April 4th, 2004


(no subject)

Absurd Notions 4/3

The last panel brings up an interesting theory of how sci-fi gaming should work. But again, this is the kind of theory that can only work with the cooperation of the players, and good communication on the GM's part...


Last night I got really depressed about things, looking at work from the worst possible angle ("How can people be impressed that I'm going above and beyond the call of duty to solve my own bugs?") but I realize that the real problem is that projects have been handed to me with insufficient time to actually design anything, so I wrote what I was told without thinking about the consequences. In other words, Not My Fault. This is what happens when you give someone a project without actually telling them the context of the process it's used for.
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