(Okay, this is excessively nerdy talk meant primarily for the InDesign-heads out there. It’s also incomplete. There are a TON of reasons I love GREP styles, but here I’m gonna focus on one.) A few versions back, InDesign added these things called GREP styles, which use the pattern-matching power of regular expressions to cause formatting to happen intelligently and automatically inside of a paragraph style. I used to be a Perl jockey, and that programming language really sings when you get cozy with regular expressions, so when this stuff started showing up in InDesign I was pretty damned happy. With the layout work I’ve done for Hero Games, I’ve used GREP styles to take care of a ton of the formatting that you see in stat-blocks, which is a huge boon. I did similar when doing D&D 4E statblock layout for One Bad Egg. This, however, is not about statblocks. It’s about using GREP styles to perform little tweaks to your header styles. So I’m looking at the Atomic Robo logo. It’s swanky.

And I’m wondering — is there a font that matches this? Clearly there’s some custom type design in the logo, but it’d be nifty if I could put together a header style that did a solid job of matching its look. I do some searching around via things like WhatTheFont, and I come across a pair of fonts that are sort of a match: Melrose Modern One & Two Okay, so Melrose Modern One is a bit closer of a fit, and so I start with that as my header style, getting something like this: Now the hunt for mismatches begins. The A isn’t rounded in One, but it is in Two. The I has serifts on it in One, but is a straight simple line in Two. The M isn’t really a match in either, so I have to set that aside as “it’d be nice, but this will be close enough”. Obviously the lightning bolts are added after the fact, so if I want those, I’ll have to hand-craft them. And the O in Atomic is simply different from the other O’s in the logo — but it looks a lot like the O in Two. I can solve this problem with the addition of two GREP styles (I could probably solve it with one depending on how far I wanted to go, but two will be easier for the teach, here). First, let’s look at the A and the I. I’d like these to be in Melrose Modern Two whenever I type them in the header. Prior to GREP styles, I’d need to find all the instances where I did, and apply a character style that makes them use the Two font instead of One. I’ll start by setting up a character style (“Mel 2″), because that much hasn’t changed. But to apply this effect simply and automatically in my header, I’m going to do this with a GREP style. I edit the paragraph style that I’m using for this header, and I go into the GREP Styles pane of it for the details. I create a new style that applies my character style, Mel 2. For the pattern, I want to do a single-character match for these, and I want it to apply whenever it encounters an A or an I (and as I mess around with it later, when it encounters an R and an N too, so I throw those in for good measure). My pattern is simple:

[AINR]

That’s regular expression speak for “a single character that is either uppercase A, I, N, or R”. What’s the header look like after I make that one change to the paragraph style, without me directly applying any character styles? Much better! And for a workaday header that feels consistent with the logo that inspired it, it’d work pretty much as is. But that O in Atomic hounds me a bit. It’d be fun if every time I typed “ATOMIC”, I got the alternative O from the Melrose Modern 2. I set up another GREP style in my header’s paragraph style, same as the first, but with a different pattern. This one’s a little more complicated — I want it to know that it’s “inside” of the ATOMIC word, but I don’t want it to apply my character style, Mel 2, to the other letters in the word — just the O. So I need it to be able to look to the left and the right of an O, and see if the letters around it spell AT MIC. That’s a concept called “positive lookbehind” and “positive lookahead”, which is a fancy way of saying look and verify, but don’t touch. In regular expression speak, that’s:

(?<=AT)O(?=MIC)

Look to the left: is AT there? That’s the first part. Look to the right: is MIC there? That’s the last part. The actually-matched thing, the O, that the character style is applied to, is in the middle. (Important tip: these are case sensitive by default. You’ve got to fiddle with the dials a bit if you want case insensitive.) If I use Mel 2 as my character style, I get this:

Boom! If I really wanted to go nuts on this, I could create a copy of Mel 2 that was maybe 10-15% bigger in size, with a baseline adjustment so the big O would drop down a bit below the other letters on the line, but that probably won’t look as good as I’d want it to because the weight of the O would change as it increased in size. So for now, with the font that I’ve got here, this is my best fit. (If you’ve been paying attention, you’ll see that before all of this I did a font size override on Robo to make it smaller than Atomic, and gave it some different spacing settings, but that’s outside of scope for what I’m demoing here.)

Now, that might seem like a lot of trouble just to do a few letter substitutions in a single logo or header when I could simply apply the character style a few times and be done with it. But as with anything involving regular expressions, the real power comes in when you have to do something a few hundred or more times. With the GREP Style enabled header I’ve made, I can just type FRED DEFINITELY LOVES THOSE ATOMIC GREP STYLES and I get all my A’s, I’s, N’s and R’S substituted out all proper, without having to do anything other than apply the paragraph style to the text — here’s a before and after, without and with the GREP styles involved:

This isn’t always about one font for another font, of course. It’s all in what you do with the character style that you’re applying. Maybe you’re just changing the weight of the same typeface; maybe you’re giving it a different color or a slightly different size; maybe you’re turning on or off certain OpenType features (like swashes) — I did a lot of that last bit with the headers for the Dresden Files RPG, because its header font, Newcomen, has some crazy-great OpenType features, but not always ones that I like consistently turned on or off for every letter or letter combo.

GREP styles are incredibly versatile, and with a few smartly constructed patterns, you can save yourself a lot of work and cause your text to conditionally format itself with a single click.

Can’t recommend them enough.

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Dear Deadly,

Licenses seem to be a mixed blessing in the industry. Clearly a popular license can increase sales, but the difficulty in getting stuff reviewed and the delays that can introduce seem to be a huge burden, above and beyond the cost of the license.

I know that you had an “in” with the Dresden Files, but what advice can you give for determining if a license is worth the effort and cost? How do you manage the licensor to keep things on track?

Thanks,
Steve

Steve asks good questions here (the subject line is the killer one, though). This is something I’m hoping Chris Hanrahan will be able to cover with me in a future That’s How We Roll, but I can share a few thoughts here as well.

Ultimately, a license is all about managing expectations — both yours the licensor’s. Every license is its own kind of special snowflake, really; it’s hard to really dig into generalized truths because of the differences in morphology here. But all the same, here’s a noncomprehensive list of things you should be thinking about and discussions you should be having with the licensor.

Does the license come with free or low cost assets you can repurpose to or debut in your product?

At its most basic, a license brings you extra audience you wouldn’t otherwise have. Licenses that are really worth it either bring an incredibly large audience to you that you aren’t otherwise reaching, or bring extras along for the ride that help you keep your budget from spiraling out of control.

In the case of the Dresden Files RPG, we got two major boosts. One, we got low-cost access to much of the art done for the Dresden Files comic book that was at the time being published by the Dabel Brothers. The Dabels did not always manage their business well (and so the comic has since moved over to Dynamite Entertainment), but they were very kind to us by giving us broad access to the amazing art done for the comic by Ardian Syaf.  Two, Jim Butcher was willing to write a short story specifically for the RPG. It’ll show up in a collection of short stories elsewhere eventually, I’m sure, but having a period of time where we had exclusive first-source content of our own for the RPG certainly hasn’t hurt.

Do you and/or the licensor think that the game will sell in numbers that are far outside of how non-licensed RPGs tend to sell?

There’s always a decent chance that the value of a well-known license will boost sales of the RPG — but there’s absolutely no guarantee it will. It’s best to set expectations for all involved parties that the game will sell no better than an unlicensed RPG, and to make sure the financials make sense with that being the case (more on that in a bit). You can’t get yourself caught up in an agreement that more or less demands or expects you to sell thousands upon thousands of copies.

The costs of the license — often expressed in terms of down payment up front to the licensor and percentage of royalty paid to the licensor on a per sale basis — can’t take your unit cost to the point where you aren’t making money on a sale into your lowest margin sales channel (usually distribution). Run the damn numbers in a genuinely worst-case scenario, and make sure they still add up to you at least breaking even, or in the event of disaster, losing only what you can afford to lose.

Do you think the name alone is justification for a higher price point?

And while we’re on that topic, don’t think that you can simply make up for license costs by slapping a higher cover price on the game. Push your cover price high enough and you’ll lose the extra audience you’re supposedly gaining by acquiring the license. You shouldn’t be boosting the price of your product on the name alone; it’s gotta bring the cracklingly good content along to justify that. The two DFRPG books together are a hefty price tag, but the playable single core book, Your Story, is not outside the range of unlicensed games with a similar form factor; on top of that, we jammed it full of love-for-the-license content. All of that is a deliberate choice made to make sure the game competes as a game in its own right, sans the influence of the license.  We wouldn’t have been able to put that price on the book if the license costs were high. Thankfully, they weren’t, for us, so it was all viable.

Can you reasonably assess how large of an audience you’re getting access to with the license?

… And how much of a percentage of them (think very small: maybe 3-5% on a novel series?) do you think you’ll be able to acquire from that license’s fandom that you aren’t already getting access to? Overlap is the key calculation here: of a property’s audience, how many of them are likely gamers or willing-to-become-gamers? Not a lot. So divide by 20 or 30 or 50 or 100 or more.

I recently looked at a potential license and was lucky to be able to get some honest numbers on what the readership/viewership was for that property. When I looked at the probable RPG sub-portion of that number, it ended up not making sense to pursue the license, because the audience boost we’d likely get from the license didn’t outweigh the costs of acquiring the license and developing the project. It doesn’t always have to come down to a cold calculation like that, and sometimes you can decide to forge ahead even if those numbers don’t say you should. But it’s good to know what they’re saying, because that’s the mountain you’re gonna climb.

How important is your project to the licensor?

You’re going to be asking for a lot of initially uncompensated, additional work out of the licensor throughout the process, in all likelihood. You’ll be asking them to read through mountains of text, scour your draft for things that don’t fit with their vision of the license, etc. It’s a big time investment for them (and they’re busy generating the primary content for the property in the first place) and will be very time consuming for you as you wait for their feedback. Yes, it’s important to work out this process and make sure inefficiencies are identified and medicated in advance, but that’s just time and project management stuff. Important, but it won’t matter one bit if your project isn’t important to the licensor. They have to want to see it succeed; that’s going to motivate them to donate that extra time and effort, help you find resources you need, and figure out when they need to be delegating the approval and Q&A work to someone who does have the time to respond to you. What you want here is a collaborator who’s excited about seeing the project happen and wants to help — or someone who’s happy to take your check and stay hands off with the design of the final product. There’s a big swampy zone in between those two where your project can and will get bogged down because of a lack of time and/or enthusiasm, and in that swamp your project will also start to acquire a stink of mediocrity. Avoid it.

How fast are you expecting all of this to happen?

Because it’s going to take a lot longer than you think, and that’s okay. But you need to learn how to believe that it’s okay.

Are you going after this license because it’s popular (in the minds of the gamer populace), or because it’s personally exciting to you?

If you didn’t answer “yes” to that, you might want to reconsider. The best licenses are probably the ones that are both. You’ll get the audience you want because it’s popular. You’ll make sure you’re doing the best possible job because it’s personally exciting to you — exciting enough that you’ll still like it after you’re done. Which is no mean feat.

Plenty more to be said about this, but I think those are good places to start your exploration.

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So I’ve recently been pushing hard to make sure Evil Hat has enough plates spinning at once that we’ll have a pretty steady (if a bit irregular) slate of releases once the projects start reaching their conclusions. This means I have a spreadsheet with about a baker’s dozen projects listed in it, all in various states of development. And because Evil Hat is all about the transparency, I’m going to share some of what I’ve got in there — basically an outline for our nearish future in 2012 and beyond (sans release dates, because we don’t do that sort of thing).

It’s worth saying that some of these things aren’t surefire, definitely-happening projects — sometimes the project is figuring out if it’s a project — but most of them are capturing some amount of my attention on a regular basis, and I certainly want them to happen.

Do we have the money to make all of these projects happen at once, simultaneously? No. (We do have enough money to make sure the creative folks working on the projects get paid for their efforts — that’s my necessary minimum.) But they won’t be happening simultaneously, and in at least a few (or maybe even many) cases, we’ve got the option to throw a little Kickstarter juice at them. Our ambitions would be just a tad smaller if we didn’t have the option of crowdfunding in the mix. Thanks to Kickstarter, our ambitions are having a bit of a right time, right place quality to them, which is great.

Let’s get into the details.

Role-Playing Games

Don’t Rest Your Head

Don’t Hack This Game: Hopefully you’ve read the post about this already. Don’t Rest Your Head is over 5 years old at this point, and Ryan Macklin & I think there’s been a lot of great, creative play and hackery going on out there. Don’t Hack This Game will be a supplement for Don’t Rest Your Head where we collect some of the best ideas and give folks a roadmap for hacking the game to be what they want it to be. The system can be bent into all sorts of shapes, but that’s really only one piece of the puzzle.

Dresden Files

The Paranet Papers: This has been one of the “big dog” projects since the Dresden Files RPG launched. The Paranet Papers is part system update and setting catch-up (getting us mostly current into the beginning bits of Ghost Story), part campaign starter kit. That latter part is being addressed by us cracking up the city creation mold a bit and looking at six different “cities” that do it a little differently, all viewed in light of the fallout from Changes. Those locations: Las Vegas; the “Neverglades”; the open road (taking the Dresden Files in more of a Supernatural direction); the Russian Revolution; South America; and some of the “outlands” of the Nevernever.

DF Adventures: Fairly recently we got ink on a contract addendum that lets us do a handful of “for-pay” adventure arcs for the Dresden Files RPG. Previously we were only in the clear to do free web support type stuff, which is where our collection of one-shots for the Dresden Files (as well as a Fiasco scenario) came from. Now, we’re going to get to do some more ambitious stuff. We’ve got three such projects slated, and the option to do more. You’ll probably see these parcel out over the course of the next two years; at least one of them will include some new details about the Dresdenverse gathered straight from the Word of Jim.

Fate

Fate Core: This would be that new core Fate book that we’ve been promising folks since Spirit of the Century. We haven’t been burbling about this as much as we could over on FateRPG.com, but that doesn’t mean the project’s on hold. Lenny is in straight up nose to the grindstone mode with this one; we’re hoping to have the full text to an editorial squad by February.

Gumshoe

Bubblegumshoe: Evil Hat’s going to be exploring Pelgrane Press’s Gumshoe system a bit, with a focus on taking it in some more deeply “story-game” directions, in a pair of projects. The first of these is Bubblegumshoe, the teen detective roleplaying game. In essence, we’re looking for something that runs the gamut from Nancy Drew to Veronica Mars here — a mostly female-protagonist perspective, but with plenty of room for Hardy Boys and The Great Brain besides — with a focus on how our teen investigators interact with the authority figures and other relationships in their lives. This one’s got a trio of RPG experts working on it: Kenneth Hite, Emily Care Boss, and Lisa Steele.

Revengers: Evil Hat’s other Gumshoe system game will be penned by Will Hindmarch and features ghosts-as-cops who investigate murders for the recently dead and, when possible, get revenge for them. This one will be half whodunit, half let’s-get-’em, and Will and I have been talking about making several system decisions that put some real story-shaping power in the players’ hands, as well as building some unity between the game-space and the story-space. That’s a bit gearheaddy, so let me stress again: you’re dead cops solving murder mysteries and haunting the bejeezus out of the murderers. Badass.

Spirit of the Century

Strange Tales of the Century: A Spirit of the Century inflected tour of the mostly-real international pulps that existed in the first half of the 20th Century, with geek librarian superstar Jess Nevins as your tour guide.  This will be a must-have for fans of pulp who want to break outside of the often-common American-inflected mold. Strange Tales of the Century is one has been in the works for a while, but got spun into an editorial limbo a few years back. We’ve managed to breathe new life into it with an expanded editorial team and believe we’ll see this one out in 2012 for sure.

Board/Card Game

Race to Adventure: One of our two big forays into the board game arena. Race to Adventure!™ is an easy-to-learn family board game you can play in 20-30 minutes. It features heroes from the Spirit of the Century setting racing around the globe on a scavenger hunt, trying to be the first to get their passports stamped and return to the Century Club’s home base. Of course, they run into all sorts of complications from the villainous masterminds of the SOTC setting along the way. The game was designed by Evan Denbaum, Eric Lytle, and Chris Ruggiero, features card art by Spirit of the Century illustrator Christian N. St. Pierre, and graphic design by Daniel Solis.

Zeppelin Armada: The flipside of Race to Adventure, Zeppelin Armada is a fightin’ card game featuring the villainous masterminds of the Spirit of the Century setting. An artifact of ultimate power has been discovered — and EVERYONE wants it. So they gas up their zeppelins, and of course, all arrive at the site of the artifact at the same time. A nasty brawl ensues! Featuring rules designed by Jeff Tidball. This one’s going to end up coming up a little bit behind Race to Adventure in part because we’re using the same artist for both projects — there’s only so much he can draw at once!

Fiction

Don’t Read This Book: A fiction anthology set in the Don’t Rest Your Head setting, edited by Chuck Wendig. This features some incredible authors — I’m seriously agog we got the roster we did for this — but I can’t list all the names just yet. I can say that it will contain a new short story by one of my favorite authors, Harry Connolly, and that I have read it, and that it is fantastic.

Dinocalypse Now: A novel — possibly the start of a trilogy if it is well-received — set in the Spirit of the Century universe, as psychic dinosaurs from the distant past try to take over the present and rule the future. Chuck Wendig will be writing this one, with the pulp action and strange science dials cranked to eleven. Expect to see the heroes from Race to Adventure put in an appearance, including our game’s classic love triangle, Jet, Sally, and Mack.

Graphic Novel

ElectriCity: ElectriCity will be a stand-alone graphic novel written by longtime friend C. E. Murphy – a superhero story set in a new world, with the rivalry between Tesla and Edison as part of the backstory of it all. We’ve been having a lot of fun developing the script and are working on finishing that up and assembling the artistic team. More than any other project on our roster, we’ll be relying on Kickstarter to help us determine if this is just a lovely dream or something we can actually bring to the world. :)

Mystery Projects

We do have a couple of them — pipe dreams, or opportunities that haven’t gotten any momentum yet. In nearly all of these cases that adds up to shouldn’t or can’t when it comes to talking about them, so I’m going to simply put a footnote here at the bottom that what I have listed above is not necessarily the whole span of what we’re hoping to do. In most cases, though, if something’s not listed above, it’s a project more likely to happen in 2013 than 2012 — though any of the above projects could end up in 2013 as well simply due to scheduling and effort particulars.

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Dec 272011
 

Recently I realized I was out of my depth when it came to doing graphic design on the cards for Race to Adventure, and brought Daniel Solis on board to do the work. It’s absolutely been proving out as the right decision. Daniel’s bringing a level of polish to the cards that I think would have eluded me, at least in the kind of timeframe I wanted to see. (I’m sure we’ll be seeing some previews of the Race to Adventure card design out of Dan over on his blog soon enough. He has permission to share.)

But it’s also given me a chance to reflect on the difference between Fear and Caution, as a publisher.

Here, I’m going to define Fear as “being scared of doing something because it’s scary”, and Caution as “being careful about what you’re doing because you aren’t bringing the resources to bear you should be”.  By those definitions it’s probably obvious that I’m saying that Caution is something you need to listen to, and Fear is something you should ignore, but it’s not as clean-cut as all that experientially speaking, and I’m not sure that it’s easy to teach folks how to suss out the difference between the two.

The thing is, both things just feel scary when you’re in the middle of them. And when you’re scared, you get risk averse. Sometimes that risk aversion is a good thing, and keeps you from losing your shirt. But completely avoiding risk means you limit your opportunities for growth. In short, without taking a chance at something  that includes the risk of failure, you stagnate.

(Worth noting: Don’t read too much into the connotations of “stagnate” here. A stagnant venture can still muddle along for a good long time, but it’ll never soar; that said, it also won’t ever crash — at worst, it’ll just slowly wind down over time. For some folks that might be desirable, because a stagnant venture also doesn’t require all that much work to maintain. It’s purely a momentum-as-it-is play, and may be the right way to go for  mildly commercialized hobbyists.)

If I let the Fear drive, Evil Hat would not be trying to push into new venues: there would be no fiction projects (Don’t Read This Book and Dinocalypse Now), no graphic novel project (ElectriCity), and no projects for moving into board games (Zeppelin Armada and Race to Adventure). It’s entirely possible we’ll lose some or a lot of money on these projects if they tank. For the Race budget, I’m looking at a production and printing budget that adds up to 20-30% of Evil Hat’s current (prior-to-getting-its-ass-taxed-off-again) bank balance, a figure that’s roughly three times the amount of money Rob & I invested in the company to get it started in the first place.

Evil Hat could have a perfectly fine time going for as-is RPG production more on the Spirit of the Century scale than the Dresden Files RPG scale and simply coast a long for a good long while. And we absolutely will continue to work on projects in the RPG space … but it’d be that momentum play, all the same. But Rob and I would like to play a little what if with the money the company has made, and see what happens if we deliberately try to grow into new (new to Evil Hat) markets, games, and media.

Fear wants us not to do that. Fear wants us to stay as we are.

Caution wants us to do that, but do it right. Caution is what told me to recognize where I didn’t have all of the pieces of the job in the right hands, and to bring in Dan.

I’m starting to think that experience is entirely about the journey of telling those two things apart.

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Announcing Don’t Hack This Game!

Ryan Macklin and I have worked together on a few mad ideas, but the one we’re going to talk about today may be the maddest of them all! One of Evil Hat’s earliest games, Don’t Rest Your Head, has been out for five years now, and people have been doing all sorts of crazy hacks with it in that time. With its simple engine of exhaustion & madness, it’s inspired a lot of you awesome folks to do crazy-awesome things with it.

That’s the book we want to make, the next chapter in the Don’t Rest Your Head line: Don’t Hack This Game. And because you inspired it, we want you to be a part of it.

Articles We’re Looking For

We are looking for articles on hacking Don’t Rest Your Head’s system (exhaustion, madness, dice pools, responses, questionnaire, etc.), existing setting, new settings & rules supporting them, GM tricks, and so on. Articles may not be based on other intellectual property (so we can’t take your Shadowrun hack, but we could a generic or original cyberpunk-with-magic one).

Each article should be 1000-2000 words long.

Please read my post about hacking the dice pools in DRYH, as that’ll help understand where we see the handles in the game:
http://www.deadlyfredly.com/2011/12/for-the-archive-hacking-dice-pools-in-dryh/
(You’re free to post comments if you disagree, by the way! We welcome conversation.)

You may also want to grab the free DRYH adventure, The Bad Man. It contains revised rules (in condensed form) for the game, notably the PvP & helping rules:
http://rpg.drivethrustuff.com/product_info.php?products_id=97648

Pitching Us Ideas & Deadlines

If you have an article idea, send Ryan Macklin (macklin@evilhat.com) the following information:

1. Topic or subject of the article, summarized in 200 words or less
2. Expected length of article (i.e. a ballpark between 1000 and 2000 words)
3. Full name and contact information (e-mail address, etc).
4. A brief background of past game or hobby writing experience or publications, if any

You may submit up to five proposals, although in most cases only one proposal will be accepted. Multiple proposals may be submitted in a single e-mail; in this case, contact info and background info only need to be included once.

The deadline for proposals is Wednesday, January 4th, 2012. If your proposal is accepted, you will be notified within 7 days after the close of the open call window. Once you know if your proposal is accepted, you will have until Wednesday, February 8th, 2012 to submit your completed draft.

We’ll turn that around within four weeks, and if there’s anything we need to have you revise, you’ll get notes from us with expectation of four weeks to turn it around.

Compensation, etc.

Compensation for articles is 5 cents per word, 50% upon acceptance of your completed draft & 50% upon publication. You will also receive a copy of the final product and, of course, credit for your article.

If your article is accepted for publication, you’ll be licensing it to Evil Hat Productions for publication. That means you’ll own your work, but Evil Hat gets to publish it in Don’t Hack This Game first.

After six months, you may publish your article on your blog or wherever, so long as it’s non-commercial (otherwise, you’re using Evil Hat’s IP, Don’t Rest Your Head, without authorization). Naturally, you can contact us about this if that’s an issue.

What “acceptance” means: Your article is not considered accepted until we receive your draft and you have made any revisions we call for. Once we receive that and do a final review, we’ll let you know if it’s accepted and give you a contract for the work.

We are still currently evaluating our publishing options for this product, whether this will be electronic-only or electronic & print.

For More Information

If you have a question, you can either comment on Ryan’s mirror of this blog post, or you can email the anthology’s editor, Ryan Macklin, at macklin@evilhat.com.

All queries/pitches will be via email if you wish for a response. If you do it over Twitter or Facebook or whatever, Ryan will roll his eyes at yet another writer who can’t follow directions, and ignore it. :)

Comments should happen over on Ryan’s blog rather than here: http://RyanMacklin.com/2011/12/dont-hack-this-game/

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