Introduction
I have been fascinated by games since childhood, and designed my first board game when I was nine. It was about the three wise men trying to get to Bethlehem before the baby Jesus was born, and it was utter crap. However I still aspire to rise to the level of designing something mediocre before eventually failing a survival roll.
I developed my interest through board wargames, role playing games and a degree in History before stumbling across megagames, and out of curiosity I attended a Space Marine game in 1994. I was overrun by robots and brutally killed within the first hour, and that might well have been the end of my megagaming career - had not the game designer (Wallman, I think his name was) taken pity on me and given me a new role, in the control room of the spaceship, so I could watch the events unfold.
This experience taught me three lessons which have informed my gaming ever since: the one thing I love about games (of all kinds) above all else is developing a shared narrative between players; proactively striving to enhance the player game experience is of paramount importance; and effective improvisation when things go wrong is an essential adjunct to good design.
I have tried to apply those lessons ever since, as control in many games and also being involved in the design of a few.
Game Designs
Brian Cameron, Paul Hill, Richard Hands and Bruce Walton26th October 2024 | At Right Angles to Reality Redux | Anerley Town Hall |
Andrew Hadley & Bruce Walton15th November 2018 | Hands of the Many | Anerley Town Hall |
Paul Hill & Bruce Walton11th September 2010 | Of Gods and Men | Anerley Town Hall |
11th October 2014 | Of Gods and Men 2 | Royal Armouries, Leeds |