Well, that’s not exactly true. It would be more accurate to say that I attended PAX while designing the Crucible, and spent the first day of the con finishing the game in my Seattle lodgings in time to release it in Friday evening at the The Dreaming Comics and Games booth.
In most if not all professional publishing models, this would have been impossible. If I didn’t have the game finished weeks ahead of the convention date, there’s no way in hell I could arrive on the scene with books in hand. Thank God I don’t follow a professional model.
I personally handled every step of The Dreaming Crucible‘s writing, design and production process. The only exception was the artwork of the talented Erin Kelso, the usage rights to which I secured via email. But I wrote the game myself, laid it out myself in Adobe InDesign, printed it at home on an inkjet printer, and assembled it myself using embroidery thread, a portable papercutter and scrapbooker’s glue. I did not employ a printing service or subcontract any design or proofreading duties. I did receive the generous help of friends who coached me on layout and art direction, proofread portions of the text, and consulted on game design aspects. Those I thanked heartily, credited in the book, and gave a complimentary copy of the finished product. But as much as possible, the Crucible was a one-man operation on a shoestring budget.