I’ve been an avid gamer since I was lent a red box copy of D&D back in elementary school. My favorites shifted over the years as groups and games came and went but I was almost constantly the GM of a group, creating new worlds and tinkering with rules to match the kind of stories we wanted to play. In 2004 I went to a game convention with my illustrator wife and attended an independent game designer’s panel. That completely changed my outlook and showed me that I could be an active designer rather than a passive consumer. I eagerly read up on the theory and began to really investigate my play. After some false starts and plenty of hacking apart games I realized I was ready to try a big, full game design. I made several smaller designs to test out my ideas piece by piece and slowly but surely crafted the world and the rules of Tears of a Machine. Now I’m gearing up to see it through to its published completion and release into the wild gaming world.