Phoenix Design Week 2018

2018 marks the 10th anniversary of Phoenix Design Week. It’s a big milestone for this homegrown event and it was one of the best I’ve attended. For those who may not know, PhxDW gives local and visiting creative professionals a chance to connect, learn, and inspire each other during a week of programming specifically tailored for their career growth.

I captured some thoughts on this year’s conference and the past 10 years overall. (Oh, and I was so caught up in everything I didn’t take as many photos as I should have. I’ll do better next year!)

 Had the privilege of presenting at this year’s   Phoenix Design Week – Beyond Design Conference  .

Had the privilege of presenting at this year’s Phoenix Design Week – Beyond Design Conference.

We’re more than designers

Sure, the event is called Phoenix Design Week, but over the years I’ve connected with creative professionals from all disciplines – photographers, illustrators, animators, etc. This week-long celebration of creativity kicks off with a two-day conference, which was named “Beyond Design” this year.

Design is about planning, purpose, and intent. No matter if it’s applied visually or technically or whatever. Anyone can learn principles of design. However, being a creative professional is about more than possessing knowledge. It’s about successfully applying one’s knowledge and creative process in a business setting – for yourself, clients, or employers. That’s a completely different level of one’s design journey.

Over the course of 10 years attending PhxDW, I’ve met a wide variety of people from different businesses settings. Printers, marketers, engineers, architects, developers, and others. I can truly say each of these connections has taught me something about how to stay relevant and marketable as a creative.

  Ramen Doodles  = Gave a drawing presentation this year. It was a great time, packed the room and ran out of stickers!

Ramen Doodles = Gave a drawing presentation this year. It was a great time, packed the room and ran out of stickers!

 Showed off some process tips and tricks using digital drawing. Opened up about time savings and using digital drawing on the job.

Showed off some process tips and tricks using digital drawing. Opened up about time savings and using digital drawing on the job.

 Hey, look at this banner! Ok, that’s it.

Hey, look at this banner! Ok, that’s it.

Reasons to attend

Just in case you’ve been on the fence about investing time and money in this event, or even if you’ve been skeptical about it’s value, I captured 50 reasons to go in 2019.

  1. All the good vibes at the opening reception!

  2. Saying hi to one person can lead to new career opportunities.

  3. Listening to how others get work done helps us keep going.

  4. It’s not a popularity contest, it’s an investment in yourself.

  5. Broadening our perspective on the world helps us be more relevant as creatives.

  6. Laughing with others is good for the soul!

  7. Seeing someone who’s ok being vulnerable during their presentation reminds us we’re all human.

  8. Having lunch with others who love creativity (and ramen!).

  9. If you’re nervous about meeting people let me know, I can help.

  10. It’s an affordable local event. Adobe Max = way more investment ($1600).

  11. Sharing your career story with people who will actually listen.

  12. Browse pop up shops. Learn from their owners.

  13. Exhibit your own pop up shop.

  14. Learn more about the job market in Phoenix and trends abroad.

  15. Gain practical advice on being a better independent contractor.

  16. A welcoming and helpful AIGA AZ team.

  17. Choose breakout sessions that are right for you.

  18. Meet designers from other states you may be looking to visit.

  19. Shoot the breeze with local acclaimed printmaker Jon Arvizu.

  20. Learn how to save potentially hundreds of hours of time processing images as an illustrator. (Covered this in my Ramen Doodles mini-workshop.)

  21. Talking about tabletop game design and it’s relationship to other design disciplines.

  22. Those aweome swag bags.

  23. Getting that feeling when you know what to do next in your career.

  24. Adding one more creative friend to your circle. (Or five or ten!)

  25. Saying hi to Melissa Balkon and learning about her creative journey.

  26. Wearing your favorite hat, or shoes, or pop-culture bling, and getting a nice compliment.

  27. Smiling because you identify with what that speaker is saying.

  28. Expressing yourself in a safe environment.

  29. Getting the chance to tell someone how they’ve helped you in your career.

  30. Talking with Will Mejia about being a mixologist on the side.

  31. Learning about how you can help others in your community as a creative.

  32. Getting involved as a mentor or being mentored by someone.

  33. Hearing hip historian Marshall Shore talk about how amazing the AZ desert is.

  34. Gaining a deeper understanding of UI/UX personas and empathy maps.

  35. Talking biomimicry with ASU professor Michelle Fehler and realizing how much nature inspires our creativity.

  36. Walking into the convention center with a sense of optimism.

  37. Hugging that design friend you’re reconnecting with.

  38. Talking to illustrator legend Bob Case and his daughter Kaitlin. (Her work is amazing!)

  39. Discovering a new opportunity within your skillset.

  40. Listening to someone open up about their challenges.

  41. Discovering you’re not alone.

  42. Understanding more about the business of illustration.

  43. Grabbing dinner with friends.

  44. Asking a burning question. Getting an answer that changes everything.

  45. Benefiting from hands-on education.

  46. Squashing your imposter syndrome.

  47. Demonstrating your value and potential to your employer.

  48. Taking notes/pics and using them in a presentation to your team back at the day job = hero level initiative.

  49. Growing a strong local network.

  50. Closing party with the National Poster Retrospectus.

I have more reasons, but you know… overkill! Hey, not every year has been the greatest ever in terms of practical takeaways. Yes, some years have been more theory and less hands-on. But when I look at the investment I’ve made versus what I’ve gained, the value is exceptional.

For those of you who want numbers, over the past 10 years I estimate I’ve paid $3000 for over 200 hours of experiential content. That’s hours of instruction, the opportunity to network with peers, and direct access to potential employers/clients. Yeah, $15 an hour. The ongoing experience and career growth is worth much more than that. (More numbers here.)

 Early risers. Pop-up shop friends cheesing it up before Sunday’s session! Left to right:  Melissa Balkon ,  Jon Arvizu , and  you know who . :D

Early risers. Pop-up shop friends cheesing it up before Sunday’s session! Left to right: Melissa Balkon, Jon Arvizu, and you know who. :D

 Portland’s  Aaron Draplin . All around good guy. (A heavy paw keeping me on the ground there.) Also, our design friend  Kevin Varela  = photobombin’ with style!

Portland’s Aaron Draplin. All around good guy. (A heavy paw keeping me on the ground there.) Also, our design friend Kevin Varela = photobombin’ with style!

Being ourselves

Sounds obvious. “You do you”. It’s easy right? Right? Nope. We’re living in some sort of dark wonderland these days people. Lies are truth, truth is lies, right is wrong, and everything seems inside out some days. It can be very disheartening.

That’s why we need events like PhxDW. It’s one way we remind ourselves that we’re more than just eyeballs staring at screens and mobile devices. We’re more than consumer drones. We’re more than stats on a graph. We’re people. And we need to come together to help each other keep growing and keep going despite challenges. Whether that’s in life, in business, or creativity. That’s how Phoenix Design Week helps me.

I’ve been involved with PhxDW for years, but it’s not cause I have some magical energy or special skill. Presenting as a speaker, on panels, or in workshops – it’s all been out of my comfort zone. But I’m not out to prove anything to others anymore. All that remains is what I want to prove to myself. And I do this with the support of a thriving local creative community here in Phoenix.

That’s not just liberating. It’s freedom to fly.

 Released a new art print series this year at PhxDW!

Released a new art print series this year at PhxDW!

 Hey! Now who do we have here? :J

Hey! Now who do we have here? :J

So, do you have a Phoenix Design Week story or takeaway from this year? Share it below. You never know how your thoughts might help someone else.

–E

Designing Tabletop Games #3: It's All Storytelling

We're experiencing stories differently now. In fact, many of us want to participate in stories. This is happening across many forms of media – mobile games, console games, VR experiences, RPGs, tabletop games, podcasts, and yes, sometimes still books too!

If you're like me, you enjoy elements of story in the tabletop games you play. You like being immersed in a setting and escaping the mundanity of reality for a while. Sure, not every game needs to be story-driven to be enjoyable. But I think my favorite games have a backstory to them, even if its not too deep or critical to understand when playing the game.

Games like Charterstone, Scythe, and Root are examples of games with varying degrees of rich story elements. In Charterstone, you're actually telling the story of your experience as you play. In Scythe, knowing the story helps but it's not critical to understanding the gameplay. And in Root, the backstory is there to help contrast the game's whimsical art with undertones of factional conflict.

Some classic games that have more surface level story elements are Clue, Scotland Yard, and Risk. Most of us know the plot of Clue, find the murderer. In Scotland Yard, the city of London is the backdrop for a cat and mouse game between Mr X and the police. And in Risk, depending on the version, the story is about world conflict in an alternate Earth setting.

So, here are some things I try to consider in all the games I create – no matter if the goal is deep story OR surface level.

Character – This could be a person or a creature. Characterization can be something more abstract too, like a tree, a building, or a machine.

Plot – Defeating a monster. Conquering a mountain climb. Finding a missing person. Thinking about who the characters are and what their motivations are, reveals plotlines to explore.

Setting – Where does the story take place? This is always a subject I get distracted on. So many possibilities!

Conflict – What are the challenges and problems your characters are faced with? 

Resolution – How will your characters resolve those conflicts?

In the end, designing tabletop games means writing. The writing you do will inform your creative process and ultimately lead to more immersion for players.

What do you think? Do you prefer tabletop games with rich story elements or more surface level ones?

–E

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Mini Takes the States 2018

After traveling 5,500 miles and traversing 8 states this summer, I'm still ready to do it all over again! After some rest that is! 

Mini Takes the States is a Mini Cooper rally that happens every two years. This was our first year since buying our 2017 Mini Cooper S. "Merlin" ran like a champ, conquering tight corners, steep grades, and hot pavement too. 

Here's a few pics from the road!

They say you can't write about adventures without having some adventures, so this was a really inspiring trip. Spending time with Larissa and reconnecting was great on so many levels. 

Sure, being with other excited Mini owners is a rush. But I took so much more away from this trip! I learned a bit more about myself and what matters to me. Who knew the road could teach so many lessons, huh?

-E

 

Summer schedule for Laughing Dice Club

If you've attended one of our Laughing Dice Club meetups you know that we're a casual, friendly group that's looking for one thing: a good game. And maybe a good coffee or beer too.

We've been meeting at The Newton / Changing Hands Bookstore in Phoenix, mostly on every third Saturday of the month. However, we've had some recent schedule changes this summer. To add to the confusion, I missed updating the Sunday, July 29th date in time and some folks showed up on Friday, July 27th, our original date scheduled. Bogus!!!

Here's the deal: The Newton / Changing Hands can't always guarantee availability of space to meet our standing goal of every third Saturday. They schedule many other paid events in their space. We do not pay for the space, we're there because we're invited to be there on days when no other event is scheduled. 

So, I'll commit to do better about updating the site when reschedules happen. Thanks for your patience! In the meantime, let us know if you have questions or suggestions. And remember: you can keep up with the Laughing Dice Club schedule here.

Thanks!

–E

Kickstarter Backer Journal – Orbital Primeval

In the summer of 2016, I started using Kickstarter as a way to learn about independently produced projects that I might want to support. I'd heard about Kickstarter for a while but I guess I was just a bit late to the game! So I'm starting a series of Kickstarter Backer Journal posts that highlight projects I've backed, why I backed them, and what I learned from them.

The first project I supported was Nathan Smith's Orbital Primeval playing cards. The project was a standard deck of cards with standard suits illustrated by hand and with an added game variant. Nathan's been a artist/designer friend of mine for years, so when I learned about his Kickstarter project I knew I'd support it.

  Orbital Primeval  playing cards by Nathan Smith

Orbital Primeval playing cards by Nathan Smith

Each card in the deck is illustrated with a character from the Orbital Primeval universe, a dimension of impossible characters with quirky abilities, personalities, and backstories. Players can use the cards to play standard card games (Spades, rummy, etc.) or use the iconography on each card to play a game Nathan designed called Cabal. To me, Cabal resembles a trick-taking game, with high cards contributing to winning hands and points at endgame.

I appreciate how all of Nathan's work has a hand drawn aesthetic. It contributes to a garage-made feel, which if you know Nathan, compliments his DIY-tuned values as an artist. His creations are always imaginative and exude an authenticity I really respect. You can see / keep up with Nathan's work here.

So how about you? What was the first Kickstarter project you backed? Did you learn anything from the experience?

–E

Designing Tabletop Games #2: What Design Is

Design is about doing things with planning, purpose, and intent. It involves building meaning into what we create. It also involves fun things like psychology, aesthetic appeal, and in general doing good for your audience.

Game design – tabletop or digital – is like any other design practice. It involves using rules, principles, and objectives to achieve a desired outcome. For instance, when creating environmental signage, the goal is to provide clear way-finding directions for the public. With tabletop games our goal is making a fun and satisfying experience for our intended audience.

Here are some ways to look at the different aspects of game design.

Planning

In design, planning is about building a framework or structure for how we'll build a project. When I'm starting a game design project, there are three things I want to understand.

  1. What is the project?
  2. How much will this project cost in terms of resources – time, money, energy?
  3. How will this project impact current commitments?

The answers to these questions can be complex. But I start by answering each question in a brief one or two paragraph statement. For instance, on question number one I might write something like:

This project is about creating a game mechanic for a card drafting game. It'll take 10 to 12 months to finish. It'll involve writing down all my ideas, refining prototypes based on those ideas, and developing a solid prototype to play test with many different groups.

In my view, planning isn't about solving creative problems or trying to account for every possible variable in my life. It's about getting clear about what we're talking about and what is actually being committed to. After this is done, then we can start setting deadlines.

Purpose

Purpose in design is about asking "why". A lot. For example: Why are we doing this, this way? Why are we building something small instead of something big? Why have we chosen to keep production costs low versus high?

So purpose involves understanding the reasons for which something is created. We can't really benefit from how something looks, or how it works, or how much it costs until we ask why.

I learned this lesson creating Iconica. The game started with six characters and grew to 106 over 10 years. I kept having ideas for characters and wanted to see them brought to life. I mean, people want more of them, they help expand the world setting, I enjoy making them. Why would I not make more?

However, the other question I would have benefited from considering is: Why not streamline the character count? Rather than going broad, go deeper into each character, perhaps with modifications, customizations, or variants of archetypes. This held potential to make each existing character more rich and alive.

Things to think about as I consider new projects.

Intent

For me, this is about keeping my end goal front and center at all times throughout a project. It's easier said than done. As projects go on, the chances for distraction rise.

This is where things like determination and dedication come in. When we're able to keep our main objective in front of us and stay focused on it, it's more likely we'll achieve our goals. Some ways I do this:

  1. Writing things down and putting them up on the wall.
  2. Putting calendar reminders in my phone.
  3. Telling someone I respect what I intend to do and asking them to hold me to it.
  4. Little rewards for myself when I achieve milestones.
  5. Setting realistic deadlines.

Maintaining a practical mindset with regard to design means I'm less inclined to be distracted with all the ways something may look and feel OR what color something is. Those things are just icing on the cake. Substance is built with planning, purpose, and intent. Refining the way we design can only improve our results.

What about you? Do you have thoughts on what design is or what it means to you?

–E

 

 

Laughing Dice Club at Phoenix Comic Fest

  Look for these friendly faces! (Kevin = left, fancy official LDC banner = middle, Eric = right.)

Look for these friendly faces! (Kevin = left, fancy official LDC banner = middle, Eric = right.)

Laughing Dice Club is registered as an official gaming group at Phoenix Comic Fest! If you're attending the con this weekend, catch some games with us.

Here are the basic details about where and when we'll be hosting games.

Location

Phoenix Convention Center
West Building – Room 212, Table 12

Times

Thursday, May 24
11am to 1pm / 8pm to 10pm

Friday, May 25
12pm to 2pm / 6pm to 10pm

Saturday, May 26
12pm to 4pm / 7pm to 10pm / 11pm to 1am

Sunday, May 27
11am to 3pm

See Phoenix Comic Fest Program Guide for more details!

–E

So, About Phoenix Comic Fest 2018

After a ten year run, my wife and I decided not to exhibit this year at Phoenix Comic Fest (formally Phoenix Comicon). We're going to miss those of you who plan to attend and were regulars at our booth! At the same time, this year is a big year for some milestones I'm excited to accomplish.

Here's what I'll be focused on instead.

Redirecting investments

Yes, exhibiting at Phoenix Comic Fest is getting more expensive for everyone. It will continue to do so, perhaps pricing out more and more indie artists as time goes on. But for me, the growing expense was only one part of the consideration.

Most of you know I maintain a full-time job commitment. Exhibiting at cons across the country is not my reality. In view of this, I decided to use resources that would have been put into preparing for and exhibiting at the con back into the business. This means some new hardware, new creative projects, and laying the groundwork for new releases.

Aside from the monetary cost, time is becoming more and more valuable to me. This year, I'm putting more time into developing new skills and expanding my knowledge in two key areas – Kickstarter and Twitch Creative.

Serving our audience

To all of you who have supported our creations at Phoenix Comicon over the years, we can't say thank you enough! You've helped with your great feedback, kind encouragement, and consistent patronage.

After this many years of exhibiting, we know our customers. Most live or have lived in the Phoenix area. Many are young folks or couples with children they're caring for. They have an appreciation for pop culture, but they're just as excited about lesser known, indie creations. We're also proud to know just how imaginative, creative, and hard-working our supporters are.

Listening to our audience is important to me. As an independent artist and tabletop game designer, the items I create are not part of pop culture. I'm not drawing images of Disney characters, anime characters, and famous people to sell. Our supporters value this. And our experiences and conversations over the past three years at Phoenix Comic Fest suggest something important: Many of our supporters are no longer prioritizing this event in favor of other local events which align more with their creative values.

I'll wait to see how this year goes at Phoenix CF. I want to hear perspectives from others. It'll be interesting to hear from our Artist Alley friends this year.

Creating the future

There are additional ways we plan to have in-person time with supporters. Small events like our monthly game nights at Changing Hands in Phoenix are growing. (We're also looking for spaces in Tempe and Northwest Phoenix.) I've also started a series of Doodle School events which have gone really well and been great fun in terms of connecting with people.

The reality is we want to be accessible to our supporters and at the same time invest our resources for long-term success. Can we achieve both of these objectives at big budget pop culture cons? Maybe. Can we learn some things about the value of an event – real and perceived – by stepping back from it? I think so.

In the meantime, I'm in talks with other enterprising creatives in the valley concerning other event opportunities. Perhaps all these conversations will spark something new. ;)

What do you think? Did you attend this event last year? Will you attend Phoenix Comic Fest this year?

–E

(P.S. – I'd like to thank Matt Solberg and the Phoenix Comic Fest staff and volunteers for always treating us with kindness and respect as exhibitors.)

What I Look for in Tabletop Games

You can't create tabletop games without playing them. Lots of them. Currently I have a nice little curated collection, around 25 or so. Not so many that I'll never play some of them, but enough to make our choice of what to play on Friday nights a bit challenging sometimes!

There are specific things I'm looking for in the games I play. What I've noticed is that I'm drawn to games with these characteristics and gameplay mechanics:

Differentiated Art

As a designer and illustrator I have an appreciation for the effort which drives creative work. But I'm also a consumer just like everyone else. Artwork is a hook. It charms us and draws us in to look at something closer. 

The games I'm drawn to differentiate themselves from others with their art and style. Ryan Laukat's Islebound is a great example of this. Personally, I enjoy a sense of immersion in games and the art is a big factor. When a game's visuals feel fresh and not copied from the latest trends, I'm much more excited to find out more.

Story and Lore

While I've played party games like Apples to Apples, they're less enjoyable for me. Games with story are my favorite. I'm looking for a story to enter through gameplay. Being able to make decisions within the context of a story, even if it's surface level and not really deep, satisfies my desire for adventure and exploration.

Most of the games in my collection are rooted in stories. Then there's lore. To me, lore is deeper than story. It's about broad narratives involving the histories of peoples and the telling of legends. I have games that offer a sense of this as well, such as Legends of Andor and Lords of Waterdeep. When I play games like this, I experience a more complete sense of immersion.

Signature Game Mechanics

It's impossible for every experience in tabletop gaming to be original. However, games that feature signature game mechanics which become part of their identity, win me over. I remember playing Potion Explosion for the first time and thinking, "Now this is different"! In a similar way, Scythe struck me as unique when it comes to worker placement and resource management. 

As a small indie example, I'm really proud of the work done on Iconica in this regard. Making use of our meter system to track character health contributes to the game's signature mechanic, which differentiates it from other character driven games such TCGs and CCGs.

So those are some things I look for in the games I play (and make). What are your favorites? Do you have games in your collection you'd recommend?

–E

 

Designing Tabletop Games #1: Catching Ideas

Ideas. They're out there. They come to us at all hours of the day. But you know what I've noticed? We're often too busy to remember our ideas!

Perhaps you already have ideas for a game you'd like to create or any other type of project you're passionate about. How do you capture your ideas? How do you organize yourself? And how do you know which ideas to "let go" of? These three things can help.

A Paper Vault

Get a small 3 x 5" note card box at the office supply store. Fill it with blank note cards. When an idea strikes you at home or around the office, use a notecard to capture your idea in words or sketches. Resist the urge to write down every detail. Let the idea arrive in its most basic form.

Paper notes may not always seem useful. But there's something to be said for seeing, touching, and holding an idea on paper. It makes it seem more real and gives that idea a place to exist in real space and in your mind. Words paired with small sketches are even better than writing alone.

A Digital Stash

When you're on the move, use an app on your phone like Apple Notes or Google Keep to store notes. When an idea strikes you, catch it as quickly as possible. I like to use a method where I use three words to describe the idea.

An example: Bug / combinations / cards.

This snapshot of an idea led me to start a game design project called Bugruckus. The quick-capture of such ideas, or words that describe your idea, can lead to fun things. But the trick is to be fast about it. When we make creativity more snappy and easy we're more likely to keep doing it. Keeping track of your thoughts is part of the creative process.

A Trashcan

From time to time, thumb/scroll through your ideas. Delete ones that no longer excite you. Remove ideas that are not practical to pursue. Share your ideas with trusted inputters and listen to their feedback. The ideas that continually make the cut are the ones you should consider for execution. The goal is to capture lots of ideas but constantly be thinking about what makes sense to act on.

Speaking of execution and getting things done, there are lots of factors to consider, such as the upfront investments of time or money or energy. More on this another time!

What tips do you have for creatives looking to stay organized? What works for you?

–E

 

Bloggy Things

One of my great fears about blogging is that I'll spend lots of time writing, but it won't really matter in terms of connecting with others. Besides this, questions such as what platform to use or what analytics to worry about overwhelm me. I already tend to overanalyze such things.

So, I'm working on changing my approach. I'm going to commit to writing 2-3 blog posts a week. Here are some topics I'm passionate about.

  1. Design – Game design / general design principles.
  2. Illustration – Drawing, on paper or digitally.
  3. Writing – Storytelling and plot development.
  4. World building – Backdrops for stories, imagery, and characters.
  5. Inspiration – Satisfaction through creativity.
  6. Randomness – Other artists, games, events, travel, etc.

There are lots of things I'm excited about this year and developing this blog into a useful resource is one of them. I hope you'll subscribe!

So hey, what are some other blogs you enjoy reading and why?

-E

 

Concerning Happiness

Being happy internally is in sharp contrast to appearing to be happy. Being happy internally implies there is work going on. It means one is desirous of contentment. Contentment is hard to measure in smiles and superficial words. Here's why I say this.

It could be argued that all emotions are valid, even if they're not always constructive. We're human. But the act of creation, on any small or large scale, is evidence of a person's measure of happiness. The cynical, bitter, and angry person does not find satisfaction in creating. Nor do those who merely see making things as a way to get money. It's one's creative spark or inner well-spring of creative energy which powers the act of bringing good, or beauty, or meaning into our world. 

The modern day creative entrepreneur or professional entertains a wide range of emotions related to the act of creation. FearAm I ready to take on this project? AnxietyWill my creations be good enough? DoubtI'm not sure I have the credibility to do this. There are other factors such as comparing ourselves to others, dealing with our life realities, and accepting personal limitations. Consequently, there are times when the creative may appear to be anxious or troubled due to adversity, but on the inside he or she is working hard.

This is why I say happiness is less of an outward expression and more of an inner quality of being. Sure, most of us like to smile and laugh. But these expressions are not proof of a person's happiness. Happiness is a commitment to how one copes with challenges, perceives social injustices, and bends to the pressures of everyday life. It's a mindset.

In the end, the effort to cultivate happiness is an investment towards an individual's road to contentment. For instance, I see each project I finish is an intentionally placed stone on that road. And, if I live to be an old man, what waits at the end of this road is something more than happiness. It'll be satisfaction, purpose, and meaning.

In short, if we view our happiness as largely a result of what we do with our time, rather than what happens to us or what we get in life, I have to believe contentment awaits.

-E 

Laughing Dice Club

My friend Kevin are launching a new gaming group here in Phoenix. It's called Laughing Dice Club. Here's a detailed post about the group!

LDC-Emoji-Logo.png

Our first official meetup will be at Changing Hands Bookstore in Phoenix, January 20th, 2018 – 5pm to 8pm. It's open gaming. People are encouraged to bring a game and a friend. Changing Hands offers a comfortable (chill) environment to play games in as well as some great drinks and snacks.

Join us!

–E