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Our heroes are attacked as they investigate the university’s archives!
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast:
Starfinder 2nd Edition Actual Play Podcast
In episode 132 of Game Design Unboxed: Inspiration to Publication, Amanda Rivera returns from behind-the-scenes to behind-the-mic as a guest host to chat with Danielle about GDU’s sixth season. They talk about how thematic season 6 was, recall insights about arguably one of the most common questions in game design (to pitch or self-publish), share how designers make games accessible and approachable, comment on the power of networking in the tabletop community, and share more about the amazing games and guests who were featured this season.
Danielle also shares previews of her upcoming games and expansions, discusses the trials and tribulations of the gaming industry in 2025, and highlights trends she’s noticed on the horizon.
Other interesting highlights from the season six recap:
Danielle Reynolds – Guest
Amanda Rivera – Guest Host
John and Ron talk designing long form adventures!
In a break from our normal programming, our heroes celebrate Newspark in honor of the coming New Year!
Happy Holidays and Happy New Year from all of your Intrepid Heroes!
Cast:
Starfinder 2nd Edition Actual Play Podcast
In episode 131 of Game Design Unboxed, we chat with game designer Matt Leacock about his “infamous” game Pandemic.
Matt explains how his path into game design was shaped by watching his artsy uncle create games as a hobby and by growing up surrounded by “bad” games from the 1970s that he couldn’t help but try to improve. We discuss how overly competitive family game nights pushed him toward cooperative play, and how his first true co-op game inspired him to design experiences where players succeed or fail together. That philosophy, paired with an interest in chain reactions and the cultural relevance of disease in the early 2000s became the foundation of Pandemic.
We talk about the thought process behind the game’s map, designing with real-world locations, drawing from existing game mechanics, and the value of diverse and remote playtesting. We also discuss working on game expansions, legacy design, teamwork, and how strong design skills support better prototypes and long-term vision.
Matt Leacock – Guest
Danielle Reynolds – Host
Put up your dukes, Ryan and Charles are getting scrappy.
In honour of Boxing Day, Charles wanted to know more about how melee combat works in Essence20. Ryan breaks down the rules, melee’s purpose in the system, some good options for melee builds, and the origin of the melee weapon rules.
As Indiana Jones demonstrated, if you had a gun, why would you use a sword? What is the importance of melee in a game with guns and lasers?
The Essence 20 system has a great number of Melee options across all of the worlds that it covers. What does Melee give us?
Melee In Essence20
Why is Melee important to have?
Good examples of Melee focused characters:
Melee Roles
Melee weapons
Although Ryan works for Renegade Game Studios, this podcast and the network that hosts it are not affiliated with Renegade Game Studios.
John, Jason, and Ron talk about some of their holiday traditions and then dive into creating a grumpy holiday monster!
Our heroes head to a memorial for these deceased friend, only to be attacked by android terrorists!
Join our Intrepid Heroes as they solve the mystery of the Murder in Metal City!
Cast:
Starfinder 2nd Edition Actual Play Podcast
Alex and James give their spoiler-free thoughts on Starfinder 2e’s first published adventures, Murder In Metal City and Guilt of the Grave World.
Recorded live on Twitch.
In episode 130 of Game Design Unboxed, we chat with game designer Joe Hout about his fairytale-themed trick-taking game, 3 Chapters, accessibility in gaming, and his design journey.
Joe shares how his path into game design began by tweaking games he loved and then took off after completing a passion-project game he self-published via Kickstarter. We break apart 3 Chapters and how the creation of the game was a culmination of favorite mechanics and key moments from various games he’s designed over the years.
This episode covers common barriers to entry in board games, from rule overload to games that are difficult to teach, and why familiar themes like fairytales can make learning feel intuitive. Joe and Danielle discuss how storytelling can help teach and pitch games – especially trick-taking games – which can feel frustrating or intimidating to players who are new to certain mechanics.
Joe talks about the joy of hearing players say, “let’s play again,” the value of sticky rules that make it easy to return to a game after time away, and why a game’s weight matters less than its intended audience and purpose. We also discuss learning through design podcasts and tools, collaborating with great publishers, and how those relationships open doors across the tabletop industry.
Joe Hout – Guest
Danielle Reynolds – Host
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