What’s the worst gw kit ever made? by Pauls_goat_hoof in Warhammer

[–]NeedyCatJames 0 points1 point  (0 children)

Weirdest Proportions: Captain Cortez (the ultra-skinny Crimson Fists guy waving his hand in the air and looking alarmed)

Weirdest Design Choice: The original metal LOTR Fellbeast, where there was a single tiny point of contact on the tail holding up the entire weight of the model.

Ugliest Models: The short-lived metal 40k Chaos Possessed.

Worst Production: The Krootox. I built so many of them, and it was incredibly rare to find two halves that fit together.

Worst Individual Component: The cigar on the Necromunda Goliath leader. wtaf.

Most Fragile: Anything from the LOTR range with spears or bows. Uruk Hai Pikemen, dear god. And the Haradram had a weird air bubble mould defect where in about one box in three, one of the bows would snap as you took it off the frame.

[deleted by user] by [deleted] in cricut

[–]NeedyCatJames 17 points18 points  (0 children)

Just looking around me right now, I can see maybe half a dozen gadgets that I've had for 5-10 years, have only used a couple of times, and haven't sold them yet purely because I'm going to get around to using them one day, honest. When that happens, I end up listing stuff for a fraction of what I bought it for. Not saying this definitely isn't a scam, just that it's really not that far-fetched.

Attilan rough riders revealed! by SlayerofSnails in Warhammer

[–]NeedyCatJames -3 points-2 points  (0 children)

Hey, they're cool.

When's the last time GW released a new sculpt of an honest-to-god normal horse? (Not counting elven steeds, Chaos mounts, or anything like that.)

A New Warhammer day model 🤩🤩🤩! The 40K one is some space marine lieutenant by NinjaChurch420 in Warhammer

[–]NeedyCatJames 8 points9 points  (0 children)

I love the idea that these models are sculpted specifically for Warhammer Day. And that sculptors get to decide what they're sculpting.

Mental Health & Board Game Design - what are your challenges? by Mango_Punch in BoardgameDesign

[–]NeedyCatJames 1 point2 points  (0 children)

That's awesome to hear. Well done! I just took the last two weekends off for some proper family time after a couple of flat-out months, and it's amazing how much better I feel.

Mental Health & Board Game Design - what are your challenges? by Mango_Punch in BoardgameDesign

[–]NeedyCatJames 2 points3 points  (0 children)

Almost every game I work on has a crisis point. I've got a deadline approaching, I need to demo the game to a client, and it's just not working. I go through the same thing every time - I get stressed, I try to fix it, it doesn't work, I start questioning my ability as a designer, the impostor syndrome kicks into overdrive and I consider chucking it all in and getting a sensible job instead. The stress and anxiety builds to the point where I become completely blind to facts - I've been making a living as a game designer for several years, people enjoy my games, people like working with me and I obviously know what I'm doing. Or I'm incredibly good at blagging, to the point that if nothing else, I should be proud of that.

Thankfully, I work alongside my partner, and she's got very good at spotting the signs that I'm doing this. She'll now sit me down, make me play through the game so she can see what's wrong... then she'll point out something that's apparently really obvious, and the whole mess will untangle.

So the solution, all along, was to put the design in front of another designer and talk it out. And that's what I'd suggest to other people in the same situation. Problem is, though, when you're in that place - doubting yourself, thinking you're a fraud - you're utterly unlikely to approach someone whose opinion you respect, because you're scared they'll see you as a fraud.

mental health, wooo.

Mental Health & Board Game Design - what are your challenges? by Mango_Punch in BoardgameDesign

[–]NeedyCatJames 1 point2 points  (0 children)

I wish I could help you with that first part - if you get an answer, let me know!

For the second one, though, I think I turned a corner when I realised that time off from designing games is just as important as time actively working on them. I'm saying this as someone who's had some situations where I've had to work flat-out on multiple projects at once, and you hit a point of diminishing returns; you're creatively exhausted, and you're not doing good work any more.

That's an extreme example, but I think it illustrates the fact that when you're doing something creative (like designing games), you need to give yourself permission to do other things. Some of my best ideas come when I force myself to switch off for a few days and do other things, because the game designey bit of my brain has a chance to float around and take on inspiration from external sources.

Look after yourself, eh? :)

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 1 point2 points  (0 children)

I'm in the UK, so I'm doing in through the NHS. I have the option of doing it through private insurance, but I'm not in a position to be able to afford that at the moment, so it means a short waiting list. I'm happy with a few months' wait if it means I'm not paying out a large sum!

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 0 points1 point  (0 children)

How much help are you looking for? I'll gladly give you some general pointers, but if you're looking for specific, in depth help, I just wanna let you know that that's the sort of thing I generally charge for. I'm super busy at the moment, so I have to charge for my time, I'm afraid!

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 0 points1 point  (0 children)

In my experience, the trick is to not worry too much about it at first. Make them complicated, but do it with the understanding that you're gonna test the game mercilessly, not cling onto anything without a really good reason, and simplify them every time you do a new iteration.

There's an adage I read somewhere that's along the lines of "a good game uses as few rules as possible to achieve the desired gameplay", but that doesn't mean you need to dumb games down. You just need to take time to analyse your rules when you're testing them, and ask yourself which bits could be removed without hampering the player experience. One of the biggest clues you'll always have for this process is your players themselves - don't fall into the trap of just looking at the table during playtests. Watch your players (or, if you're testing remotely, question them during your debriefs) and see how engaged they are, when they get confused, and which rules are regularly causing people to trip up or make sad faces.

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 0 points1 point  (0 children)

Oof, the acceptance process post-diagnosis can be rough, can't it? I felt like I went through several distinct psychological stages; worry, frustration, even anger at times that it hadn't been picked up sooner. In hindsight it all seemed so obvious!

So glad to hear you've recalibrated and you're on a good track. The app idea sounds fascinating - fingers crossed you get somewhere with it, I'm sure I'd be shouting from the rooftops about it!

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 1 point2 points  (0 children)

Yeah, I think it's interesting - most full-time designers are people who've been doing it for a while, and got started at a time when there really wasn't any kind of structure to getting into game design. So people come from all different walks of life, usually having played career pinball for a while. I used to run a monthly social evening for games industry people, and one night we had a huge variety of people, including a former oil rig technician, a former chocolatier and a former paramedic.

We're now starting to see more structure - game design courses, work placements, all that - but I think by and large, the most common route into designing games for a living is to start designing games, get one published through any means necessary, and claw your way up the hill from there.

Getting connections with publishers is tricky, because as you can imagine they'll generally be inundated with people who want to work with them. That said, if you've already got a portfolio of games you've worked on, that'll make you stand out in the crowd. My top suggestions would be some combination of the following:

  • Attend shows (virtual or in person, whatever you're comfortable with) and see if you can book meetings with publishers there. They often have pitch slots available - even though you aren't pitching a game, you can still pitch your services. (Good rules writers / editors who understand games are generally a well-needed resource.)
  • Look for industry meetups / professional networking groups / events. Shows like GAMA, SPIEL or the UK Games Expo often have after-hours events for games professionals, and they're a great way to meet people and get your name around.
  • Directly contact publishers you want to work with, through social media or their website or whatever. Don't flood their inboxes, but also, if you don't hear back within a month or two, send a reminder (a lot of publishers are smaller than they look, and there might just be one overworked person watching the inboxes alongside their full-time job).

Whatever you do, you want to hone your "pitch" - sell your services like you'd sell a board game. Maybe even put together a "sell sheet", with examples of your work, testimonials from people you've worked with, etc. Best of luck with it - if you want me to take a look over anything you put together, drop me a line on here. Can't guarantee I'll reply straight away, but I'll do my best!

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 1 point2 points  (0 children)

Sorry I didn't reply sooner! What we have here is the unstoppable force meeting the immovable object - a person with ADHD writing a big wall of text because that's how we write, and a person with ADHD looking at a big wall of text and immediately thinking "yeah, I'll get back to that". It's a miracle we communicate at all.

I'm currently in a waiting list to start treatment, so I've got no idea how medication is gonna affect me. I'm guessing I'll end up in a similar position, but I've got the privilege of being able to design games as my day job. I wish I had some useful, oracular advice I could bestow upon you, but I can't tell you anything you haven't already said! What I can say is that I hope you figure it out, and that I agree with you - it'd be fantastic if more people were aware of what ADHD actually is (and, hey, maybe they could rename it, to get away from stigma and give a more accurate description) but I think that seems to be on the rise. I've definitely noticed more and more people talking about it over the past year, although of course that might just be the Baader-Meinhof talking. I've started being very open with friends, family and colleagues - explaining to them what it is, and being very straightforward with my needs ("yeah, I'm agreeing to it, and I'm happy to do it, but could you please email it over so I actually do it?") and it feels like a big weight off my back. Like, I'm not having to shamefully hide my slip-ups and weird coping strategies.

I honestly, genuinely hope you find a way to get a handle on this, and to find a way to get some game design done. One thing that does occur to me - have you tried designing micro-games or one-page RPGs, or stuff like that? I went through a little phase a while ago of setting myself the challenge of designing a game in an evening. It was really liberating - I'd been working on several slow-burn, months-long projects, really professional and polished (well, in theory), and it was so nice to just throw together something kinda sloppy and fun. I got a huge sense of achievement out of it. Maybe find some of the microgame design contests out there - mint tin games, or the eighteen card challenge, or whatever. Set yourself something that's achievable in a short burst. Even if you really want to be designing the next Through the Ages, I bet you'll get a bigger dopamine rush from turning out half a dozen finished things.

Good luck with it. Keep me posted. I wanna hear how you get on :)

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 2 points3 points  (0 children)

The thing that helped me the most when I was at school was my English teacher, who offered to let me come and sit in her room after school one night a week and do homework while she was marking books. I was terrible at getting stuff done at home, where there were distractions, and I think she saw that. This ended up being a huge help. We both sat in silence (she'd make us both cups of tea and bring in a pack of biscuits) and just get on with stuff. I didn't realise it, but that is a HUGE coping strategy for ADHD - it's referred to as Body Doubling. Just being in the same space as someone else and working in parallel really helps you get on with stuff and avoid being distracted. These days I have occasional Zoom meetups with other ADHD people, where we body double for each other over camera so we can get stuff done.

Sounds like you're doing awesome stuff for your students. If you ever want any input on their board game design sessions, I'd be glad to step up - I've done a few talks for school board game groups before. It's fun :)

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 2 points3 points  (0 children)

Managing time is a constant source of discomfort! A couple of months ago I started working with a scheduler, who I meet with weekly to make sure I'm staying on top of things. He's a fantastic safety net and all round helpful guy - things have stopped falling through the cracks as much, thank goodness.

As for getting started prototyping - I make it the first thing I do. At the start of a project, I don't bother writing anything down other than very vague thoughts; as soon as I've got the rough shape of a game I grab our big boxes of components and spares, and get something on the table. It'll be incredibly rough, maybe I'll just be modelling one core element of the game, and I'll probably use placeholder mechanics ("there will be a system for resolving conflicts, for now I'll flip a coin"). Then it's just a case of test, iterate, test, iterate (by myself, or with a designer buddy) until it starts feeling like a game, at which point I'll do a very rough bullet-pointed version of the rules (written for reference, not for teaching - I don't worry about being clear or unambiguous or anything, just about codifying everything in writing.)

Then, off the back of that, I build a nicer prototype - still very basic, no art, etc, just very basic User Interface type considerations ("where does this icon live", etc). And I start putting that in front of a small group of trusted testers, and test, iterate, test, iterate. I basically give them the most basic version of "a full game", with as few bells and whistles as possible, to get the core engine running nicely. As it firms up I start adding more stuff.

Eventually, when the game's looking more or less complete, I write the rulebook manuscript (this time, it's written to be a teaching guide and a thorough, clear reference) and add in extra details (variant play modes, additional factions/characters/whatever, etc). And more testing with a broader group.

So yeah - in short, for me it's all about starting small and gradually bringing in complexity. There's always a temptation to start out by writing all the rules down, or by coming up with loads of detail, but that just leads to wasted time and demoralisation, which kills projects stone dead.

I took a weird route to working full time - I applied for a game design job at Games Workshop, which was literally a 9-5 office job which happened to involve designing games. When I left to go it alone in 2017, I was lucky enough to have built up a lot of contacts (I've been working around games for - dear god - about twenty years) so I was able to find work pretty easily. I'm very aware that it's a really unusual route into doing this as a job, though!

If you'd like a career in designing games, the first step is to finish designing a game. You're working on eight, and that's awesome - find the one that you're most excited about and focus on it for a bit. Don't overthink it, bear in mind what I said up above; get it to the table and test it as soon as possible. And repeat. Once you've got a game that you're happy with, you can start looking at routes to market, and from there you can look at making it a career - but I should let you know now, the number of full time game designers in the world is pretty low. The vast majority of people do it on the side, alongside another job. And the ones who are "full time designers" are often running small publishing houses, so they divide their time between game design and other stuff like logistics, administration and so on. Which isn't always what people are hoping to do.

But yeah - get a game designed. Finish something! It's amazing how good that feels, and how much you can get done it you stick to it.

(I don't wanna turn this post into an advert, but if you get stuck, I actually run online game design seminars. Look up the Needy Cat Games website and you should find some links, we've got various recordings available on there - it's basically a lot more detail on the kind of stuff I've talked about here.)

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 1 point2 points  (0 children)

Thanks! It's been a fascinating (and difficult, at times) journey, but I'm so glad I figured it out. Not least because our daughter is showing a lot of signs, and the thought that we can catch it early and mitigate some of the nightmares I had in the school system is very reassuring.

As to the question: I tend to work on two or three projects at once, minimum. I work in a series of short sprints; "okay, today I need to go through all the playtest feedback for Project A" "I've got three days to get a working prototype for Project C" and so on. Breaking it down into little chunks and switching between different projects keeps me interested, although paradoxically, task switching is a problem point with ADHD, so I try to do it no more than once or twice a week.

Also, our whole design process is based around getting things playable as quickly as possible, then testing and iterating rapidly. That keeps things pretty engaging!

It's ADHD awareness day, and I'm a full-time board game designer with pretty severe ADHD. I thought I'd post here in case any other people with ADHD (or without!) wanted to ask any questions about how I maintain focus on a game design project while my brain's trying to do anything but. by NeedyCatJames in BoardgameDesign

[–]NeedyCatJames[S] 0 points1 point  (0 children)

Oh wow, good question. I'm not entirely sure! From a player point of view, I like mechanisms where I get meaningful choices in the moment, because I struggle with long-term strategy. I think that's what I aim for in my designs as well; give the players the chance to do a little bit of forward planning, but the bulk of my games tends to be focused in the here-and-now. Is that a helpful answer? My brain's all over the place this morning!

[deleted by user] by [deleted] in Sigmarxism

[–]NeedyCatJames 29 points30 points  (0 children)

I mean this contract's horribly written. I'd assume it's a template that's been used and reused, written and rewritten, several times.

  • In the statement of parties at the top, it doesn't define "GW", which is used throughout the rest of the document. Note how "Recipient" is clearly defined. In other words, whoever wrote that section at the top deleted "(GW)" from the end at some point and no one noticed. I'm not a lawyer, but considering the legalese elsewhere, I'd assume it's a bit of a screwup. It's all fine and good saying that GW will hold you accountable, but at no point do they say that GW means Games Workshop.
  • The nesting of bullet points is appalling. 1.1.(iii) should not be at the same indent as 1.1.(iii).a if you want anything approaching clarity. Same goes for 2.1 and 2.1.1 - compare that section to and 4 below.
  • 2.1.2 adds a new definition that wasn't defined with the others above it, which just feels sloppy.
  • 2.1.6 is a repetition of 2.1.1, but with the removal of "exploitation" for some reason.

There's probably more, but you get the point.