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Jason Pitre
The best panels and seminars about analog game design & publishing.
Episode 78 – Creativity In Business
Creativity In Business: Pixar’s Success and Lessons For Tabletop Publishing
Recorded at Metatopia 2015
Presented by Jeff Tidball, Cam Banks
Managing a company of creative people can be challenging. New ideas are always being introduced into structured spaces that resist change and fear innovation and imagination. Tabletop game publishers and managers can learn from the success of Pixar, Inc, who have mastered the art of ushering in and protecting the new, releasing their employees from common limits on creativity, and not being afraid to try things in often radically different ways to create bigger and better projects
As a fine example of creativity in business, the kickstarter for Unknown Armies 3rd Edition is currently up. Dig into the occult weirdness from Atlas Games!
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53:3916/04/2016
Episode 77 – Project Budgeting For Tabletop Games
Project Budgeting For Tabletop Games
Recorded at Metatopia 2015
Presented by Jeff Tidball, Cat Tobin & Justin Jacobson
The process of producing a board game, card game, or role playing game is lousy, with opportunities for financial disaster. Learn what financial factors you should take into account when planning a game production, and walk through a spreadsheet that’ll help you plan your own projects by estimating their profitability (or lack thereof).
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55:4331/03/2016
Episode 76 – Formalizing Your Game Business
Formalizing Your Game Business
Recorded at Metatopia 2015
Presented by Fred Hicks, Steve Segedy, Darren Watts and Brennan Taylor
Is your company ready to take the next step? We’ll discuss how to turn a tiny game company into a slightly-larger game company.
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Episode 76: Formalizing Your Game Business Play Now | Play in Popup | Download (217)
48:2416/03/2016
Episode 75 – Matters Of Scale
Matters Of Scale: Running A Small Gaming Business
Recorded at Metatopia 2015
Presented by Fred Hicks, Rob Donoghue and Steve Segedy
Game publishing is a very different beast depending on how new you are to the industry and how much reach you and your game might have. Small press and independent creators will find that which printers, distributors and fulfillment channels they might use varies wildly depending on their goals and how much risk they’re willing to take.
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56:1205/03/2016
Episode 74 – Genius Loci
Genius Loci: Your Setting is the Character
Recorded at Metatopia 2014
Presented by Will Hindmarch
Places, rather than protagonists, are often what RPG campaigns have in common because the characters are bespoke but the setting is shared. How does your game’s space inform its setting – and vice versa? How does setting pose and reflect theme? Settings can be characters in their own right, tuned and portrayed through your design to dramatize the themes and issues at the heart of your game. In this seminar, I’ll share some of what I set out to do and some of what I’ve learned designing Project: Dark and its play spaces.
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Episode 74: Genius Loci Play Now | Play in Popup | Download (300)
55:4206/02/2016
Episode 73 – Opacity and Transparency
Opacity, Transparency, and Player Incentives in Your Strategy Board Game
Recorded at Metatopia 2014
Presented by Gil Hova
Do people understand what’s going on in your game? Not just the rules, but can they tell who’s winning? If they should watch out for a dangerous player? If they know exactly how their move will impact their next few turns? Join designer Gil Hova as he discusses transparency and opacity in strategy board games. We will discuss what makes a game mechanism transparent or opaque, how they work (or fail) in existing games, and how to use them to incentivize players to make interesting plays.
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Episode 73: Opacity Transparency [ 52:29 ] Play Now | Play in Popup | Download (264)
52:2818/01/2016
Episode 72 – Lovecraft WTF
Lovecraft WTF
Recorded at Metatopia 2014
Presented by Julia Ellingboe, Kenneth Hite, Darren Watts & Bill White.
H. P. Lovecraft is one of the grandfathers of weird fiction and horror. His racist and anti-Semitic beliefs are no secret. They are the foundation of his fictional worlds. They are interwoven throughout his work and for many readers, impossible to separate from the genius of his writing. Can a Lovecraft-inspired game make his work more accessible? It’s okay to like problematic things. This panel will be neither an attack nor a defense of Lovecraft’s work. In a broad sense, it will be a conversation about how designers might interpret or use source material with themes or images that are problematic.
Apologies for sound quality issues.
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59:2605/12/2015
Episode 71 – Explicit vs Role-Based Knowledge
Explicit vs Role-Based Knowledge
Recorded at Metatopia 2014
Presented by Clark Valentine, Shane Harsch and Evan Torner.
This seminar poses the question of whether it is possible to support a detailed, knowledge-rich environment for an RPG without creating a situation where the character that should know how to do something actually does not. Where is the balance between detail and role?
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58:4128/11/2015
Episode 70 – Editing Rulebooks
Editing Rulebooks
Recorded at Metatopia 2014
Presented by Joshua Yearsley.
Your rulebook is the heart of your game, so why not give it the love it deserves? In this seminar, you’ll learn ten best practices for improving the structure, style, and clarity of your rulebook. Got any burning questions about rules craft? Get answers from a professional rulebook editor.
Additional references and a copy of the presentation is available at http://joshuayearsley.com/case/ten-things-you-can-do-to-make-your-rulebook-awesome/
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49:4122/11/2015
Episode 69 – Social Media
Social Media Action Steps
Recorded at Metatopia 2014
Presented by Beth Rimmels.
Social media is a crucial marketing step, especially for new and small businesses. Even better, it can cost you little to nothing, but can be confusing or overwhelming. This panel will explain what’s essential, where to start (and on which social media channel), free and low-cost tools that will make your life easier, and how to grow an audience organically.
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Episode 69: Social Media Play Now | Play in Popup | Download (220)
52:5214/11/2015
Episode 68 – Smart Crowdfunding Campaigns
Executing a Smart Crowdfunding Campaign
Recorded at Metatopia 2014
Presented by Fred Hicks, Joshua A. C. Newman & Hannah Shaffer
How do you plan your crowdfunding campaign? How done do you need to be before you open? How do you engage your community? How do you plan for all possible outcomes? Joshua A.C. Newman (Mobile Frame Zero: Rapid Attack and Shock: Social Science Fiction), Fred Hicks (Fate Core, Designers & Dragons, and more), and Hannah Shaffer (Questlandia) share their experiences and then ditch out on their planned talk to address your questions once they realize they can’t afford shipping.
Episode 68: Smart Crowdfunding Campaigns Play Now | Play in Popup | Download (222)
Special Kickstarter Mentions
Sig: The City Between
Headspace RPG
*******************
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01:00:0613/10/2015
Episode 67 – Information Organization in Roleplaying Games
The Best Practices for Information Organization in Tabletop RPGs
Recorded at Metatopia 2014
Presented by Brennan Taylor, Matt Wilson, Meredith Reitman, Krista White & John Stavropolous
Tabletop RPGs serve as both a “let’s play!” and a reference document. RPGs designers and writers often attend to one of these goals at the expense of the other. Come to this panel to learn about professional theories of information organization, best practices for making the important information in your games findable and learn lessons from experienced game designers who have made information organization innovations and mistakes in their own games.
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Episode 67: Information Organization in RPGs [ 57:35 ] Play Now | Play in Popup | Download (282)
57:3512/09/2015
Episode 66 – Learn RPG Design Redux
Learn RPG Design Redux
Recorded at Gencon 2015
Presented by Jason Pitre, Caleb Stokes and Andreas Walters
This panel, sponsored by the Indie Game Developer Network is a fresh new exploration of how to start roleplaying game design by focussing on mission statements, the important questions of game design, and other gems. Also an absurd number of references to games including, but not limited to: Inspectres, Headspace, Dog Eat Dog, Paranoia, Fiasco and Apocalypse World.
There is a reference to cards with links to a ton of resources? All of that treasure-trove is available over here.
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53:0429/08/2015
Episode 65 – Women in Game Design
Women in Game Design: Building Networks and Forming Mentorships
Recorded at Metatopia 2014
Presented by Emily Care-Boss, Julia Ellingboe, Shoshana Kessock, Amanda Valentine & Avonelle Wing.
The “gaming industry” has been a brutal place to be a woman this year. Join our esteemed panelists for a conversation about the need for strong support networks and finding mentors in a turbulent and sometimes hostile industry.
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Episode 65: Women in Game Design Play Now | Play in Popup | Download (248)
55:5415/08/2015
Episode 64 – Dramatic Editing
Dramatic Editing : Creating the Editing Bay
Recorded at Metatopia 2014
Presented by Will Hindmarch
How does your design facilitate dramatic editing at the game table? Do you have strict mechanisms that put editing into the hands of the players or their characters through overt metaphors or in-setting magic? Or do you provide procedures and guidelines for collaborating and revising action during play? Dramatic editing at the table allows for players to propose and explore actions without them necessarily making it “on stage” or committing it to “film” and that can be a messy freedom or a beautiful drudge. Let’s look at ways to facilitate what you want to happen at the table.
Note that the sound quality is lousy in the first minute of audio, but it gets much better after that point.
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Episode 64: Dramatic Editing Play Now | Play in Popup | Download (213)
48:0508/08/2015
Episode 63 – Gaming with and Designing For Young Players
Gaming With, and Designing For, Young Players
Recorded at Metatopia 2014
Presented by Cam Banks, Lisa Bowman-Steenson, Clark Valentine, Amanda Valentine & Brennan Taylor.
Young players can present unique challenges to game designers and adults at the table. Attention spans, play styles, system mastery, and age appropriate subject matter can vary a great deal. Be part of a discussion about making and running games that work for young players.
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Episode 63: Playing with and Designing for Young Players Play Now | Play in Popup | Download (209)
53:4801/08/2015
Episode 62 – Bisociation, Mashups, the Uncanny, and the Weird
Bisociation, Mashups, the Uncanny, and the Weird
Recorded at Metatopia 2014
Presented by Kenneth Hite.
“Bisociation, Mashups, the Uncanny, and the Weird: Toward an Aesthetic of Setting Bricolage” presented by Kenneth Hite. A dictionary may have been involved.
In an age where “everything is mashup”, what makes a game setting more than the sum of its parts? Both the modern “uncanny” and the postmodern “slipstream” depend on subverting or deranging expectations, but how can you get good play without something to play off of? Do Koestler’s “bisociation” or Lovecraft’s “truly weird” help us out or derail us? Designer Kenneth Hite (NIGHT’S BLACK AGENTS, DAY AFTER RAGNAROK) isn’t sure yet, which is why he asks you to join him and think out loud on these topics.
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Episode 62: Bisociation, Mashups, Uncanny, and Weird Play Now | Play in Popup | Download (162)
58:2925/07/2015
Episode 61 – Coming Up in the Indies: From Newcomer to Company Owner
Coming Up in the Indies: From Newcomer to Company Owner
Recorded at Metatopia 2014
Presented by Fred Hicks, Shoshana Kessock and Tim Rodriguez.
This panel will be a discussion between newer and more established company owners with success stories in the indie RPG world. They are ready to share their insight and tips about becoming part of the publishing world.
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Episode 61: Growing Up In The Indies Play Now | Play in Popup | Download (177)
55:1911/07/2015
Episode 60 – Accessibility and Disability
Accessibility and Disability
Recorded at Metatopia 2014
Presented by Russell Collins, Elsa Henry, and Shoshana Kessock.
The final frontier of game design seems to be accommodating for those who are differently-abled. Designers of games who have a background with being differently-abled will discuss how to design to be more inclusive in this manner. We’ll discuss the foibles, pitfalls and issues associated with designing games that are not accessible.
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Episode 60: Accessibility and Disability Play Now | Play in Popup | Download (151)
57:1404/07/2015
Episode 59 – Style Guides are your Friend
Style Guides are your Friend
Recorded at Metatopia 2014
Presented by Amanda Valentine and John Adamus
Style guides are one of the indispensable tools an editor uses to help make your project the best it can be. Learn more about them and the other must-have tools an editor uses, and find out why following the style guide can mean the difference between making “a thing” and “a game”.
Episode 59: Style Guides are your Friend Play Now | Play in Popup | Download (204)
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37:3227/06/2015
Episode 58 – Moving Beyond Tokenism
Gaming As Other: Moving Beyond Tokenism
Recorded at Metatopia 2014
Presented by Misha Bushyager, Julia Ellingboe, Ajit George & Mark Diaz Truman
John Stavropolous moderates as our panelists continue the discussion about the challenges faced by ethnic minorities and people of color within the hobby. In this panel, they will tackle how gaming companies, designers, conventions and communities can effectively bring greater diversity to their ranks, mentor emerging voices, and share leadership roles.
Episode 58: Moving Beyond Tokenism Play Now | Play in Popup | Download (165)
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55:5220/06/2015
Episode 57 – So You’re Making Your First Game
So You’re Making Your First Game
Recorded at Metatopia 2014
Presented by John Adamus and Mark Richardson.
Learn from a pair of first time game makers and industry professionals the perils, frustrations and strategies it takes to put together your first game from start to finish.
Episode 57: So You're Making Your First Game Play Now | Play in Popup | Download (308)
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56:4412/06/2015
Episode 56 – What Editors Do
What Editors Do
Recorded at Metatopia 2014
Presented by John Adamus, Jeremy Morgan & Amanda Valentine.
Cleaning up your tortured syntax and fixing your punctuation is only the beginning. A good editor can help you improve the presentation of your game on many levels
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Episode 56: What Editors Do Play Now | Play in Popup | Download (168)
55:0030/05/2015
Episode 55 – How to Succeed at Conventions
How to Succeed at Conventions
Recorded at Metatopia 2014
Join veteran conventioneer, Avonelle Wing, for a conversation on attending trade shows and conventions as an industry professional. Talk about identifying and setting goals, representing yourself and your brand and otherwise setting yourself up for success.
Episode 55: How to Succeed at Conventions Play Now | Play in Popup | Download (165)
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53:2022/05/2015
Episode 54 – Playtest Feedback
Playtest Feedback
Recorded at Metatopia 2014
Presented by Cam Banks, Tim Rodriguez & Jay Treat
We all know playtesting is vital, but how do you take the results of playtests and apply them to your game? Three industry veterans explain what works for them.
Episode 54: Playtest Feedback Play Now | Play in Popup | Download (176)
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54:3312/05/2015
Episode 53 – Cartography of Fictional Worlds
Cartography of Fictional Worlds
Recorded at Metatopia 2014
Presented by Kenneth Hite, Hal Mangold & Mark Richardson
Learn from a panel of veteran cartographers and game designers the techniques they use to make maps of fictional worlds.
A map from Mark Richardson about renaissance superheroes from The Enlightened Man.
Episode 53: Cartography of Fictional Worlds Play Now | Play in Popup | Download (231)
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49:5204/05/2015
Episode 52 – Collaborating with Friends
Work Together AND Keep Your Friends: Healthy Publishing Collaboration
Recorded at Metatopia 2014
Presented by Joshua A. C. Newman, Epidiah Ravachol & Hannah Shaffer.
Collaborating on a creative project is great! You get double the creativity, double the productivity, and the benefit of mutual support. Nothing could go wrong, right? Whether you’re collaborating with friends or strangers, there are some important strategies to keep your collaboration healthy and productive. What happens when one person is doing the majority of the work? Do you need a contract when working with your friends? Who owns the intellectual property that you produce? What happens if you become an overnight success? We’ll share strategies, horror stories, and success stories about creative collaboration.
Episode 52: Collaborating with Friends Play Now | Play in Popup | Download (192)
58:3315/04/2015
Episode 51 – RPG Podcasting and Design
Episode 51 – RPG Podcasting and Design
This special episode is a crossover with The Jankcast and the Tabletop Superhighway podcasts. In this episode, I am speaking with Todd (Jankcast), Alex (Tabletop Superhighway) and Larry (Tabletop Superhighway) about how RPG Podcasting interacts with design, and what we see from our particular vantage points.
Welcome to the RPG Design Jankcast Superhighway.
Episode 51: RPG Podcasting and Design Play Now | Play in Popup | Download (181)
58:1630/03/2015
Episode 50 – Computer Hacking in Games
Computer Hacking in Games
Recorded at Metatopia 2014
Presented by Shane Harsch, Clark Valentine & Tim Rodriguez
Our panel discusses the actual process/stages of intrusion (what we call the “Kill Chain”) and then facilitates a discussion about the challenges of turning that real-world process into an actionable and fun gaming experience.
Episode 50: Computer Hacking in Games [ 56:31 ] Play Now | Play in Popup | Download (267)
56:3121/03/2015
Episode 49 – Gmless RPGs and other Variations
Gmless RPGs and Other Variations
Recorded at Metatopia 2013
Presented by John Stavropoulos and Brennan Taylor
Role playing games have game masters, right? Well, not necessarily – plenty of interesting games have chosen not to assign that role, or share it between some or all of the players at the table. What goes into the decision whether to have one, many or no game masters?
Episode 49: GMless RPGs and Other Variations Play Now | Play in Popup | Download (221)
47:4707/03/2015
Episode 48 – The Writer’s Workshop
The Writer’s Workshop
Recorded at Metatopia 2013
Presented by John Adamus.
Here’s a chance for authors and creators to get answers to their writing questions as they work on developing their first, or tenth project. Questions often include issues of layout, editing costs, the best way to write to the reader, and the best way to take an idea from the abstract idea phase to the down-on-paper phase
Episode 48: The Writer's Workshop [ 1:26:30 ] Play Now | Play in Popup | Download (286)
01:26:3028/02/2015
Episode 47 – Playtesting Brutally
Playtesting Brutally
Recorded at Metatopia 2013
Presented by John Stavropoulos and Dave Chalker.
Your best friend, your spouse, and your grandma all say they like your game, so it must be ready to be published, right? WRONG. The most refined games come from an extended playtesting process, where your decisions are challenged and every mechanic is put through the burning forge of brutal playtesting. Learn how to examine games of your own design and others for ways to streamline, balance, and otherwise turn into a better game by “killing your darlings” and learning what red flags to watch out for in the playtesting process that could sink you after publication.
Episode 47: Playtesting Brutally Play Now | Play in Popup | Download (187)
53:1814/02/2015
Episode 46 – Least System Necessary
Least System Necessary
Recorded at Metatopia 2014
Presented by Cam Banks, Rob Donoghue, Clark Valentine & Stephen Hood.
How much system does your game *need*? We’ll be examining very minimal systems like Risus, CORE, Amber DRPG and so on as a starting point for design, always coming back to the question of whether you are adding things to your system because it need it, or because you’re “Supposed To”.
Minimal Game system references to:
Risus
Fate Accelerated
WARP System
Episode 46: The Least System Necessary Play Now | Play in Popup | Download (272)
55:4207/02/2015
Episode 45 – Icons and Anchors
Icons and Anchors
Recorded at Metatopia 2013
Presented by Rob Donoghue & Jason Pitre.
Icons and anchors are fascinating pieces of RPG design technology, establishing people and organizations within settings that are strongly tied to player characters and to each other. Let’s talk about how these can be effectively used in your own game designs.
References include:
1) My own summary of the mechanic: Examining Icons in Design
2) Rob’s ample blog discussion: [1][2][3] [4] [5] [6].
3) Chris Chin’s discussion of Keys, in the other excellent article.
4) And the economic devastation of the Identify skill over at Project Multiplexer
Episode 45: Icons and Anchors Play Now | Play in Popup | Download (198)
49:5531/01/2015
Episode 44 – Succeeding at Conventions and Trade Shows
Succeeding at Conventions and Trade Show
Recorded at Metatopia 2013
Presented by Avonelle Wing
Conventions are overwhelming, and setting yourself up for success involves many components: Branding yourself for visibility, interacting appropriately with the convention, maximizing the impact of your contact with your public, and other ideas. Double Exposure Senior Vice President, Avonelle Wing, will share her experiences, both as a convention organizer and as an attendee representing her own brands.
Episode 44: Succeeding at Conventions and Trade Shows Play Now | Play in Popup | Download (153)
51:0724/01/2015
Episode 43 – Book Design First Principles
Book Design 101 – First Principles
Recorded at Metatopia 2013
Presented by Fred Hicks and Hal Mangold
The panelists look at the book as an object of design. Whether it’s conveying rules or setting, the look and feel of the book itself is crucial to the experience of play. Our experts will draw on their own experiences to explain why books look the way they do.
Episode 43: Book Design 101 - First Principles Play Now | Play in Popup | Download (192)
01:00:3917/01/2015
Episode 42 – Adventure Design as Technology
Adventure Design as Technology
Recorded at Metatopia 2014
Presented by Cam Banks & Rob Donoghue.
We started with a map and a key. There have been structural improvements since then: boxed text, wandering monsters, plot point adventures, hard and soft points, personality-driven dungeons, mad libs plots and many more. This process has not been rigors, so the spread of these ideas has been haphazard and without the thought that’s gone into rules improvements. That is a shame. Take some time to talk about these technologies and how they can help you make better adventures.
Episode 42: Adventure Design as Technology Play Now | Play in Popup | Download (235)
59:4210/01/2015
Episode 41 – Designing RPGs for Kids
Episode 41 – Designing RPGs for Kids
Presented by Amanda Valentine, Tim Rodriguez & Krista White.
Designing games intended for younger audiences doesn’t mean dumbing down. What are the additional challenges involved in making products to appeal to the younger set?
Episode 41: Designing RPGs for Kids Play Now | Play in Popup | Download (216)
52:1727/12/2014
Episode 40 – Hacking Apocalypse World
Hacking Apocalypse World
Recorded at Metatopia 2014
Presented by Vincent Baker, Misha Bushyager, Marissa Kelly, Mark Richardson & Mark Diaz Truman.
Learn about the Apocalypse World engine and why it has become popular amongst indie designers. This will be a panel of veteran *World players and *World game designers, including the designer of Apocalypse World!
Episode 40: Hacking Apocalypse World Play Now | Play in Popup | Download (343)
56:2014/12/2014
Episode 39 – Dungeons and Dragons Fifth Edition Analysis
Dungeons & Dragons Fifth Edition Analysis
Presented by Rob Donoghue & Jason Pitre.
So, the fifth edition of Dungeons & Dragons is out. Now it’s time to dig into the design and talk about the rules, procedures and advice that the game brings to the RPG design field. Let’s look at the crunchy bits! The companion reference to this discussion can be found on Rob Donoghue’s blog, where he discusses the Starter Set, the Player’s Handbook and the Monster Manual in detail.
Episode 39: Dungeons and Dragons 5th Edition Analysis [ 55:00 ] Play Now | Play in Popup | Download (336)
54:5907/12/2014
Episode 38 – Accessibility Issues for Game Designers
D036 – Accessibility Issues For Game Designers
Presented by Russell Collins & Jason Pitre. Games are about imagination and creativity so the print medium shouldn’t be a barrier to entry. Understanding the needs of persons with learning differences and the options that designers have will keep you from excluding people who are eager to enjoy our hobby. This seminar will focus on blindness, low vision, and dyslexia and strategies to present your game content for those with print disabilities in digital and audio media.
Episode 38: Accessibility Issues for Game Designers [ 55:00 ] Play Now | Play in Popup | Download (146)
47:1729/11/2014
Episode 37 – Roleplaying Scenario Design
D015 – Roleplaying Scenario Design
Recorded at Metatopia 2013. Presented by Kenneth Hite, Darren Watts, Rob Donoghue, John Stavropoulos & Bill White. Our panel of experts drills down into the specifics of scenario-building for publication, whether it’s showing off the game’s basics with an introductory scenario, or stringing several together for a mini-campaign book.
Episode 37: Roleplaying Scenario Design Play Now | Play in Popup | Download (213)
50:1922/11/2014
Episode 36 – My Game Will Cost What?
My Game Will Cost What?
Presented by Curt Covert & Stephen Buonocore. This panel will seek to explain why games cost what they do. What are the expenses, and what decisions must you as a designer make in order to hit your target price point? Presented at Metatopia 2013.
Episode 36: My Game Will Cost What? [ 1:02:07 ] Play Now | Play in Popup | Download (189)
01:02:0617/11/2014
Episode 35 – Dangerous Mechanics
“Dangerous Mechanics”
Presented by Jason Pitre, Kenneth Hite, Rob Donoghue & Will Hindmarch.
The panelists will deal with mechanics that look good on the surface but can have unforeseen negative consequences in play. Spending XP, no-effect rules, dice-generated currency – all have hidden dangers. Explore these and other light bulbs that didn’t quite work out..
Episode 35: Dangerous Mechanics [ 54:25 ] Play Now | Play in Popup | Download (275)
54:2431/08/2014
Episode 34 – Gaming as the Other: Race in Our Industry
“Gaming As The Other: Race in Our Industry”
Presented by John Stavropoulos, Terry Romero, Ajit George & Mark Diaz Truman.
As many “geek” activities have expanded over the last ten years, role-playing has often struggled to include the voices of racial and ethnic minorities. Join Ajit George, Mark Diaz Truman, and Terry Romero to discuss what challenges the industry faces including “Others”, why increased diversity is valuable and important to the future of gaming, and what path both designers and players can take toward building a more robust, inclusive community.
Episode 34: Race in our Industry [ 54:53 ] Play Now | Play in Popup | Download (181)
44:3510/08/2014
Episode 33 – How to Work with Editors
How to Work with Editors
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by
Ryan Macklin, Amanda Valentine, Cam Banks and John Adamus.
Everyone needs an editor. How do you hire one? Once you have one, how can you work with her most efficiently? How does somebody become a great game editor themselves?
Episode 32: How to Work with Editors [ 54:53 ] Play Now | Play in Popup | Download (140)
54:5219/04/2014
Episode 32 – How to be a Good Playtester for Others
How to be a Good Playtester for Others
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by
Will Hindmarch, Tim Rodriguez and John Adamus.
Everyone agrees playtesting is crucial. But what kind of feedback is best for publishers? This panel looks at the necessary skills and mindset for being a good playtester from *this* side of the table.
Episode 32: How to be a Good Playtester for Others [ 56:59 ] Play Now | Play in Popup | Download (226)
56:5806/04/2014
Episode 31 – The Care and Feeding of Freelancers
The Care and Feeding of Freelancers
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by John Stavropoulos, Ryan Macklin & Amanda Valentine
You’ve reached the point where you’re ready to hire some professional freelancers to help you complete your game, whether as writers, editors, or artists. How do you find freelancers, how do you work with them, and how do you keep them happy to work for you?
Episode 31: The Care and Feeding of Freelancers [ 57:18 ] Play Now | Play in Popup | Download (181)
57:1725/03/2014
Episode 30 – Reaching Retailers
Reaching Retailers: How To Get Stores Behind You
This seminar was originally presented at Metatopia 2013 in Morristown NJ.
Presented by Will Hindmarch, Jim Crocker & Brian Dalrymple (+1). Your game is ready for market. Now you’ve got to get it in the hands of players, and the best way to do that is to convince stores to carry and promote it. How do you do that? Our panel of experts fills you in!
Episode 30: Reaching Retailers [ 56:02 ] Play Now | Play in Popup | Download (140)
56:0116/02/2014
Episode 29 – Legalese and Intellectual Property
Legalese: Copyrights, Trademarks and Patents
This seminar was originally presented at Metatopia 2013 in Morristown NJ.
Presented by Justin Jacobson & Jason Pitre. It’s all about protecting yourself. Where and when do these legal concepts apply, and what do you need to do to make sure you’re covered without spending a fortune unnecessarily?
Episode 29: Legalese and Intellectual Property [ 56:09 ] Play Now | Play in Popup | Download (146)
56:0908/02/2014