The Who, What, Why? Game Design Podcast: Recent Episodes

Michael Bonet

On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.

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Jonny and Jeff joined me on the show to discuss less popular mechanics, at least, according to us. We went through three mechanics: area enclosure like in games Through the Desert, simultaneous action selection like in games Wallenstein, and threat tracks like in games the Battle at Kemble's Cascade. It was a fun discussion to explore mechanics we thought were less popular than the rest of the hobby thinks.

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I received a very unique text one day from my father-in-law. One of his patients had designed a game, and he shared with her that his son-in-law (yours truly) was a game podcaster. So, we connected, and I invited her and her co-designer onto the show. Here is that show.

Anna Purves and David Schwittek joined me to discuss Dead Poets Rise, a unique game about writing poetry. I had the pleasure of watching some games take place at a library near me. Funny enough, David lives close to where I live, and Anna lives close to where I work. The game brings players into a world where they are trying to resurrect a dead poet from obscurity. The game uses a Chinese checkers style board with marbles and two decks--The creation and chaos decks-- to bring the players into a world of poetry writing.

The conversation was a really interesting one, especially talking with two designers who exist outside of the normal circles of designers who I tend to engage with. If you are interested in learning more about the game, please visit Dead Poets Rise.

Warning: I had a cough during the recording that I couldn't escape. It turned out I had strep throat, which took me out of commission later that week. I did my best to edit the coughing fits out.

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Kelp me! Kelp me!

All joking aside... this is a serious podcast...

Carl Robinson, the designer of the 2-player game Kelp, joined me to talk more about his games and expand upon frustrating games in general. We discussed his game in detail, but we also branched off into games that use frustration in good and bad ways.

Check out Kelp, live on Kickstarter right now if this sounds like something you are interested in.

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Joe Slack, a frequent guest of the show, joined me once again to help me dip our toes into the conversation about AI art in board games. We did our best to explain AI art from our knowledge base and to explore some of the uses of it so far and even what future uses should look like.

I have an ongoing cough, so I did my best to remove those loud coughs.

I asked ChatGPT to write me a script for a podcast about AI art. I will release that as an episode in December.

Also, I asked ChatGPT to create an Arkham Horror trick-taking game. The game is enclosed in quotation marks.

"Absolutely! Let's call it "Eldritch Echoes: Arkham Trickery." Here's a basic idea for how the game might work:

Number of Players: 3-5

Objective: Players aim to gather Eldritch Echoes, fragments of cosmic knowledge, by winning tricks through strategic card play.

Setup:

  1. Deck: A custom deck with suits representing different aspects of the Arkham Horror universe (e.g., Mysteries, Artifacts, Creatures, Spells).
  2. Eldritch Echoes Cards: Special cards with varying point values representing the cosmic knowledge players seek.

Gameplay:

  1. Dealing: Deal a set number of cards to each player, creating their starting hand.
  2. Trick-Taking: Players take turns playing cards to form a trick, following suit if possible. The highest-value card of the leading suit or the highest trump card wins the trick.
  3. Eldritch Echoes: Certain cards hold Eldritch Echoes values; winning a trick earns those points for the player who won it.
  4. Special Cards: Include special cards that can alter gameplay (e.g., Ancient Tome that acts as a wild card, Shub-Niggurath as a powerful trump card).
  5. Strategic Elements: Introduce elements like sanity cards or mythos cards that add unpredictability or risk, affecting the outcome of tricks or forcing players to discard.

Winning:

  1. The game can be played over several rounds or until a set score is reached.
  2. The player with the highest accumulated Eldritch Echoes at the end wins.

Strategy:

  1. Players need to gauge when to play their powerful cards strategically to win high-value tricks.
  2. Balancing the use of trump cards or Eldritch Echoes cards with keeping useful cards for later rounds becomes crucial.

Thematically: Incorporate elements of Arkham Horror lore, where players are investigators seeking cosmic knowledge, encountering mystical artifacts, eldritch creatures, and otherworldly spells.

Remember, the fun in trick-taking games often lies in their simplicity and the layers of strategy that develop as players become more familiar with the deck and its nuances. Adjustments and balancing may be needed through playtesting, but this framework could provide a solid foundation for an Arkham Horror trick-taking game!"

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Jason Peercy, co-designer of The Real Thing RPG, joined me to talk about the expansions he is crowdfunding titled Angel Dust and King For a Day. You might remember The Real Thing RPG as the Faith No More inspired RPG. Jason and his co-designer Jason took the themes and stories they heard in Faith No More's The Real Thing album and created an RPG system out of it. Well, they are back at it again expanding the world they created through 2 new books. We discussed the reaction to the game, working with a band as an IP holder, and more.

If you are interested in the game, please check it out on BackerKit.

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I planned to have on Jeff Warrender to talk about his game Lost Adventures, out on Kickstarter now, but Jonny Pac and the always fun Ben Maddox happened to join the podcast. We had a blast on this one. We mostly stayed on topic focusing on some of the interesting design decisions in Lost Adventures.

If you have any interest in this game, check it out on Kickstarter now.

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Becky Annison, designer of Wreck This Deck and co-owner of Black Armada Games, joined me to talk about her latest design up on BackerKit right now. Wreck This Deck is a solo-journaling RPG where you trap demons in playing cards and wreck those cards in all sorts of artistic ways, whatever you fancy. You can burn cards, fold them, paint them, cut them, etc. Becky encourages players to go ham on that deck. She sees the game as an opportunity for players to let their creativity fly.

We discussed the genesis of the game and how it developed and is still developing. We also talked briefly about Legacy games and how those influenced her design.

Check out Wreck This Deck if you have an itch to get destructive to a deck of playing cards.

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Sam and Ed Stockton... or Ed and Sam Stockton... joined me to talk about their newest game live on Kickstarter right now. Forges of Ravenshire is a unique dice worker placement game where you are crafting items and using dice, but the hitch is that the dice aren't owned by one particular player. We talked about a lot of topics here from the allure of dice to the intricacies of worker placement, a genre rife with games.

Check out the Kickstarter if you are interested.

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Wrestling fans and gaming fans! I have a guest to unite you both. Steve Resk, designer of The Super Show, joined me to talk about how to keep LCG/CCGs alive and well. We explored how the Super Show grew from just a couple of decks with a small fanbase to a community with its own regional federations and belts. We also talked about some of our favorite wrestling storylines from the past.

Check out the Super Show here. And they have a convention coming up this weekend (March 17) in Cleveland.

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Jonny Pac and Jeff Warrender return for another episode about a topic in game design. In this episode we discuss competitiveness in games. We focus on games with a lot of direct interaction compared with games with indirect interactions (like Multiplayer Solitaire games). No, we do not come down on "which is better," but we muse on what makes each of these styles interesting.

Remember: today is the last day to submit your game to the Cardboard Edison Award. Go do it!

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Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players can get immersed in something new. We also discuss set building and prop work because Nick is interested in some of that, and set building was my previous profession. This game follows the comic and not the Amazon TV show.

If you are interested in getting your unpublished game judged, check out Cardboard Edison. I am a judge and have been for a few years. I enjoy the process of judging through Cardboard Edison. They're a great pair of people. This is not a paid ad or anything, but they did ask me to mention the award and since I value them as designer friends, I emphatically said yes.

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Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. What better way than have the designers on the show.

Also, the Cardboard Edison Award is here again. All submissions must be in by Jan. 31. Check out www.cardboardedison.com/award for more information. They did not pay me to say this, but they should since I'm a prestigious podcaster (kidding).

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So, I recently went to PaxU (again) with my wife and baby daughter. I decided to try something new for when I go to cons. I put all of my thoughts together in this episode about the con and what I love about it.

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James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about the game's design and even got into some stories from James' past working in a corporation.

The game will be releasing on Kickstarter sometime in January. Check it out if you are interested.

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Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another.

If you are interested in this game, check it out on Kickstarter.

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Joe Slack joins me yet again! It's a second threepeat!

In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some creative control, or to become a publisher replete with the benefits and drawbacks that that entails. It's scary to navigate. Thankfully, Joe (and I to a lesser degree) have some thoughts here.

Joe has a Kickstarter running right now called 14 Frantic Minutes. You can check it out if you want.

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Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action.

If you'd like to learn more about Hyperwars, check out my interview with Fabricio from back in Aug of 2021! Oh, look. I released the last episode with Fabricio on a 31st as well.

If you have interest in the game, please look at the Kickstarter running right now. Hyperwars Kickstarter

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Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it.

Check out Joe's Kickstarter for 14 Frantic Minutes: Click!

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Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton.

Joe also has a Kickstarter campaign for 14 Frantic Minutes. He speaks briefly about his own game and when he decided it was done. Check it out if you are interested.

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Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at Analog Games Studies. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper topics in games than a lot of other shows get into.

Please consider reading the articles posted at Analog Games Studies. You can find some interesting stuff there such as Tanya Pobuda's two articles about representation on the box art and in the rulebooks. There's a lot more stuff there to check out.

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Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials.

Check out Crystal's work at The Geeky Panda

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My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly good game.

Check out Isaac at @kindfortress

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In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from this conversation about designing games that tackle much deeper issues than your standard board game content. I've felt the same way about the forthcoming Stonewall Uprising, Bloc by Bloc, and Cross Bronx Expressway. Let's make more games about real world issues that can help us demystify these kinds of issues in our modern day or even provide more context for them.

Tory Brown had a ton to say about the real life issue of women's rights and the way she incorporated that history into this game. I probably could have talked to her for another hour or two.

Check out Fort Circle Games here: Link

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This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called The Last Temptation of Slice. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show and the challenges Matt and AJ faced in getting to this point. Matt and AJ have a lot of interesting things to say about their journey so far.

Below is the concept art for the two puppet characters that will be featured in this show. If you have any interest in supporting Matt and AJ, who are using Kickstarter the way it was intended in its outset, click on the link or Google "The Last Temptation of Slice."

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Ben Nielsen (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how Ben, who lives in Japan, has funded his RPG work so far, how a designer builds on other RPG systems such as Powered By the Apocalypse and Forged in the Dark, and how story games put the players in the driver's seat (and why that's important).

If you are interested in Ben's latest Kickstarter, you can check it out at this link. As of this posting, there are 16 days left.

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A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped him tackle this new phase in his life.

If you can't tell, I really like having Ode on the show.

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Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.

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Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more.

Anyone who likes what they hear from Matthew can support him by going to Postmark Games to check out his and Rory Muldoon's print at home games.

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This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here!

Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor. 

The game is currently on Kickstarter.

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Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for.

If you'd like to know more about Crystal, check out her work at The Geeky Panda

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Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. To each their own. If you'd like to suggest a game for a cast study episode, feel free to drop me a line at whowhatwhycast(at)gmail.com

Jonny can be found @jpaccantin and Jeff at @belltowergames

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Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Thurot. He's very thoughtful, too.

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Listening to music on your discman or Zune might seem like the pinacle experience, but nothing beats being at a live show. In this episode, I talk about some of my favorite venues that I've been to over the years. What are some of your favorite venues to see your favorite bands? Tweet at me to share. @whowhatwhycast

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The CEO of Massive Black, Melissa Lee, joined me to talk about both her life in the games industry and what she has been trying to accomplish with Massive Black. The company focuses on creating art for all sorts of games and tech projects, notably Elder Scrolls and Betrayal at the House on the Hill 3rd Edition.  To learn more about Massive Black, visit their website at Massive Black.com.

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David Malki, director of product development at Cut.com and Cut Games, joined me to talk about developing games that connect with the kind of content Cut.com creates. Cut is a media company that puts people in situations to connect with others and maybe even learn something about themselves in the process. We discussed how the game wing aimed to recreate the feelings in their videos while adapting to a different medium.

Check out Cut.games for more.

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The third episode in my short series with Joe Slack is here! We discuss the do's and don'ts of crowdfunding campaigns based on Joe Slack's experience as a successful crowdfunder and my experience as a successful crowdfundee. I think we came up with some excellent tips and tricks.

Check out Joe's work at: The Board Game Design Course

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Maceo Mair, designer of the game Brutal Orchestra, joined me to talk about 2 important topics with this game: the first one being Heironymous Bosch, a Dutch painter from the 1400s and the ways this game tries to stand out in such a crowded field of rogue-lites and RPGs. Check out Brutal Orchestra on Steam if you are so interested. Also, check out Bosch, the painter, if you'd like. His work is like a fucked up Highlights for Kids magazine.

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Douglas Zeilsdorf, the organized play administrator for Frog God Games, joined me to talk about what is organized play and what administrating it entails doing. We also discussed the Splinters of Faith Kickstarter (live now) and what this world is bringing to the RPG world of Frog God Games.

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Bez stopped by the show to talk about her Bezzy Bargain Bags. There is currently a Kickstarter campaign running for A Game About Quickly Grabbing Creatures That Are Totally Different and Counting Your Beetroots. Say that 5 times fast! We discuss Bez's bargain bag model for producing games and how she can use that to create interesting games and use this system to gauge interest without having to take as big of a risk, which as a small, independent publisher is a good way to stay afloat.

Check out the Kickstarter if you wish!

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The second episode in my short mini-series with Joe Slack is here! This time we discuss how to design innovative games. We break down innovation into some smaller components like theme, mechanics, and presentation in order to dispel the idea that innovation must only be found in one of those places.

If you'd like to learn more about Joe Slack, please visit his website at The Board Game Design Course

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Jason Piercy, James Mosingo, and Jason Ward, creators of The Real Thing RPG, joined me to talk about their role-playing game set in the world of Faith No More's album The Real Thing. I thought this was a unique opportunity to talk to creators who did something I hadn't considered before: created a game out of a band's album. We discussed how this project came together and how they mined the album to create the world of the game. The game hits Kickstarter on March 15th, so check it out if you are interested.

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Joe Slack, a 2-time guest, has returned for a short series of episodes exploring some broad ideas for game designers. This first episode with Joe in the series explores advice for first time designers and how to get people over that hump to design their first game.

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Another episode of Why Ska?! Why are you all so lucky? My friend from college, Jon, joins me to reminisce about a New Paltz local ska band we used to see in all sorts of venues: college cafeterias, other college campuses, on my final college radio show, etc. We were excited when we discovered this band because it was some local ska to connect with. I hope you enjoy our reminscing. Also, I try something new with this episode, which is to include shorts clips of the music we are discussing. Let's see how that goes.

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In this second episode, I wanted to provide a bit of context for those who may not know how ska has been informing Who, What, Why for quite a while now. This is also a chance for me to give some public credit to the Mexican ska bands that have helped give me some kick ass intro and outro music.

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Takashi Sawada, designer of Floating Floors, and Stella Jahja, co-founder of Guf Studios, both joined me to talk about this unique balancing strategy game live on Kickstarter right now. We discussed the game's origins, its development, and its life with Guf Studios. We also discussed Guf Studios game publishing ethos.

If you are interested in Floating Floors, please check out the Kickstarter now.

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Conor McGoey, designer of Summit and owner of Inside Up Games, joined me to talk about Summit, Inside Up Games, so, so many other topics. It was a great conversation about all sorts of topics. Check this one out.

Inside Up Games 

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Elli Amir, designer of Worldbreakers, joined me to talk about this interesting 2 player game set in a pre-colonial Western Asia (think Mongol Empire sort of era). We discussed the intricacies of designing 2 player card games, Elli's decision to set the game in an underrepresented era, and ways to keep the game's production nimble.

If you are interested in the game, please check out https://worldbreakersgame.com/

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Rory Muldoon and Matthew Dunstan, co-founders of Postmark Games and co-creators of Voyages, join me to talk about their newest game venture--a print-at-home game company. We discuss Postmark's genesis and Voyages' uniqueness as an engaging single sheet pen and dice game. Check out Postmark Games if you're interested: Postmark Games website

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This is a new sub-podcast to celebrate my other love: ska music. In this episode I explore my anti-ska phase in high school and some of the reasons behind that phase.

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Jason and Kip, designers of Skull Canyon Ski Fest, joined me to talk about their game and its design. We gushed about skiing and how few skiing games are out. There is a lot to like about this game.

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Christian Shelton, designer of Skate, joined me to talk about the design of his game. We discussed the way the game came about and how Christian focused on the essence of skating through the foot cards.

Check out the game on KS now.

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Greg Loring-Albright, co-designer of Bloc by Bloc 3rd edition, joined me to talk about this game about social uprisings in a simulated oppressive state. We focused our conversation on the things that 3rd edition adds to the game and the way the game immerses the players in a social uprising.

You can look for the game on Gamefound on Feb. 15th.

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@RandyReiman, designer of Skate Summer--on KS 1/18/22 from @pandasaurusgame, joined me to talk about Skate Summer. We discussed how the game changed, how virtual playtesting helped, and how Tony Hawk Pro Skater inspired this game. Check out the game on Kickstarter on 1/18/22 if you like the game.

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Carol Mertz, senior game designer at Exploding Kittens, designer of games like Pass the Buck, and cool experiences like Hell Couch, joined me on the show to talk about multidisciplinary design. We explored her life as a designer and how her experiences in different disciplines help designers better understand their own discipline. 

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Ken Spencer, partner at Frog God Games and writer of the Tome of Wondrous Items, joined me to talk about this new 5E supplemental on Kickstarter now. Our conversation focused on the guidelines that Ken and the team employ when creating items for an established system. He also shared a snapshot of the kinds of items that will appear and the rationale for their inclusion.

The Tome is up on Kickstarter now until later in December. If you are interested, then check it.

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Totsuca Chuo, designer of Ostia, joined me to discuss his game that uses the mancala mechanism in a unique way. Totsuca sent his answers via email, and Quentin Hudspeth provides his voice. A big thank you goes out to Saigo, who helped Totsuca translate.

Ostia comes to Kickstarter soon from Uchibacoya Piece.

Quentin Hudspeth can be found at quentinhudspeth.com

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Jeff Warrender, designer of Acts of the Evangelists, joins me and Jonny to talk about self-publishing and producing 100 copies of his game. We discuss a lot of details about the production of games like box sourcing, shipping considerations, and more.

If you'd like to learn more, visit Belltowergames.com.

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Anya Combs, director of games at Kickstarter, joined me to talk about Kickstarter, her journey into the games industry, and her passion of music. This was an excellent chat with some great insights into the games industry and where it can be improved.

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My friend Tam Myaing (@TamAtPlay), designer of Lair, joined me to talk about his game published with Game and a Curry. We talked about how Tam packed a big experience in a game that uses only cards and tokens.

You can check this game out here: clicky 

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Marie and Pauline of Hot Banana Games joined me to talk about their game Steam Up. We focused on discussing the unique aspects of this game such as the components, theme, and pre-production. I believe I also learned where the name Hot Banana Games comes from.

Check out Steam Up on KS if you are interested: Clicky Linky

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Travis Drake of Brouhaha Games joined me to talk about his game company, which has a unique angle in the hobby. He makes games mostly dedicated to Halloween (or celebrations close to Halloween). We discussed his unique status in the hobby and upcoming Kickstarter title Hysteria, featuring beautiful artwork from a Mexican artist.

If you are interested in Hysteria, please check it out: Clicky Linky

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NBSP, designer of the P500 game Cross Bronx Expressway, joined me to talk about his game. We focused on its design, its importance in telling a story not many will know, and its creation as a whole. I was drawn to interviewing this designer because I have grown a fondness for the Bronx since being a teacher there for the last 5 years.

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Jay Shipinski and Jonny Pac joined me to talk about the insights Jay gained from playing 365+ games every day without stopping. He and his family documented their gaming, sometimes with fun costumes, and they were even featured on their local news station. We explored how Jay's insights might help us think about how reviewing works.

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Douglas Cole, owner of Gaming Ballistic and publisher of a bunch of Fantasy Trip stuff, joined me to talk about why he ran a BackerKit campaign for his latest TFT product and what he learned from that campaign. We also discussed logistics with regards to small RPG book publishers.

Gaming Ballistic has a BackerKit campaign live right now for Tower of the Moon. Check it out if you are interested.

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In this episode, my usual crew of Ode, Julian, and Jonny Pac joined me to talk about working on second editions of games. We explore why and how designers work on second editions and how second editions can bring life back to an older game.

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Laurie Blake, designer of Earth Rising from Stop, Drop and Roll Studios, joined me to talk about his game. We focused our discussion on the manufacturing of the game, which is being printed with 100% sustainable sources. The game is also very connected with organizations looking to combat the ills of our world.

The game is on Kickstarter now: link

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Fabricio Leotti, designer of Hyperwars from Dice Coalition Games, joined me to talk about his game and its design. We discussed genre, mechanics, and manufacturing during a pandemic.

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Lucas Sosnick, designer of Crisis on Cardea from Green Street Games, joined me to talk about his game and his design process. Lucas is the 2nd teenager to be a guest on my show, and we discussed what got him into games and why he decided to design one of his own. If his game sounds like something you'd like, go check it out.

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Joe Slack (@CrazyBrdGameGuy), designer of Relics of Rajavihara and owner of Crazy Like a Box Games, joined me to talk about creating an expansion for his game (soon on Kickstarter). We discussed why and when an expansion makes sense, and of course, talked about the shipping crisis. If you like the game, check it out.

Updated with Kickstarter link: click if interested

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Alyssa Faden (@AlyssaFadenMaps), an RPG cartographer, joined me to talk about how she got into cartography and how she produces highly detailed maps as a way of expressing her own role-playing creativity. She worked recently on a map for Necropolis from Frog God Games.

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Andrew Canle, designer and educator, joined me to discuss developing games to improve discussion in class. This work also ties in with his doctoral work. Teaching kids how to become conversant is such an important aspect of creating a more engaging class, so this was an interesting discussion for me as a teacher.

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Crystal Mazur, a freelance RPG writer for Onyx Path and Third Eye Games and developer on the Pip System, joined me to talk about writing. We discussed how she got into it and talked punk and ska music because we have a lot of favorite bands in common.

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Jeff and Jonny Pac joined me again to talk about playfulness and lightness of spirit in games. What do we think that looks like? How can we inject more of it in games? Do we need more of it in games?

I hope you enjoy this one. What do you think of when you think of playfulness?

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Dr. Catherine Croft joined me to talk about educational games. We discussed these kinds of games and when these games work and when they don't. There was a lot of interesting stuff in this interview.

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Steven Aramini joined me to talks about his 2 wallet sized games that pack an enormous game play punch: Sprawlopolis and Agropolis. We discussed where these games came from and how Steven and his co-designers developed such interesting tiny games.

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Jessica Metheringham and Mill Goble of Dissent Games joined me to talk about their game Library Labyrinth. We discussed the games' genesis mechanically as well as its world-building. The game features 100 women and non-male characters. We discussed why they decided to create this game.

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Thomassie Mangiok joined me to talk about his game Nunami. We discussed the game's origins and how it exemplifies aspects of Inuit worldview through both its gameplay and production. I hope you enjoy the conversation between myself and Thomassie.

If you'd like to pick up a copy of the game, visit NunamiGame.com. 

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David and Emilie of Pe Metawe in Edmonton, Alberta joined me to talk about Pe Metawe. It's a store in Canada owned by Indigenous folks that also does consulting around Indigenous outreach and representation. We discussed the goals, challenges, and successes of Pe Metawe. This was an excellent conversation.

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Robin David, famous for his designs... board game designs such as Luzon Rails and Letter Press, joined me to talk about design in general. We had a great chat about punk music and accessibility for casual gamers.

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Aaron and Austin of Dr. Wictz and designers of games like You Fool and Robotech Reconstruction join me to talk about points and the way that games use a couple of different point structures to drive players. We discuss point salads, and what they call point journeys.

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Mondo Davis, designer of the upcoming Color Field and Mansplaining, joined me to talk about his games, about design, and about everything in between. This was a good chat with someone new out there designing accessible games.

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Wu-Tang is for the children, but this episode is not for the children. Matt Fantastic joined me to talk game design and a lot of other topics that are not for the faint of heart. We've known each other for a whole bunch of years. I had a ton of fun recording this one.

Credits: Freddie Mercury by James Fenton from the Noun Project

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You wanted more content?! Well, I have more content for you. Expansions! More content. Add to your game. Which expansion is necessary? Why make them? When to make them? Julian Steindorfer, Ode, and Jonny Pac join me again to talk about expansion content from the perspective of both designers and publishers.

Credit: global expansion by Vectors Point from the Noun Project

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Sarah Sayles of Big Girl Games and Sarah Shah (aka Puffindor) joined me to talk about what I'm calling socially conscious design. Games that have some kind of real world implications beyond just an immersive setting. We explore some of the ways that these designs can be challenging and rewarding.

Credit: world by Brown_Iconic from the Noun Project

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Doug Cole, owner of Gaming Ballistic and publisher of the Nordlond RPG series, joined me to talk about his latest product called Delvers to Grow. Sometimes one of the stumbling blocks to bringing new players into RPGs can be the setup time. We discussed the importance of shortening the time it takes to get new players into the games.

Credit: Viking by Simon Child from the Noun Project

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Cédrick Chaboussit, designer of upcoming games Glow (Lueur), Lost Explorers, Shamans, and more, joined me to talk about his upcoming games and the process behind their designs. We focused on how he took very simple inspirations and turned them into interesting games. Also, death... what do I mean? You have to listen to find out.

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Scott Rogers, designer and author, joined me to talk about his life as a designer. We focused a lot on video games since video game design was a huge part of his past. Scott's also a board game designer, so he had a lot of interesting ideas to offer.

Credits: Level Design by Creaticca Creative Agency from the Noun Project

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Tanya Pobuda and Shelly Jones, co-authors of AN ANALYSIS OF GENDER-INCLUSIVE LANGUAGE AND IMAGERY IN TOP-RANKED BOARD GAME RULEBOOKS, joined me to talk about their most recent article exploring representation in the hobby. This conversation is an important one for bringing new voices into the hobby.

Credit: guidelines by Justin Blake from the Noun Project