In this episode we discuss Kill Puppies for Satan, an older game from a favorite victim of the show, Vincent Baker. We explore the deranged and depraved side of humanity with a game that encourages, nay demands, the players to please their dark lord with piles of dead puppies* (or other small animals). The game is not limited to animal killing, but encourages all sorts of evil acts against decent people. We get a window into the mind and past of this designer who some may say is responsible for all the dead puppies.
Click here to buy the game. The dark lord needs more puppies.
*Note: no puppies were harmed in the making of this episode.
On this episode we discuss the recently released DnD board game, Castle Ravenloft. We ask Mike Mearls about the process of designing a board game from an RPG. We discuss how Castle Ravenloft differs from other cooperative board games, and if it will have an impact on the design of DnD in the future. This compares favorably to all other games: play deal or no deal games, online games, and traditional board games.
We also briefly discuss the New DnD Starter Kit (Red Box) with Mike.
Misspent Youth is a story game about 12-18 year olds fighting back against the authority. We discuss with Robert his intentions for the game and how he uses the rules to enforce the feeling of being a clique of teens in a harsh world.
In this episode we discuss Perfect with designer Joe McDaldno. Its a dystopian steam punk RPG with no GM in the traditional way. The interview focuses on how Joe uses the mechanics of the game to bring about situation that he wants to emulate from his source material.
Perfect is funded by a Kickstarter project, add money to support the project and receive a copy of the game in return! If the donation goal is reached by Aug 22nd the project will go through, if not, you don't pay anything. Lets help Joe out!
In this episode we do a preview episode with Josh Roby. We discuss his game, the Smallville RPG. This game is going to be released at GenCon!!! Smallville is unique for a game based on a property. Number one, yes you can be Superman; number two, the game is set in a TV show spin off of smallville the tv show, not in the world if Smallville were real!
We discuss the nuances of working with a property, how to balance Superman with... non-Superman characters and how the game rules support the tv show dynamic.
Mouse Guard is an RPG which is based on a comic book series of the same name. The game focuses on a patrol of guard mice who's job it is to defend the territories, keep the peace and deliver mail. The game has novel mechanics and solves some key problems of RPGs, or rather it embraces behavior that some think of as dysfunctional.
We discuss with the designer Luke Crane his design process and design goals. Most of the discussion focuses many game elements (mechanical and advice) that Mouse Guard has, but other games lack.
Polaris is an RPG where each player has a Hero who's stories are separate from the other Heroes at the table. Each hero, in turn gets a scene about them, and the other players GM as a group. The game is very much about saying what you want to happen, and having it happen.
We discuss with Ben the areas in which his game departs from traditional RPG design. We investigate why he took his game down this alternative path, both the GM to Hero ratio and the innovative conflict mechanics.
Dungeons and Dragons is the grand-daddy of all RPGs. Its influence is so far reaching, its amazing. If you ever killed a monster, took its stuff, got experience points and then leveled up you owe DnD a huge debt.
We interviewed Mike Mearls the current lead designer of Dungeons and Dragons. We discuss with him the design challenges inherent with designing a game which so much history; both in terms of previous editions of the game, and the large volumes of official DnD fiction. We also discuss Mike's work on pre-written adventures, and on how Indie RPGs have influenced his design process.
In this episode we talk to Vincent Baker about his rpg Poison'd. We discuss with him the his intent in designing the game. We also talk about what its like to reuse / re-purpose ideas (like escalation) in a new RPG. Also we talk about the controversy (so listen to the end)
In this episode we talk about Are You the Traitor with Andrew Looney of Looney Labs. Are You the Traitor is a party game for 4 - 10+ people where the object is to find the traitor. The game is very similar to the popular party game Werewolf(aka Mafia). In fact Are you the Traitor was inspired by Werewolf. Andy said, i love Werewolf, but i could make it better. We talk to him about how to "fix" a game that you really love.
On Who, What, Why? we discuss game design with game designers and try to learn more about the game design process from the people who design games. Each episode we interview a designer of card games, board games, role playing games, or video games. We have both mainstream and independent developers as guests.