Sean Nittner Profile picture
He/him. Steward of @bigbadcon, director of projects for @EvilHatOfficial, streamer on @actualplay, and sysadmin for @calperformances.
Nov 6, 2022 7 tweets 3 min read
A week out from @bigbadcon. Here's our COVID report so far:

- 1 person tested positive on Saturday 10/29 (caught on the flight to the con). Quarantined immediately. Used contact tracing to alert attendees.
- 0 cases reported since then.

(1/7) We had a stringent policy at @bigbadcon.

1. KN95 or better masks required in all convention spaces.
2. Proof of vaccination required.
3. Free rapid tests available and regular testing recommended during the con.
4. Incident response plan in place.

bigbadcon.com/public-health-…
(2/7)
Jun 30, 2020 34 tweets 7 min read
Last Friday @Judd_of_Kryos and I completed the Burning Wheel campaign: The Shoeless Peasant.

I want to gush a little (a lot) about why that game was so meaningful to me and why it instantly became one of the favorite campaigns I've ever played in.

youtube.com/playlist?list=… 1. System

Zero surprise at all that both Judd and I love Burning Wheel. It rewards setting goals, system mastery, and taking chances.

However the conceit for the game was that my character Bina Janos was a shoeless peasant in a war zone. She was by design, ill-equipped.
Mar 2, 2018 20 tweets 5 min read
Thoughts on game design, from a publishers perspective. I've seen a lot of pitches for games that are Forged in the Dark (which, mind you, is incredibly exciting!) and I've noticed a few patterns, primarily around content that is included without first being fully examined. This isn't universal, but I want to throw it out there. Have you seen these patterns in your work or in others? What was your approach to address them? My recommendation is just to make sure everything in your game is put there for a reason. Here's the items on my watch list: