This week, we discuss some of the design elements that can be troublesome, and likely to cause issues when included. Rather than saying some things are always poor design choices, we consider this a discussion of elements that are often difficult or flawed when seen.
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We discuss the kids of conversations that happen at the table between characters, and try to find a way to quantify them for design.
Larry has set up a document here that can be referenced, and hopefully built upon:
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This episode we talk about how games can be designed to help the GM or facilitator enter in with greater confidence.
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No topic. This is our 50th, and we just talk about whatever we feel like.
Jesse is too nice. And Hannah schools Larry on how not to present ideas.
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It’s time to breakdown what we believe goes into successful worldbuilding mechanics.
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We are joined by Dustin DePenning to talk about his experiences and thoughts related to the mass market gaming industry and the hobby games we’re more familiar with. We talk about both board games and RPGs, and how those industries are changing and growing.
We reference Dustin’s essay on the topic, which can be found here:
Dustin is currently working on Synthicide which is in beta 2.0, and can be found on drivethrurpg:
http://drivethrurpg.com/product/181816/Synthicide-Beta-20Or you can learn about it, or contact Dustin via Facebook:
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We are joined by Marshall Miller to talk about games where the PCs portray animals, and the many forms that can take.
Marshall Miller is best known for
The Warren, but also created Dungeon World adventure starters.
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We are joined by Caleb Stokes to talk about economics in horror games, which it seems is more prevalent than we would have thought.
Caleb is currently running a
Kickstarter for Redmarkets. You can also find him at Twitter and on Role Playing Public Radio.
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We are joined by Stephen Dewey to talk about how games intentionally put emotional bleed into games.
Breaking the Ice
A Flower for Mara
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We talk about the barriers that people prevent people from getting into RPGs, and how some games can make them easier to overcome.
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