Gen Con 2018 Schedule

Here’s where I’ll be for sure during Gen Con (look for that Paizo booth flooring). I’m free most evenings.

Wednesday, August 1st

5:30 PM              Arrive in Indy

9 PM                   Diana Jones Awards

Thursday, August 2nd

8:30–12             Paizo Booth

2–3                     Starfinder AP Panel

4–6:30                Paizo Booth

Friday, August 3rd

9:30–11             Paizo Booth

12–3                   Paizo Booth

4–6:30                Paizo Booth

Saturday, August 4th

11–3                   Paizo Booth

4–6:30                Paizo Booth

Sunday, August 5th

9:30–12:30         Paizo Booth

2–3                      Designing Planets Panel

Evening              Paizo Booth Teardown and etc.

Monday, August 6th

9:45                     Fly to Seattle (and start staycation)

World Building: Inclusivity

Kotaku recently published an article on queerness in the D&D game. To be more specific, this article is about the inclusion of queer people and, more specifically, a glimpse into their lives as normal, accepted citizens of imaginary worlds. The fifth edition Player’s Handbook, for the first time in D&D history, makes a bold statement about sexuality and gender. It encourages you to imagine different. Several official D&D adventures depict queer couples or families. Many other games have similar modes of presentation, nodding toward normalcy. All these steps are positive. However, a few failures of imagination exist with regard to depicting this sort of equality in games and other media. (1)

So you don’t need to break out your PH.

Full transparency, I’m not queer. I am, however, strongly pro civil rights and inclusivity. But, when we were working on the fifth edition of the D&D game, I made a mistake regarding this issue. James Wyatt drafted that statement about sex and gender for the Player’s Handbook. I read it. I said to myself, maybe a little nervously, and giving in to internalized cultural pressure, “This goes without saying. D&D has always been about freedom to be who you want to be in the game.” I fired off an email to Jeremy Crawford, the D&D Managing Editor and Sage, to that effect. That email is proof that I had failed to imagine what the book’s clear statement would mean, and does mean, to queer folks marginalized in our society, even at our gaming tables.Read More »

It’s me, Chris Sims.


I’m an award-winning creator with proven skill in writing, game design, graphic art, and editing. My work appears in major gaming brands, such as the Dungeons & Dragons game and State of Decay 2. Learn more about me and my endeavors by using the links, found above, or reading my posts, such as those below.

You can talk to me. Mention me on Twitter, connect with me on Facebook, learn about my career on LinkedIn or my Work page, or gain a little insight into who I am on my About page. Drop me a line if you like—it’s the best way to reach me.

A D&D Life

My first magic tome.

What does D&D mean to me? My friend Shawn Merwin asked me to write about this question, and record the response for his podcast. I don’t have recording gear (or skills), so I wrote this piece. He recorded it for his podcast.

The question itself brings up all sorts of feelings and memories. It’s an important question, because some might think after being laid off (twice) while working on D&D, I might have negative feelings about it. I don’t. From the heady days of first gaming in 1981 to today, working on three or four different game projects at once, D&D has been and is good to me.Read More »

World Building: Roots

Barsoom (2)

I said a while ago that I wanted to talk about world building (maybe worldbuilding or world-building, as you prefer). That I do. Doing so seems likely to take more than a couple entries here. This essay is the beginning, written as much for me to explore what I know as for anyone who cares enough to read it. (1)

Generation of the world or universe, the setting, is important to numerous aspects of creating media, from novels to games. Careful design can’t be undervalued. Assumptions should be avoided, while reasoned relationships should take prominence. Aim to build novelty and interest, but include enough of the familiar to build resonance with the audience.

We need to define a few terms before the discussion begins. This essay waxes philosophical. (3)Read More »


Let's go for a ride! Always wear your helmet.
Let’s go for a ride! Always wear your helmet.

I’ve been playing Fallout 4′s beta Survival difficulty mode. It’s good. The mode certainly meshes with my normal play style, but Survival also improves the feel of the game. How a game feels is paramount. Mechanics have to speak to the genre and the narrative. Survival pumps Fallout 4′s feel up to the right notch, adding a little something I missed without quite knowing it.

See, when I’m not experimenting with a ridiculous, chemmed-up melee fighter or a run-and-gun soldier, I default to careful play style. I use stealth and sniping to avoid “fair” confrontations. (You know, like you would.) When I set up for sniping, I lay mines on predictable approaches to my position. I avoid companions, sometimes even the lovable and helpful Dogmeat, because companions draw enemy attention, attack without tactical cooperation, and sometimes plain get in the way. (The Lone Wanderer perk is all me.) I explore nooks and crannies, and acquire the perks needed to unlock and hack everything. I’m cautious, methodical, and curious.

Survival asks you to be all three of those things. If it asked more of some and less of others, it’d go from being good to being great.Read More »


This entry is a little scattershot. I have a few things to let you know before I delve back into meaty essays on specific topics.

Speaking of topics, I have plenty. However, in my first post, I asked what folks might like me to write about. A commenter pointed out, wisely, that I should tell you what I’m interested in. Maybe that list will help you pick something you want to know. Maybe I’ll even be able to give a decent answer.

It’s not exhaustive, but here’s that list:Read More »