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In episode 120 of Game Design Unboxed: Inspiration to Publication we talk with Pete Petrusha of Imagining Games about adapting the Eisner award-winning Image comic series, CHEW, into a Forged in the Dark foodie crime drama TTRPG!
They discuss several delicious topics including the concept of meeting needs and answering questions with your game designs (what’s something I can play in the hallway with my friends at PAX right now?), obtaining the rights to use ALL the art from the entirety of the comic, incorporating an IP into an RPG – in this case, adapting and building within a pre-existing RPG system to make unique mechanics for the theme – winning an ENNIE award, and more.
So take a breather from our clucked up world for a second and listen to some fantastic food for thought!
Pete Petrusha – Guest
Danielle Reynolds – Host
Ryan and Charles go through the contents and development of the latest Essence20 sourcebook for the G.I. JOE Roleplaying Game: Hawk’s Personnel Files. Anyone who preordered the physical copy from Renegade Game Studios can currently download the PDF.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
Jason, John, and Ron are all going to Gen Con next week! They share what they will be busy doing as well as what they look forward to the most!
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Killer bees! A gross gravid mound! Charity station meltdown! It all comes to a head in the penultimate episode of the season!
In episode 119 of Game Design Unboxed: Inspiration to Publication we talk with Ann Journey about what inspired her to create a game about going back in time to see the dinosaurs, rather than bringing them here to the modern day and age. (Because that never goes well!)
They talk about revisiting and combining concepts and mechanics from previous game designs to make something new, the value of friendly local game stores and in-person playtesting groups, bringing a developer on board (more brains are better than one), gamer love for upgraded components, and the importance of great graphic design when it comes to multi-use components.
They also take a look at how Crustaceous Rails ended up being a completely local production, the trials and tribulations of producing colored miniatures, and the team’s use of marketing to tackle hidden challenges that surfaced after launch – in this case creating a colorful game about dinosaurs that people started to assume was for kids at a first glance.
Ann Journey – Guest
Danielle Reynolds – Host
Carlos (you know, the game dev?) Cabrera, the project manager of Renegade Game Studios’ Welcome To Night Vale RPG joins Ryan to talk about the development of the project, why Essence20 was the right system to bring the cult and occult radio drama to the tabletop, and how the new cross-compatible options can influence other Essence20 settings.
Featuring Letter From Snake Eyes part 4, generously provided by Wordburglar. Check it and other amazing 80s-inspired out at Wordburglar.com.
Although the host works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
John and Ron talk about the top Science Fiction/Fantasy properties that they would like to see converted to the Starfinder 2e system. Surprise, there is no overlap between their lists!
Also, a much needed update on Ron’s new chickens!
Ron Lundeen is an employee of Wizards of the Coast and his opinions are his own.
Alex and James talk Starfinder 2e playtest adventures and GMing Starfinder 2e.
Our heroes encounter some informative hespers who warn them of the beast that awaits!
In episode 118 of Game Design Unboxed: Inspiration to Publication we talk with Pat Marino, game developer and Director of Hobby Games for The Op about capturing the excitement of the Cuphead video game in a unique tabletop experience that resonated with existing fans and the board game community.
They explore what it takes to work with licensed IPs including navigating the approval process, scouting at licensing expos, and creating contract terms and timelines. Pat also breaks down the importance of designing for different player types (completionists, story-driven players, challenge-seekers, etc.), and how offering multiple gameplay options can make a game more accessible and enjoyable for everyone at the table.
Pat Marino – Guest
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