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We welcome friend and fellow Tracy Barnett (the Other Tracy) to the show! We discuss his games (Iron Edda, School Daze, and more), his trajectory as a game designer, changing practices for getting games out into the world, the many benefits of zines and low-fi creation, writing directly into layout, and more. Turns out, making things is good for the soul!
Find Tracy's games at theothertracy.itch.io and on rpgtrader. He's also on Bluesky.
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We welcome long-time friend and crackerjack game designer Gregor Hutton to the show! This far-ranging discussion includes his games (3:16 Carnage Amongst the Stars, Remember Tomorrow), all the ways we work on games while not Working On A Game, keeping the joy alive, the evolving landscape for the kinds of games we make, maths and managing spotlight, and being a good actor in your local community, among so many other things.
Find Gregor's games (Best Friends, Remember Tomorrow, 3:16, Solipsist) at BoxNinja.com and GregorHutton.itch.io.
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In this episode we get fancy and talk about the aesthetics of truly-true game mechanics. The same probabilistic outcomes and mechanical functions can be served by many different styles of rule. We talk about different ways to appreciate the form of a game mechanic as well as think about how the expression or description of rules can be a fruitful design space.
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It's finally time for us to seriously address the elephant in the room for truly-true roleplaying games: fun. We talk about how hard it is to describe fun, what elements of gameplay (can) lead to or combine to create fun, and why "make it fun" isn't a very fruitful design goal. Look, we're game designers, we have to treat fun with the gravitas it deserves!
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In this episode, we carefully consider our words in order discuss the different purposes served by creating abstractions with your game rules, and how word choices can both result from and drive game design. Remember, 90% of game design is naming things!
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In this episode, we talk about being at the top of the truly-true Design Ziggurat where small changes have big effects. Specifically, one of the signs that a game is close to done is when enough of the design is settled that an insight that leads to a significant change is just a small thing that doesn't require significant playtesting or changing of anything else. It's not a departure, it's a product of the experience you have with the design.
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Plus Expenses is our bonus show for Patrons, dropping every other week between our regular episodes. This one is on the public feed for everyone, to round out our Origins Interviews episode with our reflections on the convention. Thanks so much for listening - if you dig this, you can get it for just $5 a month over at our Patreon!
In this Plus Expenses, we talk about: The Origins interviews, how the convention felt, “networking”, being a two-session guy, Imp of the Perverse, DriveThru Deal of the Day, decision-making for Games on Demand, good playtest/bad session, energy use during games, Eppy’s bluesky post about AI - it won’t help you!, refreshingly human-made focus at the dealer hall, Eppy’s dice adventure, character sheet usage for different contexts, live Swords sheets feedback and development, a Swords Without Master story, a Mortal Skein (playtest) story and playtesting philosophy, our White Whale Episode, not recognizing things when they work, and if you want more of this, sign up for our Patreon - only $5 a month!
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We went to Origins Game Fair! It was a great time, and we were lucky enough to catch up with old friends and chat with new ones for the show. This episode consists of 6 in-person interview/conversations with game designers, GMs and publishers about Origins, Games on Demand, boothing, and game design theory and practice. We felt extremely fortunate to have the chance to chat with all of these incredible folks, and hope you enjoy the conversations!
General Note: These were captured on a shared mic in shared spaces, so the audio quality is... informal. We think it's all listenable but you'll notice variations from interview to interview.
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It's the summer, which means time for a sweaty, exciting episode about... distribution platforms! A new challenger has entered the arena, and we discuss the role of these digital marketplaces as part of actually getting games into peoples hands, the features and constraints they each have and how those can shape the design of your business, and what's exciting about this new option, rpg-trader.com. Note: we have no relationship with the site other than (as of this release) adding our products to it to see how it goes.
On this episode, we discuss the following platforms:
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We come back from a brief sabbatical to consider a bundle of topics from our Scholars. We talk about prompts in truly true roleplaying games (and reclaiming them from their AI-related meaning), things in our lives we've adopted from games and that we adapt into our game design, and different interpretations of the idea of a "standard" in game design. An assumption, yes, but what about a mode of experimentation, like a Jazz Standard? This is one of our more after-hours style conversations that touches on lots of the things we're always thinking about.
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