Starting sometime around this summer, I intend to release a few original adventure modules to test the waters for what I hope will become more of a full-time writing thing early next year. I have the technology, … the talent, the skills, and the drive… Well, I mean, we’ll see if I have what I need. I am “testing the water.”

Back at the tail-end of 2010, I developed a technique for adventure design that I had the opportunity to test with the Escape from White Cliff adventure. In the meantime, I’ve continued to develop my own game system and setting, and intend for a “multi-platform release” — card game, board game, roleplaying game — in 2012 and 2013.

Volunteering for D&D Encounters has given me the opportunity to reconnect with players as a game master, which is an important part of adventure design. No matter your game, platform, or whatever, it has to be fun. If it isn’t fun, you’ve failed. That’s why it’s a good idea to playtest. “Sanity checks” are vital to the process.

The first adventures I intend to release will be free, hence the “testing waters” thing. I’m going to work toward setting up a shop where adventures can be purchased and downloaded, too. Once I think I can make quality adventure-writing a regular thing, I’ll launch the online store. That should take some time to set up… hence the time-frame.