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FFG Rants Archive

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Rants Archive

When the FFG Rants page gets too full the excess is dumped here to rot. After fermenting for a while the updates will be rendered down to their component letters and recycled. Files will be transferred to the Archives at random intervals, whenever we remember to do it.


6/26/07 - The Build Out
A story about hammers, saws, and other things. Words by Dan. Pictures by Peter.

Once upon a time some men came with hammers and things and knocked a hole in a wall. The wall that this hole found itself in used to divide a bathroom from a warehouse in the offices of Fantasy Flight Games, but now it didn't divide much of anything, since it had a big hole right through it.

Well, since the warehouse and the bathroom had to be divided by something, new walls began to appear - many and more of them. In fact, a new hallway and two large new rooms sprang up - one for offices, and one a new, improved, break-and-conference room for all the boys and girls of Fantasy Flight Games.

The bare metal skeletons of the walls fleshed out, and grew wood and plaster and all the things that make walls walls ... they even opened wide and yawned and stretched and made windows, so that the warehouse could look in on the space that it used to have, so it wouldn't be so sad for losing it.

The new offices were large, and well-lit with windows to the outside world - which meant new and different holes put in different walls, and there was ever so much noise! But it was worth it, because the new bullpen could fit all the developers at once in comfort.

Finally, the build-out was done, and all the good little boys and girls of Fantasy Flight Games descended upon the break room like a plague of locusts at lunchtime to play games, because that's what they do.

Front table, clockwise from bottom left: Ryann, Bryan B, Thaadd, Dan, Kevin Wilson (aka Kevin the Elder), Eric Knight. Back row, from left: Jaffer, Rob K, Zoe, Evan, Kevin Childress (aka Kevin the Younger), Corey. -ed.

6/14/07 - Zoe
And hello again, Gentle Reader! Last time, I discussed the artist/project selection processes as they exist in my brain, and now I'd like to share with you a little bit about what happens after an artist is selected.

Illustrations, like all art, start with ideas. Those usually live in Developers' heads, and can be a bit nebulous. Hence, the first step: descriptions. Descriptions are usually a paragraph or two of typed ... description, along with dimension instructions that I send the artist after he or she has accepted the assignment. I usually just send along what the developers give me, but sometimes things need to be edited so that compositions can be actually accomplished in the space we ask for.

For example, if the description I get from the developer is:

An unnatural storm shakes through the city on a summer night ... electricity eerily whips around the focal building, and we can see in one of the upper windows that the resident Art Coordinator is embroiled in a battle for her life. The Computer Wraiths (entropy spirits originating from the office technology in the room ... they should be ghostly half-corporeal beings made out of green and blue electricity) have obviously caught her by surprise. Even alone and badly outnumbered, she grimly brandishes her futuristic laser gun and long knife, dashing through the rubble in a grim counter-offensive.

Let's give her a good librarian look, geeky, with that Haven't Combed My Hair or Put On Makeup Today Because I Didn't Know I'd Be Fighting Monsters ambience about her. (This line appears to owe its existence to vanity - you'll understand later. -ed.)

Knowing that this is supposed to be a 5 inch by 3.5 inch piece, I get this and realize: "Wait a minute ... how can we have the focus be on the Doomed Art Coordinator, and still get an entire building and storm in there?" At which point I double check with the developer to make sure I won't be interfering with the game layout, and change the description, making it just set inside the office in the first place. So, as you can see, changes can be made at any point during this process.

Here's the process after descriptions:

  1. Rough sketch, revisions until approval
  2. Sketch with detail, revisions until approval
  3. Color rough, revisions until approval
  4. Color final, revisions until approval

"Revisions until approval" can mean a lot of revisions some times. For some projects, I'm the one with the final say ... more often, I have the FIRST say, and the final approval goes through one or more other people. If I do my job right, all the back-and-forth happens in the first 3 phases, and the Color Final gets the thumbs up in the first pass.

Back and forth means communication, which means being articulate about describing what I want, which ... well, isn't always that reliable. A lot of times, I rope in the graphics department to help me out with some visual references. Sometimes words work, sometimes drawings work ... and sometimes, you just need to make a picture.

And this, I'll tell you, is honestly a visual reference we made for a future miniature pose just yesterday. Working here can be so very strange...

6/06/07 - Kevin C.
So here is a peek at the action-packed job life of a resident graphic designer at FFG.

For starters, nothing is ever really finished - as any artist will tell you. There's always one more thing you could change, but eventually the game has to go to the printer.

It's hard to put a graphic designer's structured day into words, as we're more inclined to pick up projects ranging all over the board at any given time based on current requirements. Some have tried to create working schedules but reports indicate madness sets in on the 11th hour. Sudden jobs attack you out of nowhere.... you may think you are seemingly safe working on the latest project but generally you can expect a variety of other tasks to ninja in at any given moment. ("Ninja" is totally a verb now - ed.) So it's safe to assume we're decent at multi-tasking.

Project A lands in your lap one day. "OK," you say, "let's get started!" You're just finishing up project B and you assume it's off your plate. Project A is well under way, you've got logos... textures... themes all worked out. Then a designer comes into your office. Something went wrong... your perfect plans didn't work! The machine has stopped, the wrench thrown in. Project A is now on the back-burner, project B's corrections are in the works. Ok done with that, back to project A. All is good right? What is this... Project Z? Needs to be done tomorrow? You don't say! Now project A and B are back-burned and project Z is put together. Now you are juggling three projects, some time constraints, finding out who's done what, when, and where (specifically file locations) and that's not counting the miscellaneous stuff like mock box print outs, play-testing, checking the production samples and such. Currently FFG is handling a rather large chain of products, and priorities change on a regular basis as games are shoved down the list and others come to the top.

However the job is still fun. Everyone here puts 100% genuine effort into getting games out and onto the shelves all the while finding time to play in A Game of Thrones company league, find out the latest scoops on shows, talk geek, play games and eat cake (it happens rather often...). If you're looking to be a graphic designer, make sure you can chew gum and walk at the same time! (Also, it helps if you know something about graphic design -ed.)

5/25/07 - Thaadd
Tide of Iron
(From the perspective of the Replacement Parts person)

I know everyone wants a nice Developer Rant – sorry guys, not them today. Just think of it as time saved that they're spending on the upcoming games that everyone is all impatient to get out on shelves! I will persevere and get them to do one soon however. That's the danger of having me in the office next to theirs! I'll try to spice things up with a few pictures though.


Beep. Beep. Beep. -ed.

So – I first heard about Tide of Iron last fall – maybe a bit later than some of you all did, but I was neck deep in the learning curve that is trying to support 50 or more games that I was unfamiliar with – as I just started here the week after GenCon. I heard the rumblings – right around the time we were slammed by the holiday rush of games, and I was still handling the online store. War game? Hundreds of plastic bits? Uh-oh. I've been chastened for thinking of games in the narrow view of what it takes to keep them happy – aka replacement parts, what can go wrong, when I will get my boxes of factory bits. I am the biggest fan of engraved dice on the planet, I swear.


Jeremy wants you to think that he had something to do with Tide of Iron, but he's mostly lying. Mostly. -ed.

I got nervous, and started pestering the Developer boys for details. How many people? Squad based? What does that mean? Wait – there are PEGS? How the heck does that work? I have absolutely NO history of wargaming – the closest I have come is Diplomacy. My favorite types of games are social ones, not mathy ones. I am the sort of game player who'd rather throw a game and take someone down with me than achieve victory.


German and American infantry refuse to mingle, even in the replacement parts drawer. -ed.

Then came the video – or rather, first came the production of the Tide of Iron video. The extra super precious single copy of the game they were using for setup dominated the most coveted lunch game spot for a couple weeks. We were cautioned not to knock anything, not allowed to move it. Many lunch time games were played out in the winter-cold warehouse while the video guys worked on the filming.


If you turn your head and squint you can make out Thaadd's A Game of Thrones CCG deck for our office sealed league in the corner. Or maybe it's Jeremy's. Well, it's someone's, anyway. -ed.

Next ... the wait. I try to stay in the loop because I have (as the Customer Service person) a lot of contact with our players. I'm not able to answer questions a lot of the time – my goal is to get people to the correct parties when I don't know about some topic. When is Tide coming out? Will we do Preorders? What will be included? When will Tide be coming out? Will we have X type of truck? When will Tide be coming out?


This is John Goodenough, Tide of Iron designer, counting his pieces for his personal copy. Yes, that is his real name. Yes, he is a real person. Stop asking. - ed.

When the warehouse manager Tony told us that the truck was docking, a flood of staff ran out and did something that I can best describe as frolicking as it backed in. The truck driver looked a little confused.

... and now Tide is shipping to Distributors.

The Aussies have their early copies – I have in fact already sent out the first little infantry guy who got switched with an elite. This morning I received a busted up box that somehow met a horrible fate in our warehouse to sort and add to my drawers of bits. From someone who knows very little about war history (to the sadness of my manager John) I have gotten pretty adept at sorting tanks. With so much plastic, it's inevitable that I will be in close contact with the game, but having seen the new boards, I expect they will be rare requests.

Memorial day, myself and a handful of other FFG staff will be over at the webmasters house playing Tide on his super-gigantic table, grilling, and enjoying the day off. I think it might be my first real wargame experience.

5/22/07 - Tod
RANT FFG Reading list pt. 2 A few weeks ago Dan posted a rant where he listed what the staff of FFG has been reading. Some of us were away at the GAMA trade show and others were left off the list for reasons unknown.

Here is what the remaining staff members are currently reading:

Jeremy: Scooter by Mick Foley
Tod: Darker Than You Think by Jack Williamson, Bitten by Kelly Armstrong, Legacy of the Drow collection by R.A. Salvatore, and the first volume of the Legion of Superheroes (current incarnation) TPB. No, Thaadd, I haven't started Snow Crash, yet! It's in the cue.
Jason B: Just finished Pattern Recognition by William Gibson.
Keith: Y the Last Man by Brian K. Vaughn (comic series) and just finished the Name of the Rose by Umberto Eco.
Peter: The Light Fantastic by Terry Pratchett, In Your Dreams by Tom Holt, Dracula by Bram Stoker, and Paper Doll by Robert Parker. – Peter is as bad as I am!
John Grams: Colonel Sun by Robert Markham (Kingsley Amis) – The only James Bond novel written after Ian Flemming's death.
Eric: Zodiac by Neal Stephenson
Tony: Just finished the Garrett Files by Glen Cook and about to start Lord Darcy by Randall Garrett.
Evan: Honor Among Enemies (Honor Harrington book 6) by David Weber
Jason S.: The Order of the Stick comic series by Rich Burlew and Gunsmith Cats manga.
Bryan: The entire Harry Potter series (under order by his girlfriend, or else!)
Gretchen: The Secret by Rhonda Byrne
Ryann: Runaways and the New X Men comics in addition to his Flight Instruction Manual- One day, Ryann will be piloting the company jet.
Kevin C: Nothing currently. About to start Horus Rising by Dan Abnett.
Michelle: Eagerly awaiting Harry Potter and the Deathly Hallows by J.K. Rowling.
Robert K: Battle Royale by Koushun Takami and A Storm of Swords by George R.R. Martin.
Chris: The World Is Flat by Thomas L. Friedman and The Mole Who Wanted To Know Who Pooped On Its Head – not sure of the author but this is for real! (No, really - it is - ed.)

There you have it! A glimpse into what inspires the minds behind Fantasy Flight Games.

5/08/07 - Jeremy
My grandfather served in the US Navy in World War II. My dad was in the Army, and I have uncles and friends that have been, or are currently in, all branches of the service.

According to everyone I know that has been in action, the old military axiom holds true: War is months of boredom punctuated by moments of terror. Soldiers, Sailors, Airmen, and Marines end up having a lot of downtime between patrols, and anything to take their minds off their curent situation is appreciated.

That's where Specialist David Amberson comes in.

Currently serving with the US Army in Iraq, he has found that many of his fellow fighting men and women are gamer geeks, and therefore has taken the time to found Ziggurat Con, the first game convention to take place within an active war zone.

Ziggurat Con, being held June 9 from 1200 to 2100 hours at Camp Adder/Tallil Airbase, is open to all allied military personnel and civilian contractors in Iraq.

Along with many other game companies, FFG is donating games for the event. I just packed up a big box of stuff to head out today. However, they can certainly use more help.

You can donate games, dice, DVDs, and any other gaming items to Ziggurat Con by mailing them to David at the following address:

SPC David Amberson
A Co 86th Sig Bn
APO, AE 09331

Hopefully, we'll see all the attendees at Ziggurat Con at a game convention outside of a war zone soon.

4/30/07 - Peter
Hey there. While I have been a part of several rants here in the almost 2 years I have been with the company, it has always been as a photographer. Thaadd has now bullied me into actually writing one.

Last weekend a non-profit I work for had their annual Trivia Challenge. There were seven FFG folks in the competition split amongst three teams.

Eric and John on their Cinema Rex team (As well as Pat, the man who used to edit these very same Rants! - ed.).

Jeremy on his Team Surly.

And Dan, Thaadd, Bryan, and Tod on the Fantasy Flight team

While none of them made it into the finals they seemed to be enjoying themselves. I even got to stump Dan with a WoW question. ("How many possible race and class combinations are available in World of Warcraft?" The answer I gave was 40, which was correct BEFORE the expansion, but the new total is 52 - now you know! -ed.)

Here is FFG working on the elimination quiz. I'll see if the ed. can put up a copy of the quiz for you folks to work on. (Oh, okay, fine - ed.) In the contest, teams are given 30 minutes to answer as many questions as possible. The best team this year missed 13 and the worst missed 33. See how many you can get with 3 friends and no cheating. I will warn you that it is harder than usual, mostly because I wrote it.

4/27/07 - Dan

This might shock you (well, probably not), but a lot of us come into our hobby game-geek-dom by way of books. How many full-fledged geeks got their start with The Hobbit and The Lord of the Rings? (Anyone? Just me? Okay.)

My favorite games are the ones that tell stories (insert snarky response from my arch-nemesis Bryan here), and the reason for this is that I love stories. I love reading them, seeing them, experiencing them, telling them, writing them, dreaming them ... and I don't think I'm alone.

That's all by way of saying: I know that I read a lot of fantasy and science fiction whenever I get the chance, and I (further) am always looking for a good book reccomendation, so I thought I'd go around the office and see how many of my fellow game-geeks had something interesting to say!

Rob Vaughn (Back in town for the week! Yay Rob!): Hiking Mount Rainier - wait a minute. That's a National Geographic travel guide. That's ... that's not helpful at all! Next!
Corey: A Game of Thrones by George R. R. Martin and The Dark Tower: The Wolves of Calla by Stephen King. That's better and far more geeky! Get used to the name George R. R. Martin. If I didn't know better, I'd say that we made games based on his books or something.
Bexley: Horus Rising by Dan Abnett. Yeah, that's right. Space Marines and Horus Heresy and all the fun stuff you want from the Warhammer 40k universe. Now THAT is a geek, my friend.
Jaffer: A Clash of Kings by George R. R. Martin. Hmm.
Thaadd: Beggars and Choosers by Nancy Cress, which has all sorts of awards printed on its cover and Thaadd wants to point out is "Hard Sci-fi!" I do like me some hard SF. Makes you think.
Kevin Wilson: Pokémon Diamond Strategy Guide - what the ...? I mean... okay. That's pretty geeky. But. Let's just say that I'm not planning on reading it.
John Goodenough: A Feast for Crows by George R. R. Martin - at least John is nearly caught up. I don't have to worry about spoilers so much with him.
Jeff Tidball: A Clash of Kings by George R. R. Martin - okay, this is getting a little ridiculous.
Nate: Phantoms, by Dean Koontz. Spooky, pulpy, modern ... okay, I can get behind this. Apparently that Koontz guy is pretty popular.
Luke: "I'm reading like six books right now." The one he named was 1634: The Galileo Affair, by "some guys." With a recommendation like that, how can I say no!? (Actually, I'm fascinated by the concept. Maybe I'll borrow it from Luke when he's done...)
Rich: The Celts, by "some British Guy - Tom Delaney? Maybe?" Also Uncle Tom's Cabin. Look at Rich! Mr. Scholarly!
Gabe: The Oath by Frank Peretti. I guess it's horror, or something. Gabe is too cool for us.
Brian: "The new Justice League comic!" Brian is a sucker for the Justice League. Me, unless it's got Spider-Man or an X somewhere in the title, I can usually stave off the comic compulsion. Unless it's written by Bendis. Or Joss Whedon. Or - okay, I'm a geek.
Andrew: "Fiction is garbage." So he's reading Spiritual Midwifery, by Ina May Gaskin. Nothing like a man's impending fatherhood to make my own reading choices seem petty, mundane, and irrelevant.
Zoe: This one is my fault. I'll explain in a new paragraph, because it warrants one.

Glad you could join me in this paragraph. Okay, well, about two weeks ago I loaned Zoe the first six books of the Dresden Files series by Jim Butcher - Storm Front being the first one. The next Monday, bleary-eyed, Zoe vented her rage and anger at me for playing such a cruel trick on her. Apparently she'd started the books at some late hour on Saturday night, and at 11:30 or so on Sunday morning was finishing book four (Summer Knight, one of my favorites) when she got a phone call from a friend to meet up for brunch.

Since then, Zoe has had the shakes and shivers whenever she didn't have the next book in the series immediately accessible to her. Since I didn't have book seven, but did have book eight, there was some despair followed by a trip to the bookstore for her ... and then when I found book nine at our local game store (yeah, I bought it at a game store - geeks, remember?), and it took my girlfriend a COMPLETELY unacceptable four or five days to read it ... well, Zoe suffered. Oh, how she suffered.

But all is well, and Kat (aforementioned girlfriend) finished it finally, and now Zoe is tearing her way through White Night, by Jim Butcher. Which is a book about a professional wizard-slash-private-investigator in modern Chicago. How can you go wrong?

As for me, I was halfway through Gregory Maguire's Mirror, Mirror when White Night interrupted me, and I'm back on that now. It's a strange retelling of the story of Snow White, in the same way that Wicked was a strange retelling of The Wizard of Oz.

So, there you have it. The fertile minds of your favorite game company (we're your favorite, right?) are fueled by a steady diet of stories, and cultivated in the pasture of literature.

And we read arguably too much George R. R. Martin. (Psst! Mr. Martin! Finish book five please thanks?)

4/24/07 - Jeff - "Behind the Scenes in Editor-ville," or, "How I Learned to Stop Worrying and Love The Chicago Manual of Style"

Word on the street is that this is where I rant. So...

As you may or may not be aware  are probably not aware could probably not care less, I started in the board and card development office at FFG at the beginning of March, where one of my chief duties is editorial pedantry.

Also, as you may or may not be aware  are probably not aware could probably not care less, there is a great deal of editorial pedantry to be accomplished in the assembly of your average gigantic game box full of fiddly bits, many of which are covered with text.

For your amusement, a few of the things we I care deeply about include:

  • Serial Commas. In a list of things like "tokens, counters, and markers," it matters whether there's a comma before the word "and."
  • Who and That. Although your grammer checker would probably have you believe otherwise, a "character" (in my not-so-humble opinion) is a "who" rather than a "that."
  • Mis-expressed Excitement. A sentence should never. Ever. Ever end with more than one exclamation point. (Never.)
  • Ellipses. One typed character? Three? Seven? Including a space before? After? With a fourth period when it ends a sentence? (For the record, "yes," "no," "no," "no," "usually," and "never.")
  • Double Spaces. Two space characters should never, ever appear next to each other. Not after a period, not after a colon.

As a final note, and as a service to society at large, please turn off the feature in your word processor that turns the URLs you type in into active hyperlinks. All of you, you people who are doing this, just cut it out.

Seriously.

(And thank you.)

4/17/07 - Dan
"So, Dan, do you want to stay after work today and play some games that don't exist yet oh yeah and there will be pizza?"

How do you say "no" to something like that? Sorry, Raging Warlords - you'll have to find someone else to tank Karazhan tonight. (That's a World of Warcraft reference for those of you who don't have addictive personalities.)

Yeah, I realize that I'm passing up electronic dorkery for meatspace dorkery. But damnit, this is job-related meatspace dorkery!

Sometimes I love my life.

4/16/07 - Thaadd
I was thinking yesterday about what sort of person ends up at FFG, as there are only a few actual college programs that I know of aimed at the game industry. From the few people that I have met at conventions who were in this, the focus seemed mostly on computer games, as there is quite a bit of money involved there. (The old joke goes: What's the best way to make a small fortune in the games industry? Start with a large one! - ed.)

A number of us have college degrees, however. Some even are using them, as evident from the number of people with 'Graphic' in the degree name. Others use more of the liberal education aspect of their degrees. Some have no college background, but instead spent time working on their hobby, until their hobby became their dayjob… It goes without saying that there are a lot more people who would like to be in this industry than available jobs. I heard someone over in the 'artsy' side of FFG the other day going 'I still can't believe I'm getting paid to paint minis!'

So, without association to job, dept, or name! Here is a list of the sort of college that FFG staff ended up receiving.

Communication Design
Graphic Design and Print Communications
B.A. Economics
Master of Business Administration with B.A. in Business
B.A Animation and Media Arts
B.A. Interdisciplinary Studies: History, Philosophy, Religion
B.A. Marketing and Minor in Psychology
B.A. English Literature and Minor in Film studies (a.k.a. "Didn't choose a major until Junior Year" - ed.)
Multimedia Design
Accounting
MFA in Screenwriting with a B.A. in English
Graphic Design and Print Communications (Again? - ed.)
B.A. in Creative Writing (It's not who you think it is. -ed)
BA in History (Rome and WWII) Minor in Medieval Studies (Yeah, he got tapped for Tide of Iron - ed.)
Graphic Design
B.A. in Studio Arts, Minor in Psychology
Graphic Design and Marketing
Graphic Arts and Fine Arts
Fine Arts – Classical Studies
B.A. in Graphic Design and Fine Arts.
B.S. Environmental Studies – Environmental Assessment and Monitoring (Wetlands) (This is Thaadd's "Swampology" degree, which she is clearly making full use of here! -ed.)
B.A. Cognitive Science, emphasis on Artificial Intelligence (It probably IS who you think -ed.)
BFA in Filmmaking
BFA in Art and Theater (Shockingly, we had a lot of these guys working here BEFORE Landroval started up - ed.)
B.A in Criminal Justice and Sociology and Minor in Theater (So don't try to rip us off - ed.)

A mixed bunch, we are. I'm still waiting for the designer boys to make me a swamp game. The Runebound die swamp symbol is as close as they can come up with so far.

4/10/07 - Eric Knight
I just read yesterday's age rant and I have to say it's a little creepy and appalling at the same time.

First, the appalling: they had the unmitigated gall to give us an average that was based, in some cases, on guesses of coworkers' ages. Come on, if you're going to give a statistic with decimal points, you can do a little bit of research and actually find out the real ages. Cripes! (Eric is actualy bristling over his poor reading comprehension skills, since he genuinely believed that the numbers we presented were accurate in the face of common sense and mountains of evidence. I mean, c'mon, JEREMY came up with these numbers. - ed.)

Here's the creepy part: as has been mentioned before, John Grams and I have been friends a long time. (See the rant and picture posted on January 4th for further reference.) As a matter of fact, we've been friends since the fall of 1977, about 29.5 years ago. The number the guys came up with for the average age here at FFG? 29.481 years. Freaky!

Now I want to find out everyone's actual ages, to see just how disturbingly close these numbers really are.

4/09/07 - Jeremy, Bryan, Dan
We interrupt your humdrum existence to answer a burning question that has tortured all mankind for minutes at least: What is the average age of a Fantasy Flight Games employee?

Using the extremely scientific method of guessing the ages of all our co-workers, our crack team of mathemeticians calculated the Mean average to a high degree of precision. Our calculations reveal the average age of an FFG employee to be ...

29.481 (repeating) years!

There you have it. We are either a bunch of young kids or old men, depending on your frame of reference.

Now the question is: what is the average age of the FFG customer?

4/5/07 - Kevin C.
Greetings,

While working on games is great fun, let me remind you it is still hard work! The current project that is eating up most of the graphic design departments is the behemoth that is Starcraft: the Board Game. Maybe one of the most complex games FFG has tackled to date, Starcraft is one amazingly detailed game with more pieces and plastic than you can wrap your head around! The blood, sweat and tears (you forgot disgusting alien ichor - ed.) are still being plucked from our machines as we force them to grind along with monster files in a sea of virtual layers. We do this because we are always going to push ourselves to the limit as we get more and more dedicated to creating top-notch graphics of stunning quality. Our computers here at FFG have started feeling the strain as larger and more demanding projects are ushered into the next wave of games, and let me be the first to say the promise of new Macs is going to be well received!

Starcraft has been an incredible challenge, from the sheer complexity of the project, the components, the styles (for THREE races mind you!), and to making it all fit. For those who have played Starcraft (the PC game) as religiously as I have, I am confident you will love this board game. You will never again see a more true-to-self depiction of Starcraft on cardboard and plastic! I assure you we will celebrate with much joy and laughter as the game is kicked out the door. Until then…. back to the project, back to working on the pixel level, and back to ensuring the graphics look great. Here is a small sample of what is being done.

4/4/07 - Dan
Happy April! I hear that April Showers bring May Flowers, but what do April Snowstorms bring? Don't answer that.

I want to take a moment to talk about Finding Nemo fruit snacks. First of all, they're delicious. But let me back up, and explain to you why sometimes working in marketing makes me cry. Or rather, makes me feel like I ought to be crying, even though I haven't the slightest inclination to do so.

You're confused. I understand.

As you might be aware, we here at FFG occasionally make some licensed products, and in many cases this requires a degree of oversight of our marketing and promotional material on the part of the licensor. It's pretty basic stuff - they want to make sure that their intellectual property is being presented in a way consistent with the image they are trying to project. For example, if we had wanted to put Gandalf in a tutu on the cover of the Lord of the Rings, the Tolkien estate might have had something to say about that.

But there's also something of a laundry list of details that I know SHOULD be obvious but I often overlook when I'm thinking about these things. Company logos. Legal text and copyright notices. The sort of things that should be second nature to anyone in marketing - it's all about branding, after all.

And that's what went through my head as I ate my Finding Nemo fruit snacks this morning. The packaging has it all - the Kellogg's logo, the Disney logo, the Pixar logo, the Finding Nemo logo, website addresses, copyright information - and this is the individual not-for-resale pouch! Suddenly, for the first time, I saw it as a marketing professional, looking at just another (delicious) branded product. (This is the part that makes me feel like I should cry - the loss of the innocence of the fruit snack! - but it turns out that they're still delicious even when you penetrate the veil.)

The Finding Nemo fruit snack pouch now lives on my desk, taped back up (but divested of its yummy cargo) to serve as an eternal reminder. I have seen the light - and, like Dora, I wanted to touch it.

(No, we're not doing a Finding Nemo board game.)

3/28/07 - Thaadd
Most of the people who work together in this office are gamers of some variety (big surprise eh?). Some are RPGers, some like the Eurogames, others enjoy video games, and I think we even have a person who might best fit into a 'PartyGame' class. We have a number of MMO players, too. We have a new fancy dry erase board in the Sales office, where we can see what people will be playing at the one big table, and often there are side games going on, for those sad people who were not one of the first 5 or so people to get there. We play our games, we play other people's games, we have a periodic A Game of Thrones CCG tournament that happens.

We're also a fairly social workplace – 6pm rolls around, and there is often a cluster of people chatting near the front door. A few times a week, this is simply 'where should we grab food' (nothing like group food decisions!) before games either here, or at people's homes. Fridays it might be longer games and dinner at the webmaster's house (thanks for hosting!), Mondays or Tuesdays it might be ping pong. Thursdays have been the traditional pen and paper RPG group night, of which I just have managed to weasel my way into. (Threats and wheedling aside, it took someone dropping out for Pilots wings' classes to get in…) Soon I'm going to start playing Dragonstar, an in-house game that looks to be a lot of fun! I'm still waiting for a certain busy Wolfboy to start his Midnight campaign but I think learning to run it myself might be faster…

If you work with a laidback group of people, you might try doing something like putting up a sign for a board game night up. You might be surprised at the response! Whenever I go to Conventions (gaming or otherwise) I'm always spotting 'closet geeks'. You might find some likeminded people, or introduce someone to your favorite board games! It's a good, structured way to get to know coworkers better.

With that random thought, I leave you with a couple pictures of this week's PingPong. Sharp eyes might spot that in some pictures there is more than one ball in play. A new game in playtesting?
Britania and Thaadd versus the boys!


Graphic Artist Brian and Thaadd playing our run around the table version!


Kevin The Younger versus his wife Britania and Thaadd with multiball!

Don't worry, gentle readers. None of the people pictured here are on the game development staff, so you're not likely to see an FFG-produced Ping Pong game on your shelves any time soon. -ed.

3/27/07 - Bryan
It's time for anther Games Expo rant. Dan's was pretty good, but full of boring boring words. You know what's better than words? Pictures! So I present to you, kind reader, images of Fabulous Las Vegas (everybody kept saying "Vegas, Baby!", but I refuse to go along).


Here is Dana, myself, and Dan standing in our booth, bright and chipper, on the first day with our wares out for display. Dana is from Arclight USA, the fine folks helping to bring the World Tank Museum models to game tables near you, and a darn nice guy to boot.


This is me playing with my digital camera, and taking a picture of the one of the Wings of War minis. Ansel Adams (who's work was on display in Las Vegas), eat your heart out.


You've got to love a city with a giant black pyramid, right? The Games Expo hotel was a few miles from the strip, but one night Dan and I did venture out to do the tourist thing. We walked nearly the entire length of the strip north to eat at "Quark's Bar" in the Las Vegas Hilton's Star Trek Experience.


After a couple hours of walking and gawking we arrived at the Las Vegas Hilton, home to the aforementioned little slice of geek heaven. I fight my inner desire to catch the Barry Manilow show (he's so dreamy) and feast on the Flaming Ribs of Targ (which are served, literally, on fire). After chatting with an Andorian, we headed "home".


That's right — the Las Vegas Monorail has its own official water! I regret to this day not buying a bottle...maybe when I go for GAMA next month.

3/26/07 - Dan
My favorite part of conventions is the people. Now, this is an odd statement for an avowed misanthrope to make, I'll admit, but bear with me. Sure, a convention is a chance to see lots of new and different games, and a convention is a place to acquire any number of cool toys (even more so than usual for a convention insider like me!) - but, let's be honest. There's a very good comic & game store down the street from my apartment where I can do both those things at considerably less expense and bother than flying down to Las Vegas, Nevada for Games Expo 2007.

But if I hadn't gone to Games Expo, I wouldn't have had a chance to hang out with Dana Lombardy and Bill Jaffe from ArcLight USA, wouldn't have amicably grumbled with Phil from Paizo, played Stonehenge with Joshua Frost of Dragon magazine, met up with Tom Jolly again, played Portobello Market with Phi from Playroom Entertainment, and so on and so on.

I also wouldn't have met Jonathan from Quarterstaff Games in person. Now, this probably isn't significant to you, since Quarterstaff Games is not some big industry mover and shaker the way that Paizo, Playroom, and even Fantasy Flight Games are ... but, in a way, it is. See, Quarterstaff Games was the game store I went to as a kid. I remember gathering $100 worth of receipts (with the help of my brother, thanks Ethan!) to qualify for a member's discount card. I remember whining until my Mom agreed to bring me into Burlington, Vermont and then never, ever having spent enough time in that store, that weird and quirky ex-bar with the rack of Warhammer miniatures taller than I was and shelves and shelves of roleplaying books.

Quarterstaff Games was one of the factors that brought me into the hobby. Because of this store, I am who I am today. I wouldn't be working at Fantasy Flight if it weren't for those early experiences - I am literally writing these very words because of Quarterstaff Games. Now consider that I work for one of the larger game companies in the world, and consider that the very words I am writing (written due to the influence of Quarterstaff Games) could in some small way influence the gamer-development of some other person, multiply that by the readership of our website and Game Trade Magazine, add the square of the root of A Game oF Thrones and watch the ripple effect spread.

Retailers like Quarterstaff are the core of the industry. We gamers would not be as numerous, confident, articulate, or happy as we are without the influence of the brick-and-mortars. They provide us a place to play our games, a place to congregate, a place to learn, to speak, to shoot the dozens, to grow as people and as a community.

So, thanks, Jonathan, for what you've done for Quarterstaff Games. And thanks, Quarterstaff, for what you've done for me.

Oh! And we also went to Quark's Bar. That was fun, too.

3/23/07 - Zoe
Zoe the Art Lady here (or Lady Zoe of the Arting, if you prefer). The other day I was emailed by an artist who is just starting their freelancing career. This particular artist asked some questions about how I select artists. I thought their questions deserved a good answering, and then I threw in some unsolicited advice about freelancing from an art direction viewpoint. It's something I've been thinking about for a while, and I'd like to share my thoughts/advice with you here, dear reader.

How do I select freelance artists for illustration projects?

It really varies from project to project. Here's the sentence that is in my mind at the beginning of every project: "Okay...I need X amount of Y art pieces for a game in Z genre by such and such a date...who do I know that can give me what I need?"

There are only a few projects that I use artists who are new to working with FFG, and all of them are CCGs.

A lot of artists send me "I would like to work for you" emails with links to an on-line portfolio, which is very useful. I usually look through them, and then contact artists with an "are you available?" email when I would like to give them work :).

However, I spend a lot of time surfing the net to find artists, as well.

If you are just starting out your freelancing career, I definitely have a few suggestions!

-Make yourself find-able! Post a good selection of your best art on places like deviantArt.com, CG portfolio/society, and your own site. And MAKE SURE you put contact information (at least an email—one that works!) on your profile. Heck. Stick a working email next to art WHEREVER you post it on-line. There is nothing so frustrating for an art scout as finding an artist you want and then not being able to contact them!

-Have your email make sense! For your professional email, choose something that has your professional name in it. This also makes you easier to find and remember.

If you send submissions to companies, here are a few things to keep in mind:

-A solid few is better than a mediocre flood. That being said, just one piece of art doesn't give companies a good idea of what your art is like.

-Be aware of the company you are sending to and what they are most likely looking for. Not only is the STYLE of art that at least FFG looks for quite specific, but I can't tell you the number of artists who send me portfolios of NOTHING but naked ladies ... and no matter how good their technique, I just can't give them work!

-Don't stalk. Follow up is good, but keep it within reason...most companies have a 'we'll-let-you-know-when-we-can-use-you' policy. Sometimes it's months and months before a project crops up that I can use someone in. If you call a company and ask point blank "can you give me work, yes or no", it forces them to make the decision right there, which is not a good position to put them in. Rather than calling, I recommend re-sending your portfolio link. You want to make yourself recognizable, not make people groan and get a headache whenever your name comes up.

If you do get work from a company, understand that at first they might not give you as many assignments as you'd like. I usually give artists I haven't worked with before just a few, so I can feel out how we work together, how their style meshes with FFG's expectations, and how reliable they are.

Which brings me to two really big points that a lot of new freelancers miscalculate on:

-Don't bite off more than you can chew! The art director will most likely ask you how many illustrations you can do in a given time, and the temptation is to say "... hmmm ... they're paying me this much per illustration ... and I like the sound of (insert sizable sum of money) ... so I will ask for lots and lots of cards!" No no no no no. Bad. Because what happens when they GIVE you that many cards and you realize two weeks later that you can't handle that many? Freelancing is a lot about building your reputation; don't bite off more than you can chew. Know thyself, and if you don't know thyself yet, be conservative on how much work you can take on.

-And the number one rule of any freelance work anywhere: Never miss a deadline. Three page emails about how your grandma died again and your right hand got cut off and it's taken this long to get it reattached can not be exchanged for lost reputation. Never miss a deadline.

-Remember, it's the reliable artists that get repeat work! Get your stuff in early and consistently to make an impression!

And that is where I shall stop writing ... if you've gotten this far, I heartily commend you!

Warm wishes, gentle reader.

(And thank you to the artist who sent me that email!)

3/22/07 - Jaffer
Back in school I was at best a sporadic homeworker. Forgive me, O Teachers of the World, I know you do your best, but for most of those years, it was extremely difficult to get excited enough and motivated enough to want to slog through text books and fill out worksheets, let alone write essays or give presentations.

If any of you have ever read Lies My Teacher Told Me, by James Loewen, you would easily get a sense of why it's so hard to motivate at that level of education. So much of the material was pre-packaged, meant to indoctrinate, more than educate, and dull, dull, dull. I was lucky enough to go onto college, despite my previous performance, and - get this - I went into the major that in high school is considered to be the most boring. I majored in History, Philosophy, and Religious Studies and the reason why I was excited to sit down to my homework and write those essays and participate in those class discussions was because the material in college was entirely different. Gone, the brick-like textbooks! Hello, my new friends, my Penguin Classics! Greetings, my archives of primary sources that shame the final shot of Raiders of the Lost Ark! Sit ye down and yarn, my tapes and tapes of oral histories!

To the ancient Greeks, History was considered one of the arts (its muse, Clio) and Philosophy was the Love of Knowledge, and for the first time, in college, I understood how they could feel that way.

But why am I going on about my education? I suppose because learning stuff is heavily on my mind right now. I'm finishing up my third week here at Fantasy Flight and there's still so much to learn. While Bryan's away at Games Expo (in Vegas, no less), I've had to learn some of what goes on at the other desk. I've stood behind Eric's chair as he deals with the Byzantine intricacies of international orders.

And that's all cool – it's cool to work for so cozy a company that we're not so compartmentalized that we can't all learn from each other and work together, literally (as opposed to just in the Mission Statements, like in some companies).

But what's really excellent is the fact that, as a Sales person, I have to learn our line of games. It's more, too, than just learning their dimensions and prices. Oh yes, I must, I simply must, play them. I came into this job knowing (and loving) a few FFG games like Blue Moon City and Citadels, but on my first day Bryan tells me that I have to learn the widescreen games: Tide of Iron, World of Warcraft, Twilight Imperium, Descent. It's a tragedy that we're temporarily out of stock on two of them and haven't gotten TOI in yet, but I am no less excited to play Descent: Journeys in the Dark. I've got both expansions now and I'm hot to work my way through some of the fan-created scenarios right here on the FFG website. This is not homework that I shrink from, that I'll make excuses about, that my dog will eat. No, Teacher, bring it on, pile it higher, and can I have a few more extra-credit assignments for the weekend?

3/13/07 - Dan
Some of you might have noticed that the front page has been undergoing a gradual evolution of its look. Most noticeably, our Header graphic has changed, with new graphic design (nice work, Ryann) and some lovely and representative art from a variety of our games.

I've seen at least one thread on our message boards wondering who or what was up there, so let's break it down for you. Starting from the left ...

Sunulael is called the Priest of Shadow. He is one of the Night Kings from our Midnight setting, a faithful (and undead) servant of the dark god Izrador. This version of his art is from Runebound: Midnight. As well as representing Midnight, which is an important setting for all of us here at FFG, Sunulael is also doing some more basic double-duty as representing the Horror genre.

The Descent Dragon is fresh off the cover of Descent: Journeys in the Dark. What kind of fantasy game company would we be if we didn't have a dragon somewhere on our front page? I mean, really. The name "Fantasy Flight" more or less dictates this choice. The dragon is as iconic a figure as you can get, and makes it clear - we do fantasy and we do giant monsters.

Kilik represents The Mentak Coalition from Twilight Imperium Third Edition. We don't know much about Kilik, but we can assume, since she is a Leader in TI3, that she is part of the Table of Captains and therefore one of the highest ranking (and most dangerous) individuals in the entire Coalition. Of course, Kilik represents both the Twilight Imperium universe and science-fiction in general. She also looks very, very cool.

Last, but not least, is Brandon Lightstone of Northshire Abbey in Azeroth. He hails from World of Warcraft: the Board Game and represents heroes and heroism everywhere. The heroic knight (or paladin, or barbarian, or other warrior) is as much a staple of the fantasy genre as the dragon, so of course it had to represented here. (As an aside, I'm pretty happy with the brief introductory blurb on Brandon's website.)

Oh! And our logo's kinda blue now. I don't know about you, but I like it.

3/12/07 -Bryan
So I've been thinking about a quote from Reiner Knizia I read on Boardgamegeek.com a while back. It went something like this: The goal is to win, but it is the goal that is important - not the winning. I found this to be a profound statement about games and sportsmanship. When I think back on some of my most memorable games, it seems like games are at their best when everyone is following this quote, even if they don't know that they are doing it.

Strategy games are at their best when everybody is taking the game seriously. If even one player is not taking a game seriously, it can make it easy for a serious player to take advantage of them. If I say "it's just a game" and recklessly charge out with my entire fleet in Twilight Imperium, it will be easy for my neighbor to take most of my systems with little to no resistance giving them an easy victory.

On the other hand, if you take the game too seriously, that won't make the game better either. If the Stark player you thought was going to support you instead raids you at a critical time in A Game of Thrones, you shouldn't take it personally - they were just focusing on the goal of winning. There is a balance that must be struck between these two extremes.

Always trying to win also means that even when you're sure you're going to lose, you still try to win. When you give up, several negative things can happen. Games are less fun when somebody is having a bad time. Also, if you don't try to win when you're behind, you'll never be able to get the glorious come-from-behind victory that will be talked about every time you play the game again.

Knizia's quote helps shed some light on why two-player games are often thought to be the pinnacle of strategy games. It is much easier to find one committed opponent for Chess, Go, or a CCG, than it is to find four other committed players for a game of Warrior Knights. But I think it's worth it to find the extra players.

Remember to focus on the goal, but remember what the goal is.

3/09/07 - Bexley
I think that out of all of the current employees here at Fantasy Flight (and certainly out of the recent hires) I have possibly the strangest route to a position on the staff.

I got into a car accident.

No, seriously. That's it.

Okay, well, there's a little more to it than that.

I did get into a car accident, and that did result in my employment here at Fantasy Flight. The "more to it" component was that I had been employed next door at Landroval Studios last summer as a carpenter (and, by the end of filming, the lead carpenter) on Midnight Chronicles. After the shoot, I built a few things for FFG's GenCon booth before returning to my job as a medical courier, so my construction skills were already known by the staff here. As far as how the accident led to my employment, it happened when Thaadd and Jeremy (already long time friends of mine, going back well before the film shoot) were discussing my recent accident with some of my former Landroval coworkers here in the office. Since my vehicle was my livelihood, I was effectively unemployed after the accident. Chris happened by, and upon hearing I was looking for work, told Jeremy there might be a place for me here. Jeremy had already previously contacted me about some odds-and-ends work on various upcoming projects, and FFG was going to be hiring a development assistant to help the game designers with prototyping and playtesting. Since I was already well suited to that position, and the odds-and-ends projects would easily fit into the development assistant's duties, I was offered a job, which I eagerly accepted.

So, while a car accident was in fact responsible for my employment here, I wouldn't recommend that course of action as a means of seeking employment at Fantasy Flight Games. I don't want to be held accountable for a string of gamer-related vehicle wrecks in the Roseville area, or the sudden appearance of driving records as resumé filler.

3/08/07 - Eric Knight
A few random geeky things that vaguely relate to working at a game company.

1) I love the fact that because of the setting and the common interest, there tends to be a lot of game playing. Some might think that this would not be the case - you work with games, why would you play them in your spare time? Of course, the opposite is true because most of us don't spend all day playing games as our job, so there's no issue of getting tired of it because of the job. Also, there's a reason most of us got jobs here in the first place... we like games. There is almost always a good game or two running at lunch time.

I've been a gamer since I was a kid, but being here has really rekindled and reinforced that interest of late.

2) The common geeky interests spill over to other areas, so people chat about TV, movies, comics, music, and it's always fun to trade ideas and suggestions or just dig into a conversation about a shared interest. For instance: many here in the office watch the new BSG. The only negative here is that if you haven't seen an episode yet, you can only do so much to avoid spoilers and I am ultra-paranoid when it comes to avoiding spoilers. This is pertinent right now, as I have heard that something really big happened in this week's BSG and I haven't seen it yet. I could also point out that the fact that "something really big happens" is still a spoiler, which some people don't seem to get. (Sheesh, thanks, Eric. I haven't seen it yet! -ed.)

On a side note: you may also be wondering why I haven't seen this week's episode yet: since the beginning, I've watched the series regularly with a few friends and we liked doing it on Friday nights, but they recently moved the show to Sundays. After a couple of (sub-optimal) Sunday viewings, it was suggested that we could download it from iTunes for a couple of bucks, hitch the computer up to the TV and watch it whenever we wanted, like Friday night. I know that there is an element of spoiler risk in this delay and I consider it to be an accepatable level, provided people aren't intentionally being jerks by divulging spoilers on purpose.

3) General geekiness, in a good way. Geeks are all about quotes and obscure references, which is absolutely relevant here. They don't have to be obscure, sometimes it's merely a question of setting and/or timing. A couple of weeks ago, our water was turned off for a little over half the day. To put it bluntly, this meant the rest rooms were not usable, so people had to leave the office and go to nearby places with facilities. At least once or twice I heard someone refer to this as, "Going on an away mission." Sure, this could happen at other workplaces, but I would argue I was much more likely to hear something like that here. (More to the point, I think: here, people laugh WITH you for saying it, not AT you - ed.)

03/07/07 – Jaffer
Hello All! I am Jaffer, Fantasy Flight's new Sales Assistant. That means that if you placed an order at our web store or through Amazon dot com, I shepherded it from inbox to shipment, all from the safety and comfort of my new desk. I started on Monday and I am only just now adorning my little corner of the Fantasy Flight world with posters and other such objects of beauty, such as the photo of my lovely wife, Amanda. Let us not forget my cardboard dice tower, either.

I gotta tell you, I'd been working in retail for nearly a decade and just before I started here I was selling games. Among those I sold, Fantasy Flight games tended to top out on my list. I'm a huge fan of Blue Moon City and Citadels and I can't wait to get into a game of Tide of Iron. This right here, this is a gamer's paradise. I still get to sell games without the agony of mall muzak, and - this is the good part - I get to get into great games right as they're coming up from development to your doorstep. I love games, so I guess what can I say but do what you love and you'll find there's a home for you. Thanks, FFG!

3/06/07 - Jeremy
1) Next time Bryan and I decide that we want to play TIDE OF IRON at the FLGS after work, we should get our food to go. Maybe then we can get more than 2-1/2 turns in before the shop closes.

2) Whoa, this place is getting crowded! "Hi" to all the new folks (Jeff, Bexley, and Jaffer). Of those, only one is in the office they're going to stay in for a while. We're doing a bit of an office expansion here at FFG (it's allowed us to put pencil to graph paper and design our new addition, but as of yet, no plans have an "S" in the middle of the wall, nor any bottomless pits). Yesterday, there were five people in the Developer Office (that normally has three). However, Kevin only comes in on Mondays and Fridays, and James is just visiting this week), so it won't be that way for too long. Around the time we return from GAMA in April, we should have a lot more space to place our PCs.

3/01/07 - Dan, Peter, et al.
For those of you not in the northern United States or Canada, much of this part of the world is currently being abused by a large winter storm system. Apparently, John Grams has had some difficulty in explaining just how much snow we're being hit with here in Minnesota to our international partners, so Peter grabbed his camera to show them.

From left to right: Zoë, Eric, Tod (crouching), Jeremy, John Grams, Thaadd (with snowball), Tony.

Thaad is a strange girl. She likes the snow and the cold.

When I look at this photograph of Michelle, I can't help thinking of Fred Gallagher and his infamous predilection for "sad girls in snow."

The story gets better. Apparently our regular UPS pick-up driver made a special early stop at our warehouse today. He needed to grab some boxes of games (Descent: Journeys in the Dark, anyone?) to weigh his truck down so it would slide around less. Never let it be said that our "widescreen" games aren't good for something!

We'd give you more tales of our adventures in this winter wonderland, but apparently the entire Midwest is shutting down due to snow emergency now and it's time to lock up and flee home to our wives, husbands, children, and cats, as appropriate.

2/26/07 - Gabe
Hi, my name is Gabe and I work as the Production Associate, here at FFG. I communicate with our printers, ready files for our international partners, and make sure the flow around here goes smoothly. I started here in December 2006 as a gaming "virgin". I still love playing video games but this company has showed me how much fun board games, CCG's, and using your imagination, instead of cathode ray tubes, really is.

I also didn't expect to find the most enjoyable job right out of college. I love coming in at ten. I love having my own desk. I love working with graphics (without the help of Freehand 9). I like the people here. This place is awesome!

And I'll have you know: "All FFG employees are nice people and will eventually save the world from our own destruction." (I have NO idea who Gabe is quoting here. Did he lift that out of our business plan? - ed.)

2/23/07 - Jeremy
So Luke and I are heading out on the road in about twenty minutes. We're guests at Gamicon, a gaming convention in Iowa*. If you're there, swing by and say hi! I'm the one with blue hair, Luke's the one running the A Game of Thrones tournaments all weekend.

Anyway, we're taking Luke's car, so on Wednesday, he asked me how much stuff I had to bring along.

"Well," I said, "I have a suitcase, a backpack, and a bunch of games to give away."

"Okay," Luke replied. "I guess I'll have to take the subwoofer out of the trunk."

"You have a subwoofer?!?" I was incredulous. "You're far too nerdy to have a subwoofer in your car!"

"It came with the car!" was his defense. I continued to make fun of him until he stormed out. Uh-oh, now he's mad...

I sat back down at my desk, and glanced up about 30 seconds later to see Luke's car back up right outside my window. Oh, man, what kind of bass-laden gangsta rap or techno music am I about to be subjected to? I thought.

Duuuun...duuuuuuun...duuuuuuuun...DUN_DUUUN!!!

Thus Spoke Zarathustra blared. The drums rumbled.

Maybe he's just nerdy enough.

*Iowa, of course, is a mystical land far across the sea.

2/21/07 - Dan
I have an interesting question for you all. First, some background.

Here at the office we have had since shortly after I was hired a Thursday night roleplaying group. We play primarily good old-fashioned (as in version 3.5) D&D in a homebrew (office-brew?) world with a rotating GM.

Tomorrow, we're beginning our Dragonstar game, while on a break from our "main" campaign.

So, first of all, we're all really excited. Andrew will be the captain of the ship (and we have one of those Battletech dropships to serve as the ship herself on the battle-mat), I believe Ryann is excited to be the pilot, Rich the Navigator, Tony is looking at making a soulmech mechanic (probably to abuse the Jury-Rig rules on himself), and things are shaping up great.

As the game master I have been sketching out some setting details, NPCs, and getting an idea of where the plot might go. In the process, I sketched this:

Morning-after edit: as you can clearly see, FFG does not pay me to draw things, so please don't construe this sketch as meaning anything at all about FFG's art or graphic design!

This is the Worldship Haven, population ten million souls, destination unknown, moving through space at sub-light speeds. No starcaster ever made could move that much mass, but since Haven is technically a ship and not a space station and it is not within the borders of any solar system (although it is currently pretty close to a pretty big one), it is in a grey area of Imperial law. Naturally, smugglers and free traders love grey areas, so it's a perfect staging ground for our campaign (because, come on, in the wake of Firefly, Cowboy Bebop, and other awesome source material, of COURSE we're going to be playing smugglers and free traders!).

The question is: does this count as official Dragonstar content?

2/16/07 - Thaadd
Hey all.

Just a quick little Friday rant. Today starts the local 'Twin Cities' gaming convention Con of the North, which Fantasy Flight runs a Demo room at. I actually woke up early today, with that sort of panicked 'Oh, I hope I did not oversleep so much to do today!' sort of feeling. (I did not, it was actually 45minutes before the alarm!) I've been working at (prior to working at Fantasy Flight) local conventions for about 10 years now, but I always get an excited Christmas Morning sort of feeling at the start of them. I'll be dead tired by Sunday, and heartily sick of junk food and soda, but looking forward is always fun.

I'm heading over with some others early in the afternoon to set up our room, and I get to go dig out the Demo copies of a bunch of our games today. We're running some new games (Hint – 1 involves little army trucks!) and older favorites. I hope to actually sit in on a few demos for games that I have not played – with so many titles, I'm actually supporting games as Customer Service I have not had a chance to play. A fair portion of FFG staff spend our lunches playing games, but no matter how diligent on getting the next person to take their turn, you can't squeeze the 'A Game of Thrones' boardgame into a lunch break.

On the off chance you diligent FFG Rant reader types have not gone to a gaming convention (or a generally geeky convention with games!) before, you should really give it a try. Even if you have a regular group of people you play with, there is a lot of fun to be had gaming with strangers. Are you the type that tends to wipe the board with your friends? The strangers will not know your strategies. Are you sick of playing with the tank who always wins, no matter what the game? You might find a better match for playing style. And of course, there is the appeal of trying new games without having to gamble the cash on them – although this does not really work for me, as I'm a big sucker for dealers' rooms.

In any case, hope you have as much fun this weekend as I intend to!

2/15/07 - Kevin C.
Greetings!

I just started work here at Fantasy Flight, occupying the vacant desk of a successful graphic designer. I took a stab in the dark to get here; honestly. Fortunately for me it worked out, and two mere days into the job process I have already had the privilege of working on a few A Game of Thrones graphical art projects; of which I am a huge fan. I was able to hear George R.R. Martin's voice over the phone for a blip in the office across the hall, and I was allowed a sneak peek into the Midnight Chronicles movie production. This truly is a gamer's paradise, both from the games we create and the people who work here. I am honored to have earned a position here, and I must say I would have never made it without my adoring wife and her confidence in me or that of my family and friends. I hope to grow with the company and do my best to create the best work possible so that when you pick up a game developed by FFG, you'll be overcome with that "this is a great looking game!" feeling. Here's to dreams, possibilities and adventure.

2/14/07 - Dan
Happy Valentine's Day

Will you be our Valentine?

2/9/07 - Jeremy
Remember when you were a kid and one of your parents went away on a business trip? Sure, you were happy when they came home, but you were always happier when they came back bearing presents.

It's like that around FFG when John Grams gets back from his trips.

John was in Germany last week for the Nuremberg Toy Fair. Before he got back, a giant package addressed to him arrived in our warehouse, all the way from Germany. It took all of our willpower to not open the box before John got back on Wednesday.

There were a great many cool things in the box, some of which I can't tell you about yet (they'll be worth the wait, I promise). However, there were three small blue boxes that I was more excited about than all the rest:

That's right, I finally got to check out the new Wings of War miniatures!

There are four different planes, and each plane has three different paint schemes. Each comes with a base (with the firing arc and all the damage & maneuverability information normally found on the plane cards), four clear plastic pegs (to show differing altitudes), and a maneuver deck for that plane!

We're starting with these, but there are more on the way this fall.

They'll be available at your friendly local game shop in April!

1/30/07 - Dan
I had the good fortune to sit in on a Starcraft: the Board Game playtest yesterday, and while I can't get into specifics, I can say the following.

  • Build lots of workers early on (this will be familiar to fans of the computer game).
  • Don't leave your home base undefended (ditto).
  • The Zerg Rush is to be feared (ditto).
  • Even odds against the Protoss aren't (ditto).

Oh, and one more thing: I'm about ready to drop the hammer and dispense some indiscriminate justice!

1/18/07 - Tod
Hey kids! I hope everyone's New Year is off to a good start.

Here's a list of a few things I'm looking forward to in 2007:

New Games –

  • Arkham Horror: The King In Yellow
  • Anima: Beyond Fantasy RPG
  • Grimm RPG
  • Mutant Chronicles CMG
  • A very cool new top secret game that will be announced very soon!
(I wonder WHICH very cool new top secret game Tod is referring to? -ed.)

New Movies –

  • Midnight Chronicles (this Summer!)
  • Pan's Labyrinth
  • Frank Miller's 300
  • Spider Man 3
  • Pathfinder

New TV –

  • More new episodes of Battlestar Galactica

New Music –

  • Skinny Puppy
  • VNV Nation
  • Assemblage 23

All this and more including my 10 year anniversary working for Fantasy Flight! –crazy, huh?

1/17/07 - Bryan

Just remember that these things are called rants for a reason.

Lately, while either talking to people about games, or reading reviews of games, I have noticed a few things that just don't sit right with me. I hope that the next time you're talking about games or writing a review you will keep my frustrations in mind:

"Not Bad"

Often when someone is describing a game that they don't really like, but they don't want to sound negative, they will describe the game as "not bad". There are a lot of things in life that are "not bad". Stubbing your toe, hitting a red light, waiting in line are all usually not bad. That doesn't mean I want any of those things to happen to me, and it also means I probably don't want to play a game about as much fun as stubbing your toe. If you don't like a game, say so and maybe even try to have a reason why.

"Depends on the players"

Another thing I seem to hear a lot when people describe games is "This is a really fun game, with the right group of people". There's only one game I know of that doesn't really depend on the players and that's Solitaire. Saying a game is fun with the right group of people doesn't really tell me anything about the game, it just tells me you've played this with a group of people that turned a game you may not have liked into a pretty good time.

"It's not like Settlers"

Just because a game has resource cards or hexagon tiles doesn't mean it's just like Settlers of Catan. Just because a movie has Elijah Wood in it, that doesn't mean it's just like The Lord of the Rings. Usually, people who describe games like this either haven't play enough Euro-games, or the game is actually about gathering and trading resources.

"Fun for Kids"

When you're done with a game and someone remarks that the game would "probably be fun for kids", they usually mean that the game was too simple for them, or that their four year old would really like that "Bob the Builder" theme. Again, if you don't like the game, just say so. Don't pawn if off on your unsuspecting children.

Thank you for indulging me, and allowing me to vent my frustration. As a reward for getting through all my pretentious ranting I present my review for the classic card game Go Fish.

In "Go Fish" players are trying to complete sets of cards by trading, much like the popular game "Settlers of Catan" but with the added twist of drawing from the deck when one of the other players does not have the desired card. Players may only lay down a full set of four matching cards and the game ends when one player has emptied their hand. Go Fish is not a bad game, and can actually be fun with the right group of people or with children.

1/15/07- Scott
Well, True Believers, it is truly a sad day in the game graphics world, yes the rumors are true I am leaving Fantasy Flight Games. But fear not, my gorgeous graphics will be gracing the toy aisles of Targets and Wal-Marts of the world. That is correct I have been offered the opportunity to be the art director for a toy company that goes by the name of Blip. A medium toy company that does a lot of private label toys for the two big box stores I mentioned above.

I must say that it has been a great ride and I will miss the rock and roll life style of the game industry; there is no industry with such great fans like you. Thanks for buying our games and all the great praise you have given; it makes it a joy to work here.

Well I suppose this is where is should say something profound and poetic. Yeah . . . um . . . Ok . . . well here it goes.

Keep your feet on the ground and keep reaching for the stars.

So long and thanks for all the fish.

Scott Nicely
Graphic Artist
January 2003 - January 2007

1/04/07 - Eric
Hey folks, Eric the international sales guy here. I know this is only vaguely work related (as in, not really) but it's fun. There are two Johns working here at FFG, game designer John and sales/marketing manager John. I will be discussing the latter.

John and I have been friends since elementary school, almost thirty years. Crazy, huh? A few weeks back when I went out to lunch with a few coworkers, this topic of how long we've known each other came up. I believe it was Thaadd who asked, "Are there any pictures of the two of you as kids?" I thought there probably would be a picture or two with both of us, but I'd have to wait until visiting my parents over the holidays to try and find them, since my parents no longer live here in Minnesota. Last week I spent hours digging through a couple large boxes of pictures. I was pretty sure my best bet was to try and find pictures from one of my birthday parties that John might have attended.

Before that, however, for context... this is me a few weeks ago at the FFG Holiday party:

John at the White Wolf party during Gencon, back in August:

And here is a picture of John and I at my 12th birthday party in November of 1979, in the middle of playing some sort of party game:


Their moms are so proud of them... -ed.