Hack Emotion First, Engagement Will Follow

If you can hack anyone's emotion, you can get them to pay attention. I've spent years watching facilitators confuse participation with presence — here's what games taught me about the difference.

Your Toolbox Is Not Your Philosophy

I ranked 25 board game mechanics by emotional impact – then told facilitators why the ranking doesn't matter. Because having the right wrench doesn't make you a plumber, and your toolbox is not your philosophy.

Yes, Daily: Five Lead Moves That Don’t Insult Your Audience

“Start a daily email list – yes, daily – because becoming part of someone’s routine gives you more shots on goal.” I learned that the hard way, somewhere between a dead-eyed webinar and a CRM that looked like a museum of polite maybes. I design games and simulations for a living, and even I used … Read more

Play the World, Not the Warden – A TTRPG Lesson for L&D

"It is not the players versus the Dungeon Master." That single correction reset how I design learning. When I stop acting like a warden and start running the world, people stop performing compliance and start choosing with consequence.

The Plan Is Not Important – How I GM Without Stress

The Plan Is Not Important – How I GM Without Stress "The planning process is important, but the plan is not." Apparently Control Is The Real Fantasy I learned that the hard way after watching lovingly storyboarded sessions implode in the opening act. The first time I tossed my notes like confetti, I expected panic … Read more

From Monsters to Market Fit: Put The Player First

From Monsters to Market Fit: Put The Player First "I found a solution in video games – I call it the Put The Player First Framework." There was a season when my to-do list looked like procedurally generated despair. Endless tasks, half of them icky, most of them designed to make me feel productive while … Read more