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Nate
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Nate Jones
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kungfugeek
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Growing up in rural Wisconsin, nearly an hour away from the nearest hobby game or comic book store, before Amazon was invented, was the ideal situation to turn me into a game designer. Simply put, if there was a game I wanted to play, I pretty much had to make it.

And there were always games I wanted to play. I loved the mass market games most of us grew up playing, but my creative juices really kicked in when my cousin introduced me to Dungeons & Dragons.

I soon found myself on my mother's mechanical typewriter, making up rules for a game I was designing that would almost certainly get me sued for plagiarism if it were ever released. It was just like D&D, but made by a 10-year old kid who thought the red acrylic with black crayon polyhedral dice were the most amazing thing he would ever see. And it had Transformers. Because I didn't know what "Intellectual Property Laws" were.

Now I can fairly easily acquire any game I want to play, but the desire to create something of my own has never left. It is rare for a day to go by without me thinking of some kind of new game or other. Even when I've tried to quit, I find myself stewing on a new game idea as soon as I'm not distracted by the real world.

I don't think that will ever stop.

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