on! BOZ (talk) 17:36, 8 March 2024 (UTC)[reply]
So true, nice work! Cunard (talk) 05:09, 10 March 2024 (UTC)[reply]

User:Newimpartial/William H. Stoddard is known for his work on many supplements for GURPS, and is the author of the award-winning supplement GURPS Steampunk: [18] BOZ (talk) 18:05, 9 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I found very little coverage of the subject. I found coverage in non-independent sources here and here. Cunard (talk) 05:09, 10 March 2024 (UTC)[reply]
OK thanks, I will see what I can do with that. :) BOZ (talk) 07:36, 10 March 2024 (UTC)[reply]

User:Newimpartial/Andrew Bates has worked on Trinity and a number of other games largely from White Wolf, such as Adventure!, Aberrant, Vampire, Demon, Exalted, Hunter, Mage, Wraith, Mummy, Werewolf), with a little bio for him here (Charles is his first name apparently): [19] BOZ (talk) 16:05, 21 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Appelcline, Shannon (2014). Adamus, John (ed.). Designers & Dragons: The '90s. Silver Spring, Maryland: Evil Hat Productions. pp. 26, 33. ISBN 978-1-61317-084-7.

    The book notes on page 26: "Meanwhile, White Wolf was faced with a dilemma. There was an RPG-sized hole in their 1997 schedule. CEO Steve Wieck asked designer Andrew Bates to fill it. The result was a new game, ÆON (1997), which went from first conception to publication in just 10 months. Like Exile, ÆON was a science-fiction game intended to create a whole new series of games — to be precise, a trilogy."

    The book notes on page 33: "White Wolf produced the first Sword & Sorcery book — the Creature Collection (2000), a book of monsters — almost immediately. Clark Peterson and Bill Webb of Necromancer Games put Creature Collection together, but the writing came from White Wolf. The book’s large array of authors included many familiar names, such as Andrew Bates, Ken Cliffe, Mike Tinney, Steve Wieck, and Stewart Wieck."

  2. Puckett, Jeffrey Lee (2017-10-12). "Meet the group that's preserving Louisville's nerd culture - and saving lives". Courier Journal. Archived from the original on 2024-03-22. Retrieved 2024-03-22.

    I cannot determine whether this article is about the same person as the Trinity creator. It could be about a different person since it does not mention his illustration and game design work. The article notes: "Nerd Louisville's birth in May of 2015 was, of course, nerdy. Co-founders Mike Pfaff and Andrew Bates have long been involved in Louisville's gaming culture and wondered why there wasn't a central online hub where people could meet and learn about events. Bates, who leads the Planning and Compliance Division of the Louisville Metro Department of Resilience and Community Services, was immersed in the world of non-profits but had no real-world experience in running one. Pfaff convinced Bates that a nerd-centric group and website was the ideal non-profit opportunity and Nerd Louisville was born. ... It was an eye-opener for Bates that students didn't have their own books, which are de rigueur for any level of gamer. "That was a surprise to me and really put it into perspective," said Bates, 48. "I grew up pretty middle class, and when I played Dungeons & Dragons, I begged my parents a little bit, and they got me the books. The books are $40 and a struggling family isn't going to drop $40 on books.""

  3. Bassingthwaite, Don, ed. (Summer 2002). "Gaming". Black Gate. Vol. 1, no. 4. pp. 109111. Retrieved 2024-03-22 – via Internet Archive.

    The book notes: "Year of the Scarab Trilogy 1: Heralds of the Storms, II: Lay Down With Lions, III: Land of the Dead. Andrew Bates. World of Darkness novels. White Wolf. Reviewed by Don Bassingthwaite. ... According to his bio, these are author Andrew Bates' first three novels. Well done! The action is suitably intense and the plotting is brisk. Slotting the world-views of the different monstrous factions of the World of Darkness together is no easy task, nor is smoothing over the game jargon, but Bates has done a good job of both. The few rough edges that do remain — frequently repeated information, jarring bits of dialogue, extraneous details and actions, and the odd plot line that ends up going nowhere — are distracting but not detrimental to a good story. ... If the Year of the Scarab Trilogy is anything to judge by, you may want to keep an eye on Andrew Bates."

  4. Swan, Rick (February 1998). "Roleplaying Reviews". Dragon. Vol. 22, no. 7 #244. p. 100. Retrieved 2024-03-22 – via Internet Archive.

    The article lists Andrew Bates as a designer and illustrator of the Trinity game.

  5. "Vampiros Ameaçados" [Endangered Vampires]. Dragão Brasil [pt] (in Portuguese). No. 52. July 1999. p. 2. Retrieved 2024-03-22 – via Internet Archive.

    The article notes on page 2: "Assim como Peter Adkison (da TSR) e Andrew Bates (também da WW), Mike também veio ao Brasil prestigiar o VII Encontro Internacional de RPG."

    From Google Translate: "Just like Peter Adkison (from TSR) and Andrew Bates (also from WW), Mike also came to Brazil to attend the VII International RPG Meeting." The magazine issue contains an interview with Andrew Bates.

  6. "Cessar Jogo...Digo, Fogo!" [Cease Game...I mean, Fire!]. Dragão Brasil [pt] (in Portuguese). No. 60. March 2000. p. 4. Retrieved 2024-03-22 – via Internet Archive.

    The article notes: "E no lado do Trinity, as coisas estão iguolmente nebulosas: o autor Andrew Bates está deixando a White Wolf — supostamente por que estaria insatisfeito com as mudanças que q empresa impôs oo seu jogo, dizem as mós línguas. Sacripantas!"

    From Google Translate: "And on the Trinity side, things are equally cloudy: author Andrew Bates is leaving White Wolf — supposedly because he is dissatisfied with the changes that the company has imposed on his game, say many tongues. Sacripantas!"

  7. Baker, Eric T. (September 1999). "SF's finest gaming franchises build themselves bigger and better battlefields". Science Fiction Age. Vol. 7, no. 6. p. 84. ISSN 1065-1829. Retrieved 2024-03-22 – via Internet Archive.

    The article notes: "Trinity (by Andrew Bates. White Wolf Publishing Inc., Clarkston, GA, 1999, 320 pgs., $14.95) has just been reissued in a handy paperback form at about half the price of the original hardcover. ... Andrew Bates and his co-authors have fast-forwarded history to 2120 and imagined a space opera future dominated by the psions, humans bom with mental powers."

  8. Varney, Allen (October 1997). "The Current Clack". Dragon. No. 208. p. 120. Retrieved 2024-03-22 – via Internet Archive.

    The article notes: "Aeon, White Wolf's new SF RPG (unrelated to Exile or the Storyteller games), appears in November. Designed by Andrew Bates, Aeon is set in 2120 during an extended war against the Aberrants, psionically gifted mutant invaders."

  9. "Trinity [2]". The Encyclopedia of Science Fiction. 2019-01-14. Retrieved 2024-03-22.

    The article notes: "Designed by Andrew Bates, Ken Cliffe. Trinity was the first to be published in a "thematic trilogy" of games, followed by Aberrant (1999 WW) designed by Justin Achilli and Andrew Bates, and Adventure! (2001 WW) designed by Andrew Bates and Bruce Baugh."

  10. This search has a list of RPGnet reviews related to Andrew Bates.

Cunard (talk) 09:18, 22 March 2024 (UTC)[reply]

Nice, thanks! :) I will work on this one today. BOZ (talk) 11:56, 22 March 2024 (UTC)[reply]

User:Newimpartial/Shannon Appelcline (aka "Shannon Appel") is a name you have probably seen often enough while looking for sources for me; he is a game designer in his own right, but he has also done a lot of writing about the RPG industry and its history. As a game designer, his main area was Call of Cthulhu, as well as work on Hero Wars/HeroQuest, Nephilim, RuneQuest, Ars Magica, and Pendragon, with a little bio for him here: [20] BOZ (talk) 16:55, 23 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I've seen the name "Shannon Appelcline" a lot while searching for sources. :) Here are some sources about the subject:

    Extended content
  1. Williams, Matthew Ryan (2019-07-13). "Everything You Ever Wanted to Know About Tabletop RPGs". Wired. Archived from the original on 2024-03-24. Retrieved 2024-03-24.

    The article notes: "Shannon Appelcline’s four-book series Designers and Dragons presents an incredibly detailed look at the history of tabletop roleplaying games, featuring profiles of more than a hundred companies, including TSR, Wizards of the Coast, and White Wolf. ... For each article, Appelcline gathered as much information as he could from magazines and websites, then ran his research past people who had actually worked at the companies in question. ... Along the way he discovered that the history of tabletop gaming is full of confrontations, betrayals, and scandals, which makes Designers and Dragons a surprisingly lively read."

  2. Bartle, Richard (2004). Designing Virtual Worlds. Berkeley, California: New Riders Press. p. 607. ISBN 0-131-01816-7. Retrieved 2024-03-24 – via Internet Archive.

    There is an article about this book at Designing Virtual Worlds.

    The book notes: "Shannon Appelcline, 2001?. In this experiment, Appelcline wrote his regular Skotos column in screenplay format to demonstrate the problems that arise when material created for one medium is presented using another. Things work in different ways in different media, and not all transfer; some aesthetics intersect, but some don't. You always need to adapt a work of art for a different medium, and therefore you always have to adapt your understanding of works of art for different media. In particular, models of narrative and performance appropriate for the silver screen are not necessarily appropriate for virtual worlds."

  3. Munise, Benjamin Joseph (2023-05-24). Roleplaying Games and Performance (PhD thesis). Louisiana State University. p. 16. Archived from the original on 2024-03-24. Retrieved 2024-03-24.

    The PhD thesis notes: "Shannon Appelcline’s four-volume Designers & Dragons series, published by the TTRPG publisher Evil Hat Productions, similarly combined archival documents and interviews to assemble portraits of significant game designers and the shape of the TTRPG industry over four decades, from the 1970s through the 2000s"

  4. Bruner, Scott Michael (May 2023). Agential Fantasy: A Copenhagen Approach to the Tabletop Role-Playing Game (PhD thesis). University of Wisconsin–Milwaukee. pp. 66, 88, 99, 164–166. Archived from the original on 2023-10-23. Retrieved 2024-03-24.

    The PhD thesis notes on page 57: "Jon Peterson and Shannon Appelcline’s historical scholarship provides the record of the emergence of the TRPG."

    The PhD thesis notes in a footnote on page 66: "Peterson’s Playing at the World (2012) provides the comprehensive historical record of the evolution of wargames to TRPGs. I provide an abridged version here for context; Appelcline’s Designers & Dragons series (2014- 2015) is an equally valuable record of the history of TRPG companies, creators, and philosophies of design."

    The PhD thesis notes in a footnote on page 88: "Arneson has not received as much popular recognition – although his influence is being discovered and reevaluated (thanks in part to the rigorous scholarship of historians such as Peterson and Appelcline)."

    The PhD thesis notes on page 99: "Appelcline notes that TRPG play in the 1970s was often “competitive” between players and the referee."

    The PhD thesis notes on pages 164–165: "In The Science Fiction in Traveller, Appelcline examines many of the most influential texts and genres which influenced the game’s design (2016). ... The literary inspirations that Appelcline and Driussi refer to are based in 20th Century pulp fiction. As with the lurid, fantastic action-oriented titles that inspired Gygax for Dungeons & Dragons, many of Traveller's literary antecedents are fairly obscure. Appelcline identifies Dickson’s “Childe Cycle” series, H. Beam Piper’s space operas, Keith Laumer’s comic science fictions, E.C. Tubb’s “Dumarest” saga, and David Drake’s military science fiction stories, as primary inspirations."

    The PhD thesis notes on page 166: "Although Miller has cited Asimov’s “Foundation” series as influential to Traveller, most of the works that Appelcline identifies belong to a more heroic, adventurous legacy of science fiction (which might also lend themselves more accessible to a game that requires players to role-play compelling action-oriented heroes) (Wolf). Appelcline posits that Traveller is a “child of the ‘50s and ‘60s,” because its inspirations belong to a mode of science fiction based on an interstellar manifest destiny. "

  5. "iPhone in action; introduction to Web and SDK development". Scitech Book News. Vol. 33, no. 4. Copyright Clearance Center. December 2009. ProQuest 200187115.

    The article reviews iPhone in action; introduction to Web and SDK development by Christopher Allen and Shannon Appelcline. The article notes: "This introductory tutorial teaches basics of both native (SDK) and web programming for the iPhone, and also introduces Objective-C. ... Appelcline is a writer and technologist. The book is distributed in the US and Canada by O'Reilly."

  6. Pearce, Celia (2009). Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge: MIT Press]. p. 156. ISBN 978-0-262-16257-9. Retrieved 2024-03-24 – via Google Books.

    The book notes: "Shannon Appelcline, lead designer at game company Skotos, has written extensively about emergent cultures within the games he designs (2000–2006)."

  7. Zagal, José P.; Deterding, Sebastian, eds. (2008). Role-Playing Game Studies: Transmedia Foundations. New York: Routledge. ISBN 978-1-138-63890-7. Retrieved 2024-03-24 – via Google Books.

    The book notes: "And true to the intertwining of RPG fandom and scholarship, independent authors like Jon Peterson (2012) and Shannon Appelcline (2015) have produced substantial historiographies of the emergence and evolution of TRPGs and RPGs more generally."

    The book notes: "The historical arc traced here draws in large measure upon two recent histories of the origins of TRPGS: Jon Peterson's Playing at the World (Peterson, 2012) and Shannon Appelcline's multi-volume Designers and Dragons (Appelcline, 2013). Peterson describes the precursors to and influences upon the development of D&D as well as the early history of the game itself (Chapter 3), while Appelcline details the fortunes of the myriad TRPG publishers that emerged, decade by decade, in the wake of D&D's publication. These works provide detailed overviews of the history of RPG publishing, extending earlier, briefer accounts but, in large measure, confirming their outlines."

  8. Riggs, Ben (2022). Slaying the Dragon: A Secret History of Dungeons & Dragons. New York: St. Martin's Press. ISBN 978-1-250-27804-3. Retrieved 2024-03-24 – via Google Books.

    The book notes: "So when I was assigned to write an article titled “Did You Know that Wizards of the Coast DIDN'T Originally Make Dungeons & Dragons?" for Geek & Sundry, I felt like I knew the exact story I was going to tell about the company's fall. I'd lived through it and read Shannon Appelcline's excellent Designers & Dragons, which touched on the topic."

    The book notes: "According to RGP historian Shannon Appelcline, "Back in 1978, Gygax had decided that it was best if the players did not know the rules.""

    The book notes: "Thanks to Shannon Appelcline, for his ambitious and clear-cutting work in RPG history."

  9. Schallegger, René Reinhold (2018). The Postmodern Joy of Role-Playing Games: Agency, Ritual and Meaning in the Medium. Jefferson, North Carolina: McFarland & Company. ISBN 978-1-4766-3146-2. Retrieved 2024-03-24 – via Google Books.

    The book notes: "The second central text for this chapter is Shannon Appelcline's comprehensive chronological collection of major RPG publishing houses and their games (2011). Unlike Porter, Appelcline takes a production-oriented approach, chronicling the development of the people who make RPGs and their companies. Used in synthesis, Porter's conceptual structure and Appelcline's detailed content should provide a satisfactory insight into the evolution of the medium in form and content beyond D&D."

  10. Nachtwey, Gerald (2021). Strictly Fantasy: The Cultural Roots of Tabletop Role-Playing Games. Jefferson, North Carolina: McFarland & Company. pp. 12–13. ISBN 978-1-4766-7571-8. Retrieved 2024-03-24 – via Google Books.

    The book notes: "Two recent histories of the hobby that have found their way into print are notable: Jon Peterson's Playing at the World (2012), and the series Designers & Dragons by Shannon Appelcline (2013), which devotes one volume each to the 1970s, eighties, nineties, and two-thousands. The scope of Peterson's study is massive, tracing the roots of role-playing games through wargaming all the way back to antiquity. Thanks to his material resources and connections within the gaming community, Peterson references many nearly-impossible-to-find fanzines and rules books from the early days of the hobby, as well as telephone interviews and correspondences with numerous individuals who were involved with the development of role-playing games. Appelcline's series relies on Peterson's book at many points—especially in the early volumes—but expands on that prior work by focusing more intently on the business end of the early hobby, with special attention paid to things like intellectual property rights, marketing, and distribution. Both authors manage to present a mountain of information in a very accessible, engaging format, and anyone interested in particular stages of the development of the hobby—from hit points and character classes to the first “indie” games and the rise of "story-based" role-playing—will find a rich trove of resources in either work."

    The book notes: "Shannon Appelcline has already written an extensive account of the economic history of the hobby in his Designers & Dragons series, in which he highlights an important fact: however much role-playing games might constitute a labor of love, from their earliest conception they were mined for their profit-making potential."

  11. Horvath, Stu (2023). Monsters, Aliens, and Holes in the Ground, Deluxe Edition: A Guide to Tabletop Roleplaying Games from D&D to Mothership. Cambridge: MIT Press. ISBN 978-0-262-04822-4. Retrieved 2024-03-24 – via Google Books.

    The book notes: "A number of references were critical in the writing of this book. First among them is Shannon Appelcline's four-volume history, Designers & Dragons (Evil Hat Production, 2014). Those books were an invaluable resource for getting my facts straight and should be the first stop for anyone desiring to read about the history of the RPG hobby."

  12. Woods, Stewart (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. Jefferson, North Carolina: McFarland & Company. p. 93. ISBN 978-0-7864-6797-6. Retrieved 2024-03-24 – via Google Books.

    The book notes: "Designer Shannon Appelcline identifies three types of majority control game based upon the element to be controlled: share-based, area-based and tile-based (2005b)."

  13. Holleman, Patrick (2019). Reverse Design: Diablo II. Boca Raton, Florida: CRC Press. ISBN 978-0-429-83410-3. Retrieved 2024-03-24.

    The book notes: "If you're looking for a longer explanation of RPG design history, I recommend that book and the many great books it cites, especially the work of Jon Peterson and Shannon Appelcline."

  14. Carbonell, Curtis D. (2019). Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic. Liverpool: Liverpool University Press. p. 2. ISBN 978-1-78962-057-3. Retrieved 2024-03-24.

    The book notes: "Since then, the broad category of RPGs has been subjected to a considerable amount of critical commentary. ... Jon Peterson's Playing at the World (2012) and Shannon Appelcline's Designers and Dragons (2015) both offer expansive histories of TRPGs. What ties these works together is fantasy's seminal role in opening horizons of possibility for new technological-driven world creation and subject formation."

  15. Nikolaidou, Dimitra (2020). "The Wargame Legacy: How Wargames Shaped the Roleplaying Experience from Tabletop to Digital Games". In Hammond, Phil; Pötzsch, Holger (eds.). War Games: Memory, Militarism and the Subject of Play. New York: Bloomsbury Publishing. ISBN 978-1-5013-5115-0. Retrieved 2024-03-24 – via Google Books.

    The book notes: "According to Shannon Appelcline's (2013) exhaustive historical treatise Designers and Dragons, the story of roleplaying games is the story of two different trends coming together: one concerning wargames, the other reflecting the new-found love for fantasy that flourished with the sudden US success of Lord of the Rings in the 1960s."

  16. Caffrey, Jr., Matthew B. (2019). On Wargaming: How Wargames Have Shaped History and how They May Shape the Future. Newport, Rhode Island: Naval War College Press. p. 126. ISBN 978-1-935352-65-5. Retrieved 2024-03-24.

    The book notes: "For the most comprehensive history of not only the birth of Dungeons & Dragons but the role-playing industry itself see Shannon Appelcline's four-title Designers & Dragons series on Kindle from Evil Hat Productions (expanding and updating a single-volume issuance from Mongoose Publishing). It is also a good history of print and miniatures wargame publishers."

  17. Davis, Steven B. (2008). Protecting Games: A Security Handbook for Game Developers and Publishers. Boston: Charles River Media. Cengage Learning. p. 192. ISBN 978-1-58450-670-6. Retrieved 2024-03-24 – via Internet Archive.

    The book notes: "In order to understand the attacks on game competition, it is worth reviewing how a variety of these systems work. Although most game players are familiar with sports competitions, the growth of online play has introduced several new types of ranking systems. There is surprisingly little good discussion about how these systems work from a practical perspective, but Christopher Allen and Shannon Appelcline have put together a number of excellent articles on the subject at Christopher Allen's blog, Life with Alacrity."

  18. Leaman, Troy (2016). "Playing for Change: FreeMarket and the Rise of Serious Tabletop Role-Playing Games". In Byers, Andrew; Crocco, Francesco (eds.). The Role-Playing Society: Essays on the Cultural Influence of RPGs. Jefferson, North Carolina: McFarland & Company. p. 205. ISBN 978-0-7864-9883-3. Retrieved 2024-03-24 – via Internet Archive.

    The book notes: "Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry '90-'99 (Silver Springs, MD: Evil Hat Productions LLC, 2014) and Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry '00-'09 (Silver Springs, MD: Evil Hat Productions LLC, 2014) discuss the legal battles and rulings that determined that system mechanics could not be copyrighted."

Cunard (talk) 08:14, 24 March 2024 (UTC)[reply]

Oh wow, that is impressive, thank you! :) It will take some time to work this one out, so that might have to wait until Monday. It's worth it! BOZ (talk) 13:55, 24 March 2024 (UTC)[reply]
A little bit wired before going to bed, and I got it done now. :) Will publish the draft tomorrow, but will almost certainly spin out Designers & Dragons (finally!) sometime during the day. :) BOZ (talk) 06:20, 25 March 2024 (UTC)[reply]
BOZ (talk · contribs), great work on the draft, and I'm looking forward to Designers & Dragons! Cunard (talk) 08:42, 25 March 2024 (UTC)[reply]

User:Newimpartial/Benjamin Baugh designed Monsters and Other Childish Things, and has written for games such as Vampire: The Requiem, Cavaliers of Mars, Wild Talents, Don't Rest Your Head, and more: [21] BOZ (talk) 21:37, 26 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Nevins, Jess (2020). "Cyberpunk". In McFarlane, Anna; Murphy, Graham J.; Schmeink, Lars (eds.). The Routledge Companion to Cyberpunk Culture. New York: Routledge. ISBN 978-0-8153-5193-1. Retrieved 2024-04-03 – via Google Books.

    The book notes in a footnote: "Space: 1889 proved enormously significant in the roleplaying game industry and almost twenty years later steampunk roleplaying games like Nigel McClelland and Ben Redmond's Etherscope (2005) and Benjamin Baugh's The Kerberos Club (2008) would acknowledge its influence."

  2. Lafayette, Lev (December 2019). "Several Monster RPG Reviews" (PDF). RPG Review. No. 45. p. 32. ISSN 2206-4907. Archived from the original (PDF) on 2024-04-03. Retrieved 2024-04-03.

    The review lists the subject as an author.

  3. MacLennan, Darren (2012-12-03). "Review of Monsters and Other Childish Things: The Completely Monstrous Edition". RPGnet. Archived from the original on 2024-04-03. Retrieved 2024-04-03.

    The article notes: "The first time I encountered Benjamin Baugh's work was when I read an excerpt for The Dreadful Secrets of Candlewick Manor and was immediately struck by the quality of the writing. The excerpt that I read was good - an Edward Gorey-esque setting populated by NPCs with big, meaty story hooks attached - and I found myself wondering why I hadn't heard of the guy's name before. It did, however, resolve me to buy Monsters and Other Childish Things as a prerequisite for buying Dreadful Secrets of Candlewick Manor. ... And then I Googled his name and realized, Oh, that's Bailywolf. I know that guy. He's been on the forums forever, good citizen, no infractions, probably not a sock of anybody. Moderating a board tends to change how you think of people's attributes."

  4. Babb, Shelby (2010-10-08). "Review of Monsters and Other Childish Things". RPGnet. Archived from the original on 2024-04-03. Retrieved 2024-04-03.

    The article notes: "Monsters and Other Childish Things (hereafter shortened to MaOCT) is Benjamin Baugh’s game of children and the horrible, monstrous beings that love them, as powered by a self-contained variant of the One Roll Engine used in such games as Wild Talents and Nemesis. ... It’s one of the best games I’ve seen in some time and I think it’s made me a Benjamin Baugh fan at this point."

  5. The Unshaven (2011-09-19). "Review of The Kerberos Club". RPGnet. Archived from the original on 2024-04-03. Retrieved 2024-04-03.

    The review lists the subject as a co-author.

  6. There are other reviews from RPGnet here.

Cunard (talk) 10:12, 3 April 2024 (UTC)[reply]

OK thanks, I'll see what I can do with those. :) BOZ (talk) 11:47, 3 April 2024 (UTC)[reply]

User:Newimpartial/Jonathan Woodward (role-playing game writer) wrote several GURPS books such as the GURPS adaptation of Ogre, and several books for Trinity and more: [22] BOZ (talk) 20:46, 3 April 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I found a list of reviews from RPGnet. I did not find coverage about Jonathan Woodward in my searches for sources. Cunard (talk) 08:04, 7 April 2024 (UTC)[reply]
OK, thanks! :) I can at least add a little to the draft with that. BOZ (talk) 13:54, 7 April 2024 (UTC)[reply]

User:Newimpartial/Jon F. Zeigler wrote books in the GURPS Traveller line such as "Interstellar Wars" and for GURPS Space, as well as a few Shadowrun supplements: [23] BOZ (talk) 05:54, 8 April 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. "Gurps Transhuman Space: un jeu bien "singulier" ..." [Gurps Transhuman Space: a very "singular" game...]. Backstab (in French). No. 43. March–May 2003. p. 17. ISSN 1276-9436. Retrieved 2024-04-13 – via Internet Archive.

    The article notes that Jon F. Zeigler wrote Fifth Wave.

  2. Montola, Markus; Stenros, Jaakko, eds. (2004). Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination. Helsinki: Ropecon ry. p. 172. ISBN 978-9-52916-843-9. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "GURPS Alpha Centauri (2002) by Jon F. Zeigler, Steve Jackson Games."

  3. Swan, Rick (May 1996). "Role-Playing Reviews". Dragon. Vol. 20, no. 12 #229. p. 113. Retrieved 2024-04-13 – via Internet Archive.

    The article notes that Jon F. Zeigler designed GURPS Greece.

  4. Shafer, Scott (1999-05-31). "Review of GURPS Traveller: First In". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as an author.

  5. Maliszewski, James (1999-06-22). "Review of GURPS Traveller: First In". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as an author.

  6. Reid, Britt (2006-04-24). "Review of GURPS Space". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as an author.

  7. Dunwoody, Charlie (2006-07-07). "Review of GURPS Traveller: Interstellar Wars". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as a co-author.

  8. Donald, Graham (2001-09-23). "Review of GURPS Traveller: Rim of Fire". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as an author.

  9. Hubert, Jürgen (2002-12-31). "Review of Transhuman Space: Fifth Wave". RPGnet. Archived from the original on 2024-04-13. Retrieved 2024-04-13.

    The review lists the subject as an author.

Cunard (talk) 23:06, 13 April 2024 (UTC)[reply]

OK thanks, I will see what I can do with those. :) BOZ (talk) 01:00, 14 April 2024 (UTC)[reply]

And finally for the last of these user space drafts before moving on to other things, we have User:Newimpartial/Allen Hammack who was an old school RPG designer largely on TSR games such as Dungeons & Dragons, Top Secret, Viking Gods, and Boot Hill: [24] BOZ (talk) 17:46, 19 April 2024 (UTC)[reply]

And thank you @Cunard once again for all your help with these! I have accomplished so much with your help. :) BOZ (talk) 17:48, 19 April 2024 (UTC)[reply]

Please close all <p> tags[edit]

Please close all <p> tags, like this. You continue to make work for other editors. If it is too much work to find and close them, please consider using <br> tags, which do not cause syntax errors when they are unclosed. Thanks in advance. – Jonesey95 (talk) 11:59, 31 January 2024 (UTC)[reply]

Unlike the br tag, the p tag is more readable in providing more spacing between the paragraphs. Without the close tags, the page displays properly and doesn't have any errors, so it is laborious and hard to remember to close those tags. Cunard (talk) 12:11, 31 January 2024 (UTC)[reply]

DYK for Takabb Anti-Cough Pill[edit]

On 4 February 2024, Did you know was updated with a fact from the article Takabb Anti-Cough Pill, which you recently created, substantially expanded, or brought to good article status. The fact was ... that the packaging of one Thai throat lozenge features five centipedes? The nomination discussion and review may be seen at Template:Did you know nominations/Hatakabb. You are welcome to check how many pageviews the nominated article or articles got while on the front page (here's how, Takabb Anti-Cough Pill), and the hook may be added to the statistics page after its run on the Main Page has completed. Finally, if you know of an interesting fact from another recently created article, then please feel free to suggest it on the Did you know talk page.

Kusma (talk) 00:03, 4 February 2024 (UTC)[reply]

Some baklava for you! (from IgnatiusofLondon)[edit]

For your excellent contribution to Wikipedia:Articles for deletion/Adrian Stoica, thank you! IgnatiusofLondon (talk) 11:45, 6 February 2024 (UTC)[reply]
Thank you so much for the kind words, IgnatiusofLondon (talk · contribs), and thank you for reviewing the sources and reconsidering your position! Cunard (talk) 09:24, 8 February 2024 (UTC)[reply]

DYK for Siam Niramit[edit]

On 7 February 2024, Did you know was updated with a fact from the article Siam Niramit, which you recently created, substantially expanded, or brought to good article status. The fact was ... that during Siam Niramit, a Bangkok cultural show, the forestage was transformed into a 50-metre-long (160 ft) river? The nomination discussion and review may be seen at Template:Did you know nominations/Siam Niramit. You are welcome to check how many pageviews the nominated article or articles got while on the front page (here's how, Siam Niramit), and the hook may be added to the statistics page after its run on the Main Page has completed. Finally, if you know of an interesting fact from another recently created article, then please feel free to suggest it on the Did you know talk page.

Ganesha811 (talk) 02:08, 7 February 2024 (UTC)[reply]

DYK for Jin Hao (swimmer)[edit]

On 9 February 2024, Did you know was updated with a fact from the article Jin Hao (swimmer), which you recently created, substantially expanded, or brought to good article status. The fact was ... that swimmer Jin Hao competed in eight events, the most of any participant, during the 2001 National Games of China, causing him to lose 4 kilograms (8.8 lb)? The nomination discussion and review may be seen at Template:Did you know nominations/Jin Hao (swimmer). You are welcome to check how many pageviews the nominated article or articles got while on the front page (here's how, Jin Hao (swimmer)), and the hook may be added to the statistics page after its run on the Main Page has completed. Finally, if you know of an interesting fact from another recently created article, then please feel free to suggest it on the Did you know talk page.

Kusma (talk) 00:02, 9 February 2024 (UTC)[reply]

DYK for Calypso Cabaret[edit]

On 19 February 2024, Did you know was updated with a fact from the article Calypso Cabaret, which you recently created, substantially expanded, or brought to good article status. The fact was ... that the performers in the Thai drag show Calypso Cabaret impressed Lady Gaga with their ability to be open about their identities? The nomination discussion and review may be seen at Template:Did you know nominations/Calypso Cabaret. You are welcome to check how many pageviews the nominated article or articles got while on the front page (here's how, Calypso Cabaret), and the hook may be added to the statistics page after its run on the Main Page has completed. Finally, if you know of an interesting fact from another recently created article, then please feel free to suggest it on the Did you know talk page.

Cas Liber (talk · contribs) 00:02, 19 February 2024 (UTC)[reply]

DYK nomination of DeeDo[edit]

Hello! Your submission of DeeDo at the Did You Know nominations page has been reviewed, and some issues with it may need to be clarified. Please review the comment(s) at your nomination's entry and respond there at your earliest convenience. Thank you for contributing to Did You Know! —Panamitsu (talk) 04:53, 19 February 2024 (UTC)[reply]

Responded. Cunard (talk) 06:06, 19 February 2024 (UTC)[reply]

A barnstar for you! (from TenPoundHammer)[edit]

The Citation Barnstar
For your constant addition of sources to TV articles. Ten Pound Hammer(What did I screw up now?) 17:18, 2 March 2024 (UTC)[reply]
Thank you! Cunard (talk) 09:23, 3 March 2024 (UTC)[reply]

1990s computer games[edit]

Hi there! :) I know I'm all over the place... I hope you don't mind if we take a look at another area from time to time? I'm still really into getting through those BLP drafts, but I have another spot that I left unfinished and I want to get through it, so I may want to go back and forth a bit. A few years ago I started going through the reviews section of Computer Gaming World and adding reviews to all the games that already had articles, and creating articles for those that didn't have one. I got up through issue #100 and towards the end I skipped 11 of them that I could not find any additional reviews for, leaving them for later. Maybe you would like to help me get most or all of those articles started? Anything that you don't see more for, I can leave it for another day.

The first one is actually a little bit different from the others, and part of the reason I skipped the rest. The 1989 title Action in the North Atlantic (video game) by small time publisher General Quarters Software was deleted at AFD due to notability issues. An archived page actually survived: [25] Mobygames has a little bit of info: [26] And here is the one review I found: https://archive.org/details/Computer_Gaming_World_Issue_74/page/n37/mode/2up So, if you see anything else, maybe we can get this one restored. :) BOZ (talk) 13:30, 4 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Creating articles for the games reviewed by Computer Gaming World is a really fun project! I'm happy to help with the game articles too. :) I think Action in the North Atlantic meets Wikipedia:Notability#General notability guideline through coverage in the 1992 book The PC Games Bible and the September 1990 Computer Gaming World article. Here are some sources about the subject:

    Extended content
  1. Lee, Wyatt (September 1990). "Cruisers, Convoys and the Cost of Command". Computer Gaming World. No. 74. Retrieved 2024-03-05 – via Internet Archive.

    The article notes: "The "action" in Action in the North Atlantic dates from the spring of 1942. In the game, as in history, the player has the option of attempting to disrupt the Murmansk-bound convoys as Grand Ad- miral Doenitz or defending those self-same convoys as Fleet Admiral Pound. The strategic game can simulate five, fifteen or thirty day campaigns in which the German tries to locate the convoys via submarine, air and sea searches while the British use the same methods to avoid them."

  2. Matthews, Robin; Rigby, Paul (1992). The PC Games Bible. Wilmslow, Cheshire: Sigma Press. p. 242. ISBN 1-85058-332-3. Retrieved 2024-03-05 – via Internet Archive.

    This page from Sigma Press notes: "Sigma Press is an independent publisher of regional walking and cycling guides and local interest books. ... The company was started 30 years ago by Graham Beech, an avid walker and cyclist, based in Wilmslow, Cheshire."

    The book provides 127 words of coverage about the subject. The book notes: "Action in the North Atlantic. General Quarters Software. CGA/EGA. Another of the detailed naval simulations from Dr Owen Hall. This simulates the grim battles in the frozen north, between German combat forces and Allied convoys bound for the Russian port of Murmansk. The German forces are built around the battle-cruiser Scharnhorst and the battleship Tirpitz. Additionally, the German commander has available both submarines and air power. The opposing British forces consist of battleships, battle-cruisers, aircraft carriers, cruisers and long range bombers. The combatants can select either a winter or summer scenario, and the famous gunnery battle between the Scarnhorst and the Duke of York can be recreated, or numerous other scenarios created. The graphics are very average, and the GQS interface takes some getting used to."

  3. Proctor, Bob (April 1990). "Conflict in the Cosmos". Computer Gaming World. No. 70. p. 63. Retrieved 2024-03-05 – via Internet Archive.

    The article notes: "Action in the North Atlantic: Much like its sister game, Battleship Bismarck, which was peeked last issue, Action in the North Atlantic is a solid naval strategy wargame for those who do not live and die by state of the art graphics. Like Battleship Bismarck, the research is there, the strategies are varied and, fortunately for Action in the North Atlantic, the scenario is much more flexible. Walk right in, sit right down, and captain 'till the subs come home! Apple II, IBM ($35.00). Circle Reader Service #7."

  4. Dunnigan, James F. (1992). The Complete Wargames Handbook: How to Play, Design, and Find Them. New York: William Morrow and Company. p. 303. ISBN 0-688-10368-5. Retrieved 2024-03-05 – via Google Books.

    The book notes that the title is "Action In The North Atlantic", the Publisher is "GQ", the author is "Hall", and the date is "1989".

  5. I found this entry from DOS Game Zone, but it might not be a reliable source.

Cunard (talk) 07:26, 5 March 2024 (UTC)[reply]

Nice, I'm glad you feel that way. :) I'm going to ask the closing admin if they are willing to undelete this one based on the sources you found. BOZ (talk) 12:56, 5 March 2024 (UTC)[reply]

I will keep the rest of these short and simple. Star-King from Spacewar Simulations Company by designer Walker Vanning was reviewed in CGW #85: [27] BOZ (talk) 12:50, 19 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). I found significant coverage in two Computer Gaming World articles and a few sentences of coverage in The PC Games Bible. Here are some sources about the subject:

  1. "Taking a Peek". Computer Gaming World. No. 83. June 1991. p. 91. Retrieved 2024-03-21 – via Internet Archive.

    The article notes: "STAR-KING: Another small company’s first effort (like Hong Kong Mahjong), Star King offers players a strategic level space game for 1-7 players (at the same computer). Each player begins on a single planet, expands and tries to conquer the entire playing area. Many levels of play abound in this straightforward space opera game. Again, the level of graphics is below state-of-the-art, and there is no sound support, but those who can handle 3-D gameboards will want to explore the space provided in this game. IBM ($39.95). Circle Reader Service #10."

  2. Arneson, Dave (August 1991). "Stars in My Pocket. Spacewar Simulations Company's Star-King". Computer Gaming World. No. 85. p. 30. Retrieved 2024-03-21 – via Internet Archive.

    The article notes: "The first design problem that one encounters is serious, it is impossible to exit from the game and there is no save game feature! The only way out is to reset the entire thing and start from scratch. This is annoying at best. The second major problem is the poor display of the tactical information. There are no intelligence screens regarding coordinate positions of the player’s ships or of his planets. What is displayed is a row of numbers with a statement listing the order that the information is displayed, it should have been quite easy to make a simple statement line with variable inclusions or, at least, a column head format to make those displays easier for the player to grasp."

  3. Matthews, Robin; Rigby, Paul (1992). The PC Games Bible. Wilmslow, Cheshire: Sigma Press. p. 234. ISBN 1-85058-332-3. Retrieved 2024-03-21 – via Internet Archive.

    This page from Sigma Press notes: "Sigma Press is an independent publisher of regional walking and cycling guides and local interest books. ... The company was started 30 years ago by Graham Beech, an avid walker and cyclist, based in Wilmslow, Cheshire."

    The book notes: "Star King. Spacewar Simulations Company. CGA/EGA. To be played by 1-7 players this is a strategic level space game. Each begins on a single planet and then tries to conquer the entire play-area. Graphics are average."

Cunard (talk) 08:36, 21 March 2024 (UTC)[reply]

OK thanks, I will see what I can do with that. :) BOZ (talk) 13:50, 21 March 2024 (UTC)[reply]

Stellar Conquest (video game) from the Delphi Telecommunications Network by designer Andy Green was reviewed in CGW #86: [28] BOZ (talk) 17:14, 25 March 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Weuve, Christopher (Summer 1996). "Gateway to the Stars Review". Vindicator. Vol. 1, no. 4. p. 7. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "Conceptually, this game bears a strong resemblance to the Metagaming/Avalon Hill classic of the genre, Stellar Conquest, originally released in the early 1970s. It has important advantages over Stellar Conquest, however, in the way that it handles geography, exploration, economics and colonization, and combat, and in the wealth of scenarios it presents. The first important advantage is that the space represented in Gateway even has geography. In Stellar Conquest, once a player has achieved Unlimited Ship Range, one piece. of space looks like another--since encounters can only take place at star systems, the location of stars on the board solely affects travel time. Enemy systems can be easily bypassed with impunity. Combat is therefore limited to a relatively small number of hexes, which I always thought was a waste of a perfectly good hexboard."

  2. Cooper, Edward C. (1975). "The Escort Illusion". Space Gamer. No. 3. pp. 5–6. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "One common, recurrent flaw on the part of most Stellar Conquest players is to under estimate the value of the Escort (ESC). Why is still a mystery to me, though I have come to attribute it to two basic oversights. I think players become too anxious for rapid military buildup and perhaps neglect fine detail in trying to be farsighted in looking ahead to future production years. In the case of the latter, it is good to try and be farsighted in a society level game such as SC, yet SC is also a game of much detail. Failure to recognize this has cost many a player his position in the game, myself included."

  3. Shapiro, Neil (1975). "Two Views of the Future: Stellar Conquest and Starforce". Space Gamer. No. 3. pp. 7–10. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "Stellar Conquest (hereafter referred to as SC) and Starforce (SF) both approach the idea of a far flung stellar society from quite different view points. The differences lie not only in game mechanics but in the underlying philosophical assumptions without which the games would be nothing more than pieces of cardboard to move lifelessly about a flat playing surface."

  4. Weir, Jr., Frank W. (November–December 1979). "Expanding Your Stellar Conquests". Space Gamer. No. 25. p. 10. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "Although running a war cheaply is seldom a factor in real life, it is very important in Stellar Conquest. You must use the smallest fleet and least defenses, but still win the battles you have to win. After all, SC is a game of economics. The main goal of war is simple Industrial Unit (IU) attrition."

  5. Webaneth, James P. "Stellar Empire: Empire-Building in Stellar Conquest". The General. Vol. 26, no. 1. pp. 34–36. Retrieved 2024-03-26 – via Internet Archive.

    The review notes: "Like almost every wargame, these are at the center of Stellar Conquest. It is appropriate that competition and conflict change in the game as technology advances. Again as on Terra, technology makes them deadlier as well. Stellar Conquest is about power reduced to its basic elements. Under the only moderately complex system is a subtle and elegant portrayal of power and how it can be fostered, and wielded, very few strictly historical games can make a claim to do it as well as Stellar Conquest."

  6. Cooper, Edward C. (October 1977). "The Tactics of Diplomacy in Stellar Conquest". Dragon. Vol. 2, no. 4 #10. pp. 23–25. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "In Stellar Conquest, because there is no verbal communication permitted, diplomacy can be an awesome weapon if implemented correctly. ... Limited intelligence, a main feature in Stellar Conquest, requires players to ferret out knowledge blindly, by themselves. Gaining more knowledge than the next player is essential to a winning strategy — and to effective diplomacy."

  7. Flanagan, Mary; Jakobsson, Mikael (2023). Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games. Cambridge: MIT Press. pp. 105–107. ISBN 978-0-262-37371-5. Retrieved 2024-03-26 – via Internet Archive.

    The book notes: "Often touted as the first 4X game (explore, exploit, expand, exterminate), and one of the first space-empire-style games on the market, Stellar Conquest (1975) warrants a closer inspection here. Clearly rooted in notions of spatial domination, expansion, and colonization, Stellar Conquest's debt to wargames is apparent. It uses the hex-and-counter wargame genre standard of a game board depicting a map—which in this case covers a small part of the Milky Way galaxy—divided into a grid of hexagonal spaces. Stellar Conquest includes four hundred counters that the players use to represent their units on the map. Battle is resolved by rolling six-sided dice and looking to a fire effects table for the result."

  8. Wesolowski, Leah (September 1991). "Connecting With the Galactic Network: Stellar Conquest on Delphi". Computer Gaming World. No. 86. pp. 69–70. Retrieved 2024-03-26 – via Internet Archive.

    The review notes: "While not perfect, Stellar Conquest definitely has something going for it. It could even become "addictive," if some effort were spent in fixing some of the problems. Some suggested improvements would include: the ability to create a new starbase after having the team’s original one blown up; being able to communicate with a named player; and giving the teamless player more power. Even so, Stellar Conquest is worth playing now and could get even better."

  9. Cooper, Edward C. (June 1978). "Stellar Conquest: Examining Movement Tactics". Dragon. Vol. 3, no. 1. pp. 19–21. Retrieved 2024-03-26 – via Internet Archive.

    The article notes: "Effective synchronization of the ship movement systems in Stellar Conquest may possibly be the most intellectually demanding, exuberant, and disquieting phase of player decision to be found in any wargame."

  10. "Good Gaming!". People's Computer Company. Vol. 4, no. 5. 1976. p. 11. Retrieved 2024-03-26 – via Internet Archive.

    The review notes: "Stellar Conquest is a game of exploration, colonization, industrialization, technological research, and conquest. Two to four science fiction fans or gamers direct complete interstellar societies as they compete for dominance of a star cluster. The game design emphasizes integration of multi-factor societies into a balanced, playable format. Stellar Conquest was our first design and it's already something of a popular classic. If games, science fiction, space or Star Trek appeal to you you'll surely regret missing this."

  11. Gray, Michael L. (1977-12-11). "Science-fiction games are fun, but don't plan to hurry". Star Tribune. Archived from the original on 2024-03-26. Retrieved 2024-03-26 – via Newspapers.com.

    The article notes: "This complex but fascinating game combines exploration with colonization and the growth of population, industry and technology. The combat system is very simple but important. The most interesting feature of Stellar Conquest is that players secretly choose how their races will develop as the game goes on. Different research expenditures will result in faster or stronger starships, stronger planetary defenses, automated industry, or a number of other improvements. You never know what your opponents are developing until they use it against you. The game requires extensive record-keeping and will last an entire evening or longer."

  12. Costello, Matthew J. (June 1986). "Gaming". Asimov's Science Fiction. Vol. 10, no. 6 #105. pp. 22–23. Retrieved 2024-03-26 – via Internet Archive.

    The review notes: "Stellar Conquest is filled with nice touches. The components are top-notch, with a colorful map-board that displays the galaxy, the tables needed for play, and a place to hold the planet cards. ... And besides being a rich game. Stellar Conquest is very playable. If one person is familiar with the seven pages of rules, play can begin in a very short time. Though rated by The Avalon Hill Game Company to be of medium solitaire suitability, Stellar Conquest is really a terrific game for four people on a Friday night, good multi-player SF games are rare, and Stellar Conquest is one of the best."

  13. Maloni, Kelly; Baker, Derek; Wice, Nathaniel (1994). Net Games: Your Guide to the Games People Play on the Electronic Highway. New York: Random House. p. 145. ISBN 0-679-75592-6. Retrieved 2024-03-26 – via Internet Archive.

    The book notes: "Stellar Conquest. A standard space-battle game, in which your goal is to conquer all of the known universe for your team. Explore nearby planets, engage in battle, and work your way up in rank. You earn points for a kill (100) or a planet capture (500). For destroying a planet, you lose 5,000."

Cunard (talk) 06:17, 26 March 2024 (UTC)[reply]

Oh, nice! :) I think that all of those, except for the CGW review and the last one, are for the Stellar Conquest board game though which is just fine because they can be useful there. :) I'll start a stub for the similarly-titled video game tomorrow though. BOZ (talk) 06:34, 26 March 2024 (UTC)[reply]
BOZ (talk · contribs), my mistake. I missed that there is a board game and a video game with the same name! I'm glad that the other sources are useful in the board game article and that the reviews in Computer Gaming World and Net Games: Your Guide to the Games People Play on the Electronic Highway are sufficient for the video game to meet Wikipedia:Notability#General notability guideline. Cunard (talk) 06:58, 26 March 2024 (UTC)[reply]

Discovery 2.0 from MicroIllusions by developer Sylvan Technical Arts was reviewed in CGW #88: [29] BOZ (talk) 13:53, 1 April 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Wesolowski, Leah (November 1991). "In Games, No One Can Hear You Scream. MicroIllusions' Discovery 2.0". Computer Gaming World. No. 88. p. 90. Retrieved 2024-04-03 – via Internet Archive.

    The review notes: "Can a child learn something by playing Discovery 2.0? "Not gu-ite...." As early as the original Discovery, reviewers thought the concept was good, but the implementation was poor. Nothing has really changed. With a new digitized voice, the ability to correct mathematical errors and a movement system in which characters didn't continually fall down hatches (easier than characters fall down ladders in Shadow of the Beast), the game might be worthwhile. As it is, Discovery 2.0 is only likely to make one scream."

  2. Duarte, Timothy, ed. (October 1991). "New products & other neat stuff". Amazing Computer Magazine. p. 12. Retrieved 2024-04-03 – via Internet Archive.

    The review notes: "Discovery 2.0. Discovery, the award-winning educational program, has now become even better. Designed for children in K-12, Discovery teaches the concept of carrying and borrowing numbers in addition and subtraction problems and offers fill-in-the-blank questions for addition, subtraction. Answers can be typed or set up in a multiple choice format. Learners will take part in an interactive, educational space adventure which includes Spelling and Math lessons. Your job is to fix broken-down starships in the vastness of space. Use knowledge and intelligence to solve the puzzling problems posed by the ship's security computer. Features include new graphics, music, animation, and enhanced gameplay. Works on all Amigas with 512K memory. Additional expansion lesson disks are also available. Suggested retail price: $69.95, Microillusions, P.O. Box 3475, Granada Hills, CA 91394, (818) 785-7345, Inquiry#208"

  3. "Discovery 2.0". AC's Guide To The Commodore Amiga. Winter 1992. p. 38. ISSN 1046-2953. Retrieved 2024-04-03 – via Internet Archive.

    The article notes: "Discovery 2.0. Game disk with math or spelling. Save the Starship Discovery by guiding crew members through the starship and answering questions. Avoid the aliens, collect fuel crystals, and save the ship. Easy playability and compelling graphics. Game disk in math or spelling; expansion disks in Trivia 1 and 2, Science, History, Geography, Spelling 1 and 2, Math 1 and 2, Math Concepts, Language, and Social Studies. Now includes hard drive installation, five spaceships to explore, and questions that use pic- tures or sound. $39.95. Microillusions."

  4. "New Products". .info. No. 44. November 1991. p. 16. Retrieved 2024-04-03 – via Internet Archive.

    The article notes: "Microlllusions is shipping Discovery 2.0, a reworking of their lesson-based educational game. The player tries to work through the many levels of a spaceship and must correctly answer questions in order to pass through doors. There are sets of questions available on math, spelling, geography, history, science, social studies, trivia, and so on. The nice thing is that the lessons come on a separate disk and you can add your own or modify existing ones. Price for the basic program (with just math and spelling questions) is $39.95. A special Educational Pack with the other topics is available for $69.95. PO Box 3475, Granada Hills, CA 91394. RS #221."

Cunard (talk) 10:13, 3 April 2024 (UTC)[reply]

Nice, thanks! I'll get to work on this one today. :) BOZ (talk) 11:48, 3 April 2024 (UTC)[reply]

Second Conflict from jSOFT was also reviewed in CGW #88: [30] BOZ (talk) 11:58, 10 April 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Here are some sources about the subject:

    Extended content
  1. Cadman, Dana L. (November 1991). "The Empire Strikes Fast: jSoft's Second Conflict". Computer Gaming World. No. 88. pp. 150, 152. Retrieved 2024-04-13 – via Internet Archive.

    The review notes: "Second Conflict is easy to learn, as there are few rules to contend with. In addition, the game runs under Windows 3.0, so it is very mouse-oriented and easy to use. Moving fleets, attacking and changing production are all handled through the menus and icons. ... Second Conflict is a great game for those who abhor complex rules or enjoy games with short turns. For those who like to define the arena for a battle by changing the victory conditions to fit one's mood. Second Conflict is a must. And remember, there is no such thing as a benevolent Empire."

  2. "Second Conflict". Videogame & Computer World (in Italian). No. 7. 1992-04-15. Retrieved 2024-04-13 – via Internet Archive.

    The article notes: "Second Conflict è game molto piacevole, anche per le soluzioni grafiche utilizzate, Intendiamoci rimane pur sempre un wargames, con le limitazioni di questo tipo di programmi. Una ottima grafica per una gloco di guerra non vuole dire animazioni mozzafiato, ma più semplicemente un tavoliere ben disegnato e gli identificatori del vari reparti militari facilmente riconoscibili, anche ad un colpo d'occhio superficiale. Il game è gestibile Interamente con il solo utilizzo del mouse, Il lavorare in ambiente Windows rende plù facili ed immediate le operazioni, in pratica il tutto viene gestito attraverso del menu a tendina, sul video si aprono e chiudono numerose finestre che mostrano lo stato del vari reparti o spiegano alcune situazioni in corso. Anche per questo la giocabilità è molto alta e basta una lettura superficiale del manuale per entrare subito nello spirito del game. All'interno del programma è contenuto un help molto dettagliato, che può essere sfogliato come se fosse un libro vero e proprio, come è nella tradizione di WINDOWS. E' possibile scegliere fra sei scenari differenti, oppure se volete, potete crearvi un teatro di battaglia tutto vastro, utilizzando l'editor che viene fomito col programma."

    From Google Translate: "Second Conflict is a very pleasant game, also due to the graphic solutions used. Mind you, it is still a wargame, with the limitations of this type of program. Excellent graphics for a war game does not mean breathtaking animations, but more simply a well-designed board and the identifiers of the various military departments easily recognisable, even at a superficial glance. The game can be managed entirely with the sole use of the mouse. Working in a Windows environment makes operations easier and more immediate, in practice everything is managed through the drop-down menu, numerous windows open and close on the video which show the status of the various departments or explain some ongoing situations. This is also why the playability is very high and a superficial reading of the manual is enough to immediately get into the spirit of the game. The program contains very detailed help, which can be browsed as if it were a real book, as is the WINDOWS tradition. It is possible to choose between six different scenarios, or if you want, you can create a completely vast battle theater, using the editor that comes with the program."

  3. Matthews, Robin; Rigby, Paul (1992). The PC Games Bible. Wilmslow, Cheshire: Sigma Press. p. 230. ISBN 1-85058-332-3. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "Second Conflict. JSoft. CGA/EGA. A space strategy conquest game for Windows users. You can produce a variety of different types of spacecraft. Includes six scenarios including a Do It Yourself option."

Cunard (talk) 23:07, 13 April 2024 (UTC)[reply]

OK, nice, I can probably make something out of that. :) BOZ (talk) 01:02, 14 April 2024 (UTC)[reply]

Good job on both of those. This is exactly why I leave the door open for redirects to be undone. Ten Pound Hammer(What did I screw up now?) 18:32, 18 March 2024 (UTC)[reply]

OK, so I went through my list of deleted/redirected game articles to find any redirected by TPH, and I only found these two home versions of game shows: [31] [32] Those were both redirected long ago, but if you find anything for those and want to restore them that would be fine. :) I did not look into redirected articles for fictional elements, as that is its own challenge that I don't feel like getting into at this time, as well as certain other types of topics. I may have had more experience instead with articles that TPH sent to AFD if you think it would be worthwhile looking into those? BOZ (talk) 14:26, 26 March 2024 (UTC)[reply]
Oh! I had forgotten, there is one more. :) The Mad Magazine Game which you helped me source was also redirected by TPH, and with the many sources you found it definitely makes me wonder why it needed to be redirected in the first place. BOZ (talk) 20:26, 29 March 2024 (UTC)[reply]
I finished looking through my list of AFDs, and I was honestly expecting to see more from TPH. I must have encountered them more as a respondent or on AFDs against fictional elements and other topics that I'm not looking at for now. Anyway, in case you need them here is my list:
Wikipedia:Articles for deletion/Pokéthulhu (2nd nomination)
Wikipedia:Articles for deletion/Power Rangers Collectible Card Game
Wikipedia:Articles for deletion/Contested Ground Studios
~ BOZ (talk) 14:24, 5 April 2024 (UTC)[reply]

Hi BOZ (talk · contribs). Thank you for your comment in the related thread at Wikipedia:Arbitration/Requests/Clarification and Amendment. I strongly agree with your statement, particularly, "Processes like AFD and PROD will show up on Article Alerts pages for WikiProjects and on Deletion sorting pages and in other areas of Wikipedia where editors will be able to address for themselves if a topic is notable or not. With BLAR, if you have not watchlisted every article you might ever want to read or work on, it would be easy to miss an article being redirected."

For Blankety Blank, I found a few sentence of coverage here. Most of the results are about the television show, not about the board game. For Pokéthulhu, I found a few sentences of coverage here and a passing mention here. I did not find significant coverage for Power Rangers Collectible Card Game. For Contested Ground Studios, I found a passing mention here.

Here are some source for Password:

  1. Freeman, Jon (1979). The Playboy Winner's Guide to Board Games. New York: Playboy Press. pp. 110–111. ISBN 0-872-16562-0. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "At the opposite extreme is Password (Milton Bradley Co.), of TV fame. Here, the object is not to hide but to communicate words to your partner. Representatives of each team give clues alternately to their partners; the player who guesses the "password" scores for his team a number of points which decreases according, to the number of guesses required. The game can be played to a given point total or, more typically, until the words on one pair of cards are exhausted."

  2. Gladstone, Jim (2004). Gladstone's Games to Go: Verbal Volleys, Coin Contests, Dot Duels, and Other Games for Boredom-Free Days. Philadelphia: Quirk Books. pp. 115–117. ISBN 1-931686-96-3. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "One of the all-time greatest party games. Password requires an ingenious blend of logical thinking and creativity. Usually played in teams of two, it can also be played by a group of single competitors (details provided below). Password was adapted into an enormously successful TV game show hosted by Alan Ludden. Who was married to Betty White. Who was in Colden Girls with Bea Arthur. Who played Maude in a spin-off of All in the Family. Oops! Wrong game!"

  3. Mohr, Merilyn Simonds (1993). The Games Treasury: More Than 300 Indoor and Outdoor Favorites with Strategies, Rules, and Traditions. Shelburne, Vermont: Chapters Publishing. pp. 245–246. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "Password adapts the wordguessing concept of Charades and turns it into a vocal team game that involves everyone at once. The same word is given to one member of each team at the same time; they take turns giving clues to their teammates; the winner is the team that guesses the password first. Password works best as a game for four, with a fifth playing quiz master."

  4. Goméz, Rebecca (2000). Game Show Mania: Catch The Craze!. Chicago: Kidsbooks. p. 33. ISBN 978-1-56156-935-9. Retrieved 2024-04-13 – via Internet Archive.

    The book notes: "• In 1962, a board-game version of Password was produced by the Milton Bradley toy company. More than two million games were sold. • Due to the success of the first edition of the board game, Milton Bradley went on to create 25 different editions of the Password board game. • The Password board game was revived in 1979 with the title Password Plus, and again in 1984 as Super Password."

  5. Whitehill, Bruce (1992). Games: American Boxed Games and Their Makers, 1822–1992, with values. Radnor, Pennsylvania: Wallace-Homestead Book Co. pp. 28, 4546. ISBN 0-87069-583-5. Retrieved 2024-04-13.

    The book notes on page 28: "Game Name: Password. Date: 1961. Original Co.: Milton Bradley. Comments: Silver anniversary edition has been sold by Hasbro/Bradley every year since the 25th anniversary in 1986; out of production."

    The book notes on page 45: "Also, quiz programs have proved particularly durable, and Family Feud, Hollywood Squares, Jeopardy, The Match Game, Password, and Wheel of Fortune have all been popular games as well as long-running shows."

    The book notes on page 46: "TV games are still very popular, and they still come and go as the shows on which they are based gain and lose favor. Only Password and Jeopardy kept selling while the programs on which they were based were off the air (1968–70 for "Password" and 1975–77 for "Jeopardy")."

Cunard (talk) 23:05, 13 April 2024 (UTC)[reply]

OK, thanks! :) I will take a look at those sometime in the coming week. BOZ (talk) 00:58, 14 April 2024 (UTC)[reply]

DYK for DeeDo[edit]

On 21 March 2024, Did you know was updated with a fact from the article DeeDo, which you recently created, substantially expanded, or brought to good article status. The fact was ... that DeeDo secured a license to feature characters from the manga series Doraemon on its products? The nomination discussion and review may be seen at Template:Did you know nominations/DeeDo. You are welcome to check how many pageviews the nominated article or articles got while on the front page (here's how, DeeDo), and the hook may be added to the statistics page after its run on the Main Page has completed. Finally, if you know of an interesting fact from another recently created article, then please feel free to suggest it on the Did you know talk page.

 — Amakuru (talk) 00:02, 21 March 2024 (UTC)[reply]

Perhaps I could trouble you[edit]

For another help with newspapers query. I am working on pl:Jerzy Jeliński which I'll translate to English in the near future. His story (Polish Boy Scout - well, young adult... - travels around the world in a car) was said to have been widely reported in contemporary newspapers; he was supported by governments (in US he met the persident, etc.). Supposedly there was extensive newspaper coverage, but I am terrible at finding it. Can you take a look? Period in question is 1926–1928 Piotr Konieczny aka Prokonsul Piotrus| reply here 00:04, 21 March 2024 (UTC)[reply]

Hi Piotrus (talk · contribs). This Internet Archive search for "Jerzy Jeliński" returns 44 results. I did not find coverage in my searches for sources in ProQuest. This Google Books search returns results but they are all snippet views.

Newspapers.com returns 27 matches in a search for "Jerzy Jelinski", but no matches in a search for "Jerzy Jeliński". The Newspapers.com sources:

  1. Significant coverage in Polish-language newspapers: this article, this article, this article, this article, this article, this article, and this article.
  2. Significant coverage coverage in English-language newspapers in this article, this article, this article, this article, this article, and this article.
  3. Passing mentions and less significant coverage in this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, and this article.
Cunard (talk) 08:36, 21 March 2024 (UTC)[reply]
Thank you - I will be sure to check them in the near future. I wish I could recommend this fascinating book (from 1929, digitized) to you, but it is in Polish. Machine translation will not do it justice, I fear. Maybe in few more years as AI improves. Piotr Konieczny aka Prokonsul Piotrus| reply here 11:47, 21 March 2024 (UTC)[reply]
Hi Piotrus (talk · contribs). Jerzy Jeliński has a very interesting story. Thank you for working on his biography, and I hope technology improves by then! Cunard (talk) 09:18, 22 March 2024 (UTC)[reply]

A barnstar for you! (from Bearian)[edit]

The Teamwork Barnstar
For improving Grace Choy. Bearian (talk) 14:21, 5 April 2024 (UTC)[reply]
Thank you! Cunard (talk) 10:12, 6 April 2024 (UTC)[reply]

I have sent you a note about a page you started (Bangkok Marriott Hotel The Surawongse)[edit]

Hello, Cunard. Thank you for your work on Bangkok Marriott Hotel The Surawongse. SunDawn, while examining this page as a part of our page curation process, had the following comments:

Good day! Thank you for contributing to Wikipedia by writing this article. I have marked the article as reviewed. Have a wonderful and blessed day for you and your family!

To reply, leave a comment here and begin it with {{Re|SunDawn}}. Please remember to sign your reply with ~~~~. (Message delivered via the Page Curation tool, on behalf of the reviewer.)

✠ SunDawn ✠ (contact) 16:18, 6 April 2024 (UTC)[reply]

Thank you for reviewing the article, SunDawn (talk · contribs)! Best wishes to you and your family too! Cunard (talk) 21:23, 6 April 2024 (UTC)[reply]

Good work[edit]

Thanks for your beneficial and dedicated contributions to finding sources in multiple AfDs. You’ve definitely helped save some articles and find sources others couldn’t. StreetcarEnjoyer (talk) 14:47, 7 April 2024 (UTC)[reply]

StreetcarEnjoyer (talk · contribs), thank you for the kind words about my work at Wikipedia:Articles for deletion/Alpine Pearls and other AfDs! Cunard (talk) 19:46, 7 April 2024 (UTC)[reply]

DYK request[edit]

Hi Cunard. Since you seem to be excellent on China-related topics, I was wondering if you'd be willing to help out with some of the issues pointed out at Template:Did you know nominations/Zhuan Zhu? The reviewer pointed out some prose issues and I felt like you'd probably better understand how to correct them than I, since I can't read Chinese (and much of the content is from a Chinese source). I'm fine trying to work on it myself if you're too busy; just thought I might as well ask. Thanks, BeanieFan11 (talk) 21:49, 11 April 2024 (UTC)[reply]

Hi BeanieFan11 (talk · contribs). I will not have time to work on the article. I checked this version of the text. The "Life" section is sourced to the fifth source, a book that mentions the subject on 30 pages. I checked the page that was linked and the following page but most of the content is not on those pages. The content is likely on the remaining 28 pages, most of which Google Books does not provide me access to. I think it would take substantial time to verify all of the content and copyedit the article to address the prose quality and accuracy issues the DYK reviewer pointed out. Cunard (talk) 09:21, 12 April 2024 (UTC)[reply]

This one was PRODded but that was removed; do you see anything more for it in case that is challenged? BOZ (talk) 11:52, 15 April 2024 (UTC)[reply]