Finding the right words to use as the opening of my return to blogging following such a long hiatus is much harder than I thought it would be. The reasons for my extended absence are complicated and involved; maybe I’ll share them here one day or include them in my memoirs, but for now – for a number of reasons – I’ll just say that a tumultuous year severely impinged upon my ability to coalesce my thoughts and experiences through the use of this blog.
It has, however, always been my intention to make a return to these (un)hallowed pages. Narcissism aside, I genuinely do find the whole process involved in producing a post to be somewhat somewhat cathartic. I’m able to better reflect on the events that have led to the subject at hand, which also perhaps allows me to consider something insightful that hadn’t occurred to me before. I also like to think that these posts are having a positive impact on other people’s lives in some way – even if it’s just the opportunity for colleagues to remember old friendships and reflect on the good times; I’m lucky to have been blessed with a lot of friendships throughout the course of my life, which has included plenty of opportunity for smiles and laughter.
Once again, I owe you my sincere apologies for a long overdue update. My intention is to keep this post as a short round-up, as there are lots of changes afoot; some of which I will discuss here, others that I don’t yet wish to draw attention to. Best not to speak too soon, particularly as they involve such positive changes for our family.
A crazy summer of fun for the KPLangers Crew culminated with two unexpected, unrelated, but equally important emails. As I’ve already alluded to, I can’t discuss either of these two emails in their entirety yet, although I will keep you informed as developments progress.
The first email that arrived in my inbox (email@example.com, if you didn’t know) came from Mark Rapson, owner of Word Forge Games, and designer/creative lead for their Devil’s Run: Route 666 boardgame that successfully kickstarted back in May. I’d met Mark at Dragonmeet in 2014, and we’d had a chance to catch up again at the UK Games Expo this year, which was pretty much mid-kickstarter campaign for Mark; manic doesn’t quite cover it. It transpired that Mark had solid background concepts for the playable factions that form the basis for Devil’s Run; concepts that required fleshing out. Unexpectedly, he asked if I’d like to take on some of the writing for this. After re-reading the email to make sure my eyes weren’t deceiving me, I leapt at the chance.