User talk:Cunard

Good articles:
 * Middlesex (novel)
 * Have a nice day
 * Shiloh (Naylor novel)
 * Winmark

• Anne Aghion

• In Rwanda

• Gacaca

• Se le movió el piso

• Wasilla High School

• Mat-Su School District

• Miranda Uhl

• Roman Kopin

• Jock Wilson (British Army soldier)

• Abigail Child

• Blackjack Pizza

• Worldwide Food Expo

• America's Incredible Pizza Company

• Julia's House

• Wallace Roberts & Todd

• Milleens

• Shadle Park High School

• Eng-Tips Forums

• Joan Snyder

• Arc of San Francisco

• BookRags

• Chi Alpha Delta

• LabVantage Solutions

• Lazy Dog Cafe

• Green Fields (film)

• Purple Songs Can Fly Project

• John Heald

• SearchMe

• Little Red Wagon Foundation

• Zach Bonner

• Beth Catlin

• Who the Hell is Juliette?

• Hungry: A Mother and Daughter Fight Anorexia

• Possibility Playground

• Death Risk Rankings

• Automatic Complaint-Letter Generator

• Starfall (website)

• Lucia Newman

• I Wear Your Shirt

• National Survivors of Suicide Day

• Merrilands College

• Dorothy Geeben

• Heart-kun

• World Chocolate Wonderland

• Herculine Barbin

• Have a nice day

• LucyPhone

• Michel Maxwell Philip

• Yahoo! Kids

• Bang for the buck

• Harry Neal Baum

• WePay

• Eric Doeringer

• Santa's Village (Jefferson, New Hampshire)

• Maud Gage Baum

• Indigenous Tweets

• Rocky Mountain Bank v. Google Inc.

• George M. Hill Company

• To Whom It May Concern: Ka Shen's Journey

• Jaya Ho

• Opium Nation

• Jeff Civillico

• Ticketmaster v. Tickets.com

• Little Red Wagon

• Steve Hindi

• NewsDiffs

• Technology Education and Literacy in Schools

• Greenhouse Software

• One Voice Children's Choir

• Masa Fukuda

• Meridian School (Utah)

• Merrill Edge

• Sarah Charles Lewis

• Winmark

• Coding House

• South Shore Furniture

• BambooHR

• Working with Lemons

• Monster in the Mirror

• Managing by wire

• Ronald Read (philanthropist)

• Shia Wong Hip

• Pomato (company)

• Manner (company)

• Sunny Lam

• Mat and Savanna Shaw

• Crowd Cow

• AJ Rafael

• FHProductionHK

• Bob's Your Uncle (YouTuber)

• Terence Lam

• Buddha-like mindset

• Ghib Ojisan

• Battlefield Vegas

• Mama Cheung

• Marsh Family

• Dianxi Xiaoge

• Chinese dama

• Matthew Tye

• Mario Salcedo

• Lee Wachtstetter

• Beatrice Muller

• Clara MacBeth

• Fortress of the Bear

• 1Point3Acres

• Zenni Optical

• Trial & Error (company)

• Mira (YouTuber)

• Made With Lau

• Martin (YouTuber)

• Emi Wong

• Tournament of Kings

• Hyprov

• Siam Niramit

• Calypso Cabaret

• Takabb Anti-Cough Pill

• DeeDo

• One Chun

• Bangkok Marriott Hotel The Surawongse

• The Days of '98 Show

• Drew Thomas

• Serene Oasis

• Great Alaskan Lumberjack Show

• The Penguin History of Modern China

• The Chinese in America

• The Strip (book)

Drafts pt 2
OK, thanks for continuing with me on game-related BLP draft articles. :) To begin with, there are about a dozen (and apparently growing) draft articles created by other users, almost all of which were started last year, some of which have been abandoned, that might just need a few more sources to get them ready for article space. Draft:Arnold Hendrick is the oldest of these drafts still left, is not even a BLP (although the death is unsourced so that needs to be fixed), and he has credits on tabeltop board games and role-playing games, as well as video games. His most significant RPG credit was on Swordbearer, while he has several 1970s and 1980s board game and wargame credits to his name: and quite a few video game credits as well:. BOZ (talk) 23:10, 29 January 2024 (UTC)

Hi. Here are some sources about the subject:

 The article notes: "Arnold Hendrick has long been one of the great "lost boys” of gaming. ... And one of the games suggested to me as a good solitaire game was Barbarian Prince designed by Arnold Hendrick. Prince was a solo board game featuring the adventures of Kal Arath as he attempts to regain his throne. ... Arnold Hendrick appeared to land on his feet, though. It was reported he went on to work for Coleco, just as the video game mania was reaching its height. ... Hendrick seemed to have helped supply the indefinable quality of fun and purpose that fills Pirates!. It’s not just a game of battles, plunder, and divvying up the loot."  The article notes: "Arnold Hendrick, der sich mit seinen 42 Jahren in der routinierten Programmiergilde befindet, arbeitet seit sechs Jahren in der amerikanischen Niederlassung von Microprose. Insgesamt verdient er sich seine Brötchen schon über zwanzig Jahre in der Spieleindustrie. Er war mit der Entwicklung von Brettspielen beschäftigt und stieg dann erst in den Computerspielebereich ein. Vor Darklands arbeitete er zusammen mit Sid “Civilization” Meier an den C64-Versionen von Pirates und Red Storm Rising. Unter seinen Fittichen entstanden für den O64 der erste Hubschraubersimulator Gunship und die Flugsimulation F19, die mittlerweile als Klassiker in die Computerspielgeschichte eingegangen sind." From Google Translate: "Arnold Hendrick, who at 42 is a seasoned programmer, has been working at Microprose's American office for six years. Overall, he has been earning his living in the games industry for over twenty years. He was busy developing board games and only then entered the computer games sector. Before Darklands, he worked with Sid “Civilization” Meier on the C64 versions of Pirates and Red Storm Rising. Under his wing, the first helicopter simulator Gunship and the flight simulation F19 were created for the O64, which have now gone down as classics in computer game history."  The article notes: "Arnold Hendrick, the creator of the 1992 Microprose RPG Darklands, has died. ... Hendrick has credits on multiple games from Microprose's heyday, including Gunship, Sid Meier's Pirates!, F19 Stealth Fighter, Silent Service 2, and American Civil War: From Sumter to Appomattox. But Darklands may be his best-known work. ... After leaving Microprose, Hendrick worked at developers including Interactive Magic, Kesmai, Electronic Arts, and Area 52 Games, before becoming a freelance consultant in 2016. He was 69 years old."  The article notes: "Gamasutra has learned that Arnold Hendrick, creator of MicroProse's 1992 RPG Darklands, has passed away at the age of 69."  The book notes: "Arnold Hendrick has been in the gaming business for more than 20 years. He got involved with the electronic gaming industry by working for Coleco. Since the mid-1980s he has been a game designer for MicroProse Software. Some of the projects he worked on include F19, Silent Service 2, and Gunship. Hendrick has been responsible for the cartridge-based games section of MicroProse and is now in the process of reorganizing development away from 16-bit video game systems and toward 32-bit and 64-bit systems."  The book notes on page 56: "A few years later Jeffrey C. Dillow featured obvious Tolkien knockoffs such as the "thrent" and the "balro" in the RPG High Fantasy, and Arnold Hendrick followed suit in the wargame Knights & Magick, which included "entish treemen" and "balrons."" The book notes on page 93: "Not long after Magic Realm, Heritage published a game called Knights & Magick (1980) by Arnold Hendrick, which appeared to connect the narrative lessons learned by hobby board games of the late 1970s with the conventions of miniature wargaming that had given birth to D&D. Knights & Magick consists of three volumes of rules for miniature combat set in a world of high fantasy, but its extensive world-building, story-oriented approach, and numerous possibilities for customization, give the design a very strong role-playing feel." The book notes on pages 103–104: "To return to the '80s, we can see that in this period the trend toward smallscale fantasy wargames that borrowed heavily from RPGs continued. Caverns of Doom is probably one of the most notable examples. Released by Heritage in 1980 and designed by Arnold Hendrick (the author of Knights & Magick) the game depicted parties of fantasy heroes raiding a subterranean system of chambers and hallways to slay monsters and plunder riches, like the dominant taste in RPGs at the time dictated." The book notes on page 104: "Other games came out in the same period that followed the same premises: fantasy setting, RPG feel, limited play area, and a combination of exploration, looting, and combat. Examples include ... Crypt of the Sorcerer (Ral Partha, 1980) by Arnold Hendrick ..." The book notes on page 115: "Two games that came out soon after that were The Voyage of the B.S.M. Pandora by John Butterfield, and Barbarian Prince by Arnold Hendrick (both 1981). These games made a much more integrated use of the interaction between textual paragraphs and board-based actions. The excellent reception they received among hobbyists, in turn, gave impulse to a considerable diffusion of the genre in the years to follow."  The author worked with the subject, so this is not an independent source. The article notes: "Hendrick deftly applied his war and RPG game experience to the burgeoning world of video games. The renowned game designer Sid Meier praised several of his innovations—they worked together at video game developer MicroProse. Meier admired how Hendrick brought his concept of permadeath—when a character dies, they cannot be played anymore—to video gaming; and Hendrick conveyed his knowledge of history to Meier’s game Pirates!—often cited as a groundbreaking open-world game. The two would ultimately go on to collaborate on 15 different games."  The book notes: "Arnold J. Hendrick is the designer of Darklands, a computer role-playing game (CRPG) published by MicroProse in 1992. Hendrick&#039;s game is notable for the depth of historical research that went into its design. The attention to detail is evident not only from the game itself, which not only incorporates the weapons and armour of the region and period (the Holy Roman Empire of the fifteenth century), but also the old German calendar, currency, religious teachings, writings on alchemy; even the music is authentic. The 115-page manual that accompanied the game was also loaded with historical information."</li> <li> The article notes: "In addition to Sid Meier's brilliant designs, MicroProse was the home of a host of other talented designers. Arnold Hendrick, formerly of board game publisher SPI, and Lawrence Schick, formerly of Coleco's electronic game division, collaborated on a Japanese version of Pirates! Mixing tactical battles, role-playing elements, and action sequences, Sword of the Samurai was a great game that never received the acclaim of its predecessor. ... Hendrick parlayed his military history background into the original M1 Tank Platoon. Then, Hendrick created the most detailed role-playing game imaginable. Darklands was one part detailed historical setting (Germany during the 15th century AD) and another part open-ended fantasy. Unfortunately, Darklands arrived over budget, past due, and with hundreds of thousands of lines of discrete code instead of the promised software engine that could craft 15th-century Italy and 15th-century Britain as its heirs apparent. It also arrived with so many bugs that it ran through seven patches before it was playable on the average machine."</li> <li> The author biography says: "Arnold Hendrick spent ten years designing paper wargames, RPGs, and miniatures rules before his 1982 arrival in computer games. Since then, he spent three years in the “cart game” trenches at Coleco, enjoyed MicroProse’s ups and downs for ten years while working on various well-known products, and for the last two years has been involved in building and guiding the design staff of Interactive Magic."</li> <li> The book notes: "Pirates! is another open-world strategy video game by Microprose. The game was created by Sid Meier, who is credited for game code and sound. Graphics were made by Michael Haire, documentation and scenario design by Arnold Hendrick. In the game, the player takes over a ship as captain and has the possibility to become a trader or pirate with different allegiances."</li> <li> The book notes: "Other notable games are ... Darklands (1992 MicroProse) designed by Arnold Hendrick, set in a fantastic fifteenth-century Germany in which all the medieval beliefs about religion and the supernatural are made real ..."</li> <li> The article notes: "Aber erst 1989 gelang Arnold Hendrick bei Microprose mit »Ml Tank Platoon« ein Titel, der taktische Tiefe mit actionreichen Panzergefechten und einer für damalige Verhältnisse hervorragenden Optik verband. ... Mit diesem Programm machte Arnold Hendrick die ernsthafte Panzersimulation salonfähig: Ml Tank Platoon kombinierte ein für seinerzeitige Verhältnisse sehr lebensnahes Verhalten der Tanks mit taktischen Anforderungen an den Spieler. ... Der mittlerweile zu Interactive Magic gewechselte Chefdesigner von »Ml Tank Platoon«, Arnold Hendrick, besann sich dort alter Tugenden und erstellte iMlA2 Abrams. Auch hier kommandierten Sie eine Kompanie Panzerfahrzeuge inklusive Artillerie, Hubschrauber und Flugzeuge. In puncto Simulation und Strategie ist ihm und seinem Team ein ansprechendes Produkt gelungen, die grafische Präsentation ließ aber stark zu wünschen übrig. Trotzdem ein bemerkenswertes Spiel, dem leider kein großer kommerzieller Erfolg beschieden war." From Google Translate: "But it wasn't until 1989 that Arnold Hendrick at Microprose created a title with "Ml Tank Platoon" that combined tactical depth with action-packed tank battles and excellent optics for the time. ... With this program, Arnold Hendrick made serious tank simulation socially acceptable: Ml Tank Platoon combined the behavior of the tanks, which was very realistic for the time, with tactical requirements for the player. ... The chief designer of "Ml Tank Platoon", Arnold Hendrick, who has since moved to Interactive Magic, remembered old virtues and created iMlA2 Abrams. Here too you commanded a company of armored vehicles including artillery, helicopters and aircraft. In terms of simulation and strategy, he and his team created an appealing product, but the graphical presentation left a lot to be desired. Still a remarkable game that unfortunately didn't have much commercial success."</li> <li> The article notes: "Some designers, like Arnold Hendrick, arrived at Microprose via the boardgaming route."</li> <li> The book notes on page 121: "Over the years Jaquays hired many other tabletop game designers to work with him at Coleco, including Lawrence Schick of TSR, freelancer Dennis Sustare, John Butterfield of Victory Games, Arnold Hendrick of Heritage Models, and David Ritchie of TSR. " The book notes on page 309: "Arnold Hendrick was brought on as Publishing Director that same year, to coordinate the company’s non-miniatures production (and to design quite a few games of his own)." The book notes on page 311: "Heritage also published one more full RPG, Swordbearer (1982), by Arnold Hendrick and Dennis Sustare." The book notes on page 312: "Genesis Gaming Products — a division of World Wide Wargames (3W) — picked up the Dwarfstar Games, but their sole production ended up being a “dungeon floor; Arnold Hendrick and David Helber’s The Tavern (1983)."</li>

</ol>Cunard (talk) 10:41, 30 January 2024 (UTC)


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

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

Hi. The sources I found indicate that Javon Frazier does not pass Notability (people) yet as there is mostly interview or other non-independent content:<ol>

<li> The article largely contains interview content. The article notes: "Within a couple of days, the game was ‘fun enough’ at the kitchen table with his wife that McMillen got in touch with Javon Frazier. Frazier had previously contacted the designer to discuss licensing The Binding of Isaac – knowing a thing or two about how to give a community what they want. Two days later he was playing the game at the same kitchen table. “It was fast,” says Frazier, the CEO of Maestro Media and previously of Marvel."</li> <li> The article notes: "Maestro Media revealed this week they will be releasing a new edition of their popular card game The Binding Of Isaac: Four Souls. The plan is for the game to get an expansion which will simply be called Requiem, which will be getting a Kickstarter to help fund the creation of it sometime in June. Maestro's Founder and CEO, Javon Frazier, has been working closely with The Binding Of Isaac creator Edmund McMillen on the launch of this new version as the two had also worked Four Souls and Tapeworm."</li> <li> The article notes: "Lucy Martinez rises from her position as Maestro's Marketing Director to become Vice President of Global Marketing. She had spent almost two years as their Marketing Director before moving up to this new position where she will be working directly with the company's founder Javon Frazier."</li> <li>These sources are interviews or otherwise non-independent and some may be unreliable: 1, 2, 3, and 4.</li>

</ol>Cunard (talk) 09:07, 31 January 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Since arriving on the digital games platform four years ago, Honey Heist hasn’t ambled too far out of the top ten or so, enjoying a stable success few other titles can boast. The extremely popular and extremely silly one-page tabletop role-playing game is the work of designer Grant Howitt. He created it in 2017 as part of his one-game-a-month Patreon promise. ... That stunning, almost overnight success set Howitt on track to become one of the foundational voices in the current generation of tabletop RPG creators." The article notes: "Howitt has been creating games since grade school, cramming downloaded PDFs through a text processor and hacking the nearly inscrutable results with a teenager’s disregard for tact or taste. In college, he fell in with the live action role-play (LARP) crowd and discovered a home both for his comedic sensibilities and his passion for building story structures. It’s also where he met Hamilton and his best friend-turned-business partner, Christopher Taylor. After graduating, Howitt moved to Australia with Hamilton and started a Patreon to compensate his legal inability to work within that country. That’s where he designed his own full-sized tabletop games, such as Goblin Quest, which comprised dozens of pages and weeks of work. The schedule was draining and hobbled his ability to support ongoing projects, such as Unbound, his and Taylor’s first collaborative release."</li> <li> The article notes: "Howitt is primarily an RPG designer, best known for the linked games Spire and Heart, both available from publisher Rowan, Rook, and Decard. His Patreon supports an ongoing project to create 100 single-page RPGs; so far he’s made 83, with titles including ‘Sexy Battle Wizards’, ‘Pride and Extreme Prejudice’, and ‘Jason Statham’s Big Vacation’. Plastic Bastards fits perfectly into the continually growing Inq28 scene of indie wargames and heavy kit bashing."</li> <li> The article notes: "Although it's unlikely that he wrote the first one-page RPG, Grant Howitt usually gets attention as one of the most popular one-page RPG writers. As with so much in the hobby, it started by an accumulation of coincidences. Howitt moved to Australia, and wasn't able to legally work there, so he started a Kickstarter for producing RPGs. He designed larger pieces such as the 132-page Goblin Quest (2015) but found the scheduling too grueling. Howitt's wife, Mary "Maz" Hamilton, then suggested one-page RPGs. Howitt embraced this model starting with Force-Blade Punk (2016), which like many one-pagers was as much of an artistic design as a game. Howitt's most famous design was certainly Honey Heist (2017), a game of animals stuck between criminality and bearness. Multiple Critical Role sessions ensured that the whole world knew about the one-page game. Meanwhile, the idea has continued to explode, with itch.io beginning to run One-Page RPG Jams in 2020."</li> <li> The PhD thesis notes: "As the player base for tabletop games continues to diversify, both patience and interest has diminished for games models that still manifest 1970’s mentalities and/or focus solely on violence. The internet has streamlined access to smaller independent games like Avery Adler’s The Quiet Year, Grant Howitt’s Honey Heist, or Tales from the Loop - games that either minimize or eliminate combat altogether. These games have experienced high levels of commercial and critical success."</li> <li> The article notes: ""Graaarggh!" His arms raise towards me. "Sorry," I reply. I'm not partaking in Grant Howitt and Mary Hamilton's live-action zombie roleplaying game, but new friend is — bandaged face, bloodstained shirt and all. His shuffle is distinctive, even when compared with the rest of the undead at Battersea Art's Centre. "Sorry," I repeat quietly. He shuffles off towards another victim, slightly deflated. February's Bit of Alright conference is indie to its core."</li> <li> The article notes: "“It’s just a pun that got really out of hand,” award-winning game designer Grant Howitt said as he attempted to explain the inspiration behind Eat the Reich. Last year, sometime around Gen Con, as he was on some plane ride or another from Indianapolis to England, probably sleep-deprived, definitely exhausted, he texted a friend. “I was thinking ‘eat the reich,’ sounds like ‘eat the rich’... The impetus was not any deeper than that.”"</li> <li> The article notes: "Before venturing into the world of The Spire we thought it would be a good idea to talk to one of it’s creators. Thankfully he agreed to the conversation! Grant Howitt is the co-creator of Spire, co-owner of Rowan, Rook, and Decard, and the mind behind games such as Goblin Quest, Unbound, One Last Job, and Honey Heist! He’s also got a writing credit in the Paranoia Reboot that we loved so much last year."</li> <li> The article notes: "Kieron Gillen, author of the award-winning The Wicked + The Divine and Phonogram, teamed up with veteran TTRPG designer Grant Howitt, to adapt DIE into an actual tabletop role-playing system."</li> <li> The article notes: "Please note that the following games were created by Grant Howitt. If someone is interested in following up with any of these titles, please check out Howitt's Patreon or Itch.io pages."</li> <li> The article notes: "“Please,” intoned Grant Howitt (Spire, Heart), a game designer and co-founder of Rowan, Rook and Decard, in the rather woebegone voice of a man who has seen too much shit on Twitter and doesn’t want to see any more. ... Howitt is a game designer, but for this game he’s describing himself more like a ringleader ..."</li> <li> The article notes: "Paranoia was a groundbreaking roleplaying game when it first appeared in 1984, and it's about to get a reboot at Mongoose Publishing, thanks to a Kickstarter that looks to be one of the most successful in the roleplaying field this year. Designers James Wallis, Grant Howitt, and Paul Dean sat down with me to talk about this newest iteration of the classic game."</li> <li>This page from RPGnet lists reviews of Grant Howitt's games.</li>

</ol>Cunard (talk) 01:22, 5 February 2024 (UTC)


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

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

, here are some sources about the subject:<ol>

<li> The article notes: "Pounds is a 23-year-old Tulsan who lost half his face in a fireworks accident. But there's a lot more to Pounds than what happened to him last July. ... He placed a mortar shell in the pipe and lit the fuse. The problem was the firework had two fuses, and Pounds lit the short one. He put his arm up almost at the same time it hit him in the face. Instantly, his ears were ringing loudly. Everything was black. He could hear people calling his name. ... He plans to title the book he has been working on “Happy to Be Here,” inspired by that conversation. The book is about the post-traumatic growth he has experienced."</li> <li> The article notes: "Several websites sourced a new video from Indestructoboy, who would go on to claim that the company was not going to create a new SRD for One D&D. Which, unsurprisingly, has ruffled a lot of feathers as it would suggest that when they transition everything over to the new system, a lot of people who create third-party material are going to be left out in the cold."</li> <li> The article notes: "Earlier this month, the YouTuber Indestructoboy claimed that Wizards of the Coast would not create a new System Reference Document for One D&D, the codename for the upcoming new edition of Dungeons & Dragons."</li> <li> The article notes: "The concerns about Ossandón’s work appear to stem from D&D YouTube – primarily from Indestructoboy (Taron Pounds), whose content focuses on tabletop RPGs. The original video has been deleted, but Pounds shared a video titled ‘I screwed up’ on December 18 addressing the situation (see below). “I’m incredibly sorry about what happened”, Pounds says. “If I had just looked into who the artist was who did the piece originally, I would have seen somebody that has a long track record of proven quality work in the industry, and I could have ended it right there and not affected anyone.”"</li> <li> The article notes: "On Monday, Taron "Indestructoboy" Pounds posted a video in which he pointed to alleged inconsistencies in a recent piece of art showcased by the Dungeons & Dragons design team that will appear in the 2024 Player's Handbook. The piece depicted a Dwarf Fighter with a raised shield and drawn sword. While the piece featured none of the hallmarks of AI artwork, such as disproportionate or misaligned limbs, blurred text, architecturally impossible structures, or poor composition, Pounds pointed to what he felt were several inconsistencies within the artwork and used an AI art checker to claim that the work was AI-generated. ... After Ossandón's statement and WIP images were posted online, Pounds posted apologies on both YouTube and social media and delisted the original video at the artist's request."</li> <li> The article notes: "This past Friday, Pounds, a Tulsa resident, underwent a 22-hour reconstructive surgery at OU Medical Center to repair extensive damage to the left side of his face. In July, Pounds was at a family event in Inola, setting off fireworks, when something went wrong. Pounds lit the fuse of a commercial-grade mortar shell, and shortly thereafter, his family members saw a puff of smoke. It remains unclear as to how the accident happened."</li> <li> The article notes: "Taron Pounds, 27, of Tulsa, said being able to stay on his father's insurance has been crucial for him over the past few years. ... Over the past four years, Pounds has undergone 30 surgeries by at least eight surgeons. And his recovery is not complete, as he still needs thousands of dollars in dental work. Today, Pounds is blind in his left eye, and he can't breathe through his nose. He has trouble standing for long periods because his surgeons used part of a bone in his left leg to repair his face. Overall, Pounds, a self-employed musician and student, and his family have spent thousands of dollars on his medical care — even with him receiving coverage from his father's Blue Cross and Blue Shield of Oklahoma plan and receiving Medicare and Medicaid coverage through his disability benefits."</li> <li> The article notes: "Taron Pounds has spent the past year of his life recovering from a fireworks accident that took the left side of his face. He is still living his life to the fullest."</li> <li> The article notes: "Taron Pounds knows people wonder what happened to his face when they see him. He doesn't mind if they ask. He would rather they find out than just stare at him. It's from a fireworks accident. On July 7, the Tulsa resident and jazz guitarist was lighting commercial-grade fireworks with some relatives and celebrating a wedding in Inola when a mortar shell exploded in his face, blowing apart the left side."</li> <li> The article notes: "Pounds suffered a devastating facial injury last July when a 4-inch mortar shell exploded at his cousin's wedding and nearly took his life. Oklahoma City doctors have started the long process of reconstructive surgery on Pounds' shredded bones and tissues, and at least 10 procedures are expected in the near future. Now, the Tulsa community has rallied to support Pounds and help offset monumental medical bills."</li> <li> The article notes: "On the surface, "Daddy Long Legs," the first production under the Tulsa PAC Trust's new "TPAC Presents" series, is a very simple thing. ... The on-stage ensemble of music director Jeremy Stevens on piano, cellist Austin Jade Pendergrass and guitarist Taron Pounds performed this music with understated grace."</li> <li> The article notes: "For the last 12 months, Taron has undergone several reconstructive surgeries at OU Medical Center, although he's on his way to making a full recovery, Taron and his family hope with many more surgeries to go, their experience is a reminder of how dangerous fireworks can be."</li> <li> The article notes: "Three years and about 18 surgeries later, a Metro man is still recovering after a fireworks accident. He wants everyone to know the thrill of setting off your own fireworks isn't worth what he's been through."</li> <li> The article notes: "The firework explosion nearly blew away the left side of Taron Pounds' face. He went through another surgery for his injuries this morning in Oklahoma City. But his mom says he's a fighter, and she's proud of how his friends have rallied in support. Pounds, 22, is a talented jazz guitarist and a devoted friend."</li> <li> The article notes: "“I am an Oklahoma teacher,” posted a Twitter user named Taron Pounds. “I refuse to show PragerU’s revisionist propaganda to impressionable minds.”"</li> <li> The page notes: "Best Monster/Adversary. «Silver»Home-Field Advantage: a Compendium of Lair Actions Authors: Trekiros, Sean Vas Terra, Taron Pounds, Boyan Valev, Kirsty Kidd, Xhango Games, Zavier Bates, Devlin DM, Joe Gaylord"</li> <li> The article notes: "An Oklahoma man, whose face was disfigured by fireworks, is recovering from a 22-hour long reconstructive surgery. Taron Pounds, 22, lost portions of his face, eye, neck and chest when a fireworks mortar inexplicably detonated in front of him on July 7 at a family celebration in Inola, Okla."</li> <li> The article notes: "Taron Pounds, 23, tells KJRH-TV he was at a family wedding when a 4-inch mortar shell exploded in his face, and tore off his skin."</li> <li> The article notes: "Taron Pounds was lighting fireworks on July 7 at a family gathering when a mortar blew up in his face."</li> <li> The article notes: "Taron Pounds, better known as Indestructoboy to the Dungeons & Dragons community, homebrewed one of the best unofficial 5e player classes out there. ... The most interesting part about the alchemist is that it's a martial class and not a spellcaster. Not having a spell list makes the chemistry part the actual focus and not an afterthought like some unofficial subclasses have done. The class comes with downtime activities, specialized equipment, and subclasses like the apothecary and toxicologist."</li> <li> The article notes: "Two years ago Taron Pounds from Tulsa, Oklahoma had one explode in his face. He spent weeks in a coma and underwent multiple reconstructive surgeries."</li>

</ol>Cunard (talk) 10:59, 8 February 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The book notes on page 12: "I analyze the work of Ryan Laukat of Red Raven Games as the créateur, or a board game designer with an identifiable style." The book notes on page 82: "An examination of Ryan Laukat's games reveals the particular créateur discourse in board games. Laukat, the founder/owner of Red Raven Games, is aware that he has a particular style in his game mechanics and how much that can change his reputation among board game players." The book notes on page 83: "This study of Laukat's games reveals three different ways his créateur status can be discursively constructed: through the game aesthetics, through the narrative worldbuilding, and through the interplay between theme and mechanics. I chose Laukat's gaming output to represent the créateur for a number of reasons. First, there is a manageable output of games to examine. Red Raven Games has published thirteen games, ten of them designed by Laukat. Compared to the output of some designers, for example Reiner Knizia (who has published over 600 games), ten can be studied in a time-sensitive way. Second, Red Raven Games all have a recognizable aesthetic sense, mainly because Laukat does the art for all the games himself. Third, Red Raven Games has become a success in the board game industry: Above and Below (2015), their best-selling game, has sold around 50,000 copies, while the Eight-Minute Empire (2012) series has sold over 40,000 worldwide and has been translated into over fifteen languages. His highest-ranked game on BoardGameGeek (BGG) is Near and Far (2017), with a rank of 132 (as of December 2019). Fourth, on a personal level, I enjoy playing his games—while not a scientifically valid rationale, the fact that his games are fun while also retaining a sense of his particular style is a meaningful factor in the discursive construction of the créateur. The games that I researched for this chapter are all designed by Ryan Laukat, with art by Laukat as well: Eight- Minute Empire, Artifacts, Inc. (2014), Above and Below, City of Iron 2e (2016), ..."</li> <li> The review notes: "I’ve appreciated that sandbox sense of freedom in games ever since, and it’s something that Near And Far, a campaign-driven board game from designer Ryan Laukat, strives to emulate. A sequel to his 2015 release Above and Below, Near and Far casts players as heroes embarking on perilous quests across a series of fantasy realms. ... The first thing you’ll notice when you open Near and Far’s box is the quality of its presentation. As with previous releases like Eight Minute Empire and Islebound, Laukat isn’t just the game’s designer, he’s also its illustrator and publisher. He work here has injected Near and Far with real charm and personality."</li> <li> The article notes: "Much has changed since Ryan Laukat was a 13-year-old taping paper to regular playing cards to design his own games. Laukat, who lives in Sandy, is one of few board game designers that have turned their passion into a successful business and full-time career. About 11 years ago, while working on games out of his basement with his wife Malorie, the Laukats launched their first Kickstarter crowdfunding effort to try and turn Ryan’s work into a game for the masses to enjoy. That Kickstarter, for a game called Empires of the Void, raised about $36,000 from 651 backers."</li> <li> The article notes: "Among those playing the games at Game Night Games was Ryan Laukat, who said he has been creating games for years. He has been working on his pirate-themed game "Keys" for nearly six months, three of which were spent hand-painting the game board."</li> <li> The article notes: "In this gorgeously illustrated game by Ryan Laukat and Red Raven games, two to four players try to build up a city and defeat titans by using the help of the five tribes that wander the fantasy world. ... Those familiar with Laukat's games will know of the excellent quality, distinctive artwork and polished gameplay. It's amazing the number of titles coming from Red Raven Games that are absolutely excellent. Every one seems to be a hit. The Ancient World is no different. The best part is that Laukat is a local designer in Sandy, Utah. His games can be purchased on Amazon.com."</li> <li> The article notes: "Bridge Troll was born. The game, designed by Seegert and illustrated by local artist Ryan Laukat, is being published by Z-Man Games, a major game company for designer games. ... He and Laukat are both members of the Board Game Designers Guild of Utah, and that has been invaluable in his design, he says. ... For Laukat, the life-changing game was one called Puerto Rico. ... Laukat was hired by Z-Man Games to do the artwork on Seegert's recommendation."</li> <li> The book notes: "Cannonball. American musical instrument manufacturer. Founded in 1996 by Tevis and Sheryl Laukat, Cannonball makes trumpets, saxophones, clarinets, and flutes. Trumpeter Ryan Laukat plays and acoustically customizes all Cannonball trumpets. Also a professional artist, Ryan Laukat engraves the bells of Cannonball saxophones and trumpets by hand. The company is based in Salt Lake City, Utah, and also runs two factories in Taiwan. Cannonball trumpet models include the 42 Artist Series (in B-flat and C) as well as a variety of B-flat trumpets including the 725, the 789RL (with reverse leadpipe), and the Lynx. Known for producing trumpets with a larger-than-normal bell size (BigBell), Cannonball also makes a model 779 flugelhorn."</li> <li> The article notes: "At a recent meeting of the guild, other members brought games to try out. Ryan Laukat has one called "Radio Active Cities." You build cities and try to persuade people to come live in them. Laukat is known for his design work and, in fact, has been the artist/designer for a couple of other games published by Rio Grande Games."</li> <li> The article notes: "Near and Far is one of the best games I have ever played. If thematic storytelling adventure games appeal to you, this game is one of the best. Stop reading now and purchase a copy. It delivers greatness on many levels and is extremely fun to play. It receives this reviewer's highest recommendation. The icing on the cake is that it was designed by Utah game designer Ryan Laukat."</li> <li> The article notes: "Jones' pick for the next big game is Dominion (Rio Grande). It's a game set in medieval times, but it is a deck-building game. "You build your economy through cards, so it is a new style of play for this kind of game. It's very compelling. Gamers are eating it up. It's also a beautiful — and one of our local guys, Ryan Laukat, helped with the graphics.""</li> <li> The article notes: "For futher evidence that Utah boasts some truly great board game designers, take a look at "Near and Far" from Utah-based Ryan Laukat, which combines storytelling with adventure for a surprising, engaging game."</li> <li> The program book notes: "Red Raven Games publishes exciting tabletop games, all produced and illustrated by Ryan Laukat. Since 2011, Ryan has shared his vibrant, imagined worlds through acclaimed titles that include City of Iron, The Ancient World, and the Eight-Minute Empire series. Ryan's games are published in more than 20 languages worldwide, standing out for their iconic beauty and memorable gameplay. In 2015, Red Raven Games will release two new titles: Artifacts, Inc., and Above and Below."</li> <li> The article notes: "Do you have a minute? How about eight? In the time it takes to make a cup of bean juice*, you can play a game of EightMinute Empire. Developed by Acram Digital, Eight-Minute Empire is a fast-paced strategy game that uses card-driven area control. It is a port of the tabletop game of the same name, which was designed by Ryan Laukat and published by Red Raven Games."</li> <li> The article notes: "A free print-and-play demo has been released for Sleeping Gods, the next game from the creator of Above and Below, Near and Far, and Eight-Minute Empire, Ryan Laukat."</li> <li> The book notes in a footnote: "Ryan Laukat appropriated the "Book of Tales" concept in his 2015 European strategy game Above and Below, which blends the trope of village building with branching narratives that directly influence the village construction. In its 2017 sequel Near and Far, Laukat provided a campaign mode where the narratives are more sequential and interlocking for individual characters."</li>

</ol>Cunard (talk) 09:56, 10 February 2024 (UTC)


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

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

Hi. I was unable to find much coverage for Krister Sundelin. Here are some sources about the subject:<ol>

<li> The review lists him as a coauthor.</li> <li> Under "Best Writing", the page says: "KULT: Divinity Lost, 4th Edition of KULT – Core Rules, Helmgast AB *Silver Winner* Authors: Marco Behrmann, Martin Fröjdh, Ola Jentzsch, Robin Liljenberg, Petter Nallo, Andreas Nordlund, Krister Sundelin, Anton Wahnström"</li> <li> Under "Best Adventure", the page says: "«Silver»The Troubleshooters – The U-Boat Mystery, Helmgast. Author: Krister Sundelin"</li> <li>He is listed in the credits or acknowledgments here, here, here, and here.

</ol>Cunard (talk) 07:36, 12 February 2024 (UTC)


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

Draft:Martin Knight (author, games designer, publisher) - OK, bad page name, but he is a British RPG designer for D100 Dungeon and D100 Space: BOZ (talk) 13:23, 13 February 2024 (UTC)
 * Hi . I was unable to find coverage in reliable sources about him. Cunard (talk) 09:18, 16 February 2024 (UTC)
 * Got it, thanks for checking. :) BOZ (talk) 13:03, 16 February 2024 (UTC)

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Special guests will include Megan Mackie, who runs a satirical podcast called the Princess Peach Conspiracy ..."</li> <li> The article notes: "Advice about persistence: “I write every day, even if it’s just a sentence; it’s a sentence closer to finishing,” said Megan Mackie, a writer, actor, podcaster and playwright."</li> <li> The article notes: "The Mario video game series inspired New Millennium Theatre Company’s latest production, "The Princess Peach Conspiracy." Company member Joseph White directs Megan Mackie’s play about what happens after the battle ends and the princess has to manage reconstructing her kingdom with her hero Mario. Performances begin Friday, April 4, at Studio BE 3110 N. Sheffield Ave., Chicago. See nmtchicago.org for more information."</li> <li> The image caption notes: "Dressed as soldiers from "Attack On Titan," Hester Junior High eighth-graders Vanessa Stankiewicz (left) and Mia DeLeon, along with Emma DeLeon, 7, talk to author Megan Mackie at Pop!Con. (File photo)"</li> <li> The article notes: "... the Bad Grammar Theater booth manned by Chicago authors Brendan Detzner, K.M. Herkes, R.J. Howell, and Megan Mackie ... But the one that leaped into my hands when I finally settled in my big green chair was The Finder of the Lucky Devil, the self-published novel by Megan Mackie, and the opening novel in her Lucky Devil series. It’s got an intriguing premise, and that beautiful cover doesn’t hurt any."</li> <li> The article notes: "Bad Grammar is a local reading series, and their booth in the Dealer’s Room this year was manned by Chicago authors Brendan Detzner, R.J. Howell, Megan Mackie, and K.M. Herkes."</li> <li> In this interview, Megan Mackie said, "During the day, I am a clinical massage therapist, on the weekends I play pathfinder and in between that I knit." The article notes: "Finding a job she loves didn't take recent massage therapy graduate Megan Mackie nearly as long as she thought it would. Mackie, 27, used her school's job portal website to speed and streamline her search. ... says Mackie, who graduated from Cortiva Institute. Shortly after, she landed her first job in the massage therapy field. ... Mackie is now working at Balanced Body Integrated Wellness in Chicago's Logan Square neighborhood, close to where she makes her home."</li>

</ol>Cunard (talk) 00:49, 20 February 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The book notes: "Behrooz "Bez" Shahriari, a game designer living in Scotland, seconds King's perspective, saying, ..."</li> <li> The book notes: "There are too many to individually name here, but I will especially shout out Janice Wren and Bez Shahriari for being indie game publishers who took accessibility seriously even when there were so many other calls on their time."</li> <li> The summary notes: "An exclusive interview with independent designer and publisher Bez Shahriari (Yogi, the ELL Deck) about her unique approach to board games."</li> <li> The article is not independent of the subject because the subject is a donor and this is a "Donor spotlight". The article notes: "The last of our UK sponsors is Stuff by Bez who has kindly donated copies of In a Bind, In a Bind Junior and Wibbell++ Stuff by Bez is the brainchild of London based games designer, artist and self-publisher Behrooz ‘Bez’ Shahriari. Since 2015 she has published a new game every #BezDay (1st August) and will be donating copies of these games to UK libraries participating in International Games Week."</li> <li> The article notes: "In a Bind was the first game by Scottish designer Behrooz ‘Bez’ Shahriari, which she published a couple of years ago under her own label Stuff by Bez. ... French publisher Gigamic will overhaul Bez’s original In a Bind artwork and monochromatic design with a new set of brightly-coloured illustrations for Yogi, many of them featuring pop culture references (we spotted Shakespeare, Ryu from Street Fighter, a Roman emperor and a luchador, for starters)."</li>

</ol>Cunard (talk) 06:35, 24 February 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Having co-founded Memesys Culture Lab, a cinema and new media studio at the intersection of science, philosophy and culture, with Anand Gandhi, Mumbai-based Zain is one of the country’s best known digital storytellers with projects such as Else VR under his belt. Memon’s narrative strengths were further celebrated when he led the most successful crowdfunding campaign in India, for the documentary feature film An Insignificant Man which premiered at the Toronto International Film Festival in 2016."</li> <li> The article notes: "Game designer Zain Memon wanted neither, but wanted to bring people together anyway. Having co-founded Memesys Culture Lab, he has introduced a number of games into the market. But two years ago, he created Shasn, a political strategy game that pits players against each other in the form of a political campaign. ... Back in 2019, Shasn was supposed to be a small project which actually spiraled out of control. ... Zain and his team reached out to board game traders around the world. Having been a gamer his entire life, he believed that it was time the zest for board games were brought back to India, outside of the occasional game of Monopoly or Life. As a collector himself, he engaged with game creators from around the world who helped him shape and market the product."</li> <li> The article notes: "On a sunny weekday afternoon, Zain Memon walks into Jamjar Diner, a bohemian café in Versova, that haven of aspiring movie stars and indie filmmakers. Memon is a ludologist and a media producer who, along with Ship of Theseus filmmaker Anand Gandhi, has co-founded Memesys Culture Lab. Memesys is a cinema and new media studio that works at the intersection of science, philosophy, and culture. Memon is also the creator of Shasn, a new political strategy board game that’s already being compared with Twilight Struggle, the Cold War strategy game that critics rank as the greatest game ever to be made. When it launched on Kickstarter, it crossed its funding target under 22 hours. Today, Memon’s got his team to play the game with me."</li> <li> The article notes: "In an effort to get more people to think about policy, politics and change, Goa-based new media studio Memesys has developed a strategic board game, Shasn."Whenever I would talk politics with friends and family, I found it to be an uphill task," says Zain Memon, who conceptualised the game. "But the less you talk politics, the more difficult it will be to solve the problems around us. So, I started thinking about how to make political conversations healthy again. Not in a didactic boring way, but where it becomes fun.""</li> <li> The article notes: "Memesys Culture Lab, a media startup by Filmmaker Anand Gandhi and designer Zain Memon, has raised close to Rs 20 lakh ($28,592) on crowd funding platform Kickstarter. ... Designed by Memon and his team of artists, activists, and gamers - Shasn is a table-top game about ethics, politics, and strategy."</li> <li> The article notes: "Come July 16 and Shasn — a high-end political strategy game from Memesys Culture Lab — will be launched on Kickstarter, a US-based crowdfunding platform. “We have received the coveted ‘Projects We Love’ badge from the platform,” says Zain Memon, cofounder of Memesys based in Mumbai."</li> <li> The article notes: ""Outside Kickstarter, we have raised around $600,000 (around Rs 4.5 crore), which is leaps and bounds ahead of any campaign that has happened in India," Zain Memon, developer of Shasn, told TOI. ... said Memon, also a co-collaborator at Memesyn, a new media studio that had made the critically acclaimed film 'Ship of Theseus'. ... Memon, for instance, had met a lot of scepticism over the idea of merging politics and games."</li> <li> The article notes: "The newest entrant into the board game fray is SHASN, a multiplayer political strategy board game created by Zain Memon, and published by Memesys Culture Lab, where each player takes on the role of a politician contesting elections and is required to take a stand on various political and ethical issues."</li> <li> The article notes: "Designed by Zain Memon, co-founder and media tech specialist at Memesys Culture Lab, the original plan was to make the game in digital format."</li> <li> The article notes: "Developed by Abhishek Lamba and Zain Memon of Goa-based cinema and new media studio Memesys Lab, it is a sequel to the political strategy board game Shasn, released in 2019."</li> <li> The article notes: "says Memon, 29. ... says Memon, who’s a ludologist and one of the founding members of the lab."</li> <li> The article notes: "Zain Memon is the developer of a recently launched strategy boardgame called Shasnand co-founder at a new media studio, Memesys Culture Lab."</li> <li> The article notes: "... says Zain Memon, co-founder (alongside Anand Gandhi) of Memesys Culture Lab, the organisation that produced the film. ... At the Memesys lab in Versova, Mumbai, Memon and his team create VR films that last a maximum of eight minutes — any longer, and the experience gets too uncomfortable and disorienting."</li> <li> The article notes: "He pitched his thoughts to his partner, tech specialist and gaming enthusiast Zain Memon, and the duo’s Mumbai-based Memesys Culture Lab — which is also behind the documentary — came up with SHASN, a political strategy board game which lets players create their own democracy. ... Gandhi and Memon also head ElseVR, a virtual reality lab which explores journalism and storytelling through technology."</li> <li> The article notes: "Cost of Coal is India’s first narrative non-fiction film in Virtual Reality (VR), directed by award-winning filmmaker Faiza Khan (of Supermen of Malegaon fame). It is produced by Khushboo Ranka with Zain Memon as the creative director."</li> <li> The article notes: "Shasn: Azadi, co-designed by Abhishek Lamba and Zain Memon, is a standalone expansion to Memesys’ first board game, Shasn, which was released last year to critical acclaim. IGN India had a chance to talk to Memon, Memesys’ co-founder, about the studio’s ambitions for Shasn: Azadi and beyond, which for starters has ignited a renewed interest in tabletop games for many in India."</li> <li> The article notes: "This 90 second teaser, directed by Anand Gandhi, is a perfect introduction to the world of SHASN: AZADI. Designed and produced by Zain Memon, AZADI is a board game about revolution and politics. ... AZADI is a standalone expansion to SHASN - the hugely popular political strategy board game which reintroduced India to tabletop gaming. The creator of SHASN, Zain Memon has been a driving force in the country’s growing board game industry."</li> <li> The article notes: "SHASN was designed by Zain Memon, now recognised as the leading authority in game design out of India. ... Memesys Studios, run by Anand Gandhi and Zain Memon, has also produced critically acclaimed cinema like Ship of Theseus, An Insignificant Man, and OK Computer (Disney+Hotstar)."</li> <li> The article notes: "As the game goes on sale on Kickstarter, we speak to the creators Anand Gandhi, the filmmaker behind Tumbbad, and Zain Memon, who also heads Asia’s largest virtual reality lab, about the game and what compelled them to create it."</li>

</ol>Cunard (talk) 09:34, 25 February 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes from Google Translate: "Effeltrich – Ralph Querfurth from Effeltrich has turned his passion into a profession and is responsible for the popular series of exit games."</li> <li> The article notes from Google Translate: "The games editor Ralph Querfurth gave the impetus for the project, as he explains. He was inspired by a newly opened so-called escape room in Stuttgart - a specially equipped room in which players have to find and decipher puzzles and codes together on site. The idea immediately arose to develop a board game for the home based on this model, says Querfurth. ... Concept developer Querfurth sees the success of the games in the fact that the puzzles have a different focus."</li> <li> The article lists Ralph Querfurth under Exit the Game: The Mysterious Museum.</li> <li> The article notes from Google Translate: "“Echt Spitze”, a new roll & write game by Klaus-Jürgen Wrede and Ralph Querfurth, is published by Schmidt Verlag. Today we want to find out whether the new element sets it apart from other Roll & Write games."</li> <li> The article notes: "The story may not be deep but it’s fun to know that authors, Inka and Markus Brand and Ralph Querfurth, are not just finding ways to link together a variety of puzzles and locations, but attempting to branch an overarching plotline through the series."</li> <li> The article notes from Google Translate: "Coburg University awarded the three best graduates of the courses with gold, silver and bronze performance medals. The medal winners are in ... Automotive technology and management: Ralph Querfurth, Jens Einsiedler and Alexander Barke."</li>

</ol>Cunard (talk) 10:35, 27 February 2024 (UTC)
 * Not bad, I will take a look this morning. :) BOZ (talk) 12:43, 27 February 2024 (UTC)

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Roger Huntman. Unhappy with recent decisions made by the city council involving issues including development and parking, political newcomer Roger Huntman said it’s time for a change on the council. ... Huntman also takes issue with the council’s actions involving proposed development along the Spokane River west of the Riverstone development. ... Huntman said aside from a stint as treasurer in high school, he has never been involved in politics. ... A middle school teacher at Developing Mind Montessori School in Post Falls, Huntman, 47, is an author of 19 books published on Amazon. He writes books on therapy, horror and role playing."</li> <li> The article noters: "A fourth candidate, Roger Huntman, withdrew from the race but is still on the ballot."</li> <li> The article notes: "Coeur d'Alene — Christie Wood and Elaine Price are seeking Seat 1; Dan Gookin and Michael Pereira Seat 3; and Dan English, Tom Morgan, Roger Huntman and Lacey Moen Seat 5."</li> <li> The article notes: "Two of the three candidates challenging incumbent English were present, with Roger Huntman choosing not to attend."</li> <li> The article notes: "A fourth candidate in the race, Roger Huntman, ended his campaign earlier this fall, citing an inability to raise enough money to mount a campaign. That decision came after the deadline to remove his name from the ballot, so Huntman will appear when Coeur d’Alene voters visit the ballot boxes next week."</li> <li> The article notes: "Roger Huntman, who dropped out of the race earlier this year, took 5.2% of the vote."</li> <li> The article notes: "Seat 5. Roger Huntman: 5%. ... A third candidate who filed against English, teacher and author Roger Huntman, also appeared on the ballot. However, Huntman stopped campaigning due to a lack of financial resources."</li> <li> The article notes: "A third candidate who filed against English, teacher and author Roger Huntman, will also appear on the ballot. However, Huntman tells the Inlander that he has "bowed out" of the race due to a lack of financial resources. "I just can't compete," he says."</li> <li>This is an archive of the subject's publishing company website via Internet Archive. The website is mentioned here.</li>

</ol>Cunard (talk) 10:38, 29 February 2024 (UTC)


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

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

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

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

<li> The book notes: "Meanwhile, Chaosium may have a way to freshen up Call of Cthulhu — to bring it fully into the 21st century. Cthulhu designers Paul Fricker and Mike Mason have been working on a seventh edition of the game that promises to be the biggest overhaul since Lynn Willis’ fifth edition. The draft they were talking about in early 2012 brings in various indie ideas, but the actual release was still a ways away."</li> <li> The article notes: "Best of the zine (best of any art I've seen recently in fanzines) is the luscious Wendy and the Yellow King, Part 6, drawn and scripted by Judy Mitchell and Mike Mason respectively."</li> <li> The author biography notes: "Diretor criativo de Chamado de Cthulhu Mike é o co-escritor de Chamado de Cthulhu 7a Edição e de Pulp Cthulhu. Por volta da virada do milênio, Mike editou e publicou The Whisperer uma zine dedicada a Chamado de Cthulhu. Nesse inteirim, Mike criou e comandou o Kult of Keepers, um grupo de escritores de cenários que organizou o Cthulhu Nationals Tournament do Reino Unido. Mike, já bem inteirado no funcionamento arcano das empresas de jogos, já trabalhou para a Games Workshop como diretor de linha para Dark Heresy, um RPG ganhador do ENnie Award. Hoje em dia, Mike vive em Nottingham, Inglaterra, e gosta de café, cerveja forte, e uísque em igual medida. Mike edita, escreve e produz todos os livros de Chamado de Cthulhu da Chaosium, e quanto não está fazendo isso pode ser encontrado assistindo filmes de terror e procurando por ouro de Innsmouth."</li> <li> The book notes on page 86 about the seventh edition of Call of Cthulhu: "The seventh (2014) marked a significant overhaul by designers Mike Mason and Paul Fricker, bringing the game in line with advances in contemporary design (Mason would go on to become the line's creative director)." The book notes on page 87: "Beyond Chaosium, Call of Cthulhu has inspired plenty of other RPG makers. Pagan Publishing's Delta Green (1997) is a novel take, mixing modern-day Call of Cthulhu with a sort of paramilitary version of The X-Files. Before renovating Call of Cthulhu proper, Mike Mason and Paul Fricker did interesting work at the helm of Cthulhu Britannica for Cubicle 7 (2009), which also produced an odd fusion of war story and cosmic horror with their World War Cthulhu line (2013)."</li> <li> The article includes an author biography.</li> <li> The review notes: "For one thing, with Paul Fricker, Lynne Hardy and Mike Mason credited for system development on Rivers of London, you've got a team responsible for some of the best Chaosium material of recent years, and if they couldn't put together a workable system around something like Call of Cthulhu BRP basics, then I swear off all faith in human nature."</li> <li>RPGnet contains numerous reviews of works he authored.</li> <li>The subject is listed as a contributor here.</li> <li>The subject is interviewed here.</li>

</ol>Cunard (talk) 10:11, 2 March 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Gene Mackles has had an interest in graphics and their meaning since a very early age and has translated it into not one but two successful careers. ... Another early inspiration for Mackles (who has himself served on the faculty of the School of the Museum of Fine Arts, Boston) was Ivan Chermayeff, who created such notable logos as those for the Smithsonian Institute and Showtime. ... Mackles went on to design such legendary logos as those for PBS Kids and the animated WGBH logo (which is still in use). Mackles also created the pilot for the game show “Quickdraw” and served as graphic designer and animation art director for the video version of “Where in the World is Carmen Sandiego?” ... Through middle and high school, Mackles studied piano and music theory at the Juilliard School. After graduating from Dartmouth College with a degree in Fine Arts, he attended the School for the Visual Arts, where he took a class with Glaser."</li> <li> The article notes: "A local game designer has taken his teeny card game worldwide. Gene Mackles, 65, a resident of Newton for more than 30 years, has found growing success with his card game "Iota." Since Iota’s debut in 2012, Mackles has sold more than 20,000 units. ... Mackles has not always been a game designer. In his career as a graphic designer, he was a senior designer at Boston public TV station WGBH."</li> <li> The article notes: "Newton artist Gene Mackles will present a show of his oil paintings in The Art Gallery at First Parish Church in Weston from Oct. 31 to Dec. 12. His subjects range from local landmarks (including Dairy Joy, Weston Center, and the West Newton Cinema) to soft landscapes and still lifes. ... As senior designer at WGBH, Mackles collaborated on programs such as "Nova," "Evening at Pops," "Zoom" and many others. He was also responsible for WGBH’s on-air image including station breaks, print advertising and fund-raising elements. More recently he has designed and produced work for NBC Sports, HGTV, The Food Network, The History Channel and The Cleveland Orchestra among others."</li> <li> The article notes: "Gene Mackles '68. Game On. A few years ago Mackles decided to create a strategic card game. He’d never invented a game before, but whenever he played one he always thought about how he would improve it. “I kept thinking, ‘This game would be better if…,’ ” he says. A former graphic designer for 23 years at WGBH in Boston, the Auburndale, Massachusetts, resident had the artistic chops to get the look of his game just right. So he did."</li> <li> The book notes: "Others set their sights on motion graphics in broadcast - WGBH, the Public Broadcasting System's Boston network design department, headed by Chris Pullman, gave rise to such designers as Gene Mackles."</li> <li> The book notes: "Others such as Gene Mackles (pers. comm.) explain they tried to purchase a Progress poster on eBay because they liked the image and thought it would become important in the future."</li> <li> The article notes: "Alfred DeAngelo of Wellesley paints a scene of the South Natick dam on a wooden panel Tuesday. With DeAngelo was fellow painter Gene Mackles of Newton, who was working on an oil canvas."</li> <li> The caption notes: "The Reading Art Association hosted an oil cityscape demonstration by Gene Mackles recently as part of the Reading Art Association’s Monthly Demonstration. As senior designer at WGBH, Gene Mackles (shown here) collaborated on programs such as NOVA; Evening at the Pops; Where in the World is Carmen Sandiego; and Zoom. He was responsible for WGBH’s on-air image, and the lead designer for children’s program promotion for PBS and an original developer of their “Ready to Learn” service."</li> <li> The article is also available here. The article notes: "Iota is designed by Gene Mackles, and published by Gamewright (2012). In Europe, it is also known as Kwatro, and is published by White Goblin."</li>

</ol>Cunard (talk) 09:22, 3 March 2024 (UTC)


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

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

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

Hi. Here are some sources about the subject:<ol>

<li> The article mentions the word "Baugh" three times. The article notes: "Bruce Baugh, an accomplished game designer and writer with more than 30 books to his name, thinks that was a natural development for Underkoffler. "I've seen this desire--to get away from the killing-and-stealing stereotype and closer to characters who do good for the world and improve themselves--in Chad's other work," Baugh says. "He's been poking at it for a while." ... Goldsmith's husband, Eric Rowe, also a gamer, calls Dead Inside "the psychological equivalent of a dentist's mirror. It lets you examine things in hard-to-see places."Despite such praise, Baugh says that Underkoffler has his work cut out for him if he wants Dead Inside to reach a large number of players. "Games fighting convention face the distinct challenges of not only finding an audience," he says, "but creating one as well. If a game isn't fun to play, it's failed.""</li> <li> This article was written by the subject himself and contains autobiographical information.</li> <li> The article discusses two games from Bruce Baugh: Doomslayers: Into the Labyrinth and Darkness Revealed: Passage Through Shadow.</li> <li> The book notes on page 63: "Garcia liked the idea, but his own Nexus was first priority. It was published in 1994, and though Garcia was the main designer and developer, he collected together many authors to help fill out the game. This included not only Laws, but also other future notables like Bruce Baugh and Rob Heinsoo." The book notes on page 326: "The first hints of problems for Guardians appeared in 2004, when payments to freelancers started getting delayed. Despite that, it was still a productive year for the company. Among the releases were The Authority Role-Playing Game and Resource Book (2004) — based on the DC/ Wildstorm comic series — and Ex Machina (2004), a new and critically acclaimed Tri-Stat cyberpunk RPG that included settings by Bruce Baugh, Rebecca R. Borgstrom, and others."</li> <li> The book notes: "The problem wasn't that Ronin Arts was doing poorly. It was actually doing so well that in 2004, Reed left his day job at Steve Jackson Games to work on the company full-time. Around the same time, new freelancers such as Bruce Baugh, Michael Hammes, James Maliszewski, and Patrick Younts began writing for Ronin Arts. However, this success was largely centering on Ronin Arts' work supplementing other lines, rather than publishing their own."</li> <li> The article notes: "Author Bruce Baugh, developer: Justin Achilli and cover artist: John Van | Fleet offer the next entry in the revised lineup of clanbooks. Lasombra takes one of the classic Vampire® sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting gamers to add as much depth to their character as they like."</li> <li> The book has an entry for Bruce Baugh's book Judgment Day.</li> <li> The article notes: "Your game could be up there on shelves, physical or virtual, with stuff by Monte Cook, Justin Achilli, Bruce Baugh, Matthew Sprange and many other outstanding writers. How will you compare?"</li>

</ol>Cunard (talk) 12:33, 6 March 2024 (UTC)


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

User:Newimpartial/Michael B. Lee is best known as one of the main designers for Hunter: The Reckoning, with many other products for White Wolf Publishing such as the World of Darkness game lines (Vampire, Demon, Werewolf), as well as other games of theirs like "Trinity" and "Adventure!":. BOZ (talk) 23:59, 6 March 2024 (UTC)
 * Hi, I found very little coverage of the subject. I found coverage in non-independent sources here and here and a list of reviews on RPGnet here. Cunard (talk) 08:19, 7 March 2024 (UTC)
 * OK thanks, I will take a look. The advantage of user space drafts of course, is that there is no time limit for them to exist so they can always be worked on later. :) BOZ (talk) 12:46, 7 March 2024 (UTC)

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "New Yorkers in midlife crisis, meet the brotherhood of Fortress Astoria: Danaher Dempsey, Luke Crane, Rick Brown and Shyaporn Theerakulstit, best friends and artists. They have no children, no linear career histories, no readily disposable savings. The four men, all heterosexual, approaching 40 and never married, have lived together for 18 years, give or take a revolving guest roommate, cohabitating in spaces like an East Village walk-up, a Chelsea loft and, now, a converted office space in Queens. ... Imagination and creativity have always been important to the men, who met at N.Y.U. in 1991, three of them through a role-playing group organized by Mr. Crane. While still in college, they lived in neighboring dorm rooms. For a brief stint in 1994, a two-bedroom, fourth-floor walk-up on East Fifth Street was home to Mr. Crane, Mr. Brown and Mr. Dempsey. ... Mr. Crane channeled his interest in fantasy into creating The Burning Wheel, a role-playing game he first published in 2002. None have come close to making it big, although Mr. Crane is somewhat famous in the niche world of role-playing. ... Hart Crane, Mr. Crane’s younger brother, started visiting the men from his home in North Carolina when he was 9. Now he is 22. ... In December, Mr. Dempsey will be the first roommate to turn 40, followed by Mr. Theerakulstit and Mr. Crane in the spring, and Mr. Brown next August."</li> <li> The article notes: "Each fall, Luke Crane (designer of the "Burning Wheel Fantasy Roleplaying System" and the "Mouse Guard Roleplaying Game") brings RPG players together in New York City for one intense weekend of gaming. The event is called Burning Con, ... Crane's knowledge of RPGs extends well beyond his own systems, and if this taste has made you hungry for more, I recommend seeking out a copy of the "Adventure Burner" supplement to "Burning Wheel", which was a tome of universal roleplaying advice published back in 2010. It's out of print now, but well worth the effort to track down."</li> <li> The book notes: "Luke Crane's desk at Kickstarter is littered with figurines, card sets, and books-the detritus of dozens of curated Kickstarter projects as well as his own campaigns. His official title is the charmingly generic "Head of Games." His job, in a manner of speaking, is to critique projects for their fan appeal."</li> <li> The article notes: "Game designer Luke Crane (Mouse Guard) has announced plans to release the Burning Wheel Gold Codex supplement for his Burning Wheel RPG, with release in August. ... Crane was also the designer of both a role-playing game and a board game based on the award-winning Mouse Guard comic (see “New ‘Mouse Guard’ RPG” and “ ‘Mouse Guard’ Board Game”)"</li> <li> The book notes: "Indie game developer Luke Crane runs the game section of Kickstarter. He has crowdfunded a number of his own designs, including The Burning Wheel, Torchbearer, and Mouse Guard."</li> <li> The article notes: "Luke Crane is Kickstarter’s head of games. A lifelong gamer himself, he’s also the highly respected designer of the Burning Wheel and Mouse Guard RPGs. He says he joined the company following a surge in gaming campaigns on the site, which until then had been primarily known for arts, design and technology projects."</li> <li> The article notes: "Kickstarter vice president and head of community Luke Crane is departing the company after launching, and quickly canceling, a controversial game project on the crowdfunding platform in February. Kickstarter confirmed Crane’s departure, which it described as a “mutual decision,” in a statement to Polygon."</li> <li> The article notes: "Kickstarter’s VP Head of Community Luke Crane has cancelled the recently launched campaign for The Perfect RPG after receiving public backlash to the inclusion of designer Adam Koebel as a contributor. ... Crane, previously Head of Games for the massive crowdfunding platform, announced The Perfect RPG on February 27th via a Twitter thread ..."</li> <li> The article notes: "It started out with game designer and Kickstarter games specialist Luke Crane, who asked a deceptively simple question on Twitter: why are there so few "lady game creators"?"</li> <li> The article notes: "Luke Crane, head of games at Kickstarter, said there’s been “a huge leap” in tabletop game design in recent years. “Games are getting better – better design and components, with more thought,” Crane said. “And you have a hungry, hungry community with a lot of people with disposable income willing to support these designers.”"</li> <li> The article notes: "“We’re very clear about the fact that there is always risk involved in backing a project,” says Luke Crane, games lead at Kickstarter. “But with the vast majority of projects, that risk turns out to have been worth taking.”"</li> <li> The article notes: "“I advised them not to call it that,” said Luke Crane, Kickstarter’s head of games. “I said don’t call it that. My exact words were perhaps a bit more colorful.”"</li> <li> The article notes: "2012 was also the year of #1reasonwhy, a hashtag campaign fomented by Kickstarter games specialist Luke Crane's earnest and unintentionally hilarious question on Twitter: “Why are there so few lady game creators?” The hashtag ultimately sparked multiple panels at the Game Developers Conference and a further hashtag campaign, #1reasontobe, started by Tomb Raider reboot writer Rhianna Pratchett. The hashtag campaigns felt at the time like a moment of resistance, of organizing, and even of joy. Huntemann called them a direct challenge to “the symbolic annihilation of women in games.”"</li> <li> The article notes: "Luke Crane, a community manager at Kickstarter, played Killer Queen at an indie-game exhibition at the Museum of the Moving Image, in Queens, and was so taken by it that he persuaded his company to host the cabinet for its annual block party in Greenpoint, Brooklyn. “At the end of the day, we closed our doors and kicked everybody out, and we had a big staff party in the building,” Mr. Crane said. The head of human resources played, and so did two of Kickstarter’s founders. “They were instantly hooked,” he said. “Each of them came to me in turn and said, ‘How do we keep this here?’ So we made a little home for it.”"</li> <li> The book notes: "Yet this changed in November 2012, when game designer Luke Crane posed what he thought was an innocent question to Twitter, asking “why are there so few lady game creators?” A designer named Filamena Young quickly answered him, “you realize that’s more complicated than a tweet can answer, I’m very sure.” She then went on to create the hashtag #1ReasonWhy, which other developers took up, responding with personal stories as to why they believed there were so few women in their industry. The hashtag exploded with thousands of tweets from women and allies that “detailed their own experiences with sexism in the field of game development along with other obstacles that prevent women from joining game development as a career” (Blodgett & Salter, 2014)."</li> <li> The article notes: "Burning Wheel by Luke Crane. The joy of the six sided dice pool. The 'Beliefs' mechanic partly inspired the more task focused 'Goals' in Wordplay."</li> <li> The book notes: "And this culture was highlighted in November 2012, when Luke Crane casually tweeted, “Why are there so few lady game creators?” In response, hundreds of people who worked in the game industry, primarily women, started the #1reasonwhy hashtag, through which they cataloged the egregious harassment heaped on women in the industry."</li> <li> The author biography notes: "Luke Crane is an award-winning gamer designer living in New York City. He spends much of his time playing his games, Burning Wheel, Burning Empires, Mouse Guard, and FreeMarket. When he’s not playing, he’s researching his next project, managing the Manhattan Mayhem women's roller derby team, or barking up the wrong tree."</li> <li> The book notes: "A short case study of Luke Crane and Jared Sorenson's game FreeMarket (2010) will illustrate how these concepts might yield a productive framework for analysis of TRPGs and for their potential as serious games. FreeMarket provides a setting that incorporates nova with substantial magnitude and relevance. It also sports system rules that serve to illustrate some of the deliberation on the ways to integrate setting and mechanics, and thereby demonstrates how TRPG game system processes can function as a procedural rhetoric modeling experience. The game illustrates how setting ideas and system modeling can function in conjunction to create a player experience of productive and eye-opening estrangement. Furthermore, FreeMarket’s relative novelty, conceptual sophistication, and even distributive under-exposure offer incentives to commentators and players to study or play with its reservoir of ideas and concepts." The book notes: "Crane and Sorenson, as designers of the game, are aware of how game mechanics shape player experience through the channeling of character choice of actions and decisions. For several years they ran a popular convention seminar called “Game Design Is Mind Control.’”? The seminar dealt with game design in general, not limited to TRPGs in particular, and here they demonstrated that rules function to move players to perform never before considered actions (within the space of play)."</li> <li> The article notes: "Luke Crane, Kickstarter’s vice president of community, has attributed the growth to continued outreach to Japanese creators."</li> <li>RPGnet has numerous reviews of Luke Crane's games here.</li>

</ol>Cunard (talk) 10:19, 8 March 2024 (UTC)


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

User:Newimpartial/William H. Stoddard is known for his work on many supplements for GURPS, and is the author of the award-winning supplement GURPS Steampunk: BOZ (talk) 18:05, 9 March 2024 (UTC)
 * Hi . I found very little coverage of the subject. I found coverage in non-independent sources here and here. Cunard (talk) 05:09, 10 March 2024 (UTC)
 * OK thanks, I will see what I can do with that. :) BOZ (talk) 07:36, 10 March 2024 (UTC)

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

Hi. Here are some sources about the subject:<ol>

<li> The book notes on page 26: "Meanwhile, White Wolf was faced with a dilemma. There was an RPG-sized hole in their 1997 schedule. CEO Steve Wieck asked designer Andrew Bates to fill it. The result was a new game, ÆON (1997), which went from first conception to publication in just 10 months. Like Exile, ÆON was a science-fiction game intended to create a whole new series of games — to be precise, a trilogy." The book notes on page 33: "White Wolf produced the first Sword & Sorcery book — the Creature Collection (2000), a book of monsters — almost immediately. Clark Peterson and Bill Webb of Necromancer Games put Creature Collection together, but the writing came from White Wolf. The book’s large array of authors included many familiar names, such as Andrew Bates, Ken Cliffe, Mike Tinney, Steve Wieck, and Stewart Wieck."</li> <li> I cannot determine whether this article is about the same person as the Trinity creator. It could be about a different person since it does not mention his illustration and game design work. The article notes: "Nerd Louisville's birth in May of 2015 was, of course, nerdy. Co-founders Mike Pfaff and Andrew Bates have long been involved in Louisville's gaming culture and wondered why there wasn't a central online hub where people could meet and learn about events. Bates, who leads the Planning and Compliance Division of the Louisville Metro Department of Resilience and Community Services, was immersed in the world of non-profits but had no real-world experience in running one. Pfaff convinced Bates that a nerd-centric group and website was the ideal non-profit opportunity and Nerd Louisville was born. ... It was an eye-opener for Bates that students didn't have their own books, which are de rigueur for any level of gamer. "That was a surprise to me and really put it into perspective," said Bates, 48. "I grew up pretty middle class, and when I played Dungeons & Dragons, I begged my parents a little bit, and they got me the books. The books are $40 and a struggling family isn't going to drop $40 on books.""</li> <li> The book notes: "Year of the Scarab Trilogy 1: Heralds of the Storms, II: Lay Down With Lions, III: Land of the Dead. Andrew Bates. World of Darkness novels. White Wolf. Reviewed by Don Bassingthwaite. ... According to his bio, these are author Andrew Bates' first three novels. Well done! The action is suitably intense and the plotting is brisk. Slotting the world-views of the different monstrous factions of the World of Darkness together is no easy task, nor is smoothing over the game jargon, but Bates has done a good job of both. The few rough edges that do remain — frequently repeated information, jarring bits of dialogue, extraneous details and actions, and the odd plot line that ends up going nowhere — are distracting but not detrimental to a good story. ... If the Year of the Scarab Trilogy is anything to judge by, you may want to keep an eye on Andrew Bates."</li> <li> The article lists Andrew Bates as a designer and illustrator of the Trinity game.</li> <li> The article notes on page 2: "Assim como Peter Adkison (da TSR) e Andrew Bates (também da WW), Mike também veio ao Brasil prestigiar o VII Encontro Internacional de RPG." From Google Translate: "Just like Peter Adkison (from TSR) and Andrew Bates (also from WW), Mike also came to Brazil to attend the VII International RPG Meeting." The magazine issue contains an interview with Andrew Bates.</li> <li> The article notes: "E no lado do Trinity, as coisas estão iguolmente nebulosas: o autor Andrew Bates está deixando a White Wolf — supostamente por que estaria insatisfeito com as mudanças que q empresa impôs oo seu jogo, dizem as mós línguas. Sacripantas!" From Google Translate: "And on the Trinity side, things are equally cloudy: author Andrew Bates is leaving White Wolf — supposedly because he is dissatisfied with the changes that the company has imposed on his game, say many tongues. Sacripantas!"</li> <li> The article notes: "Trinity (by Andrew Bates. White Wolf Publishing Inc., Clarkston, GA, 1999, 320 pgs., $14.95) has just been reissued in a handy paperback form at about half the price of the original hardcover. ... Andrew Bates and his co-authors have fast-forwarded history to 2120 and imagined a space opera future dominated by the psions, humans bom with mental powers."</li> <li> The article notes: "Aeon, White Wolf's new SF RPG (unrelated to Exile or the Storyteller games), appears in November. Designed by Andrew Bates, Aeon is set in 2120 during an extended war against the Aberrants, psionically gifted mutant invaders."</li> <li> The article notes: "Designed by Andrew Bates, Ken Cliffe. Trinity was the first to be published in a "thematic trilogy" of games, followed by Aberrant (1999 WW) designed by Justin Achilli and Andrew Bates, and Adventure! (2001 WW) designed by Andrew Bates and Bruce Baugh."</li> <li>This search has a list of RPGnet reviews related to Andrew Bates.</li>

</ol>Cunard (talk) 09:18, 22 March 2024 (UTC)


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

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

Hi. I've seen the name "Shannon Appelcline" a lot while searching for sources. :) Here are some sources about the subject:<ol>

<li> The article notes: "Shannon Appelcline’s four-book series Designers and Dragons presents an incredibly detailed look at the history of tabletop roleplaying games, featuring profiles of more than a hundred companies, including TSR, Wizards of the Coast, and White Wolf. ... For each article, Appelcline gathered as much information as he could from magazines and websites, then ran his research past people who had actually worked at the companies in question. ... Along the way he discovered that the history of tabletop gaming is full of confrontations, betrayals, and scandals, which makes Designers and Dragons a surprisingly lively read."</li> <li> There is an article about this book at Designing Virtual Worlds. The book notes: "Shannon Appelcline, 2001?. In this experiment, Appelcline wrote his regular Skotos column in screenplay format to demonstrate the problems that arise when material created for one medium is presented using another. Things work in different ways in different media, and not all transfer; some aesthetics intersect, but some don't. You always need to adapt a work of art for a different medium, and therefore you always have to adapt your understanding of works of art for different media. In particular, models of narrative and performance appropriate for the silver screen are not necessarily appropriate for virtual worlds."</li> <li> The PhD thesis notes: "Shannon Appelcline’s four-volume Designers & Dragons series, published by the TTRPG publisher Evil Hat Productions, similarly combined archival documents and interviews to assemble portraits of significant game designers and the shape of the TTRPG industry over four decades, from the 1970s through the 2000s"</li> <li> The PhD thesis notes on page 57: "Jon Peterson and Shannon Appelcline’s historical scholarship provides the record of the emergence of the TRPG." The PhD thesis notes in a footnote on page 66: "Peterson’s Playing at the World (2012) provides the comprehensive historical record of the evolution of wargames to TRPGs. I provide an abridged version here for context; Appelcline’s Designers & Dragons series (2014- 2015) is an equally valuable record of the history of TRPG companies, creators, and philosophies of design." The PhD thesis notes in a footnote on page 88: "Arneson has not received as much popular recognition – although his influence is being discovered and reevaluated (thanks in part to the rigorous scholarship of historians such as Peterson and Appelcline)." The PhD thesis notes on page 99: "Appelcline notes that TRPG play in the 1970s was often “competitive” between players and the referee." The PhD thesis notes on pages 164–165: "In The Science Fiction in Traveller, Appelcline examines many of the most influential texts and genres which influenced the game’s design (2016). ... The literary inspirations that Appelcline and Driussi refer to are based in 20th Century pulp fiction. As with the lurid, fantastic action-oriented titles that inspired Gygax for Dungeons & Dragons, many of Traveller's literary antecedents are fairly obscure. Appelcline identifies Dickson’s “Childe Cycle” series, H. Beam Piper’s space operas, Keith Laumer’s comic science fictions, E.C. Tubb’s “Dumarest” saga, and David Drake’s military science fiction stories, as primary inspirations." The PhD thesis notes on page 166: "Although Miller has cited Asimov’s “Foundation” series as influential to Traveller, most of the works that Appelcline identifies belong to a more heroic, adventurous legacy of science fiction (which might also lend themselves more accessible to a game that requires players to role-play compelling action-oriented heroes) (Wolf). Appelcline posits that Traveller is a “child of the ‘50s and ‘60s,” because its inspirations belong to a mode of science fiction based on an interstellar manifest destiny. "</li> <li> The article reviews iPhone in action; introduction to Web and SDK development by Christopher Allen and Shannon Appelcline. The article notes: "This introductory tutorial teaches basics of both native (SDK) and web programming for the iPhone, and also introduces Objective-C. ... Appelcline is a writer and technologist. The book is distributed in the US and Canada by O'Reilly."</li> <li> The book notes: "Shannon Appelcline, lead designer at game company Skotos, has written extensively about emergent cultures within the games he designs (2000–2006)."</li> <li> The book notes: "And true to the intertwining of RPG fandom and scholarship, independent authors like Jon Peterson (2012) and Shannon Appelcline (2015) have produced substantial historiographies of the emergence and evolution of TRPGs and RPGs more generally." The book notes: "The historical arc traced here draws in large measure upon two recent histories of the origins of TRPGS: Jon Peterson's Playing at the World (Peterson, 2012) and Shannon Appelcline's multi-volume Designers and Dragons (Appelcline, 2013). Peterson describes the precursors to and influences upon the development of D&D as well as the early history of the game itself (Chapter 3), while Appelcline details the fortunes of the myriad TRPG publishers that emerged, decade by decade, in the wake of D&D's publication. These works provide detailed overviews of the history of RPG publishing, extending earlier, briefer accounts but, in large measure, confirming their outlines."</li> <li> The book notes: "So when I was assigned to write an article titled “Did You Know that Wizards of the Coast DIDN'T Originally Make Dungeons & Dragons?" for Geek & Sundry, I felt like I knew the exact story I was going to tell about the company's fall. I'd lived through it and read Shannon Appelcline's excellent Designers & Dragons, which touched on the topic." The book notes: "According to RGP historian Shannon Appelcline, "Back in 1978, Gygax had decided that it was best if the players did not know the rules."" The book notes: "Thanks to Shannon Appelcline, for his ambitious and clear-cutting work in RPG history."</li> <li> The book notes: "The second central text for this chapter is Shannon Appelcline's comprehensive chronological collection of major RPG publishing houses and their games (2011). Unlike Porter, Appelcline takes a production-oriented approach, chronicling the development of the people who make RPGs and their companies. Used in synthesis, Porter's conceptual structure and Appelcline's detailed content should provide a satisfactory insight into the evolution of the medium in form and content beyond D&D."</li> <li> The book notes: "Two recent histories of the hobby that have found their way into print are notable: Jon Peterson's Playing at the World (2012), and the series Designers & Dragons by Shannon Appelcline (2013), which devotes one volume each to the 1970s, eighties, nineties, and two-thousands. The scope of Peterson's study is massive, tracing the roots of role-playing games through wargaming all the way back to antiquity. Thanks to his material resources and connections within the gaming community, Peterson references many nearly-impossible-to-find fanzines and rules books from the early days of the hobby, as well as telephone interviews and correspondences with numerous individuals who were involved with the development of role-playing games. Appelcline's series relies on Peterson's book at many points—especially in the early volumes—but expands on that prior work by focusing more intently on the business end of the early hobby, with special attention paid to things like intellectual property rights, marketing, and distribution. Both authors manage to present a mountain of information in a very accessible, engaging format, and anyone interested in particular stages of the development of the hobby—from hit points and character classes to the first “indie” games and the rise of "story-based" role-playing—will find a rich trove of resources in either work." The book notes: "Shannon Appelcline has already written an extensive account of the economic history of the hobby in his Designers & Dragons series, in which he highlights an important fact: however much role-playing games might constitute a labor of love, from their earliest conception they were mined for their profit-making potential."</li> <li> The book notes: "A number of references were critical in the writing of this book. First among them is Shannon Appelcline's four-volume history, Designers & Dragons (Evil Hat Production, 2014). Those books were an invaluable resource for getting my facts straight and should be the first stop for anyone desiring to read about the history of the RPG hobby."</li> <li> The book notes: "Designer Shannon Appelcline identifies three types of majority control game based upon the element to be controlled: share-based, area-based and tile-based (2005b)."</li> <li> The book notes: "If you're looking for a longer explanation of RPG design history, I recommend that book and the many great books it cites, especially the work of Jon Peterson and Shannon Appelcline."</li> <li> The book notes: "Since then, the broad category of RPGs has been subjected to a considerable amount of critical commentary. ... Jon Peterson's Playing at the World (2012) and Shannon Appelcline's Designers and Dragons (2015) both offer expansive histories of TRPGs. What ties these works together is fantasy's seminal role in opening horizons of possibility for new technological-driven world creation and subject formation."</li> <li> The book notes: "According to Shannon Appelcline's (2013) exhaustive historical treatise Designers and Dragons, the story of roleplaying games is the story of two different trends coming together: one concerning wargames, the other reflecting the new-found love for fantasy that flourished with the sudden US success of Lord of the Rings in the 1960s."</li> <li> The book notes: "For the most comprehensive history of not only the birth of Dungeons & Dragons but the role-playing industry itself see Shannon Appelcline's four-title Designers & Dragons series on Kindle from Evil Hat Productions (expanding and updating a single-volume issuance from Mongoose Publishing). It is also a good history of print and miniatures wargame publishers."</li> <li> The book notes: "In order to understand the attacks on game competition, it is worth reviewing how a variety of these systems work. Although most game players are familiar with sports competitions, the growth of online play has introduced several new types of ranking systems. There is surprisingly little good discussion about how these systems work from a practical perspective, but Christopher Allen and Shannon Appelcline have put together a number of excellent articles on the subject at Christopher Allen's blog, Life with Alacrity."</li> <li> The book notes: "Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry '90-'99 (Silver Springs, MD: Evil Hat Productions LLC, 2014) and Shannon Appelcline, Designers & Dragons: A History of the Roleplaying Game Industry '00-'09 (Silver Springs, MD: Evil Hat Productions LLC, 2014) discuss the legal battles and rulings that determined that system mechanics could not be copyrighted."</li>

</ol>Cunard (talk) 08:14, 24 March 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The book notes in a footnote: "Space: 1889 proved enormously significant in the roleplaying game industry and almost twenty years later steampunk roleplaying games like Nigel McClelland and Ben Redmond's Etherscope (2005) and Benjamin Baugh's The Kerberos Club (2008) would acknowledge its influence."</li> <li> The review lists the subject as an author.</li> <li> The article notes: "The first time I encountered Benjamin Baugh's work was when I read an excerpt for The Dreadful Secrets of Candlewick Manor and was immediately struck by the quality of the writing. The excerpt that I read was good - an Edward Gorey-esque setting populated by NPCs with big, meaty story hooks attached - and I found myself wondering why I hadn't heard of the guy's name before. It did, however, resolve me to buy Monsters and Other Childish Things as a prerequisite for buying Dreadful Secrets of Candlewick Manor. ... And then I Googled his name and realized, Oh, that's Bailywolf. I know that guy. He's been on the forums forever, good citizen, no infractions, probably not a sock of anybody. Moderating a board tends to change how you think of people's attributes."</li> <li> The article notes: "Monsters and Other Childish Things (hereafter shortened to MaOCT) is Benjamin Baugh’s game of children and the horrible, monstrous beings that love them, as powered by a self-contained variant of the One Roll Engine used in such games as Wild Talents and Nemesis. ... It’s one of the best games I’ve seen in some time and I think it’s made me a Benjamin Baugh fan at this point."</li> <li> The review lists the subject as a co-author.</li> <li>There are other reviews from RPGnet here.</li>

</ol>Cunard (talk) 10:12, 3 April 2024 (UTC)


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

User:Newimpartial/Jonathan Woodward (role-playing game writer) wrote several GURPS books such as the GURPS adaptation of Ogre, and several books for Trinity and more: BOZ (talk) 20:46, 3 April 2024 (UTC)
 * Hi . I found a list of reviews from RPGnet. I did not find coverage about Jonathan Woodward in my searches for sources. Cunard (talk) 08:04, 7 April 2024 (UTC)
 * OK, thanks! :) I can at least add a little to the draft with that. BOZ (talk) 13:54, 7 April 2024 (UTC)

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes that Jon F. Zeigler wrote Fifth Wave.</li> <li> The book notes: "GURPS Alpha Centauri (2002) by Jon F. Zeigler, Steve Jackson Games."</li> <li> The article notes that Jon F. Zeigler designed GURPS Greece.</li> <li> The review lists the subject as an author.</li> <li> The review lists the subject as an author.</li> <li> The review lists the subject as an author.</li> <li> The review lists the subject as a co-author.</li> <li> The review lists the subject as an author.</li> <li> The review lists the subject as an author.</li>

</ol>Cunard (talk) 23:06, 13 April 2024 (UTC)


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

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


 * And thank you @Cunard once again for all your help with these! I have accomplished so much with your help. :) BOZ (talk) 17:48, 19 April 2024 (UTC)
 * Thank you for the kind words and for your great work on increasing coverage of these game designer and game articles! I am happy to help. Cunard (talk) 09:49, 20 April 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Allen Hammack played games so well that TSR Inc., a company that makes games, hired him. When he joined the firm in 1978 he was one of a few employees. "We did everything." Hammack says. "We designed and wrote and edited. We even helped unload the UPS truck." Five years after he was one of a few employees, Hammack was one of 350 employees. The firm's best-known game, Dungeons & Dragons, had caught on. "TSR got a burst of nationwide publicity. The company really started growing. It got more like a big impersonal corporation than the group of friends it had once been." Hammack became a victim of the company's growth. The company hired more employees than it could afford, got in financial trouble, and chose to extricate itself by letting go middle-level management personnel. Hammack was one who got let go. He left Lake Geneva, Wisc., where TSR is based, and returned with his wife Susan to Birmingham, where he grew up. Two months ago he opened his own game and bookshop, the Lion and Unicorn, in Five Points South. "I was ready to come back South," Hammack says. "The Wisconsin winters are notorious. I learned the true meaning of 'wind chill factor' in Wisconsin." Hammack, 29, splits his time between running the shop and writing for game companies. He writes well-documented supplements to adventure games like Dungeons & Dragons."</li> <li>Schauer, Roman (1995-03-24). "Outer limits: Fantasy gathering nurtures creativity" (pages 1 and 2). Birmingham Post-Herald. Archived from the original (pages 1 and 2) on 2024-04-20. Retrieved 2024-04-20 – via Newspapers.com. The article notes: "Another guest of honor at the convention, Allen Hammack, 40, a Dungeons & Dragons legend and former editor at the one-time dominate TSR fantasy gaming company, also thinks that fantasy is the best tool of the imagination. He helped write and design the D&D bible, the "Dungeon Masters Guide," as well as the games "Boot Hill" and "Top Secret." He also wrote "Monsters of Myth and Legend III" and "The Ghost Tower of Inverness. With his wife, Hammack founded the Lion & Unicorn fantasy game, book and comic book store in Birmingham, which he sold about three years ago. He's now a lab technician at the Jefferson County Water Pollution Laboratory. His South East Lake home is adorned with pieces from his fantasy past. Swords stick in corners around the house and art of unicorns and other mythical figures hang on the walls. For him, fantasy coupled with education can provide a satisfying life. Applying those stories was easy for Hammack when he was in his 20s and just beginning to work for TSR, which created Dungeons & Dragons."</li> <li>Hicks, Roderick (1985-12-08). "Murder a part of the game?" (pages 1 and 2). The Anniston Star. Archived from the original (pages 1 and 2) on 2024-04-20. Retrieved 2024-04-20 – via Newspapers.com. The article notes: "The game's developers are quick to point out that it was designed to be played at a table with participants describing verbally how they execute their missions. Allen Hammack, a Birmingham hobby shop owner who helped develop and edit Top Secret, says when participants begin acting out roles they are no longer playing Top Secret. "It's such a departure from what the game is intended to be that I can't even begin to tell you' what they might be doing or what guidelines they might follow," he says. Hammack says he has heard of other role-playing games being acted out but never Top Secret. He says he has difficulty understanding how the Ragland incident could be connected with the game."</li> <li> The article notes: "Parents will draw imaginary swords and fight dragons and ghouls next month at a Southside Community School class. Allen Hammack, co-owner of the game and book store Lion and Unicorn, will take adults through the fantasy world of Dungeons & Dragons, a complicated, controversial role-playing game. Hammack, 30, who once worked for the game's manufacturer, says he wants to teach the game to parents to calm any fears due to "problems and misinformation" associated with D & D. ... The game is played at Hammack's store about once a month. As many as 22 people participate in each game."</li> <li> The article notes: "You won't see articles on lots of new topics or games until we find people to write about them. Allen Hammack is tops around here with the TOP SECRET® rules, but he’s super busy editing, managing, and designing for TSR; we'll squeeze a few articles out of him, but not lots. You (yeah, YOU) can write things and send them in, can't you?"</li> <li> The article notes: "TSR sent quite a few people to East, including Ernie Gygax, Jim Ward, Allen Hammack (C2 author), ... And an honorable mention to Allen Hammack, who was unexpectedly dragged out of bed to DM Sunday morning, but who was not needed (as it turned out)."</li> <li> The subject's books are mentioned on several pages of this book.</li> <li> The article notes: "Top Secret players will want to come in from the cold long enough to read up on “The Super Spies,” dossiers on every worldsaver from James Bond to Maxwell Smart which were prepared by TS developer/editor Allen Hammack in conjunction with Merle Rasmussen, the author of the game."</li> <li> The article notes: "Viking Gods (TSR Hobbies, Inc.) $3.98. Designed by Allen Hammack. Boxed, with a 7" x 4" 18-page rulebook, two six-sided dice. 84 color counters, and 11%” x 14" hex map. For two players; playing time one half to one and a half hours. Published 1982."</li> <li> The article notes: "Day Of Al’Akbar (TSR, 40pp +map, $8) by Allen Hammack. For 6-8 characters of levels 8-10. "A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tried and failed to find the Cup and Talisman. Now it is your turn, Find these treasures, and save your people!""</li> <li> The article notes: "Allen Hammack has been accepted into the fall class of the evening MBA program at the Lake Forest (IL) School of Management. Hammack, who is design manager for T.S.R. Hobbies, Inc., Lake Geneva, lives with his wife, Susan, in Williams Bay."</li> <li> The image caption notes: "Marilee West (Aldonza) and Allen Hammack (a muleteer), both from Lake Geneva, are rehearsing a scene from Man of La Mancha, which will be presented this weekend and next at the Elkhorn Area High School. It features singing, dancing and acting performances by area residents."</li>

</ol>Cunard (talk) 09:49, 20 April 2024 (UTC)


 * Oh nice, thank you! That's more than I expected. :) BOZ (talk) 15:30, 20 April 2024 (UTC)
 * I definitely got some good use from these, thank you! BOZ (talk) 17:13, 20 April 2024 (UTC)

A slight detour for a moment, as new drafts can pile up a bit. :) Just a few for now, and then on to another set.

Draft:Richard Macrory is a bit of an unusual one that I went back and forth on, but then I decided I have worked on drafts that were even more tangential to the games industry than this one. :) It may be a longshot but I'd like to know if there is a source covering him regarding his sole design the 1976 game Man-Eater!:  If not, that's OK, but this is essentially a very long unsourced bio on a topic I'm not super interested in, but I'll toss up a few citations here and there based on what you find. :) BOZ (talk) 14:18, 21 April 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "A rather belated attempt to cash in on the recent Jaws-mania comes from a 26-year-old London barrister, Richard Macrory, inventor of a new game called "Man-Eater" in which players must swim for shore whilst being harassed by a plastic shark. The swimmers, too, are plastic and have detatchable legs—these are removed as the shark attacks!"</li> <li> The article notes: "Man-Eater! Chase game (Footloose Productions - £ 3.99) Inventors : Richard Macrory & Nick Young Age : 8 - family Players : 2-3 Playing time : 30 mins JAWS Another spin -off of the Jaws cult, Man-Eater! is a very attractively presented chase game where one player takes on the role of a man-eating killer shark attempting to devour the four swimmers which are moved by the other player / players whose objective is to reach the shore in as much of one piece as possible. Movement is on a colourful board depicting a rocky coastline and divided into 227 numbered hexagons. At each turn, the player controlling the shark secretly writes down the number of the hex to which he intends to move (this may be the same hex as he is currently on or it may be up to four hexes away), the player or players controlling the swimmers moves them each a distance of up to 2 hexes, and the player controlling the shark reveals his move and places the shark piece accordingly. If the shark lands on the same hex as a swimmer, the swimmer is swallowed whole. If the shark lands on a hex adjacent to that of a swimmer, the swimmer loses a leg and continues to move only one hex per turn. Swimmers losing both legs merely drift one hex in the direction of the shore. Dice are used if a swimmer lands on a hex depicting a Red Herring which offers one of twelve instructions, half of which are favourable and half unfavourable."</li> <li> The article notes: "Fifteen years ago Richard Macrory was an impecunious young lawyer working for Friends of the Earth, then embroiled in what was Britain’s longest-running public inquiry. The 77-day hearing, a clash between the nuclear industry and the fledgling environmental movement, was about plans to build a reprocessing plant at Windscale, now called Sellafield. Earlier this year, as construction of the Sellafield plant finished, the same affable and engagingly boyish figure was appointed Britain’s first professor of environmental law, a matter of undisguised professional pride."</li> <li> The article notes: "Richard Macrory has now followed Sir Patrick as Merchant Ivory's Chairman - has inherited us, one might say. I am happy to state the son has also inherited his father's business acumen, taste for scholarship, and - dare I be so rash as to write this in 1993? - proper English gentlemanliness."</li> <li> The article notes: "A taskforce of environmental lawyers is drawing up plans to stop thousands of EU rules protecting rivers, wildlife, coastlines and air quality from being dropped by the government after Brexit. ... Richard Macrory, professor of environmental law at University College London, is leading the taskforce of lawyers."</li> <li> The article notes: "New powers for regulators to inflict harsher punishments on the worst transgressors will be given only to watchdogs who stop "box ticking" and agree to police business on a risk-based approach, the head of a government-commissioned review of regulatory sanctions has said. In his first interview since being appointed to chair the penalties review, Richard Macrory told the Financial Times there would be"</li> <li> The article notes: "The coalition announced plans for a public meeting next week involving Professor Richard Macrory, whose report into the work of agencies in the UK has fuelled the campaign for one in Northern Ireland."</li> <li> The article notes: "The bill includes some of the recommendations of the 2006 report on regulatory sanctions carried out by Professor Richard Macrory, of University College London. This found that current fines were not high enough to deter businesses from breaking regulations - for example, the penalty incurred for dumping dangerous chemicals or failing to protect workers may be lower than the savings made by cutting corners on safety practices. Prof Macrory recommended standardised sentencing guidelines for convictions when offences came to court, statutory notices requiring businesses to comply with the law and a proportionate range of penalties."</li> <li> The article notes: "The measures will be part of the regulatory, enforcement and sanctions bill to be laid before parliament today for consultation. It implements recommendations in the 2005 report on reducing administrative burdens by Sir Philip Hampton, now chairman of J Sainsbury, and the 2006 review of penalties for breaking regulations by Professor Richard Macrory of University College, London."</li> <li> The article notes: "Some of the first tasks facing the new LBRO will be leading the implementation of the changes suggested in two recent reports, by Peter Rogers, the chief executive of Westminster City Council, and Professor Richard Macrory of University College London. ... The Macrory Review looked at regulatory penalties to ensure they were proportionate."</li> <li> The entry notes: "Richard Macrory is the Director of the IBM Environmental Change Unit in the University of Oxford and is a Fellow of Linacre College."</li> <li> The review notes: "I was really looking forward to reading this book and, on balance, it did not disappoint. I was particularly interested as to what the authors would conclude in relation to the book’s sub-title: Does EU environmental law provide the EU’s citizens with a high level of protection? ... As noted above, at times I felt that some of the chapters were overoptimistic. However, the final chapter, from Ludwig Krämer himself, is enough to sober even the most optimistic reader."</li> <li> The article notes: "The chairman of the supermarket group J Sainsbury, Philip Hampton, proposed this approach more than a year ago and his ideas were fully accepted by the Chancellor, who subsequently asked Richard Macrory, professor of environmental law at University College, London, to examine how the penalties system could be reformed. Only last week Prof Macrory said that agencies such as the HSE should be given the tools to adopt a different approach to businesses like Clingfoil, ..."</li> <li> The article notes: "Professor Richard Macrory of University College London has reviewed the current system for the Cabinet Office and found it flawed. He said regulators like the Health & Safety Executive and the Environment Agency were over-reliant on criminal prosecutions that often do not deliver the sanction and change in behaviour by the offending business that the regulator wishes to achieve. So instead Prof Macrory has recommended the creation of a set of tools."</li> <li> The abstract notes: " Martin Ince talks to Richard Macrory, first professor of environmental law in the UK"</li> <li> The abstract notes: "This book is a testament to the invaluable and distinctive contribution that Macrory has made to environmental law scholarship over the years. It contains a selection of the author’s work, ranging across public lectures, previously published academic articles and book chapters, and reports commissioned by government and NGOs. The work spans four decades of intellectual endeavour, beginning in 1979 with Macrory’s first published legal article, and culminating in a revised version of the 2007 Brodies Environment Lecture on reforming regulatory sanctions. "</li> <li> The abstract notes: "The editorial team responsible for this volume press a central case espousing a need for effective carbon capture and storage (CCS) law and regulatory structures, with a view to ‘reconciling the complex issues and relationships involved’ (p 296). To this end, Havercroft, Macrory and Stewart provide the reader with a clear thematic structure, which they book-end with an informative introduction and a stimulating concluding section ..."</li> <li> The review notes: "In conclusion this is an important contribution to a discussion that may well be nearing some form of conclusion. Certainly, this report combines solid research, a serious desire to achieve a system that meets the needs of environmental justice, and an acute awareness of the practical and technical problems involved in creating a coherent new jurisdiction where so much incoherence currently exists. Inevitably, this report will disappoint some but it shows a way forward and provides a sound and workable basis for modernising the system for achieving environmental justice."</li>

</ol>Cunard (talk) 22:37, 28 April 2024 (UTC)


 * Fantastic. :) I'm sure this one can easily be published, will work on it tomorrow. BOZ (talk) 23:04, 28 April 2024 (UTC)
 * Thanks, that was more than enough! Since this topic is well outside of my comfort zone, I mostly just added several citations, and dumped the lot of these sources on the talk page for any interested party to develop it further. BOZ (talk) 04:17, 29 April 2024 (UTC)

Oh, one more - this one isn't actually a draft, but the AFD for Dan Gelber (game designer) was recently closed as "merge" - if you see enough good sources, that close could be overruled, or otherwise we could start somewhere somehow that could be used in the future to return his article. BOZ (talk) 02:16, 28 April 2024 (UTC)


 * Hi . I found some passing mentions here, here, here, here, here, and here. Cunard (talk) 22:37, 28 April 2024 (UTC)
 * OK cool, I'll do what I can with that, and hopefully after it's merged he can be restored one day. :) BOZ (talk) 23:05, 28 April 2024 (UTC)

Draft:Jeremy Holcomb is a board game designer who won an award for The Duke, and designed other games mentioned in the draft, and he has a small bio here: and although this draft and the bio mention RPGs there were no actual credits for him that I could find? BOZ (talk) 21:18, 2 May 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "At Digipen Institute of Technology outside Seattle, students are learning the fundamentals of board game design. The school is known for video game design, but in a class taught by Jeremy Holcomb, the students — including Shiloh Liedtke — get to create non-electronic games."</li> <li>Articles about The White Box:<ol> <li> The article notes: "The White Box is the brainchild of Jeremy Holcomb (above, left), professor of game design at the DigiPen Institute of Technology. He earned his credits with The Duke, Timestreams and plenty of other titles and the majority of The White Box Essays are his thoughts, ideas and years of experience put to paper. Jeff Tidball (above, right), co-founder of Gameplaywright and chief operating officer of Atlas Games, took charge of the production and publication of The White Box having convinced Holcomb to bring his idea to Kickstarter back in April. And it was a move that paid off."</li> <li> The article notes: "The White Box is essentially a game design workshop in a box. It was created by Jeremy Holcomb and Jeff Tidball to provide information and tools for the aspiring game designer. Both Holcomb and Tidball have backgrounds in designing games as well as writing and teaching about it. They decided to work together in partnership with Atlas Games and Gameplawright to create a cohesive product for a reasonable price. Holcomb and Tidball, talked about The White Box in an episode of the Modifier podcast with Meghan Dornbrock. She asked them about the product but also about how their backgrounds lent to the creation of The White Box. Holcomb, has been making board games and card games through publishers like AEG and has also self-published games. He now teaches game design at Digipen Institute of Technology."</li> <li> The PhD thesis is listed here and is released under the CC BY 4.0 license. The PhD thesis notes: "One of the most thorough and interesting game design handbooks reviewed for this project was The White Box Essays, a bundle of board game design essays by Jeremy Holcomb that came in a box with game prototyping materials such as dice, colored cubes, cardboard chits, and multicolor wooden person tokens (or "meeples" in board game parlance). The 10.5-page chapter on rulebooks comes relatively early in the book and is the only reviewed chapter that speaks to the implicit/explicit rule dichotomy that Salen and Zimmerman cover in detail in Rules of Play as an important part of game manual style. This chapter gives a thorough explanation of each of the crucial sections of a standard rulebook and attends to the order in which those sections should appear to make the rulebook easy to understand for a new reader. Though this chapter does not cover in any significant detail how to conduct usability testing on the manual, this is covered in later chapters."</li> </li></ol> <li>Articles about his book Speak Up, Speak Out and be Heard:<ol> <li> The article notes: "A new book is teaching folks the ins and outs of protesting. Seattle-based writer Jeremy Holcomb penned his new book “Speak Up, Speak Out and be Heard” (Loompanics) as a resource for folks who have no experience in protesting. His tips include: how to build a sign that won’t droop; what to expect if you’re arrested; and how to get media attention. Holcomb says he knows from experience that letter writing campaigns often fail because letters to corporations or politicians often get held up at a central warehouse and are never delivered. If folks take the time to find the recipient’s home address, the campaign usually has more impact – though you could be considered a stalker.But Holcomb’s biggest pet peeve with picketeers is that they only print their slogan on one side of their poster, leaving the other side bare."</li> <li> The article notes: ""Speak Up, Speak Out and Be Heard: How to Protest and Make It Count" by Jeremy Holcomb (Loompanics, $14.95, www.loompanics.com). Tips on organizing effective marches, pickets, boycotts and letter campaigns, by a Seattle activist."</li> <li> The article notes: "Jeremy Holcomb, director of the game design programme at DigiPen Institute of Technology, pointed to free-to-play mobile game Candy Crush Saga as a game that is popular and financially viable, even though users do not play to earn. ... Holcomb takes the view that blockchain technology does not add value to online games. "The speculation effect is destructive to the actual play experience. Work overrides play and the game experience is destroyed," he said."</li> <li> The review notes: "This is a surprisingly well done guide for protesting for social change. Like most people out there, I've done some protesting in my time. It always seemed simple enough. Just listen around, find out where the rally for your favorite cause is, and then show up, right? Hardly. Someone has to plan these things, defining causes, goals, methods, logistics and networking to create something both workable and effective. This work describes how to organize, but also contains information of value to individual protesters. For instance, what to bring to a protest, how to behave and what to do if arrested, are all fully covered."</li> </ol></li>

</ol>Cunard (talk) 07:11, 3 May 2024 (UTC)


 * Nice, thanks! :) I'll work on this one today. BOZ (talk) 11:46, 3 May 2024 (UTC)
 * I think I will also be able to start an article on The White Box. :) BOZ (talk) 15:21, 3 May 2024 (UTC)

Ok and the last of these miscellaneous ones for now. :) Draft:Michael Pierre Price is now an artist, but back in the 1980s he did some game design work for TSR including the board game They've Invaded Pleasantville, the gamebook "The Amber Sword of World's End", and other work as noted here on games like Gamma World and D&D: BOZ (talk) 23:04, 3 May 2024 (UTC)

Hi. Here are some sources I found about the subject:<ol>

<li> The article notes: "Michael Pierre Price is a numbers guy, a whiz with computations. He’s a great admirer of nature and can see beauty right down to the molecular level. He's a scientist, a mathematician, a believer in divine force and an artist working from the depths of those identities. ... Price was born to a French mother and an American father in 1954. He grew up in northwest Indiana at a time when steel and oil industries dominated the area. Impressions of the industrial landscape of his childhood are evident in his work. Raised by his mother and grandmother, he absorbed their love for nature and art, but he also had a fondness for math and science, subjects that came easily to him. Price earned a bachelor’s degree in physics and went on to graduate studies in theoretical astrophysics. After deciding not to pursue a career in academia, he began work as a designer for the company that made the fantasy role-playing game Dungeons and Dragons. He spent three decades developing classic toys, video games and even amusement park rides."</li> <li> The article notes: "After starting to earn a Ph.D. in theoretical astrophysics from the University of Toledo, Price decided not to pursue academia and went into tabletop game design in the early 1980s – for a company that made a little game called Dungeons & Dragons. He spent 30 years developing toys and games before embarking on his artistic path."</li> <li> The article notes: "Artist Michael Pierre Price examines “the nature of reality, consciousness, and existence” in this exhibition that includes a 33-minute musical soundscape as well as an interactive component comprising augmented reality animations that are accessible by using the Arloopa app on a smart phone or tablet. First Friday hours at Five15 Arts at Chartreuse are 6 to 9 p.m."</li> <li> The article notes: "“This is going to impact us individually and collectively,” says artist Michael Pierre Price, a member of the Five15 Arts collective based on Grand Avenue. “We’re still trying to wrap our heads around this and absorb how long it could last,” he says."</li> <li> The article notes: "Five15 Arts at Chartreuse recently opened the first solo exhibition of new collective member Michael Pierre Price, whose work reflects his interest in math, physics, and astronomy. The artist is showing surreal and abstract works that also draw from teachings of indigenous elders. Gallery hours are currently by appointment."</li> <li> The article notes: "Michael Pierre Price, an Arizona-based digital artist and former physicist, said one intriguing aspect of working with fractals and algorithms is the ability to get vastly different outcomes from a unitary method."</li> <li> The review notes: "They've Invaded Pleasantville (TSR); $4.00. Designed by Michael Price, One 4" X 7" 20-page rules booklet, 1 IVi'* x 14" map, 84 die-cut counters, two 6-sided dice, plastic box. For two players; playing time 30-60 minutes. Published 1981."</li> <li> The article notes: "GW2, Famine in Far-Go Michael Price, cover by Jim Holloway, illos by Tim Truman and Jeff Easley Scenario: characters on a journey to the Rite of Adulthood fall afoul of deadly radioactive mutant chickens! Includes wilderness encounters. (1st-ed. rules.) 316-402.1/900-82. 32 pp., outer folder. TSR, 1982. GW3, The Cleansing War of Garik Blackhand Michael Price and Garry Spiegle, art by Jim Holloway Scenario set in the Yellowstone and Grand Teton park areas. The adventurers oppose a band of pure strain humans with high-tech weaponry who are bent on wiping out a tribe of mutants. (2nd-ed. rules.) 316-404.1/900-83. 32 pp., outer folder. TSR, 1983."</li>

</ol>Cunard (talk) 05:59, 14 May 2024 (UTC)


 * Oh nice, thanks! :) That's more than I expected, so I'll see what I can do with that. BOZ (talk) 12:23, 14 May 2024 (UTC)
 * OK, did what I could with that one! One more draft popped up this week, but I will give that one a few days to see if the creator works on it anymore. :) BOZ (talk) 22:13, 14 May 2024 (UTC)

Draft:Cole Werhle was created the other day, but first of all the correct spelling of his name is "Cole Wehrle" as shown on his short bio here:. The draft otherwise speaks for itself with some solid credits on modern board games, but it should also be noted that he co-founded the Zenobia Award and his games have won numerous awards including the American Tabletop Awards, the As d'Or / Golden Ace, the Board Game Quest Awards, the Diamond Climber Awards, the Jogo do Ano, the Golden Geek Award, the Charles S. Roberts Award, and the Origins Awards. BOZ (talk) 16:20, 16 May 2024 (UTC)

Hi. Here are some sources I found about the subject:<ol>

<li> The article notes: "Cole Wehrle dreams of someday making a board game about Reconstruction. The 38-year-old designer has tinkered with a number of different prototypes over the years, but invariably he finds himself stymied by the same obstacle. ... Wehrle is an academic at heart. He studied journalism and English at the University of Indiana before entering the graduate school orbit at the University of Texas, where he completed a dissertation in 2017 titled “The Narrative Dimensions of Empire: Time and Space in the British Imperial Imaginary, 1819–1855.” It was in those dry, empty months of higher learning that he first dipped his toe into tabletop authorship."</li> <li> The article notes: "said Cole Wehrle, the designer of a number of well-regarded games about British colonialism. ... Mr. Wehrle described board games as "little sympathy engines" because players directly embody a role. Designers should question whom they have players sympathize with, and why, but he believes they should still make games with difficult themes. ... In his game An Infamous Traffic, about the opium wars in China, Mr. Wehrle believes he achieves the payoff by juxtaposing sobriety with absurdity. ... Mr. Wehrle has a doctorate in the literature of British colonialism, giving him a leg up in navigating this tricky balance."</li> <li> The article notes: ""When we're in a hot development stage here, we can play a game three or four times a day for weeks," said Cole Wehrle, a game designer and developer."</li> <li> The interview notes: "New school— probably the most interesting board game for me that’s come out in the last few years is “Root.” It’s by Cole Wehrle. It’s from Leder Games. You can buy it right now. And I’m going to make this sound really weirdly intellectual, but let me just say that Cole Wehrle has a designer diary where he explains how the idea of this game came from his graduate studies into Foucauldian biopower."</li> <li> The article notes: "Cole Wehrle feels like the tabletop designer of the moment. Still riding high on the acclaim that followed the release of his breakthrough board game Root in 2018, the designer joined forces with his brother, Drew, for a revised edition of his debut release, historical strategy game Pax Pamir, last year under the banner of their newly co-founded label Wehrlegig Games. (In fact, Pax Pamir: Second Edition was my favourite game of 2019.)"</li> <li> The article notes: "The first time I played the new version of Pax Pamir, the latest game from Root designer Cole Wehrle, I simply didn’t get it. It was perfectly fine, but I couldn’t understand why the reboot of Wehrle’s debut design - part of the notoriously intimidating Pax series of historical board games - had been so hotly anticipated. ... With Wehrle and his brother Drew having announced their publishing label Wehrlegig Games with such a breathtaking first release, I can barely contain my excitement for their upcoming second edition of Cole’s similarly acclaimed John Company."</li> <li> The article notes: "Ever since the release of Root, Cole Wehrle has become a household name in the tabletop gaming industry and community. Wehrle has gone on to design several expansions and Oath, a semi-campaign style board game that Matt couldn’t praise enough in our review. Wehrle’s latest game is Arcs, an upcoming board game that was initially pitched as a narrative-driven tabletop title taking place in space."</li> <li> The article notes: "Unlike designer Cole Wehrle’s breakout hit Root, all of the players have the same set of options and actions - for the most part - at their disposal. ... Cole Wehrle has added another masterpiece to his already gleaming collection of games that are as interesting around the table as they are on it."</li> <li> The article notes: "As Cole Wehrle notes, “[Board game] aesthetics, like the rules that structure their play, are essentially political in that they organize the relationship between the players. […] For, if games structure play, so too do they structure feeling.”"</li> <li> The article notes: "The asymmetrical strategy games are renowned for designer Cole Wehrle’s mechanical innovations and artist Kyle Ferrin’s charming woodland creatures. Now that dynamic duo is poised to launch something completely different. Arcs: Collapse and Conflict in the Void is a quick-playing strategy game set in space. Players take on the role of scrappy spacefaring societies, each one attempting to achieve galactic supremacy. The project boasts the same level of daring innovation that Wehrle is known for, but it also proposes an entirely new release model."</li> <li> The article notes: "Cole Wehrle, creator of Root, Pax Pamir Second Edition, and now, Oath: Chronicles of Empire and Exile, kindly takes us through the broad strokes,"</li> <li> The article notes: "Where does a designer go after making the game of the year? Oath: Chronicles of Empire and Exile was an innovative outing that solved legacy gaming and how to tell a story from worldbuilding alone. ARCs trades in the somewhat fantasy-medieval setting for a swashbuckling sci-fi one. Cole Wehrle takes some time to give us the full story on bringing this 70s space opera inspired game to our tables."</li> <li> The article notes: "Those drawn in by Kyle Ferrin’s awesomely evocative and characterful artwork – think The Dark Crystal by way of Richard Scarry – might be put off by designer Cole Wehrle’s almost highbrow yet generic terminology (that wordy subtitle is a big tip-off). "</li> <li> The book notes: "The precision of social design is not simply confined to the cooperative aspects of games. Games can arrange competitors into astoundingly precise and intricate social structures. Take, for example, Cole Wehrle's remarkable game design for the board game Root: A Game of Woodland Might and Right. Root is a simulation of political and economic warfare of a struggle for the hearts and minds of the people. Crucially, the game is radically asymmetric. Each side plays by different rules and aims at different goals; they virtually play different games. Root is based on the COIN series of war games-a series of extremely complex simulations of counterinsurgency warfare."</li>

</ol>Cunard (talk) 09:49, 24 May 2024 (UTC)


 * Oh wow, great work! :) I'll get to work on this one today. BOZ (talk) 12:24, 24 May 2024 (UTC)

I just wanted to share this with you, as a bit of a diversion. :) You started helping me out with my BLP drafts almost a year ago, at which time my draft list was this long. With your help, moving some back into article space myself, and sending ones deleted at AFD through AFC instead, I have shrunk that original list down to be this long, just a little over half. :) I've got more to add to it from this current thread, but that's OK, I'm glad for the progress you were able to help me make on some drafts that in some cases had been there a very long time! BOZ (talk) 07:40, 13 July 2024 (UTC)
 * Hi . That's incredible progress. Thank you for your work on improving and expanding these drafts! Cunard (talk) 05:22, 14 July 2024 (UTC)
 * Absolutely, couldn't have done it without your help. :) BOZ (talk) 05:24, 14 July 2024 (UTC)

Please close all &lt;p> tags
Please close all tags, like this. You continue to make work for other editors. If it is too much work to find and close them, please consider using tags, which do not cause syntax errors when they are unclosed. Thanks in advance. – Jonesey95 (talk) 11:59, 31 January 2024 (UTC)
 * Unlike the br tag, the p tag is more readable in providing more spacing between the paragraphs. Without the close tags, the page displays properly and doesn't have any errors, so it is laborious and hard to remember to close those tags. Cunard (talk) 12:11, 31 January 2024 (UTC)

DYK for Takabb Anti-Cough Pill
—Kusma (talk) 00:03, 4 February 2024 (UTC)

Some baklava for you! (from IgnatiusofLondon)

 * Thank you so much for the kind words,, and thank you for reviewing the sources and reconsidering your position! Cunard (talk) 09:24, 8 February 2024 (UTC)

DYK for Siam Niramit
—Ganesha811 (talk) 02:08, 7 February 2024 (UTC)

DYK for Jin Hao (swimmer)
—Kusma (talk) 00:02, 9 February 2024 (UTC)

DYK for Calypso Cabaret
Cas Liber (talk · contribs) 00:02, 19 February 2024 (UTC)

DYK nomination of DeeDo
Hello! Your submission of DeeDo at the Did You Know nominations page has been reviewed, and some issues with it may need to be clarified. Please review the comment(s) at your nomination's entry and respond there at your earliest convenience. Thank you for contributing to Did You Know! —<span style="font-family:Poppins, Helvetica, Sans-serif;">Panamitsu (talk) 04:53, 19 February 2024 (UTC)
 * Responded. Cunard (talk) 06:06, 19 February 2024 (UTC)

A barnstar for you! (from TenPoundHammer)

 * Thank you! Cunard (talk) 09:23, 3 March 2024 (UTC)

1990s computer games
Hi there! :) I know I'm all over the place... I hope you don't mind if we take a look at another area from time to time? I'm still really into getting through those BLP drafts, but I have another spot that I left unfinished and I want to get through it, so I may want to go back and forth a bit. A few years ago I started going through the reviews section of Computer Gaming World and adding reviews to all the games that already had articles, and creating articles for those that didn't have one. I got up through issue #100 and towards the end I skipped 11 of them that I could not find any additional reviews for, leaving them for later. Maybe you would like to help me get most or all of those articles started? Anything that you don't see more for, I can leave it for another day.

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

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

<li> The article notes: "The "action" in Action in the North Atlantic dates from the spring of 1942. In the game, as in history, the player has the option of attempting to disrupt the Murmansk-bound convoys as Grand Ad- miral Doenitz or defending those self-same convoys as Fleet Admiral Pound. The strategic game can simulate five, fifteen or thirty day campaigns in which the German tries to locate the convoys via submarine, air and sea searches while the British use the same methods to avoid them."</li> <li> This page from Sigma Press notes: "Sigma Press is an independent publisher of regional walking and cycling guides and local interest books. ... The company was started 30 years ago by Graham Beech, an avid walker and cyclist, based in Wilmslow, Cheshire." The book provides 127 words of coverage about the subject. The book notes: "Action in the North Atlantic. General Quarters Software. CGA/EGA. Another of the detailed naval simulations from Dr Owen Hall. This simulates the grim battles in the frozen north, between German combat forces and Allied convoys bound for the Russian port of Murmansk. The German forces are built around the battle-cruiser Scharnhorst and the battleship Tirpitz. Additionally, the German commander has available both submarines and air power. The opposing British forces consist of battleships, battle-cruisers, aircraft carriers, cruisers and long range bombers. The combatants can select either a winter or summer scenario, and the famous gunnery battle between the Scarnhorst and the Duke of York can be recreated, or numerous other scenarios created. The graphics are very average, and the GQS interface takes some getting used to."</li> <li> The article notes: "Action in the North Atlantic: Much like its sister game, Battleship Bismarck, which was peeked last issue, Action in the North Atlantic is a solid naval strategy wargame for those who do not live and die by state of the art graphics. Like Battleship Bismarck, the research is there, the strategies are varied and, fortunately for Action in the North Atlantic, the scenario is much more flexible. Walk right in, sit right down, and captain 'till the subs come home! Apple II, IBM ($35.00). Circle Reader Service #7."</li> <li> The book notes that the title is "Action In The North Atlantic", the Publisher is "GQ", the author is "Hall", and the date is "1989".</li> <li>I found this entry from DOS Game Zone, but it might not be a reliable source.</li>

</ol>Cunard (talk) 07:26, 5 March 2024 (UTC)


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

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

Hi. I found significant coverage in two Computer Gaming World articles and a few sentences of coverage in The PC Games Bible. Here are some sources about the subject:<ol>

<li> The article notes: "STAR-KING: Another small company’s first effort (like Hong Kong Mahjong), Star King offers players a strategic level space game for 1-7 players (at the same computer). Each player begins on a single planet, expands and tries to conquer the entire playing area. Many levels of play abound in this straightforward space opera game. Again, the level of graphics is below state-of-the-art, and there is no sound support, but those who can handle 3-D gameboards will want to explore the space provided in this game. IBM ($39.95). Circle Reader Service #10."</li> <li> The article notes: "The first design problem that one encounters is serious, it is impossible to exit from the game and there is no save game feature! The only way out is to reset the entire thing and start from scratch. This is annoying at best. The second major problem is the poor display of the tactical information. There are no intelligence screens regarding coordinate positions of the player’s ships or of his planets. What is displayed is a row of numbers with a statement listing the order that the information is displayed, it should have been quite easy to make a simple statement line with variable inclusions or, at least, a column head format to make those displays easier for the player to grasp."</li> <li> This page from Sigma Press notes: "Sigma Press is an independent publisher of regional walking and cycling guides and local interest books. ... The company was started 30 years ago by Graham Beech, an avid walker and cyclist, based in Wilmslow, Cheshire." The book notes: "Star King. Spacewar Simulations Company. CGA/EGA. To be played by 1-7 players this is a strategic level space game. Each begins on a single planet and then tries to conquer the entire play-area. Graphics are average."</li>

</ol>Cunard (talk) 08:36, 21 March 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The article notes: "Conceptually, this game bears a strong resemblance to the Metagaming/Avalon Hill classic of the genre, Stellar Conquest, originally released in the early 1970s. It has important advantages over Stellar Conquest, however, in the way that it handles geography, exploration, economics and colonization, and combat, and in the wealth of scenarios it presents. The first important advantage is that the space represented in Gateway even has geography. In Stellar Conquest, once a player has achieved Unlimited Ship Range, one piece. of space looks like another--since encounters can only take place at star systems, the location of stars on the board solely affects travel time. Enemy systems can be easily bypassed with impunity. Combat is therefore limited to a relatively small number of hexes, which I always thought was a waste of a perfectly good hexboard."</li> <li> The article notes: "One common, recurrent flaw on the part of most Stellar Conquest players is to under estimate the value of the Escort (ESC). Why is still a mystery to me, though I have come to attribute it to two basic oversights. I think players become too anxious for rapid military buildup and perhaps neglect fine detail in trying to be farsighted in looking ahead to future production years. In the case of the latter, it is good to try and be farsighted in a society level game such as SC, yet SC is also a game of much detail. Failure to recognize this has cost many a player his position in the game, myself included."</li> <li> The article notes: "Stellar Conquest (hereafter referred to as SC) and Starforce (SF) both approach the idea of a far flung stellar society from quite different view points. The differences lie not only in game mechanics but in the underlying philosophical assumptions without which the games would be nothing more than pieces of cardboard to move lifelessly about a flat playing surface."</li> <li> The article notes: "Although running a war cheaply is seldom a factor in real life, it is very important in Stellar Conquest. You must use the smallest fleet and least defenses, but still win the battles you have to win. After all, SC is a game of economics. The main goal of war is simple Industrial Unit (IU) attrition."</li> <li> The review notes: "Like almost every wargame, these are at the center of Stellar Conquest. It is appropriate that competition and conflict change in the game as technology advances. Again as on Terra, technology makes them deadlier as well. Stellar Conquest is about power reduced to its basic elements. Under the only moderately complex system is a subtle and elegant portrayal of power and how it can be fostered, and wielded, very few strictly historical games can make a claim to do it as well as Stellar Conquest."</li> <li> The article notes: "In Stellar Conquest, because there is no verbal communication permitted, diplomacy can be an awesome weapon if implemented correctly. ... Limited intelligence, a main feature in Stellar Conquest, requires players to ferret out knowledge blindly, by themselves. Gaining more knowledge than the next player is essential to a winning strategy — and to effective diplomacy."</li> <li> The book notes: "Often touted as the first 4X game (explore, exploit, expand, exterminate), and one of the first space-empire-style games on the market, Stellar Conquest (1975) warrants a closer inspection here. Clearly rooted in notions of spatial domination, expansion, and colonization, Stellar Conquest's debt to wargames is apparent. It uses the hex-and-counter wargame genre standard of a game board depicting a map—which in this case covers a small part of the Milky Way galaxy—divided into a grid of hexagonal spaces. Stellar Conquest includes four hundred counters that the players use to represent their units on the map. Battle is resolved by rolling six-sided dice and looking to a fire effects table for the result."</li> <li> The review notes: "While not perfect, Stellar Conquest definitely has something going for it. It could even become "addictive," if some effort were spent in fixing some of the problems. Some suggested improvements would include: the ability to create a new starbase after having the team’s original one blown up; being able to communicate with a named player; and giving the teamless player more power. Even so, Stellar Conquest is worth playing now and could get even better."</li> <li> The article notes: "Effective synchronization of the ship movement systems in Stellar Conquest may possibly be the most intellectually demanding, exuberant, and disquieting phase of player decision to be found in any wargame."</li> <li> The review notes: "Stellar Conquest is a game of exploration, colonization, industrialization, technological research, and conquest. Two to four science fiction fans or gamers direct complete interstellar societies as they compete for dominance of a star cluster. The game design emphasizes integration of multi-factor societies into a balanced, playable format. Stellar Conquest was our first design and it's already something of a popular classic. If games, science fiction, space or Star Trek appeal to you you'll surely regret missing this."</li> <li> The article notes: "This complex but fascinating game combines exploration with colonization and the growth of population, industry and technology. The combat system is very simple but important. The most interesting feature of Stellar Conquest is that players secretly choose how their races will develop as the game goes on. Different research expenditures will result in faster or stronger starships, stronger planetary defenses, automated industry, or a number of other improvements. You never know what your opponents are developing until they use it against you. The game requires extensive record-keeping and will last an entire evening or longer."</li> <li> The review notes: "Stellar Conquest is filled with nice touches. The components are top-notch, with a colorful map-board that displays the galaxy, the tables needed for play, and a place to hold the planet cards. ... And besides being a rich game. Stellar Conquest is very playable. If one person is familiar with the seven pages of rules, play can begin in a very short time. Though rated by The Avalon Hill Game Company to be of medium solitaire suitability, Stellar Conquest is really a terrific game for four people on a Friday night, good multi-player SF games are rare, and Stellar Conquest is one of the best."</li> <li> The book notes: "Stellar Conquest. A standard space-battle game, in which your goal is to conquer all of the known universe for your team. Explore nearby planets, engage in battle, and work your way up in rank. You earn points for a kill (100) or a planet capture (500). For destroying a planet, you lose 5,000."</li>

</ol>Cunard (talk) 06:17, 26 March 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The review notes: "Can a child learn something by playing Discovery 2.0? "Not gu-ite...." As early as the original Discovery, reviewers thought the concept was good, but the implementation was poor. Nothing has really changed. With a new digitized voice, the ability to correct mathematical errors and a movement system in which characters didn't continually fall down hatches (easier than characters fall down ladders in Shadow of the Beast), the game might be worthwhile. As it is, Discovery 2.0 is only likely to make one scream."</li> <li> The review notes: "Discovery 2.0. Discovery, the award-winning educational program, has now become even better. Designed for children in K-12, Discovery teaches the concept of carrying and borrowing numbers in addition and subtraction problems and offers fill-in-the-blank questions for addition, subtraction. Answers can be typed or set up in a multiple choice format. Learners will take part in an interactive, educational space adventure which includes Spelling and Math lessons. Your job is to fix broken-down starships in the vastness of space. Use knowledge and intelligence to solve the puzzling problems posed by the ship's security computer. Features include new graphics, music, animation, and enhanced gameplay. Works on all Amigas with 512K memory. Additional expansion lesson disks are also available. Suggested retail price: $69.95, Microillusions, P.O. Box 3475, Granada Hills, CA 91394, (818) 785-7345, Inquiry#208"</li> <li> The article notes: "Discovery 2.0. Game disk with math or spelling. Save the Starship Discovery by guiding crew members through the starship and answering questions. Avoid the aliens, collect fuel crystals, and save the ship. Easy playability and compelling graphics. Game disk in math or spelling; expansion disks in Trivia 1 and 2, Science, History, Geography, Spelling 1 and 2, Math 1 and 2, Math Concepts, Language, and Social Studies. Now includes hard drive installation, five spaceships to explore, and questions that use pic- tures or sound. $39.95. Microillusions."</li> <li> The article notes: "Microlllusions is shipping Discovery 2.0, a reworking of their lesson-based educational game. The player tries to work through the many levels of a spaceship and must correctly answer questions in order to pass through doors. There are sets of questions available on math, spelling, geography, history, science, social studies, trivia, and so on. The nice thing is that the lessons come on a separate disk and you can add your own or modify existing ones. Price for the basic program (with just math and spelling questions) is $39.95. A special Educational Pack with the other topics is available for $69.95. PO Box 3475, Granada Hills, CA 91394. RS #221."</li>

</ol>Cunard (talk) 10:13, 3 April 2024 (UTC)


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

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

Hi. Here are some sources about the subject:<ol>

<li> The review notes: "Second Conflict is easy to learn, as there are few rules to contend with. In addition, the game runs under Windows 3.0, so it is very mouse-oriented and easy to use. Moving fleets, attacking and changing production are all handled through the menus and icons. ... Second Conflict is a great game for those who abhor complex rules or enjoy games with short turns. For those who like to define the arena for a battle by changing the victory conditions to fit one's mood. Second Conflict is a must. And remember, there is no such thing as a benevolent Empire."</li> <li> The article notes: "Second Conflict è game molto piacevole, anche per le soluzioni grafiche utilizzate, Intendiamoci rimane pur sempre un wargames, con le limitazioni di questo tipo di programmi. Una ottima grafica per una gloco di guerra non vuole dire animazioni mozzafiato, ma più semplicemente un tavoliere ben disegnato e gli identificatori del vari reparti militari facilmente riconoscibili, anche ad un colpo d'occhio superficiale. Il game è gestibile Interamente con il solo utilizzo del mouse, Il lavorare in ambiente Windows rende plù facili ed immediate le operazioni, in pratica il tutto viene gestito attraverso del menu a tendina, sul video si aprono e chiudono numerose finestre che mostrano lo stato del vari reparti o spiegano alcune situazioni in corso. Anche per questo la giocabilità è molto alta e basta una lettura superficiale del manuale per entrare subito nello spirito del game. All'interno del programma è contenuto un help molto dettagliato, che può essere sfogliato come se fosse un libro vero e proprio, come è nella tradizione di WINDOWS. E' possibile scegliere fra sei scenari differenti, oppure se volete, potete crearvi un teatro di battaglia tutto vastro, utilizzando l'editor che viene fomito col programma." From Google Translate: "Second Conflict is a very pleasant game, also due to the graphic solutions used. Mind you, it is still a wargame, with the limitations of this type of program. Excellent graphics for a war game does not mean breathtaking animations, but more simply a well-designed board and the identifiers of the various military departments easily recognisable, even at a superficial glance. The game can be managed entirely with the sole use of the mouse. Working in a Windows environment makes operations easier and more immediate, in practice everything is managed through the drop-down menu, numerous windows open and close on the video which show the status of the various departments or explain some ongoing situations. This is also why the playability is very high and a superficial reading of the manual is enough to immediately get into the spirit of the game. The program contains very detailed help, which can be browsed as if it were a real book, as is the WINDOWS tradition. It is possible to choose between six different scenarios, or if you want, you can create a completely vast battle theater, using the editor that comes with the program."</li> <li> The book notes: "Second Conflict. JSoft. CGA/EGA. A space strategy conquest game for Windows users. You can produce a variety of different types of spacecraft. Includes six scenarios including a Do It Yourself option."</li>

</ol>Cunard (talk) 23:07, 13 April 2024 (UTC)


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

TKO Pro Boxing from Lance Haffner Games by designer Shannon Lynn with Jim & Thomas Trunzo was reviewed in CGW #89: BOZ (talk) 22:16, 29 April 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The book notes: "TKO Pro Boxing. Lance Haffner Games. Text only. Boxing game that includes over 600 boxers, the ability to use retired fighters at different stages of their careers, fight boxers across eras, you can alter the strategy for the boxer between rounds, three judge scoring. Includes a text commentary of the fight. Recommended for fight fans."</li> <li> The article notes: "As with all Lance Haffner game products, TKO is a stat-based text-only product. It contains over 600 active and retired fighters from sixteen of boxing’s seventeen divisions. The potential match-ups are fascinating, from the obvious Ali versus Tyson to the much more provocative Sanchez versus Pep and Cerdan versus Hagler. The beauty of this game is the ability to match great fighters from different eras (Sanchez versus Pep) or to “promote” fights that should have been (Frazier versus Norton)."</li> <li> The article notes: "TKO Pro Boxing: Those who remember the Atari 8-bit Computer Title Bout from Avalon Hill and Ringside Seat on the Apple II and C-64/128 will have a general idea of what TKO Pro Boxing has to offer. Although TKO does not even have the primitive graphics of the earlier games, it does, however, feature intriguing strategy, ability to modify boxers and a larger library of competitors to choose from than the earlier games. The computer opponent leaves something to be desired, but the game is still worth considering. IBM ($39.95). Circle Reader Service #8."</li> <li> The article notes: "Veterdan designer Jim Trunzo (Avalon Hill's Title Bout and Haffner Games' TKO Pro Bowling) wants to change all that, however, and has trained his new slugger, Title Fight Pro Boxing, to exploit this gap and take advantage of the Windows format."</li> <li> The article notes: "So this is how tonight's fight might have transpired, courtesy of TKO Pro Boxing, a computer simulation designed by Lance Haffner Games of Nashville, Tenn. The game's "pre-fight condition" option reveals that Tyson has "not trained seriously" for the fight against the light-hitting Mathis (no surprise there). The final instructions conclude in the middle of the MGM Grand ring, as Mills Lane (yes, the program even rates referees) exhorts the fighters to "Let's get it on.""</li> <li> The article notes: "The boxers, referee, judges and even the crowd resided within a 3 1/2-inch disc: Lance Haffner Games' TKO Pro Boxing, which provided commentary during rounds, punch totals after each round and full scoring after the fight."</li> <li> The article notes: "In the simulation, McCall lasted past the sixth round against Tyson only once in the five matches. For Tyson he was, well, just a sparring partner. Conducted with: TKO Pro Boxing (Lance Haffner, Nashville, Tenn.). Each installment of "What if...?" reports the results of a fantasy sports scenario enacted through a computer simulation."</li>

</ol>Cunard (talk) 08:04, 2 May 2024 (UTC)


 * Oh nice, thanks! :) I'll check these out today. BOZ (talk) 11:36, 2 May 2024 (UTC)

Stellar Agent from Better Games by designer Robert Kraus was reviewed in CGW #91: BOZ (talk) 00:39, 15 May 2024 (UTC)

Hi. I don't think there is enough yet for Stellar Agent to meet Notability. Here are some sources about the subject:<ol>

<li> The review notes: "However, unpolished as it is, Stellar Agent also recalls the best of the early adventure game era: ingenious logic puzzles; multi-stage death traps; a robust and shameless mixing of science fiction, high fantasy and anything else that caught the designer's fancy; and, best of all, the anything-goes atmosphere of discovery and fun that characterized such classics as Starcross and the original Adventure. The game is really no more than a collec tion of puzzles which are loosely strung together. To the designer's credit, however, the puzzles are fine examples of their type and, to the delight of this puzzle-hungry player, there are a ton of them. Some of them are the kind of puzzle one doesn't see too often any more."</li> <li> The article notes: "Stellar Agent: While most people thought that the “text only” adventure game died with the brouhaha at Infocom, Robert A. Kraus has attempted to recapture the glory days of old. Using a menu-driven interface in lieu of an actual parser. Stellar Agent puts the player square in a science-fiction spy adventure that is both enjoyable to read and play. IBM ($35.00). Circle Reader Service #17."</li> <li> The book notes: "Stellar Agents. Better Games. Text only. A science fiction spy adventure. Features a menu-driven interface with multiple options resident on-screen in each location. Contains a few rough edges but remains an enjoyable adventure with some tough puzzles that are always logical."</li>

</ol>Cunard (talk) 09:31, 16 May 2024 (UTC)


 * OK thanks for taking a look. BOZ (talk) 11:37, 16 May 2024 (UTC)

Pacific Storm: The Midway Campaign from Simulations Canada by designer R.C. Randall was reviewed in CGW #94: Mobygames has a little bit of info:  BOZ (talk) 18:50, 24 May 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The book notes: "Pacific Storm - The Midway Campaign. Simulations Canada. Text only. In the second Pacific Storm study (following Pacific Storm - The Solomons), the masters of tactical computer moderated games turn to Admiral Yamamoto's grand plan to defeat the US Navy after the partial success of the Pearl Harbour attack, and the humiliation of the Dolittle Raid. Spans the open reaches of the pacific from the home islands to the Hawaiian chain, with Dutch Harbour and Truk as theatre limits, and in the centre, Midway Island. The game concentrates on plan formulation and execution via command and control to hold the pivotal position between the US Navy and the Imperial Japanese Navy, during an eighteen month campaign. Sim Can products are very specialist, effectively a computer moderated board game, no graphics, text driven, and complex."</li> <li> The book notes: "For zero to two players (playing at the same machine), Simulations Canada's Pacific Storm: The Midway Campaign is a strategic-level wargame covering the crucial eighteen-week period beginning on May 15, 1942, using nine two-week turns. While the Japanese have the initiative, the Americans need a "win" for public consumption, so both sides are on the prowl and in need of a victory. Players assume the role of either Admiral Yamamoto or Admiral Nimitz and have massive naval and air forces at their disposal. Some ground forces are also at the ready, but theirs is a support role in this clash of navies."</li>

</ol>Cunard (talk) 08:24, 27 May 2024 (UTC)


 * Cool, thanks! :) I will work with those in the near future. BOZ (talk) 15:46, 27 May 2024 (UTC)

GX Games is a gamepack from Genus Microprogramming that was reviewed in CGW #95: Games included are Apples & Oranges, Mind Plus, Space Miner, Puzzler and Black Jack. I feel like this package may have been part of a larger project for the company. BOZ (talk) 15:06, 13 June 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The review notes: "GX Games is a product for both the programmer who has invested in one or more libraries of the GX Development series and wishes to learn some gaming techniques, and the gamer who has some programming experience and wants to know how games tick, as well as how to modify them. As such, it is a showcase for 2-D gaming possibilities and what can be accomplished with one’s programming language compiler and Genus libraries."</li> <li> The article notes: "A collection of five full-featured games written using one or more of the toolkits in the GX Development series. Normally, a game package includes only the executable program. The executable games are provided, along with actual source code for each game in C, Pascal, and Basic. Not only are the games fun to play, they are an excellent learning tool for the GX Development Series. The games make the learning interesting and they cover most of the major concepts when writing any kind of graphics oriented program."</li>

</ol>Cunard (talk) 08:35, 25 June 2024 (UTC)


 * Cool, thanks! :) I'll see what I can do with that. BOZ (talk) 11:13, 25 June 2024 (UTC)

The Big Three (video game) from SDJ Enterprises by designer Steven D. Jones was reviewed in CGW #96: Mobygames has a little bit of info:  BOZ (talk) 11:59, 2 July 2024 (UTC)

Hi. Here are some sources about the subject:<ol>

<li> The review notes: "On the whole, then, Big Three is a refined, evolved design that makes for a highly playable, intriguing and enjoyable simulation. Unfortunately, it is a game in search of development, an artificial opponent and state of the art presentation. Is it a good game? Is a glass half-full or half empty? While many jaded computer wargamers will look down upon this fine effort at self-publishing with a "buy cheap, get cheap" attitude, I cannot. After many hours of repeated play, I must confess that I see Big Three more along the lines of "good things come in small packages." May it continue to evolve, for every revision Big Three will be a welcome installation to my hard drive."</li> <li> The article notes: "Big Three does for World War II in Europe what Le Grand Armee did for the Napoleonic Wars. In scale, the closest board game analog would probably be Avalon Hill's Hitler's War. As in Le Grand Armee, players build units during the game. The quantity of builds depends on the number of cities under a player's control. And, as in Le Grand Armee, play is straightforward with the twist that the opposing player may intervene during the current player's turn. In this case, the intervention is in the form of air and naval intercepts."</li>

</ol>Cunard (talk) 05:23, 14 July 2024 (UTC)


 * Nice, thanks! :) I will work on that one soon. BOZ (talk) 05:27, 14 July 2024 (UTC)

Main Battle Tank: Middle East from Simulations Canada was also reveiwed in CGW #96: Mobygames has a little bit of info:  BOZ (talk) 13:20, 14 July 2024 (UTC)

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


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

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

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

Here are some source for Password:<ol> <li> The book notes: "At the opposite extreme is Password (Milton Bradley Co.), of TV fame. Here, the object is not to hide but to communicate words to your partner. Representatives of each team give clues alternately to their partners; the player who guesses the "password" scores for his team a number of points which decreases according, to the number of guesses required. The game can be played to a given point total or, more typically, until the words on one pair of cards are exhausted."</li> <li> The book notes: "One of the all-time greatest party games. Password requires an ingenious blend of logical thinking and creativity. Usually played in teams of two, it can also be played by a group of single competitors (details provided below). Password was adapted into an enormously successful TV game show hosted by Alan Ludden. Who was married to Betty White. Who was in Colden Girls with Bea Arthur. Who played Maude in a spin-off of All in the Family. Oops! Wrong game!"</li> <li> The book notes: "Password adapts the wordguessing concept of Charades and turns it into a vocal team game that involves everyone at once. The same word is given to one member of each team at the same time; they take turns giving clues to their teammates; the winner is the team that guesses the password first. Password works best as a game for four, with a fifth playing quiz master."</li> <li> The book notes: "• In 1962, a board-game version of Password was produced by the Milton Bradley toy company. More than two million games were sold. • Due to the success of the first edition of the board game, Milton Bradley went on to create 25 different editions of the Password board game. • The Password board game was revived in 1979 with the title Password Plus, and again in 1984 as Super Password."</li> <li> The book notes on page 28: "Game Name: Password. Date: 1961. Original Co.: Milton Bradley. Comments: Silver anniversary edition has been sold by Hasbro/Bradley every year since the 25th anniversary in 1986; out of production." The book notes on page 45: "Also, quiz programs have proved particularly durable, and Family Feud, Hollywood Squares, Jeopardy, The Match Game, Password, and Wheel of Fortune have all been popular games as well as long-running shows." The book notes on page 46: "TV games are still very popular, and they still come and go as the shows on which they are based gain and lose favor. Only Password and Jeopardy kept selling while the programs on which they were based were off the air (1968–70 for "Password" and 1975–77 for "Jeopardy")."</li> </ol>Cunard (talk) 23:05, 13 April 2024 (UTC)


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

DYK for DeeDo
&mdash; Amakuru (talk) 00:02, 21 March 2024 (UTC)

Perhaps I could trouble you
For another help with newspapers query. I am working on pl:Jerzy Jeliński which I'll translate to English in the near future. His story (Polish Boy Scout - well, young adult... - travels around the world in a car) was said to have been widely reported in contemporary newspapers; he was supported by governments (in US he met the persident, etc.). Supposedly there was extensive newspaper coverage, but I am terrible at finding it. Can you take a look? Period in question is 1926–1928 <sub style="border:1px solid #228B22;padding:1px;">Piotr Konieczny aka Prokonsul Piotrus&#124; reply here 00:04, 21 March 2024 (UTC)


 * Hi . This Internet Archive search for "Jerzy Jeliński" returns 44 results. I did not find coverage in my searches for sources in ProQuest. This Google Books search returns results but they are all snippet views. Newspapers.com returns 27 matches in a search for "Jerzy Jelinski", but no matches in a search for "Jerzy Jeliński". The Newspapers.com sources:<ol><li>Significant coverage in Polish-language newspapers: this article, this article, this article, this article, this article, this article, and this article.</li><li>Significant coverage coverage in English-language newspapers in this article, this article, this article, this article, this article, and this article.</li><li>Passing mentions and less significant coverage in this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, this article, and this article.</li></ol>Cunard (talk) 08:36, 21 March 2024 (UTC)
 * Thank you - I will be sure to check them in the near future. I wish I could recommend this fascinating book (from 1929, digitized) to you, but it is in Polish. Machine translation will not do it justice, I fear. Maybe in few more years as AI improves. <sub style="border:1px solid #228B22;padding:1px;">Piotr Konieczny aka Prokonsul Piotrus&#124; reply here 11:47, 21 March 2024 (UTC)
 * Hi . Jerzy Jeliński has a very interesting story. Thank you for working on his biography, and I hope technology improves by then! Cunard (talk) 09:18, 22 March 2024 (UTC)

A barnstar for you! (from Bearian)

 * Thank you! Cunard (talk) 10:12, 6 April 2024 (UTC)

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

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

&maltese; SunDawn &maltese;   (contact)   16:18, 6 April 2024 (UTC)


 * Thank you for reviewing the article, ! Best wishes to you and your family too! Cunard (talk) 21:23, 6 April 2024 (UTC)

Good work
Thanks for your beneficial and dedicated contributions to finding sources in multiple AfDs. You’ve definitely helped save some articles and find sources others couldn’t. <span style="background-color: rgb(240, 233, 205); padding: 3px"><span style="color: rgb(237, 50, 45);">StreetcarEnjoyer <span style="color: rgb(237, 50, 45);">(talk)  14:47, 7 April 2024 (UTC)
 * , thank you for the kind words about my work at Articles for deletion/Alpine Pearls and other AfDs! Cunard (talk) 19:46, 7 April 2024 (UTC)

DYK request
Hi Cunard. Since you seem to be excellent on China-related topics, I was wondering if you'd be willing to help out with some of the issues pointed out at Template:Did you know nominations/Zhuan Zhu? The reviewer pointed out some prose issues and I felt like you'd probably better understand how to correct them than I, since I can't read Chinese (and much of the content is from a Chinese source). I'm fine trying to work on it myself if you're too busy; just thought I might as well ask. Thanks, BeanieFan11 (talk) 21:49, 11 April 2024 (UTC)
 * Hi . I will not have time to work on the article. I checked this version of the text. The "Life" section is sourced to the fifth source, a book that mentions the subject on 30 pages. I checked the page that was linked and the following page but most of the content is not on those pages. The content is likely on the remaining 28 pages, most of which Google Books does not provide me access to. I think it would take substantial time to verify all of the content and copyedit the article to address the prose quality and accuracy issues the DYK reviewer pointed out. Cunard (talk) 09:21, 12 April 2024 (UTC)

Mind Lords of the Last Sea
This one was PRODded but that was removed; do you see anything more for it in case that is challenged? BOZ (talk) 11:52, 15 April 2024 (UTC)
 * Hi . Aside from the sources already used in the article, I did not find additional sources about Mind Lords of the Last Sea. Cunard (talk) 09:45, 20 April 2024 (UTC)
 * OK, thanks for checking. I think this one is safe for now anyway. :) BOZ (talk) 15:28, 20 April 2024 (UTC)

Ping notice
Hi Cunard, I thought that I would notify you that you've been mentioned here. I noticed that you've been voting at a lot of deletion discussions, and thought that you might want to take a look. Thank you! Mikejisuzu (talk) 06:34, 24 April 2024 (UTC)
 * I found a book review here of a book he co-edited with four other people but did find significant biographical coverage in reliable sources in my searches for sources. Cunard (talk) 22:48, 28 April 2024 (UTC)

Precious anniversary
--Gerda Arendt (talk) 07:08, 1 May 2024 (UTC)
 * It's been five years! Thank you so much, ! Cunard (talk) 09:29, 1 May 2024 (UTC)

DYK for One Chun
Cas Liber (talk · contribs) 00:02, 4 May 2024 (UTC)

DYK for Bangkok Marriott Hotel The Surawongse
Cas Liber (talk · contribs) 00:04, 5 May 2024 (UTC)

If you do any more Thai hotels can you add them to List of hotels: Countries T ♦ Dr. Blofeld  09:03, 5 May 2024 (UTC)
 * I did not know about the existence of that list. I will do. Thank you for letting me know. Cunard (talk) 06:37, 14 May 2024 (UTC)

A barnstar for you! (from Polygnotus)

 * Thank you for the kind words! Cunard (talk) 00:47, 26 May 2024 (UTC)

DYK for The Days of '98 Show
RoySmith (talk) 00:03, 30 May 2024 (UTC)

Your submission at Articles for creation: Caroline Tran has been accepted
<div style="border:solid 1px #57DB1E; background:#E6FFE6; padding: 0.5em 1em; color: #000; margin: 1.5em; width: 90%;"> Caroline Tran, which you submitted to Articles for creation, has been created.

Congratulations, and thank you for helping expand the scope of Wikipedia! We hope you will continue making quality contributions.

The article has been assessed as C-Class, which is recorded on its talk page. This is a great rating for a new article, and places it among the top of accepted submissions — kudos to you! You may like to take a look at the grading scheme to see how you can improve the article.

Since you have made at least 10 edits over more than four days, you can now create articles yourself without posting a request. However, you may continue submitting work to Articles for creation if you prefer.

If you have any questions, you are welcome to ask at the  [//en.wikipedia.org/w/index.php?title=Wikipedia:WikiProject_Articles_for_creation/Help_desk/New_question&withJS=MediaWiki:AFCHD-wizard.js&page=Caroline_Tran help desk] . Once you have made at least 10 edits and had an account for at least four days, you will have the option to create articles yourself without posting a request to Articles for creation.

If you would like to help us improve this process, please consider.

Thanks again, and happy editing! SmokeyJoe (talk) 22:18, 31 May 2024 (UTC)

DYK nomination of Drew Thomas
Hello! Your submission of Drew Thomas at the Did You Know nominations page has been reviewed, and some issues with it may need to be clarified. Please review the comment(s) at your nomination's entry and respond there at your earliest convenience. Thank you for contributing to Did You Know! BlueMoonset (talk) 16:42, 2 June 2024 (UTC)

A barnstar for you! (from Toadspike)

 * Thank you,, for your kind words about my contributions at Articles for deletion/Grand Hyatt Beijing! Thank you for searching for sources for topics at WikiProject Deletion sorting/China. Articles listed there frequently need improvement and research so I am deeply grateful for your contributions and hope you continue participating there in the future. I agree with your statement at Articles for deletion/Tibet Airlines Flight 9833 that "news sourcing in China is already sparse to begin with" and "I am much less concerned with recentism here than I am with geographic bias." I will review that AfD and topic in more detail later. Cunard (talk) 10:37, 8 June 2024 (UTC)

Syed Ibne Abbas
Hi Cunard - hope you're well and thank you for your good work. I was wondering if you could find relevant references to prove notability of this diplomat: Syed Ibne Abbas.

There should be more coverage in foreign policy-related academic journals/magazines about him and I know you're really good at that. He has received in-depth coverage in newspapers as well but some deletionists are dismissing it as WP:ROTM (which, ironically, is an essay). More eyes on User:Saqib AFDs are needed now unfortunately - they are purging a lot of notable Pakistani articles by leveraging low participation of editors on AfDs and driving away a lot of new editors. Thank you! 2A04:4A43:8C3F:F82C:D8E2:E501:7C4C:59EC (talk) 07:45, 21 June 2024 (UTC)
 * Hi 2A04:4A43:8C3F:F82C:D8E2:E501:7C4C:59EC. Thank you for the kind words. The AfD was closed. In my English-language searches for sources, I found those mentioned in the AfD and coverage about his appointment to be the High Commissioner of Pakistan to the United Kingdom. It is likely there are additional Farsi-language sources about the subject, so I recommend asking an editor with Farsi-language expertise to find sources about him. Cunard (talk) 08:34, 25 June 2024 (UTC)

Thank you for your work at AfD
It's very very much appreciated :) I always try to do my due diligence searching for sources before I nominate an article, but I miss some, and you're saved seemingly countless articles from the void. Thank you for your great work! PARAKANYAA (talk) 23:48, 25 June 2024 (UTC)
 * Thank you for your very kind words, ! Thank you for your hard work on book articles: creating detailed book articles, finding non-notable books and nominating them for deletion, searching for sources at AfD, and proposing alternatives to deletion like redirects to authors when ones exist. I deeply appreciate your quality work too. :) Cunard (talk) 08:21, 26 June 2024 (UTC)
 * Thank you :)
 * This may be a bit out of your wheelhouse, and was unrelated to why I wanted to send thanks to you, but I was stuck earlier and was wondering if you could help me find more sources about either of these two French sportspeople (who are siblings)? No obligation of course.
 * François Bonlieu
 * Edith Bonlieu
 * I expanded François's article from a stub but I was wondering if there was more comprehensive/later coverage I'm missing (particularly about his death), while with Edith I'm not technically sure she's notable outside of the combination of factors of having a more famous brother, husband, and a very odd manner of death, though I've seen reports describing her as famous which makes me feel like there should be sigcov. Edith later married the more famous Jean Vuarnet so I've also seen her last name given as Bonlieu-Vuarnet or simply Vuarnet.
 * I'm not sure if you'd be able since it would be mostly French language sources I'd guess but you seemed the best at finding obscure things - though if the resources you have don't work as well for that kind of source, that would make sense. Sorry for any bother! PARAKANYAA (talk) 22:12, 26 June 2024 (UTC)

Hi. Thank you for your work on these articles! A search for "Francois Bonlieu" on Newspapers.com returns numerous results. There are also numerous results in a search on Internet Archive such as this book, this book, this book, this book, and this book, which cover Bonlieu on multiple pages. A search for "Francois Bonlieu" on Google Books returns results from Ski magazine such as this and Skiing magazine such as this.

Here are some sources for Edith Bonlieu:<ol> <li> The article discusses Edith Bonlieu in many paragraphs.</li> <li>A search for "Edith Bonlieu" on Newspapers.com returns 25 results.</li> <li>A search for "Edith Vuarnet" on Newspapers.com returns 221 results.</li> <li>A search for "Edith Bonlieu" on Internet Archive returns 20 results.</li> <li>A search for "Edith Vuarnet" on Internet Archive returns 19 results.</li> <li>ProQuest searches through the Wikipedia Library for "Edith Bonlieu" and "Edith Vuarnet" return results.</li> <li>Google Books searches for "Edith Bonlieu" and "Edith Vuarnet" return results.</li> </ol>Cunard (talk) 07:51, 1 July 2024 (UTC)

Nawab Mir Khudrath Nawaz Jung Bahadur
Hello Cunard. What is your opinion on this article? It has been on my radar for a while, and I often think about it. It doesn't seem like it's possible to write an encyclopedic article on this topic, but maybe I am missing something obvious. —Alalch E. 23:57, 26 June 2024 (UTC)
 * Hi . I looked at an earlier version of the article. The article cites the 1936 Hyderabad directory. I searched for various combinations of his name in this view but could not find where he is discussed since there are people with similar names.
 * I was unable to find coverage about the subject but this is not an area I'm proficient in. Nawab Mir Khudrath Nawaz Jung Bahadur says that he was an aide-de-camp of Mir Osman Ali Khan, the Nizam of Hyderabad. According to the infobox of Hyderabad State, the languages spoken were Telugu, Marathi, Kannada, and Urdu. It is possible that there are sources in these languages and an editor familiar with these languages could find these sources. Maybe editors at Wikipedia talk:Noticeboard for India-related topics or Translators available could help do a search for sources? I recommend also asking about them about the "1936 Hyderabad directory" source to see if they can find where he is discussed in the text. It's possible that it provides significant coverage of him.
 * If editors familiar with these languages conduct searches for sources and cannot find anything, then that provides a fair indication that the topic does not meet Notability. The subject lived in the pre-Internet era so there still could be offline sources about him. But if no sources can be found, the article fails Verifiability and should be either deleted or redirected to Mir Osman Ali Khan (if a source can be found to verify the connection and if it would be due weight to mention him in that article). Cunard (talk) 07:49, 1 July 2024 (UTC)
 * Thank you very much. He is mentioned on pages 68 and 267 as Qudrat Nawaz Jung Bahadur (in the first mention abbreviated as Bahdr). I don't know what to think about Qudrat vs. Khudrath (I had left a citation needed comment about that). He is listed as a member of the government in the "staff" category, his title is given as nazim, presumably meaning commander, next to Nazm-e Jamiat (which I am able to find information about elsewhere, mostly under the spelling of "Nazm-i-Jamiath"), and in the "Who's Who" section (second mention) he is listed as "Commander, Nazm-Jamiath Irregular Forces". He was the commander of this particular group, which I think was the Nizam's retinue and palace guard. I added to the article incorrectly that he was also aide-de-camp, because I misread the page containing the first mention. I will follow your advice and ask editors at that noticeboard. —Alalch E. 09:53, 1 July 2024 (UTC)
 * Thank you for pointing out pages 68 and 267. Those sources are just one-sentence list entries so aren't significant coverage but they verify his existence. I hope the editors at the India-related topics noticeboard can help. Cunard (talk) 09:59, 1 July 2024 (UTC)

DYK for The Penguin History of Modern China
Cwmhiraeth (talk) 00:03, 28 June 2024 (UTC)
 * Regarding this article, I think it is an exceptional candidate for good article status. I encourage you to nominate it! ~ Pbritti (talk) 13:59, 28 June 2024 (UTC)
 * Thank you for the kind words! Cunard (talk) 07:49, 1 July 2024 (UTC)

DYK for Great Alaskan Lumberjack Show
Cwmhiraeth (talk) 00:03, 28 June 2024 (UTC)

DYK for Drew Thomas
&spades;PMC&spades; (talk) 00:03, 6 July 2024 (UTC)

I have sent you a note about a page you started (The Chinese in America)
Hi Cunard. Thank you for your work on The Chinese in America. Another editor, Aszx5000, has reviewed it as part of new pages patrol and left the following comment:

To reply, leave a comment here and begin it with. (Message delivered via the Page Curation tool, on behalf of the reviewer.)

Aszx5000 (talk) 11:51, 7 July 2024 (UTC)


 * Thank you for reviewing the article and for the kind words! Not having autopatrolled means each article I create gets reviewed by another editor. I like this as it has led to improvements to the articles that might otherwise have happened. I create a small number of articles so this adds minimal additional work to the new page patrol process. Cunard (talk) 05:22, 14 July 2024 (UTC)