382 avsnitt • Längd: 55 min • Månadsvis
The best recorded panels and seminars about analog game design and publishing
The podcast RPG Design Panelcast is created by Jason Pitre. The podcast and the artwork on this page are embedded on this page using the public podcast feed (RSS).
Recorded at Metatopia 2024
Presented by Samphire Savage & Meguey Baker
Sexy role play has likely existed as long as we have been getting it on. So what makes a game a sex game, and why write them? We willl explore common themes and design concepts in existing sex/sexy games, common pitfalls and risks in sex game design, and ways sex themes can support or derail design goals.
Presented at Metatopia 2024
Hosted by Amanda Valentine, Lisa Padol
You’ve probably heard that you should hire an editor for your game project, but why? What can an editor do for you? How do you hire one and how do you work with one? Bring all of your questions to this AMA and our experts will be happy to talk with you.
Recorded at Metatopia 2024
Hosted by Jim Dagg, Misha Bushyager, Whitney Delaglio & Amanda Valentine
Game design is art. And play. And craft. So what about when you just want to hone your craft and find joy in something, but don't want to make it a second-job? In an industry where success is defined by quitting your day job or running a $1M crowdfunding campaign, HOW do you shake the hustle vibe and let yourself enjoy design as a hobby?
Recorded at Metatopia 2023
Presented by Hosted by Whitney Delaglio
Hand-Holdy content means it has the support of the content its holding hands with to help inform the reader on how to play and avoids lonely content that doesn't add to the gameplay as much as it could. It also makes it easier for the designer to create a game that tells the story/does what the designer wants it to.
Recorded at Metatopia 2023
Presented by Sean Jaffe, Joshua Jaffe, Casey Edison, and Jason Pitre
The brothers behind Rememorex, Commandroids, and other titles talk about the ins-and -outs of layout. Making a TTRPG is a challenge to a layout artist, who must juggle aesthetics and theme with readability and ease of use. A valuable resource for anyone just starting out.
Recorded at Metatopia 2023
Presented by Taylor Hubler and Nicholas Ambrose
Join our experts for a conversation looking at how to physically design, package, and ship games. We want to make sure that every copy that is printed makes it into the hands of a player, but games can get damaged in transit, or be passed up by game stores due to a physical design misstep. Part one will be going over physical design, layout considerations, and what retailers like to see in a product on their shelves. Part two will be going over why product gets damaged in transit, best packaging practices for distribution, and how avant garde physical design can make shipping difficult. Q and A, as well as workshop elements will be present in this panel.
Recorded at Metatopia 2024
Presented by Avonelle Wing and Nicholas Ambrose
So, what is "the three-tier system"? What's a consolidator? Hobby? Mass-market? Specialty? Once you have a design that seems viable, there are a lot of steps between here and retail success. Bring your questions, and we'll try to answer them after a brief overview of possible paths forward.
Recorded at Metatopia 2023
Presented by Avonelle Wing, Curt Covert, and Alex Cutler
You've read game design blogs and Facebook groups. You've delved into conventional wisdom. You did your homework. A game should be replayable. You should set your funding goal as 1/5 of your overall costs to fund fast. A prototype should be a single sheet of paper and some markers. A prototype needs to be full production value. Publish it yourself and sell it out of your bedroom; order fulfillment is easy. All of these things might be true, and they could still be the thing that sinks your ship. Our experts talk about the ways accurate advice can still be wrong for you.
Recorded at Metatopia 2023
Presented by Meguey Baker, Vincent Baker
An introduction to PbtA from a designer's point of view. How and why Apocalypse World works the way it does, what your game can take from it, and how and why your own game should work differently. Highlighting PbtA's conversation model, with an emphasis on consent and communication, and PbtA's model of fiction, with an emphasis on adapting it to your own game's needs.
Recorded at Metatopia 2023
Presented by Cam Banks and Amanda Valentine
Licensed RPGs are a minefield of conflicting interests, stakeholders, and opinions. With the assumption that you've done the hardest part of securing a license, actually designing, developing, and producing the game is often much harder than expected. We'll talk about the process of faithfully adapting someone else's work to a new game project.
Recorded at Metatopia 2023
Presented by Sydney Engelstein and Geoffrey Engelstein
Sydney has taken close to a thousand pitches for Indie Game Studios. Geoff has taught game design and helped designers improve their prototypes for over a decade. Between them they see the same issues with designs over and over again, particularly with newer designers. In this seminar, they will share with you the top things that are wrong with your game, based on this hard won experience. They guess there's a slight chance you've avoided a few of these issues, but probably not. And let's face it - you won't know unless you attend.
NOTE: An insufficiently edited version of this panel was posted earlier, but this is the corrected version for your enjoyment.
Recorded at Metatopia 2023
Presented by Meguey Baker and Vincent Baker
We've been creating and publishing our own games for almost 25 years. How, why, and what does it take? Why self-publish instead of shopping your work around? How do you plot your own course, build your own audience, and measure your own success? This is about being you, the designer, making your games, owning the fruits of your labor, and keeping both your drive and your passion while holding down your day job and maintaining your relationships.
Recorded at Metatopia 2023
Presented by Jason Pitre
Producing books is a challenge at the best of times, and the printing landscape has changed radically since the pandemic. The panel speakers will explain the process for finding companies to work with you, choosing your print specifications, and other secrets of the trade.
Recorded at Metatopia 2023
Presented by Cam Banks and Amanda Valentine
You've had a successful Kickstarter, you've been hired by a game publisher, you've released your work on Itch or DriveThru. You've done it! But now what? We're here to discuss the aftermath, the fallout, and how to survive that and stay doing what you love to do.
Recorded at Metatopia 2023
Presented by Bill White and Avery Rosen
This panel discusses the theoretical, pedagogical, and practical implications of trying to teach people to run tabletop RPGs as GMs. We're interested in understanding the best practices, the pitfalls, and the contexts in which "teaching people to GM" in any kind of formal way is even possible. We survey the role-playing landscape in order to understand how the technological and cultural shifts of recent years have affected the way people learn to run games.
Recorded at Metatopia 2023
Presented by Jay Dragon and Amanda Valentine
Every game has a voice, from the biggest trad book to an indie zine, and this narrative voice helps a game teach itself and stand on its own. In this round table held by award-winning game designer Jay Dragon we'll talk through a number of examples of games that utilize narrative voice to articulate their game-worlds, and rewrite our own mechanics in ways that emphasize how different perspectives can change the nature of the game on a deep level.
Recorded at Metatopia 2023
Presented by Tristan Zimmerman, Meghan Jaffe, Sean Jaffe
The Indie Game Developer Network (IGDN) is an all-volunteer trade association for tabletop publishers, designers, and freelancers. We offer booth space at conventions, share knowledge, and work to improve the industry. Come ask questions and learn whether the IGDN might be right for you!
Recorded at Metatopia 2023
Presented by Jack Parra, Lissane Lake, Nicole Amato
Getting high-quality art is key to making a product look professional. Our panel makes with the tips and tricks to controlling costs and Funding the Project.
Recorded at Metatopia 2023
Presented by Jack Parra and Lissane Lake
The panelists will touch on the process of how to find and approach artists, negotiate the contract, and then successfully work together. It's important that publishers get an artist's-eye-view of things so they can better understand what we do, the process, and the time involved and plan projects accordingly.
Recorded at Metatopia 2023
Presented by Nicole Amato
Join Kickstarter's Games Outreach Lead, Nicole Amato, as they discuss best practices for running a crowdfunding campaign. There will also be plenty of time for a Q&A for any questions you might have.
Recorded at Metatopia 2023
Presented by Melissa Lewis-Gentry and Curt Covert.
Receiving feedback is hard. Running a successful playtest is even more complicated. Our experts will share their tools for getting the most out of a playtesting table.
Recorded at Metatopia 2023
Presented by Kat Millar and Curt Covert
Giving good feedback is a skill. Come learn more about how to provide feedback to game designers in useful, productive ways.
Presented by Jason Pitre, Ash Kreider, Vivian Young, Eric Whalen, Tristan Zimmerman
AI is a hot topic. Authors are suing over their content being used to "train" AI without their consent. Platforms and publishers are taking hard anti-AI positions. Or coming out publicly to declare that they are using AI and nobody can stop them. People who want to use AI for idea generation or to simplify and automate boring tasks are at odds with peers who maintain that there is no ethical way to use AI. We're going to start by defining "AI" and then we'll have a respectful, thoughtful conversation on the topic.
Recorded at Metatopia 2023
Presented by Jason Pitre, Jenn Adcock, Brennan Taylor, Olivia Montoya
Larpwrights and tabletop game designers have long relied on the power of complex relationship webs to drive dramatic play. Crafting effective characters and their interconnections allows for a living, breathing, and often conflicted world. The panel speakers will share best practices and techniques for designing these webs.
Recorded at Metatopia Online 2021
Presented by Jon Cole, Oscar Biffi, Katherine Shane, Misha B, Olivia Montoya, Chiara Locatelli.
Some small game projects are created by an auteur, who controls every aspect of production. These panelists rejected that approach to create projects working with a team on behalf of their community. How did they balance the community's needs with their ambition? Is it possible to represent a community via anthology at all? Panelists will discuss the nitty gritty processes behind their projects, revealing what worked and what didn't, answering questions, and sharing their hard-won tips for publishing in community.
Recorded at Metatopia Online 2021
Presented by Jason Pitre, BJ Recio, Mags Maenad.
Math is often a barrier for analog game designers of all disciplines. This panel is meant to help lower that barrier by teaching you some basic, versatile tools you can use to solve most problems. How do you figure out probabilities of success when rolling dice or drawing cards? What is a bell curve, a mean and a median? How do you figure out combinations and permutation? We are here to give you the tools to thrive.
Recorded at Metatopia Online 2021
Presented by Menachem Cohen, Ryan Cagle.
Because of the fictional distance between player and character, TTRPGs, even D&D, can be designed and used to facilitate spiritual growth, exploration, and healing. Mechanics, role play, and setting/story also factor into this and GMed, GMful/less, and solo games work in this context. Panelists will discuss how they have designed and used games for spiritual discovery and address theoretical underpinnings of why it works, such as bleed and alibi. There will be time for questions.
Recorded at Metatopia Online 2021
Presented by Jason Morningstar, Tim Hutchings, Jeeyon Shim.
Join us for a rollicking discussion of our worst habits and how being lazy, careless and hard-headed is often the best possible approach to game design. Do you design in layout? Is your playtest process a little shambolic? Do you cut corners and assume the math will all work out? If not, come and be outraged as we take a somewhat jaded approach to conventional wisdom you've heard a thousand times.
Recorded at Metatopia Online 2021
Presented by Anne Ratchat, Jason Morningstar, and regrets from James Mendez Hodes.
When writing games, a lot of topics are taboo simply because as a community, we are worried how people might take the intentionality of the design to the worst possible places. The issue created by not writing these games, we erase the experience of so many creatives and players who also deserve to have their voices heard. We will be discussing the thought process of how to tackle these controversial topics so that games can be a place for all experiences.
Recorded at Metatopia Online 2021
Presented by Olivia Montoya, Acata Felton.
In some circles, Secrets and Powers LARPs are dismissed as outdated or "too obscure." Our panelists flatly reject this mindset, and invite you to join them for a discussion about what Secrets and Powers games have to offer. Come learn more about this specific type of LARP, which has a focus on pre-written characters, hidden information and roles, and ability mechanics. Learn about why secrets and powers games are cool, get a crash course on how to write and GM them in the modern day, and consider how to make a better future for communities that run them.
Recorded at Metatopia Online 2021
Presented by Mel D'Amato
Anyone who makes or sells consumer goods has been watching the news about shipping and logistics in horror. The cost of freight is up. There are no shipping containers to put goods into. Products are sitting on docks in Asia. Full ships can't get to port to unload on this side of the ocean. Our expert, Mel D'Amato from ShipBob, talks to us about what's going on, why everything is terrible, and what we can expect over the next several months.
Recorded at Metatopia Online 2021
Presented by Jon Lemich, Chance Feldstein, Alex White.
There are many diceless RPGs, but their mechanics and design objectives vary more than most designers realize. What do you need to consider when designing a diceless RPG? Do you simply want to replace dice with cards or hidden information wagers, or do you want it to be randomizerless, gameless, or pure collaborative authorship?
Recorded at Metatopia Online 2021
Presented by Joan Moriarity, Darren Watts, Beth Rimmels.
Which is better, a game that concludes when somebody wins, or a game that concludes when the story is deemed to be complete? It's a trick question, obviously; both styles have their benefits and drawbacks, but what are those exactly? Why do certain kinds of players tend to gravitate toward one or the other? What can devotees of one type gain from playing the other, and how can we make it more enjoyable to cross that divide?
Recorded at Metatopia 2021
Presented by Eric Whalen.
Lawyers secretly know that you do not read the big chunks of standardized text in your contract that have nothing to do with your obligations and how much you are getting paid / paying (called "boilerplate" text). Worse - many lawyers forget to read the boilerplate in their own contracts! Whether you love or hate these reader-unfriendly text walls, join the panelist as he reminds us to intellectually grapple with the important provisions everyone has likely agreed to, but may never have read or fully understood until now. Chatters will be encouraged to link their own boilerplate samples so that panelists may demonstrate how to dissect organic boilerplate specimen live.
Recorded at Metatopia Online 2021
Presented by Moe Poplar, Michael Low, J Gurantz.
Now kids, stop fighting! RPGs are intensely emotionally engaging, deeply moving experiences - and they're fun! Much attention has been paid, recently, to their application in therapy, helping people navigate complex emotional change. This creates a question - how does the violence often built into the system - and setting - of an RPG affect players, and how can we create games where tension, drama, and struggle don't have to be wedded to destruction?
Recorded at Metatopia Online 2021
Presented by presented by Jack Rosetree, Olivia Montoya, Taylor LaBresh.
Perfection is a toxic concept. The pressure to make our games elegant, innovative, replayable, marketable, pitchable, attractive, and trendy can be exhausting. Don't be afraid to make ugly, unmarketable, uncomfortable, or downright bad games. Making trash is liberating, exhilarating, and cathartic. Full Slide Deck at https://tinyurl.com/htnw669s
Recorded at Metatopia 2021
Presented by Jason Pitre, Rae Nedjadi and Sean Nittner with regrets from Jay Dragon.
Countless brilliant analog game designers are creating innovative games around the world. Unfortunately, creatives from many countries face harsh barriers in terms of crowdfunding access, banking regulations, shipping challenges, or other factors. That is why international co-publishing agreements have come on the scene. In this panel, Filipino Designer/Publisher Jamila Nedjadi joins North American publishing partners to discuss the different business models that have worked for them.
Recorded at Metatopia Online 2021
Presented by Jonathan Lavallee, Alastor Guzman, Moe Poplar.
Do You Want to Build a Snowman? Printing and Publishing Where You Are. In this panel we'll be looking at the current state of printing and publishing RPGs from Canada, the US, Europe, and Mexico. Where are there new opportunities for small publishers to produce physical books without breaking the bank?
Recorded at Metatopia Online 2021
Presented by Richard Ruane, Pam Punzalan, Brian Yaksha, Zedeck Siew.
In METATOPIA 2020's "Devil in the Details" panel, we explored microsettings; settings that focus closely on a specific area, region, or location. This year, we'll discuss how microsettings challenge traditional assumptions about game mechanics, focusing on character creation, magic, technology, and GM procedures. How can the concrete specificity of microsettings open up other design opportunities beyond just the setting details?
Recorded at Metatopia Online 2021
Presented by Thomas Manuel, Logan Timmins, Rae Nedjadi, Aaron Lim, momatoes.
Asking and answering questions seems really simple but at the same time, it's a powerful tool in the game design process. Watch a group of storygame designers talk about the role of questions in their games and how they can help you get the best out of play at the table.
Recorded at Metatopia Online 2021
Presented by Tanya Pobuda, Sarah Stang, Erika Chung, Eric Lang.
We know where we stand - gaming, specifically analog gaming in this case, has a sexism and racism problem. We've proven that through our research. Now that we have the data to back up our lived experiences, what can we do to fix the problems?
Recorded at Metatopia Online 2021
Presented by Beth Rimmels, Sen-Foong Lim, Gwendolyn Marshall.
As a GM or game designer, you can produce a rewarding or disappointing experience for players. Regardless of genre, game or goals, what your design focuses on and how it conveys that determines how it will be received. We'll discuss how to create satisfying experiences whether you're trying to scare players, create thought-provoking frustration, or make players feel like heroes
Recorded at Metatopia Online 2021
Presented by Jason Cox, Shing Yin Khor, Jeeyon Shim.
Keepsake Games, Art, Education and Equity. Keepsake games, which generate material objects as a result of play, are a fascinating tool for classroom use. What if the experience of educational games was visually shaped by the students? How would this affect their engagement and retention of content? How can a game like this thrive in the quantitative systems that dominate education?
Recorded at Metatopia Online 2021
Presented by Richard Ruane, Diogo Nogueira, Sarah Blunt, Daniel Wilson and Noora Rose.
Cold, scary, empty, and filled with radiation, we all know the real void of outer space isn't a friendly place. But what opportunities do we get when we create settings in a different outer space, one we see in pulp novels, weird fiction, planetary romances, cosmic horror, and early tabletop games and supplements such as Spelljammer or Space 1999? What makes creating a space fantasy or weird space setting different from creating a classic fantasy or space opera? What themes can creators explore when we look at space in weird and fantastical ways?
Recorded at Metatopia Online 2021
Presented by Jordan Russell.
What is DDP? What is VAT? How can I expand my business Globally? If these are questions you have asked yourself then this session is for you. Come grab some knowledge with Jordan Russell (from ShipBob) on how to expand your business into different markets around the world. Becoming a global business isn't as scary as it seems.
Recorded at Metatopia Online 2021
Presented by Scott Morris and Michael Parker.
Are you a designer and want to know how your game gets distributed? Are you self publishing and want to know more about Distribution? Are you crazy enough to actually ask a Distributor anything? Join us as Scott Morris from GTS and Michael Parker from ACD discuss the U.S.'s 3-Tier system and answer questions.
Recorded at Metatopia 2021
Presented by Gabby Swab, John Harris, Ian Mercer.
Role Playing as Experiential Learning: How Dungeons & Dragons Assists in Teaching Management Concepts"
In Fall 2020, students across three universities participated in building a character based on their Ideal Entrepreneur, Human Resources Manager, or Leader. Using the format from the popular Dungeons and Dragons role-playing game, the students' chosen character used their characteristics, skills, and knowledge to perform in three different course-related scenarios. Students were then asked to reflect on their character, their decisions, and the subsequent outcomes. In this forum, we discuss the activity and the management topics (e.g., decision making, individual differences, resources) it allowed us to teach using games as experiential learning techniques.
Recorded at Metatopia Online 2021
Presented by Sen-Foong Lim, Paul Stefko, Moe Poplar and Quinn Murphy. Jonathan Lavallee was unable to attend for medical reasons.
Analysis paralysis exists in creativity! When we put up limits and restrictions, we find new ways to solve problems and be creative. This panel will talk about what works for them when putting up walls around their creative process.
Recorded at Metatopia Online 2021
Presented by Jonathan Lavallee, Sen-Foong Lim, Misha B.
It's always great and interesting to have cool terms for features in your game, but there are moments when that can get in the way of what you're trying to say. We'll be talking about the importance of, and balance between, clarity and flavor in your text.
Recorded at Metatopia Online 2021
Presented by Jay Dragon, Robert Donoghue, Rabbit Stoddard, Darla Burrow.
Game design and publishing are complex tasks at the best of times, and particularly so for those dealing with ADHD. Many creatives struggle with maintaining their attention and concentration on their design and publishing work. How do you track your accomplishments and keep track of what you need to do next? How do you manage multiple deadlines and juggling priorities? How can ADHD be harnessed to help you with your creative work? In this panel, four experienced designers will share their hard-won secrets
Recorded at Metatopia Online 2020
Presented by Jack Parra, Melissa Gay.
This panel for art beginners discusses technique, both in a general sense and specifically for the kinds of products you're likely to encounter in the game biz.
Recorded at Metatopia Online 2020
Presented by Grant Howitt, Matt Jones, Alexi Sargeant, Jeeyon Shim, Jason Tocci.
Writing long games is hard, but so is writing short games. What advantages do one-page games afford us? What can't they do? What can they do better than longer games? We're going to find out.
Recorded at Metatopia Online 2020
Presented by Eric Whalen.
This panel is a brief discussion of the basics of copyright law (and some other aspects of intellectual property law) as they pertain to writers and game designers. Members of the panel include game designers, publishers, writers, and former attorneys who have dealt with these issues themselves
Recorded at Metatopia Online 2020
Presented by Cat Tobin, Will Sobel, JR Blackwell, Christopher McGlothlin, Maz Hamilton.
You're an RPG designer now! That's great, but now how do you get your awesome game in front of players who will appreciate it? How do you position yourself for future projects? Basically, how do you get your name on a game to mean something? Our panelists grapple with this sticky problem!
Recorded at Metatopia Online 2020
Presented by Emily Escovar, Anne Ratchat.
You've got a great game and you're looking to sell it, or maybe you're looking to get a position working for somebody else making games. How do you present yourself and your game in their best lights? Pitching's a necessary skill regardless of your role in the industry. Learn how to do it here!
Recorded at Metatopia Online 2020
Presented by Kathleen Mercury and Julie Ahern.
Any adult who's worked closely with kids as a teacher, caretaker, or mentor has a cache of stories about times they learned true humility at the hands of a child. This late night panel presents the argument that the youngest generation is our greatest asset. Join panelists as they break down (through real life, hilariously humiliating examples) how every aspect of games, from design to execution, is bettered for the presence and involvement of kids, and what we can do to make our spaces more welcoming to young people.
Recorded at Metatopia Online 2020
Presented by Cat Tobin, Becky Annison, Sharang Biswas.
How to Design !More! !Drama! into your RPG! Some of the most satisfying role playing experiences come from the dramatic outcomes of emotional connections between player characters. We look at ways for tabletop and LARP writers to design for deeper character relationships and dynamics, to provide a structure for GMs to bring more of the good kind of drama to their RPGs
Recorded at Metatopia Online 2020
Presented by Kyle Ott & Riley Parks.
This panel will focus on tips targeted to those who are beginning their design careers. The presentation will include advice on how to approach a publisher and conduct publisher research. Our panelists will give new designers advice on how to get unstuck and resources to help them with their first designs.
Recorded at Metatopia Online 2020
Presented by Whitney Delaglio, Camdon Wright, Avraham Yosef Baez.
People are told to tell their own stories when making games, but biracial folk are often forced into an unreasonable process of justifying their marginalization regardless of their life experiences. We'll also talk about the racist foundation of not allowing designers to speak about living in, growing up around, and often excluded from more than one community. Also about how our backgrounds influence the games and artwork we design.
Recorded at Metatopia Online 2020
Presented by Roberta Taylor, Paul Saxberg, Kimberley Lam, Shoshana Kessock.
How do you keep a creative spark alive when everything is coming to pieces around you? This panel will discuss some practical ways to nurture your creative self when you feel like you can't possibly make anything.
Recorded at Metatopia Online 2020
Presented by Sarah Shipp, Kathleen Mercury, Eric Slauson.
How do designers get their themes to reverberate across the hobby? By adding depth, shape, and clarity to their themes. Let's talk about how to avoid muddy themes and create games that sing.
Recorded at Metatopia 2020
Presented by Misha Bushyager, Elsa Sjunneson, Kristen Roberts
Explicitly feminist world-building will consider all the ways that traditionally domestic tasks and arts enrich your setting and shape your characters. From textiles to food, child-rearing to death rituals, considering the ways these details fit together will make for deeper, richer game experiences. These principles apply across all game forms
Recorded at Metatopia Online 2020
Presented by Chance Feldstein, Erika Skirpan, Jessica Comstock, Jon Cole.
Generally, "transformative" games teach skills, facilitate personal insights or shadow work, or otherwise have a significant impact on your non-gaming life. What makes a LARP game transformative without sacrificing fun and other important elements?
Recorded at Metatopia Online 2020
Presented by Jason Pitre, Fiona Geist, Darren Watts, Viditya Voleti.
Indie game publishing is a strange craft and the design communities approach the process differently. In this panel, we will explore the similarities and divergences in publishing approaches from a Story Game, Sworddream, Trad and OSR perspectives. Let's share our knowledge and get weird.
Recorded at Metatopia Online 2020
Presented by Graham Walmsley, Christopher McGlothlin, Darren Watts, Lynne Hardy, Alex Helms.
It's almost a truism that it's very hard to make RPG adventures, scenarios and modules that will sell unless you're talking about the very biggest games. Is that really true? Let's share some tricks and tips on this panel!
Recorded at Metatopia Online 2020
Presented by Dr. Jessica Hammer, Christopher Hall.
What does it mean to design games from a Jewish perspective? We have recently seen several games that center on the Jewish experience, like Rosenstrasse, Keeping The Candles Lit, Dream Apart and Mud. In this session, we'll look at key Jewish texts to see how themes and ideas from Jewish culture can inform your design. All texts will be provided in English; please come prepared for a vigorous conversation.
Recorded at Metatopia Online 2020
Presented by Charles Simon, Justin Ford, Pamela Punzalan, Erik Bernhardt, Nychelle Schneider.
Forged in the Dark designers share their secrets! A diverse panel of up-and-coming indie designers inspired to create by Blades in the Dark who have variously playtested, engaged with fellow Forged in The Dark fans, and kickstarted projects comes together to discuss their inspirations, design challenges, and successes.
Recorded at Metatopia Online 2020
Presented by Tam Myaing, Doug Levandowski, Roberta Taylor, Jessica Creane.
As designers we strive to make games "fun", but they can also be a vehicle for other emotions, such as fear, sadness, disgust, shame, etc. From Brenda Romero's Train to Marc Gertz's Imperial, we will explore several games that intentionally or unintentionally make you feel bad
Recorded at Metatopia Online 2020
Presented by Jason Pitre, Rob Donoghue, Emily Dresner, Kenneth Hite
The 100 GP Pearl: Economics and Trade as Design Elements. Economics and trade have long been foundational elements of game design, from the hyperinflation of dungeon pillaging to the free traders of Traveller. In this panel, we discuss how these aspects can be used as the foundation for game mechanics and procedures. Don't make me quote the rules of acquisition at you
Recorded at Metatopia Online 2020
Presented by Russell Collins, Brennan Taylor, Meguey Baker, Greg Stolze.
Was your game imperfect when it was released? Has it changed over time? Have you? We'll explore why (and how) you can update your game for the 2nd, or 3rd, or 4th, edition
Recorded at Metatopia 2020
Presented by Jason Pitre, Spencer Campbell, Sasha Moros, Ben Robbins, Caroline Hobbs.
Role playing games have a long history of asymmetrical rules, beginning with the establishment of the Dungeon Master in the very beginning and continuing to games such as Kingdom. Role playing games have explored countless different ways of allocating authority, and modern asymmetrical boardgames (Root, Vast, etc) have showed some new approaches worth considering. In this panel, we will dig into potential ways to approach asymmetrical design.
Recorded at Metatopia Online 2020
Presented by Jason Walters, Moe Poplar, Darren Watts, April Walsh, Jonathan Lavallee.
Publishing your first RPG can be difficult, how do you know when enough play testing is enough? What feedback should you listen to? How do you get your game ready for print? All these questions, and more, will be answered in this comprehensive advice panel.
Recorded at Metatopia Online 2020
Presented by Curt Covert, Julie Ahern.
Games Are Art: Designing Through An Artist's Lens. When you think of art, you think of music, theater, painting, sculpting, writing, film. And at the heart of each is an artist, who uses their talents, creativity, skill and intelligence to craft something that never existed before, with the intent of sharing a vision, a feeling, a message, a sense of discovery or connection. The games we create are no less an art form, and we designers no less than artists. What we craft brings people together for a shared experience and has the ability to do more than challenge us mentally, pass the time or entertain, but to connect emotionally with people. Let us view game design through an artistic lens, to look past the mathematical underpinnings, and dive into what makes games a uniquely human endeavor.
Recorded at Metatopia Online 2020
Presented by Eric Whalen, Rob Hebert, Steven Long, Debbie Moynihan.
"Contract Literacy 101: Whereas & Therefore & Beyond" The majority of game designers will need to sign at least one contract prior to completing their game. This panel will improve your literacy and familiarity with the structure of contracts, as well as explain some of the standard contract terms you ought to be prepared to encounter. The information should be relevant to designers, artists, and publishers alike.
Recorded at Metatopia Online 2020
Presented by Jason Morningstar, Jabari Weathers, Brennen Reece.
Art Direction: From Designer to Director to Artist. A game designer, an art director, and an artist who recently worked on a project together will talk about the project (Bully Pulpit Games' "Dead House") from each of their perspectives - how they collaborated and communicated and perceived both the brief and the final output.
Recorded at Metatopia Online 2020
Presented by Will Sobel, Beth Rimmels.
For better or worse, traditional RPGs have a reputation for crunch and complication that can be scary for new players. How can designers and publishers make their games less imposing both in substance and appearance?
Recorded at Metatopia Online 2020
Presented by Curt Covert, Melissa Lewis-Gentry, Jason Walters, Isaac Vega.
How do you present a game to playtesters without biasing them, but getting what you want from the test? How do you present that same game to a publisher differently? How do you present the game to fans at a show to get them excited enough to buy it? Some things will be identical, others will be custom-tailored to the audience and what they care about (or what you want from it). And there are multiple versions of each.
Recorded at Metatopia Online 2020
Presented by Olivia Montoya, Donna Prior, Avonelle Wing.
Discord. Itch. Twitch. If you blinked and suddenly your peers sound like they’re talking about new horsemen of a very minor apocalypse, we’re here to help you catch up. There are a plethora of new(ash) platforms available to empower your gaming experiences. Avie’s here as our token dinosaur, while Donna and Olivia bring the knowledge
Recorded at Metatopia Online 2020
Presented by Pamela Punzalan, Vince Smith, and Alastor Guzman.
Much of the dialogue relevant to the tabletop gaming industry and the communities that form around it is centered around the United States of America. Many know that creators from all around the world exist, but few understand just how different their contexts can be from the status quo. This panel seeks to bring multiple voices from beyond America together in order to discuss these differences, and provide some nuanced insight on how the America-centered industry informs their own contexts and communities.
Recorded at Metatopia Online 2020
Presented by James Wallis, Cat Tobin, Kieron Gillen, Jacob Jaskov.
We all know how certain games feel in play and how they make us feel, but as designers and critics we don't have a set of words to describe it. Do we need an experiential vocabulary of play, and what would one look like?
Recorded at Metatopia Online 2020
Presented by Jacob Segal, Justin Ford, Ian Hart.
Systems like Forged in the Dark are designed with mechanics that deliberately support player agency. When paired with external safety tools, these agency-focused mechanics are intended to foster safer play culture and richer experiences. Our panelists will discuss what we mean by "player agency" and what these mechanics look like and how they work.
Recorded at Metatopia Online 2020
Presented by Jason Pitre, Zedeck Siew, Sinta Posadas.
Non-player characters are vital to tabletop and live action roleplaying games. They provide companionship, contrast, resources, information, and dramatic conflict with the players. They are the avatars of the setting, and the best tools that a GM has at their disposal. In this panel, we discuss how games can be designed using NPCs as a key mechanism of play.
Recorded at Metatopia 2020 Online
Presented by Kitty Stryker, Spider Perry, Avonelle Wing.
We will talk about practical actions you can take to be better prepared the next time you have the chance to speak up. It might be addressing a micro-aggression at the game table or shutting down a bully who wants to make somebody feel small in an online setting, for example. These aren't easy things and the skills don't always come naturally. Our panelists will talk about practicing phrases and learning to overcome the social conditioning that perpetuates "isms
Recorded at Metatopia Online 2020
Presented by Anne Ratchat, Spider Perry, Misha Bushyager, Mids Meinberg, Pamela Punzalan.
For all the merits of the genre, it is not an exaggerated statement to say that horror is the least accessible genres in analog gaming. Between mechanics that require physical ability, the habitual use of monsters whose descriptions sound uncomfortably close to home, and the widespread misunderstanding of how mental health and mental illnesses work, a large swath of players are alienated before the game even begins. In this panel, we will use the recurrent inaccessible themes in horror to explore how one can build a more accessible game from the core mechanics out.
Recorded at Metatopia Online 2020
Presented by Heather O'Neill, Timothy Grant, Brian Quinones, Jack Berkenstock.
This panel of game designers and therapists will discuss their journey to design RPGs for use in therapy as well as the overall benefit of using roleplaying games as a therapeutic tool. What games have they used in the past? What worked, what didn't? How did they modify games for therapy sessions?
Recorded at Metatopia Online 2020
Presented by Jeeyon Shim, Meguey Baker, Jason Morningstar.
Understanding the natural world as an active participant in games and design shifts our engagement with environmental justice and enriches every aspect of our work. Join this panel of game designers with backgrounds as adventure guides, outdoor educators, and naturalists as they discuss the various ways integrating the natural world positively impacts their design and community work in games. Attendees will learn tools to understand the more-than-human community around them in ways they can weave into their own participation in games, whether as players, designers, or organizers.
Recorded at Metatopia Online 2020
Presented by Gabriel de los Angeles, Sen-Foong Lim, Brian Quinones.
Using concepts from education theory is a natural and obvious way to improve game design practices. Our panelists will talk about how to apply an understanding of how people learn and engage in play to your design process to create more immersive, satisfying designs.
Recorded at Metatopia Online 2020
Presented by Jason Morningstar, Sungil Kim, Taka'aki Ayukata, Steve Segedy.
Asian game markets are booming! Come meet two publishers who are actively licensing and translating English-language properties for their own countries and beyond. Join us for an informal conversation with and between publishers from Japan and Korea.
Recorded at Metatopia Online 2020
Presented by Alastor Guzman, Sergio Ake.
"How To Include Latin America In Your Kickstarter Fulfillment" Latin American gamers are often excluded in Kickstarts due to. high shipping prices, tax and unfamiliarity with the market. In this panel, we'll talk about how to include them in your fulfillment estimates and make it worthwhile for all involved.
Recorded at Metatopia 2020 Online
Presented by Anne Ratchat, Sharang Biswas, Bronwyn Sperling, Kristen Roberts.
Food is fundamental to survival and yet serves as so much more, building communities and relationships, serving as an artistic expression, connecting us to ideals and memories. We will explore our diverse relationship with food, cooking, and eating and, in turn, show how such simple acts can be very powerful mechanics in games, most notably LARP.
Recorded at Metatopia 2020 Online
Presented by Avraham Yosef Baez, Bronwyn Sperling, Emily Care Boss
Role-playing games that integrate tactile components and mechanics allow our other senses to engage in play. Although COVID put a pause on many games that offer tactile experiences, join our conversation about what we are excited to have in the future. This panel will discuss how these little touches (see what we did there?) help enhance the game experience, how could they hurt it, and what considerations should be thought of when designing a game with tactile components. Whether it is sewing, stacking, smelling, or sounds, come join us and sigh about what we long to get back to.
Recorded at Metatopia Online 2020
Presented by Rach Shelkey, Jacqueline Bryk, Sidney Icarus, Jen Dixon.
Has the current global health crisis inspired a new game idea? Considering writing a game about healthcare workers? Join our panelists as they discuss what role playing games can learn from the field of medicine and how to thoughtfully address the medical profession in your designs. Questions encouraged!
Recorded at Metatopia Online 2020
Presented by Richard Ruane, Brian Yaksha, Zedeck Siew, Amanda Franck, Pamela Punzalan.
Microsettings (settings that focus closely on a specific area, region, or location) can be a powerful touchstone for game design. By focusing their attention and concerns on a small region, city, or even places as focused as a bar, a school, or a shopping center, microsettings give the smaller, more particular stories a space to happen. In the panel, we'd like to discuss how designing and detailing of focused microsettings can evoke a location's multiplicity and diversity, make the world of the game more accessible and real, challenge characters to form relationships within the setting, and invoke curiosity about mundane aspects of setting life.
A thread of additional questions and answers have been prepared by Brian Yaksha, one of the panelists.
https://twitter.com/goatmansgoblet/status/1324917649143435265
Recorded at Metatopia Online 2020
Presented by Ash Kreider, Jason Morningstar, Mike Czaplinski, Jeeyon Shim.
A panel about the limitations of imagination when it comes to how we see violence in tabletop games. With the entire range of human experience to draw from, why is designing games without violence still seen as having a "niche" audience? In this panel, we will discuss what it means to explore designing games that don't feature interpersonal violence as a resolution mechanic.
Recorded at Metatopia Online 2020
Presented by J Li, Jessica Hammer
Consulting 101: Selling Game Design As a Service for $5K - $250K: . Want to sell game design as a service to large institutions? This panel will walk you through the practical details of the consulting pitch and sales process. Topics include how to get started, finding clients, crafting proposals, asking for money, sales strategy, execution deliverables, and long-term business development.
Recorded at Metatopia Online 2020
Presented by Kalum, Pamela Punzalan, Diogo Nogueira, Allan Cudicio.
"RPGs and English as Our Vehicular Language: Beyond the American Culture Online: The internet enables Tabletop RPG fans to come together globally. However, it is difficult for non-American communities to have their voices heard. This due to the use of English as our shared vehicular language combined with the disproportionate American demographics online. In this panel, we'll explore the experience of non-native English-speaking RPG luminaries within this reality. We'll talk through the lens of RPG about local identities and cross-border engagement.
Recorded at Metatopia Online 2020
Presented by Nicole Cutler, Avonelle Wing.
It seems a little unpopular to tell new designers "don't kickstart your game"; Kickstarter is an invaluable tool. There are so many encouraging blogs and podcasts that talk optimistically about how accessible it is to crowdfund your own game. but there's not a lot that talk in depth about the logistics, liabilities and potential pitfalls. Before making the decision to launch a campaign, we want to give potential new creators a realistic look behind the curtain to see what they're diving into.
Recorded at Metatopia 2020 Online
Presented by Scott Morris, Mike Paschal.
Are you a designer and want to know how your game gets distributed? Are you self publishing and want to know more about Distribution? Are you crazy enough to actually ask a Distributor anything? Join us as Scott Morris from GTS and Mike Paschal from PHD discuss the U.S.'s 3-Tier system and answer questions.
Recorded at Metatopia Online 2020
Presented by Jason Pitre, Sen-Foong Lim, Nicole Winchester, Christoph Sapinsky.
For Canadian game designers and pros, it's pretty common to get lumped in with U.S. designers. After all, it's all North America, right? The cultural differences between the two countries often gets lost, especially when discussing the elements that inform game design and aesthetics. Our panelists will talk about the specific parts of their Canadian experience that affect their game development work.
Recorded at Metatopia Online 2020
Presented by Vee Hendro, Hayley Gordon.
All RPGs engage our emotions, and some are made with feels first in mind. We discuss the ethics and how-to of emotional storytelling and RPG design. From buy-in to agency and safety, how can we make anguish and yearning an enjoyable experience? Brought to you by Storybrewers, Australia.
Recorded at Metatopia Online 2020
Presented by A.C., Jay Dragon, and Viditya Voleti.
Being a GM is hard; like, really hard. Having nobody willing to fill that role has been the downfall of many a game group. But there is an alternative! GM-less roleplaying games are getting more and more popular, and this panel is here to discuss why.
Recorded at Metatopia Online 2020
Presented by Maria Mison, Casey Johnson, Jay Dragon.
What are Lyric Games exactly? And why are they deemed an important body of work, both in a personal and game scene level? What makes a game 'Lyric'? Additionally, our panelists share tips on how to go about the process of creating and sharing such games - fever dreams, love letters, rituals and treatise calling to be born. The panel will also have a segment for questions.
Recorded at Metatopia Online 2020
Presented by Daryl Andrews, Jessie Edwards, Omari Akil, Bruce Harlick.
Join us for a roundtable conversation about how to get the best data from your time at the playtesting table. We'll discuss our experiences running playtests, and talk about common mistakes and how to avoid them
Recorded at Metatopia Online 2020
Presented by Alex Cutler, Matt Forbeck, Kenneth Hite.
You made a game! Congratulations! Now explain your incredible game in one sentence. That isn’t as easy as it sounds. You want people to buy into your game as players, as investors, or as retailers. You will only have one chance to make that first impression. It needs to have impact. If you want to see your game successful on a crowdfunding site, or sold by your local game store, then you need to know what kind of pitch types and styles to maximize both what you say and target the right audience.
Recorded at Metatopia Online 2020
Presented by Gerrit Reininghaus, Tara Clapper, Acata Felton, and Kate Hill.
Live Action Online Games (LAOG)s, also known as online LARPs, have reached unthinkable dimensions of attention due to the pandemic. This is a design framework with a completely new set of possibilities and requirements. We are not only talking about technology as a design surface but also questions around accessibility, safety and environmental awareness. Where do LAOGs come from? What were the driving forces? What has happened in 2020? How to become a LAOG designer? Where to find all the games and the community?
Recorded at Metatopia Online 2020
Presented by Tara Clapper, Olivia Montoya, Joie Martin.
Running a digital LARP (or LAOG - live action online game) can be a simple impromptu effort or a multi-session experience requiring significant organization. Let's talk about how to run a digital live action experience while keeping in mind safety and participants' needs.
Presented at Metatopia Online 2020
Presented by Tam Myaing, David Gordon, Chris Backe, Kevin Dunkelberger.
When the COVID lockdowns began, the NYC Playtest Group was one of the first to move to online playtesting. Since then we have run over 50 sessions since mid April, and have also helped other gaming conventions with running games virtually. In this panel we will discuss with moderators from other groups around the world, on the the lessons we've learned in the trenches in running a successful virtual playtest group.
Recorded at Metatopia Online 2020
Presented by Chris O'Neill, Stephanie Bryant, Warren Morrison, Walt Ciechanowski.
Roll20 provides players and GMs with a popular virtual tabletop for games. How can you best take advantage of it as a player, a designer or a publisher? Our experts and power-users will bring you up to speed on the service.
Recorded at Metatopia 2020 Online
Presented by Dan DiLorenzo, Frank DiLorenzo, Kira Peavley, Curt Covert, Shari Spiro, Ben Harkins.
You have a great board/card game and you're ready to start shopping for a Publisher. What are they looking for these days? Our panelists will explain what excites them, and talk about how they look for key elements that they can extend into sellable games.
Recorded at Metatopia Online 2021
Presented by Bryan Dalrymple, Patrick Day.
Any board or card game being published in 2021 needs to take into account the likelihood that in-person demos and shopping will be limited. Our panelists will talk about what the design implications of this are, and how you can adjust to make your board or card game more viable as a physical commercial product.
Recorded at Metatopia 2020
Presented by Jonathan Ritter-Roderick, Anya Combs.
Join representatives of Kickstarter for a discussion of the state of crowdfunding projects going into 2021. Topics will include what's different, what hasn't changed at all and how to prepare for success if you're taking a campaign live.
Recorded at Metatopia 2020
Presented by Rach Shelkey and Jaqueline Bryk.
It's time once again to talk about happy, uplifting games! How do you make space for pastoral gaming while the world is going through a global health crisis? How does one find joy when the long term outlook changes by the minute? Our panelists will share their thoughts and personal experiences on exploring the heartwarming through the plague.
Recorded at Metatopia 2020
Presented by Vivian Abraham and Jason Cox.
Some games are easy to play online, and some have robust platforms to support them. But what if your game involves group singing? Or social mingling? Or some other mechanic that is harder to do online? Let's share some ideas for converting these trickier games to be enjoyable virtually!
Recorded at Metatopia 2020
Presented by Brian Dalrymple, Jessie Edwards, Hal Mangold.
Our panelists will walk you through the basics of turning your game design hobby into a business. We'll talk about the most cost-efficient ways to register an LLC, open a business bank account, file a trademark and keep track of your expenses for tax season.
Recorded at GenCon 2020 Online
Hosted by Jason Walters and featuring Brian Dalrymple, Jennifer Ward, and Cat Tobin.
This panel was hosted by Indie Press Revolution as part of GenCon 2020's online panel selection on behalf of the panelists.
Recorded at GenCon Online 2020
Presented by Jason Walters, Pamela Punzalan, Wilson Zorn, and Maurice Poplar.
Indie Press Revolution hosted this excellent discussion on the ideas and games at the forefront of modern RPG Design in the year 2020, during this special panel at GenCon Online.
Pamela Punzalan -
https://thedovetailor.itch.io/
https://twitter.com/TheDovetailor
Wilson Zorn -
https://twitter.com/zornwil
Maurice Poplar -
https://twitter.com/MauricePoplar
Recorded at GenCon Online 2020
Presented by AC, Kira Magrann, Wilson Zorn, Jay Dragon, and Lucian Khan.
Streamed live for Gen Con Online 2020. You can find games from all these creators on IPR's website, linked below!
https://www.indiepressrevolution.com/...
Find Kira Magrann at -
https://twitter.com/Kiranansi
https://kiramagrann.itch.io/
Find Wilson Zorn at -
https://twitter.com/zornwil
Find Jay Dragon at -
https://twitter.com/jdragsky
Find Lucian Kahn at -
https://twitter.com/oh_theogony
Recorded at Metatopia 2019
Presented by Jennifer Gutterman, Shawn Roske, Tim Blank.
Are you an educator wanting to gamify your classroom? Are you building a traditional education game? Do you want your game to be fun but also teach the players about something? This is where we can discuss ideas, workflows, deployments and examples of games in education, gamification in the classroom or building games that teach.
Recorded at Metatopia 2019
Presented by Tim Rodriguez & Beth Rimmels.
Card games are a classic design model that have already expressed innumerable possibilities. We'll talk about classic styles of decks, iterations on classic games, alternate formats, the mathematics of card games, and why we all love them. We'll also consider and critique ideas and concepts and talk about why or why not to choose this design format.
Recorded at Metatopia 2020
Presented by Dexter Duckworth, Elsa Sjunneson.
The Distant Future, the Year 2000: Updating Cyberpunk for the 21st Century. The hard-hitting themes of social inequality and corporate exploitation found in cyberpunk are as relevant now as they were in the 80's, but not everything in the genre has stood the test of time. This panel will dive into how both the technologies and sensibilities found in cyberpunk can be updated in order to design games that are timely and inclusive.
Recorded at Metatopia 2019
Presented by Jason Pitre, Cat Tobin, Amanda Valentine, Lauren McMannon, Camdon Wright.
Everyone should have a chance to create and publish games. Unfortunately, there are many structural barriers keeping unrepresented voices from coming to the table. In this roundtable discussion, our panelists discuss ways that established publishers can support new voices through information, promotion, funding, and education.
Recorded at Metatopia 2019
Presented by Peter Hayward, Gil Hova
More Than Just Victory Points: Alternative Approaches to Win Conditions. "Most victory points" is the default victory condition for most board games, and why shouldn't they be? They solve most problems you encounter while designing - balance, investment, rewarding people for doing what you want them to be. Well, unfortunately, most everyone has worked out the same thing, and now the market is flooded with Victory Point win conditions. Want to make your game stand out? Try something else.
Recorded at Metatopia 2019
Presented by Jason Walters, Jeff Stormer, Christopher Badell.
Your game's ready for Kickstarter! So how much will you be asking for? What's the absolute minimum you need to get your game made? What is the floor number for success? How will you handle unexpected levels of success? Let's get practical about your numbers.
Recorded at Metatopia 2019
Presented by Kenneth Hite
A METATOPIA tradition - Kenneth Hite rambling about game design. In this case the notion of scope: How big should your setting be? How can you design a setting to contain multiple core game activities, and should you? As always, Ken has notions and questions, and hopes you have more of both as we explore Bigness (and un-Bigness) in games.
Recorded at Metatopia 2019
Presented by Geoffrey Engelstein
"Turn, Turn, Turn" presented by Geoffrey Engelstein. The 'turn' is a fundamental concept for games of all types, and there are a wide variety of approaches the designer can take to structure them. The structure chosen has a major impact on the play experience, and should be carefully considered. This talk is a deep dive into turn options both common and rare, and discusses what each brings to the table.
Recorded at Metatopia 2019
Presented by Meguey Baker & Jason Pitre.
Publishing your game doesn't need to be daunting. There's work involved, but with a diverse tool box and a clear understanding of your publishing goals, publishing might be more attainable than you imagine.
Recorded at Metatopia 2019
Presented by Mary Georgescu, Sharang Biswas, Brianna Shuttleworth.
Can we get nitty gritty with players and talk about science? Can we as designers build science into our games in fun ways that do not lend themselves to sci- fiction but a truer representation and reflection of our current or past understandings of the way our universe, our earth works? We will be talking about how we designed Starry Messenger, The Moon Stares at Us in Shame, and Magischola with science in mind and their usage and representations of science.
Recorded at Metatopia 2019
Presented by Meguey Baker, Caleb Stokes, Clark Valentine, Edward LaValley.
Teenagers bring innovation, creativity and hard questions to the game table. Our panelists will talk about how to hold space for everything that makes gaming with them magical.
Recorded at Metatopia 2019
Presented by Christopher O'Neill, Adriel Wilson, Cat Tobin, Misha Bushyager.
Role playing as a HOBBY continues to evolve and mature. Has role-playing now gotten big enough to be considered a MEDIUM? Join us for a lively and passionate discussion on the concept that role-playing has become more than just games, but a medium - a channel for communication, information, and entertainment. In this panel, we will look at whether role-playing is a medium, and if so, what that means for our hobby. The panelists all represent different aspects of designing and publishing role playing games and bring diverse and interesting points of view around the topic.
Recorded at Metatopia 2019
Presented by Kenneth Hite, Betsy Rosenblatt, Darren Watts.
Mysteries are among the hardest genres to run successfully in tabletop games. How can designers structure stories to meaningfully involve players, guide them to clues and help them put them together to solve a crime without spoonfeeding them? How can GMs control pacing to duplicate the feel of classic whodunits?
Recorded at Metatopia 2019
Presented by Ryan O'Grady, Kenneth Hite, Brennan Taylor.
There's something satisfying about taking ownership of a piece of the world as a player and watching it flourish (or not). There have been various approaches to this over the years (Ars Magica, MIcroscope, The Quiet Year, even D&D!) Let's discuss what player involvement of world building really means and different approaches for incorporating it into traditional RPGs.
Recorded at Metatopia 2019
Presented by Stras Acimovic, John LeBoeuf-Little.
Blades in the Dark has led to a new generation of game designs such as Scum and Villainy, Band of Blades, and Mutants in the Night. In this panel, we dig into the toolset and what sets it apart from similar design traditions. What are the core principles behind designing games Forged in the Dark? Where can we grow and diverge from the core?
Recorded at Metatopia 2019
Presented by Darren Watts, Stephen Dewey, Paul Stefko.
There are many different mechanics for tracking time and progress in games, and our panel speakers will explore all of them in depth. From countdown clocks and stress tracks, to flickering candles and Jenga towers, there's a lot to explore in this family of mechanics.
Recorded at Metatopia 2019
Presented by Emily Escovar, Chris O'Neill.
Our panelists will walk you through the basics of turning your game design hobby into a business. We'll talk about the most cost-efficient ways to register an LLC, open a business bank account, file a trademark and keep track of your expenses for tax season.
Recorded at Metatopia 2019
Presented by Heather O'Neill, Tim Rodriguez, Jennifer Graham-Macht.
You are an individual using your hard earned money to invest in your game project. Do you self-publish, Kickstart or attend that convention? You are an indie tabletop company, so you have some budget to work with. What's your next project? Which big conventions do you attend? We will address costs specific to the tabletop gaming industry (self-publishing, Kickstarter, conventions, marketing, etc.) and ways to make decisions on what will benefit you or your company.
Recorded at Metatopia 2019
Presented by Brian Turtle, Peter Hayward, Avonelle Wing.
I fell into games almost by accident back in 1994 when some friends and I created a game called "The Six Degrees of Kevin Bacon". We started Endless Games shortly thereafter and the game found a home in the mass market before we knew it. In the 20+ years since, we've been navigating the toy industry and gaming landscape in both mass and specialty. That said, the hobby side of the industry is still somewhat uncharted territory for us. Join us for a discussion of the differences between mass market and hobby sales and what works where.
Recorded at Metatopia 2019
Presented by Kate Bullock, Camdon Wright, Bronwyn Sperling.
Want to learn how to create safety tools that fit your game and are baked into the mechanics instead of just adding pre-established tools on top? This panel dives into the creative and mechanical process of understanding safety and support and integrating it into your ttrpg designs.
Recorded at Metatopia 2019
Presented by Jason Pitre, Misha Bushyager, James Mendez Hodes.
Some of the best games deal with heavy topics and challenging subject matter. Creators who look to design or publish games addressing sensitive subject matter need to do due diligence to reduce the chance their work could do harm. In this panel, we will discuss how creators can ethically do the legwork and research to tackle issues of race, sexuality, identity, and trauma.
Recorded at Metatopia 2019
Presented by Jason Morningstar, Jacqueline Bryk and Alastor Guzman.
Failure is baked into any creative discipline, but we rarely discuss it. In this panel we'll discuss our most noteworthy failures and the role failure plays in our process. The goal is to normalize failure and to learn from the occasionally dramatic mistakes of others. It may be funny, it may be sad, but it will definitely be interesting.
Recorded at Metatopia 2019
Presented by Shoshanna Kessock, Brian Neff, Doug Levandowski, and Sean Jaffe.
Echoes of the late 20th century are all around us in 2019, especially in pop culture and media. Stranger Things, IT, and Bandersnatch have tapped into a rich vein of nostalgia that has entranced audience and permeated our time. Gaming, especially tabletop gaming, has been depicted as a vital part of 80s culture. In return, game creators are tapping into both the renewed interest in the hobby, and the evocation of nostalgia for this time period. In this panel we'll be exploring this recursive relationship with creators from Kids on Bikes and Rememorex. We’ll talk role playing and nostalgia, how to evoke an authentic sense of a time period, and what has drawn us as creators back to the past.
Recorded at Metatopia 2019
Presented by Jason Walters, Mark Diaz Truman, Brennan Taylor, and Christopher Tang.
Distribution And Fulfillment presented by Jason Walters, Mark Diaz Truman, Brennan Tylor, Christopher Tang. The ways to get your game into the hands of players are always shifting, but our experts can walk you through the three-tier system and the various alternatives to it.
Recorded at Metatopia 2018
Presented by Jim McClure, Kenneth Hite, Cat Tobin.
This panel is designed to help you establish the best way to present your game to consumers. From Elevator pitches, to focus points, to mechanical highlights, we will cover what is most important in getting people to buy into your game. Attendees should be prepared to discuss their game project as part of a group, and have an elevator pitch pre-prepared. The panelists will then help each individual attendee to hone their presentation.
Recorded at Metatopia 2018
Presented by Jason Pitre, Rob Donoghue, Darren Watts and Joshua A.C. Newman.
Alien Worlds - Xenobiology and Speculative Zoology. Fictional alien biology and ecosystems are fascinating. From the implied phylogeny of James Cameron's Avatar to the Alien's Xenomorphs, exploration of alien biology is a fascinating topic worth exploring for your science fiction, post-apocalyptic or even fantasy roleplaying games. On this panel, we will discuss the principles of speculative zoology and artificial ecosystems from xenophillic perspective.
Recorded at Metatopia 2018
In this year's installment of "Ken Thinks About Stuff Out Loud", I look at the structural patterns of mythology. Are there actually structures of myth, and if there aren't, can we pretend there are? How can we take real-world myths and make them game material? How can we translate one myth system (that of the "standard fantasy world" for example) into another (e.g., Greek mythology)? And how can we translate any of it into dice, numbers, and heroic player character stories?
Recorded at Metatopia 2018
Presented by Jennifer Gutterman, Maury Brown, Shoshana Kessock.
At every milestone in our lives, we have used games or game mechanics to entice learning, reward progress in development, train for work or career preparation or use games for entertainment and relaxation. This panel will discuss how games are used in education, in teaching, and applied to game design education specifically but also in general application to training as a whole.
Recorded at Metatopia 2018
Presented by Philip Vecchione, Senda Linaugh and Alex Roberts.
Let's talk about integrating safety tools into your design process from the foundation. Yes, the x-card is valuable. Let's talk about design that builds the next generation of tools in from the beginning
Recorded at Metatopia 2018
Presented by Juliet Meyer, Raymond Bruels, Chandler Copenhaver.
Kickstarter can be amazing for creators, but there's a lot of other things around them that will help you find success. Learn how to market and plan for a Kickstarter, and what five things you should have in place long before the launch.
Recorded at Metatopia 2018
Presented by Shoshana Kessock, James Mendez Hodes.
Religion has held sway across the world in various forms, and its influence has molded everything from how we live our everyday lives to the laws we make and the entertainment we consume. We will take a look at how real world religious ideologies have impacted the games we create, how they influence the worlds we build, and how we might deconstruct those ideas to approach our games from a different perspective. Specific care will be taken to contrast western ideologies from across the world.
Recorded at Metatopia 2018
Presented by Eric Simon, Shoshana Kessock.
History is more diverse than we think. Whether you're developing settings that are close to real history or highly speculative alt-history, there's always room to expand representation by highlighting real people and experiences. Let's research together in this interactive workshop!
Recorded at Metatopia 2018
Presented by Steve Segedy, Christopher Badell, Mark Richardson, and Cat Tobin.
Once you've created a game, what are your options for getting it out into the world? Come ask questions and find out about printing, distribution, and fulfillment options for independent designers and small publishers. We could also include discussion of Kickstarter, BackerKit, contracts, licensing, etc.
Recorded at Metatopia 2018
Presented by Jim McClure.
This panel will cover the art behind using game mechanics to influence player behavior. The panelist will dissect mechanics from published games and discuss how these mechanics influence play, and what lessons designers can learn from them.
Recorded at Metatopia 2018
Presented by Jacqueline Bryk, Kate Bullock, Hamish Cameron
"Beyond Bright Lights: Doing Cyberpunk Differently". Much of cyberpunk focuses on the heroic outcast: the usually white male hacker or delivery person or shadowrunner bent on twisting the system for himself. Most of these stories take place in massive, crowded cities -- so why is it so rare to see any other narrative? Let's talk about how to expand our view of cyberpunk!
Recorded at Metatopia 2018
Presented by Brian Neff, Kiva Fecteau
Crunching the Cardboard - Tabletop Analytics and Feedback". Playtesting and gathering feedback is the first step. The next step is to figure out what to do with the data you've collected and apply it to your design process productively. We will talk about how to discern which data should change your path and how.
Recorded at Metatopia 2018
Presented by Kate Bullock, Kelvin Ortega, Jennifer Graham-Macht.
Our panelists talk about how to be good playtesters. Learn how to hear the questions being asked and answer with useful feedback. We all want to give helpful criticism; learn more about how to do that.
Recorded at Metatopia 2018
Presented by Brandon Leon-Gambetta, Miguel Angel Espinoza, Mark Diaz Truman, Alejandro Guzman Vendrell, Jennifer Gutterman.
Join us for a celebration of Latinidad and an opportunity to come together as a Latinx community. This panel of Latinx game designers come together to discuss what it is like to write, play in, and run games while Latinx.
Recorded at Metatopia 2018
Presented by Sam Saltiel, Elsa Henry, Avonelle Wing, Eli Eaton.
Queer Erasure: Queerness is not a monolith. Queer game design is not immune to erasure, and by examining the state of currently available and celebrated games (and games) that address queerness, we can explore ways to expand our narratives to include the entire glorious rainbow.
Recorded at Metatopia 2018
Presented by Brian Neff, Darren Watts, Cat Tobin.
There are a lot of people who will say that full-time jobs don't exist in the Gaming Industry. That is wrong. There are tons of ways to make a career out of making games. It involves working long hours and probably being underpaid, but they exist. Here's how to look for them, and how to prepare for them.
Recorded at Metatopia 2018
Presented by Jack Parra, Lissanne Lake, Scott Bowmanchester
How To Work With Artists: This panel will touch on the process of how to find and approach artists, negotiate the contract, and then successfully work together. It's important that publishers get an artist's-eye-view of things so they can better understand what we do, the process, and the time involved and plan projects accordingly.
Recorded at Metatopia 2018
Presented by Melissa Lewis-Gentry, Beth Rimmels, Christopher Tang.
Marketing Is More Than Social Media. While social media is an important tool for marketers to use, many companies confuse it for the whole breadth of a marketing. Hear expert marketing professionals talk about what marketing departments should be doing for game publishing companies.
Recorded at Metatopia 2018
Presented by presented by Rach Shelkey, Jacqueline Bryk.
Honobono games. Heartwarming games. Pastoral games. Roleplaying games that focus on finding excitement in mundane situations and reinforcing positive emotion spaces go by several different labels. How do you design for uplifting gameplay? What impact do these games have on players? Our panelists will explore RPGs and mechanics that help players explore those warm fuzzy feelings.
Recorded at Metatopia 2018
Presented by Randy Lubin.
A Stage Gate Approach to Game Development: A stage gate approach involves developing multiple ideas in parallel, starting with one sentence pitches. Each round of the design process advances to a higher fidelity pitch, rule set, or playtest and each round you cull a subset of the potential games. It's a highly effective method for generating a breadth of ideas, overcoming design anxiety, and developing with confidence
Recorded at Metatopia 2018
Presented by Christopher Tang
"Getting Started With DriveThruRPG". Let's talk about how to interact with DriveThruRPG, some of the nitty gritty process but also the general principles to bear in mind and some of the things many people do not know like the details of the OGL, basic copyright law, the availability of Community Content programs, etc. Also taking audience questions liberally since I expect there will be those. We will also cover some of the ways the site has changed in the last year (mostly GDPR changes).
Recorded at Metatopia 2018
Presented by Juliet Meyer, Raymond Bruels
Marketing 201: Creating Content around Your Brand/Product. You've got a brand/product and you've got all the social media channels and a website. Great. Now what? Learn how to create consistent content for your brand/product that will resonate with your audience. This class covers Twitch streaming, social post scheduling/generation, as well as some ideas for rich media creation, and how to go about creating content for your brand/product using tools you already have! Bring your phone to this seminar
Recorded at Metatopia 2018
Presented by Juliet Meyer, Raymond Bruels
Marketing 101: Creating a Basic Marketing Plan. This is a basic course in marketing your brand and/or your product and helping you know the difference between the two in terms of tone and voice. Which social media platform is best for you? How should you measure success? Do I need a website/Facebook/Instagram/Telegram Channel/Sub-Reddit and what are those things? What are the different ways to market? What is my target demographic? How can you build an audience for your brand/product?
Recorded at Metatopia 2018
Presented by Julia Ellingboe and Brand Robins.
Approaching Allyship from a Genuinely Intersectional Perspective. There's no formal roadmap to being a "good" ally. It's easy to scratch the surface and stop moving, because you've challenged your own paradigm. That's not enough. Let's brainstorm tools and tactics for guiding allies towards functional engagement.
Recorded at Metatopia 2018
Presented by Mabel Harper, Avonelle Wing, Misha Bushyager, and Eli Eaton.
A discussion about why some people, specifically members of minority groups, might feel drawn to darker games and survival narratives, and how fiction of this nature both describes reality and can also provide answers, empowerment, and revolutionary verve in a world that is hostile to racial, sexual, ethnic, and gender minorities
Recorded at Metatopia 2018
Presented by Chandler Copenhaver, Steve Segedy and Christopher Batarlis.
Kickstarter today is a different animal than it was a year or five years ago. Let's talk about the things you need to know if you're launching a campaign next year.
Recorded at Metatopia 2018
Presented by Kristen Roberts and Jennifer Gutterman
Eat, Drink & Be Merry: Developing Cultural Touchstones for Immersive World Building". Building dynamic worlds for your game is not just about swords, guns and magic. Much of what gives our world it's depth and richness is rooted in environment and evolving cultural traditions. Using examples like native cuisines, holidays, and slang terminology, this workshop will focus on how to develop setting-specific cultural touchstones that are relatable for your audience without being derivative or anachronistic. Incorporating these details into your game design not only creates a more immersive environment for your players, but also helps to build community and bring people together in real life. Join our workshop, bring your setting concepts, and learn about how to add and emphasize these important socio-cultural concepts in your world building and game design
Recorded at BreakoutCon 2019
Presented by Anne Ratchat, Misha Bushyager, James Mendez Hodes, Eli Eaton & Jonaya Kemper with moderation by Jason Pitre
Knowing how to support people is always difficult. When considering different backgrounds and identities, good intentions can backfire. This panel will introduce what to consider when being an ally and some ways to assist in a productive manner.
EDITOR's NOTE: The audio recorder stopped recording 2/3rds of the way into this panel, but the content here is still quite valuable. Enjoy!
Recorded at Breakout 2019
Presented by Daniel Kwan, Agatha Cheng, Amar, Kienna S. and James Mendez Hodes with moderation by Daniel Kwan.
How do we make our games and tables more inclusive? How do we make our stories more interesting and diverse? Join the Asians Represent! podcast crew as they discuss and answer these questions.
Recorded at Breakout 2019
Presented by Nicole Winchester, Mo Turkington, Misha Bushyager, Sharang Biswas & Jonaya Kemper with moderation by Jason Pitre
Different individuals, communities, countries, and cultures have different ideas about what LARPs and roleplaying games should and should not address, and as gaming communities interact on and offline these ideas often come into conflict. What is acceptable in a game, and who gets to make that decision? How do we have productive and compassionate conversations about these issues? Are there things that games are not equipped to address, or are we limiting games by limiting their subjects?
Recorded at BreakoutCon 2019
Presented by Tracy Gibbons, James D'Amato, Bianca Zelda, Daniel Kwan with moderation by Victoria Rogers
You don't need to prep for hours to run a fun game that everyone will enjoy. GMing doesn't have to be a daunting experience. This panel will talk about ways to let go of the reins and give everyone at the table a chance to collaborate and create the story together.
Recorded at BreakoutCon 2019
Presented by Chris Spivey, Robin Laws, James Mendez Hodes, with moderation by Corey Reid
Bring your thorniest GMing problems to our doughty panel, in a Q & A event focused on practical solutions to dilemmas both classic and new
Recorded at BreakoutCon 2019
Presented by Stephanie Bryant, Harlan Guthrie, Jo Fallak with moderation by Jennifer Adcock
An overview and discussion of virtual tabletops for playing tabletop games online, remotely as well as with an at-table device. Features to expect, different playstyles, etc.
Recorded at Breakout 2019
Presented by Camdon Wright, Angela Murray and Chris Spivey, with moderation by Senda Linaugh
Let’s face it, some games are just better for cons than others! This panel of experts will discuss what makes a game a good pick for a con. What kind of mechanics work best? What kind of stories? How do you stay on time? How do you invest your players quickly in your game? All this and your questions!
Recorded at BreakoutCon 2019
Presented by Anne Ratchet Nicole Winchester, Moyra Turkington and Jonaya Kemper
Have you always wanted to play LARPs at Breakout or out in the ‘real world’? Or are you wary of LARP and want your questions answered about this embodied form of play? Come on by to learn more about the different kinds of LARP, how to decide if a LARP is for you, how to tell if a LARP is safer space and more! We’ll also discuss our experiences with LARP as creators and players, offer examples of LARP from ‘black-box’ indie larps to rustic boffer campaigns to elaborate ‘blockbuster’ adventures, and talk about some LARPs you can play (or buy) at Breakout!
Recorded at BreakoutCon 2019
Presented by Emily Griggs, Camdon Wright, Sharang Biswas, & Cat Ramen
Most great stories start with great characters, and the stories told around a game table are no exception. A discussion about creating player characters that will engage everyone in the table, and help tell amazing stories that everyone will enjoy.
Panelists: Emily Griggs, Camdon Wright, Sharang Biswas, Cat Ramen
Moderator: Emily Griggs
Recorded at BreakoutCon 2019
Presented by James Mendez Hodes, Sharang Biswas, Agatha Cheng. Moderated by Daniel Kwan Regrets from Banana Chan
Are you interested in how Asian cultures can inspire games and game design? Are you curious about Asian portrayal in games? Join us for a panel discussion about these topics as experienced Asian TTRPG, LARP, and board game designers discuss cultural and historical themes. We will talk through examples that we’ve seen, the differences between Asian American and overseas Asian perspectives, and the impact of thoughtful representation and why it matters.
Recorded at BreakoutCon 2019
Presented by Shel Khan & Emily Griggs, with moderation by Jonathan Lavallee
A breakdown of how the art you include in your RPG book contributes to your RPG as a marketing technique, as education and information for your GM, and as permission and inspiration for players.
Recorded at BreakoutCon 2019
Presented by Allysha Tulk, Nikki Valens, Shannon McDowell and moderated by Daryl Andrews
Common practices and workflow when designing games, including the basic expectations, and the basic assumptions of design work. Notes, playtesting, knowing your audience and art will all be discussed as we walk through what it is like to build a Boardgame.
Recorded at BreakoutCon 2019
Presented by Todd Crapper, Tim Rodriguez, Cheyenne Grimes with moderation by Bronwyn Friesen
Not everyone has access to thousands of dollars or the benefit of a successful Kickstarter under their belt. Many indie publishers start off with financial difficulties, including poverty, but are driven to create new and exciting games. This panel looks to provide some "tips and tricks" for creating games on a tight budget or with no funds at all.
Recorded at Metatopia 2018
Presented by Anne Ratchat, Kenneth Hite, Elsa Henry, Julia Ellingboe, Jabari Weathers.
Horror Mechanics (For More Than Just Horror)"In the genre of horror, game designers and writers have developed an arsenal of tools specifically to disempower the characters in their worlds. These mechanics are assumed one-trick ponies but can also serve as useful mechanics for empowering play as well when understood. The goal of this panel is to break down why specific horror mechanics work and how to use them effectively, regardless of genre.
Recorded at Metatopia 2018
Presented by Anne Ratchat, Rob Donoghue
In each game, players make choices starting character design/assignment. How does a designer balance creating meaningful decisions while balancing choice paralysis? How does the feel of the game change by increasing and decreasing choices available?
Recorded at Metatopia 2018
Presented by Nicole Perry, Peter Hayward.
When turning your board game idea into a board game company, the first step is sorting out the logistics. Unless you have a burning desire to deal with accountants, spreadsheets, corporate structures, and The Joy of Taxes, you need a business partner. Nicole Perry and Peter Hayward are business partners; listen to them discuss how they split tasks, make sure that everything is covered, and the unexpected benefits of working closely with a partner.
Recorded at Metatopia 2018
Presented by Philip Vecchione, Senda Linaugh, Monica Speca.
Podcasting is the new blogging. Fame, fortune, influence. Or...software glitches, audience-building, busy cohosts. Let's talk about the complications and joys of being a podcaster in a roundtable format.
Recorded at Metatopia 2018
Presented by: Beth Rimmels, Mike Roberts & Mandy Perry.
Learn the answers to your specific marketing & promotion questions from the experts. Beth Rimmels & Mike Roberts work for a digital marketing agency and are experts in social media marketing and SEO (how people find you on Google). Mandy Perry is an expert in tumblr marketing who just wrapped their first highly successful Kickstarter. This interactive workshop will also include live analysis of web sites as time allows. Bring your questions and learn how to get the word out about your product and establish a professional presence online.
Recorded at Metatopia 2018
Presented by Kate Beaman-Martinez and Jonaya Kemper
"Love Like A Bomb". We're going to examine some evolving wisdom about balanced, healthy intimate relationships and apply it to group dynamics. In this case, we're going to talk about how the concept of "love bombing" applies to gaming communities.
Recorded at Metatopia 2018
Presented by Julia Ellingboe, Moyra Turkington, Jonaya Kemper, and Misha Bushyager.
"Intersectional Feminism: Game Design That Tackles Topics that Matter". Designing historical games is complicated, especially when we're telling the stories of people who are often forgotten. How do we handle those stories without accidentally perpetuating or compounding existing damage?
Recorded at Metatopia 2018
Presented by Jason Pitre, Mark Diaz Truman, Kate Bullock
Games are art, and can explore challenging subject material. It can often be useful to use fictional metaphors to recontextualize these difficult topics and make them easier to to examine with a layer of emotional distance. On this panel, the speakers will explore how and when to use metaphors in your game design, and the pitfalls to avoid.
Recorded at Metatopia 2018
Presented by Nicole Perry, Peter Hayward, & Curt Covert.
Every publisher is looking for the next big hit. Every time they sit down with you, they want your game to be that hit. Here are some simple tips to making games that publishers are excited to sign.
Recorded at Metatopia 2018
Presented by Jay Treat, Mark Richardson.
How much do you change your game between tests? Which way do you change it? How do you evaluate playtester feedback and suggestions against your design goals? When do you stop tweaking or abandon a path? Iteration is the key to success not just in a single project but in your design career. Let's talk about how, how to do that better, and what not to do.
Recorded at Metatopia 2018
Presented by DC
Participate in a discussion about expanding the narrative fantasies applied to tabletop RPGs. The standard "set" of explored backgrounds and settings are not only old, but also fundamentally structured around a singular perspective. Inspecting the foundation of our fiction allows us to better understand the values or pitfalls of those choices, and how they may affect who decides to, or not to, join us at our table
Recorded at Metatopia 2018
Presented by Isaac Shalev, Gil Hova, Jennifer Graham-Macht.
Join us for a roundtable conversation about how to get the best data from your time at the playtesting table. We'll discuss our experiences running playtests, and talk about common mistakes and how to avoid them
Recorded at Metatopia 2018
Presented by Kiva Fecteau, David Beever, Jim Dagg , Kate Beaman-Martinez, Beth Rimmels.
Congratulations. You screwed up the courage and got yourself to METATOPIA! Prepare to panic... or not. Talk with fellow participants in small groups to identify your fears and where they come from. You'll probably discover a lot of commonalities. Our workshop leaders have begun to overcome their own fears, and have seen success at METATOPIA. They'll share tips and techniques to help you stay afloat during the weekend.
Recorded at Metatopia 2018
Presented by Bradley Hausman.
A brief overview of SEC and some state regulations regarding crowdfunding, and other forms of raising capital, and registering your campaign. In this roundtable, feel free to discuss your experiences and how others can learn from them
Recorded at Metatopia 2018
Presented by Sam Saltiel, Brand Robins, Camdon Wright, Eli Eaton
Good consent practice requires that consent is enthusiastic and informed. Let's talk about how to encourage a higher level of consent. We will discuss tools you can add at the table, but then we'll explore ways to integrate consent into the foundations of your design.
Recorded at Metatopia 2018
Presented by James D'Amato and Senda Linaugh.
Being a guest on podcasts is a fantastic way to promote your game and build your brand. Our moderators will talk about how this might work and things you should know in advance to be a good guest. This will be run as a roundtable discussion.
Recorded at Metatopia 2017
Presented by Joshua Yearsley, Hannah Shaffer and Mark Richardson.
Being competent at something just means you've already made all the mistakes, so come learn from ours! We'll discuss some of our own juiciest mistakes and setbacks from our years of games work - maybe even some from projects we've worked on together? - and explore how we used those experiences to grow, improve our craft, and do better the next time.
Recorded at Metatopia 2017
Presented by Brendan Conway and Kevin Kulp.
When you're designing a game, you often start by picking a kind of genre, or even a particular work, that you'd love to experience as an RPG. But many of the strongest games out there take it beyond just replicating a particular story; they say something new or different. How do you do that, and why should you spend the time to make sure you do?
Recorded at Metatopia 2017
Presented by Peter Hayward.
Every game has a shape. Beginning, middle, end, turn structure, round structure, end-game condition, victory condition. Learn about common shapes, the direction that games are evolving, and how to make sure that YOUR game has an appealing and suitable shape for the modern board gamer.
Recorded at Metatopia 2017
Presented by Curt Covert.
There are may approaches to game design. Come learn about one specific style focused on stirring the emotions during play as the core design thrust. How does this design style contrast to other approaches? What is its benefit? How can you apply these principles to your own designs? Curt Covert of Smirk & Dagger / Smirk & Laughter discusses.
Recorded at Metatopia 2017
Presented by Elsa Henry and Lauren Roy.
Fiction writing and game writing are definitely two separate skillsets, but they are complimentary. This panel will feature people who do both, discussing how to develop these skillsets to further both parts of your career, with extra attention to the ways they diverge and how to know which skills to use. Where do these skillsets not overlap, how do they fight against one another? What are the best ways to develop both skills without shortchanging one or the other.
Special Episode
Presented by Jason Pitre and Phil Vecchione,
In this special episode, Jason and Phil talk about communities and settlements in games. Each of us bring our respective projects to the table to discuss and explore the potential mechanics which model/support these elements of play. Phil presents Hydro Hacker Operatives, his game about heroes who steal water for their communities in a cyberpunk dystopia. Jason presents After the War , a game about building and protecting settlements on an alien world, a decade after a galactic war.
Enjoy our discussion of this exciting area of design where we discuss what communities and settlements bring to games, the stories they let us tell, and the mechanics which represent them.
Recorded at Metatopia 2017
Presented by James D'Amato, Jim McClure, Laura Simpson.
It is tempting to pour money into marketing a crowdfunding project. We'll discuss strategies you can use that take your project further without breaking your marketing budget.
Recorded at Metatopia 2017
Presented by Michelle Lyons, Danielle Lauzon, Pete Petrusha, Maury Brown, Cam Banks.
It's relatively easy to make a game in this day and age. Making a business is harder. How much effort do you want to put into bringing a game to market/getting some revenue for your work? What are your options? How will you know what you want until you do it? Come join us for a panel discussing the whys and wherefores of game publication and where people choose to land on that spectrum.
Apologies for sound quality issues.
Recorded at Metatopia 2017
Presented by Jason Walters, Brennan Taylor, James Dagg.
We'll talk about how to accept that your game will never be perfect and how to know when it's ready to publish anyway.
Recorded at Metatopia 2017
Presented by Phil Vecchione, Will Hindmarch, Beth Rimmels.
Designing the "For GMs" Section of your RPG" . GMing sections of RPGs are often a collection of rules, advice, etc, but they are not always effective. In addition, there is a host of great, generic GMing advice in both blog and podcast form, that no longer needs to be included in an RPG. What can we, as game designers, do when we design the GMing section of a game to better empower GMs to run the games we are creating?
Recorded at Metatopia 2017
Presented by Jason Pitre, Jim Crocker, Jason Walters.
Congratulations on producing your game! Now, you have to decide how you want to sell it. This panel will talk about all of the different ways you can sell games and the costs associated with each of them. We will help you pick which options are best for you, based on your product and priorities.
Recorded at Metatopia 2017
Presented by Jason Pitre, Matthias Bonnici and Will Hindmarch.
Producing a book involves communication and negotiation between the layout professional, writers, editors, and art-directors. In this panel, we will talk about how to establish structures that work for everyone, and point out some ways to keep your layout gal happy.
The presentation used for this panel is here: https://drive.google.com/file/d/1GE7skzfOoRBUIDmw5hRZMvIApl6CguCO/view?usp=sharing
Special Episode
Presented by Jason Pitre, Anna Meade, Sarah 'Doombringer' Richardson, and Eloy Lasanta.
In this special episode, most the panelists from the previous gencon panel get together to answer questions posed by attendees. The questions on offer are...
Q1: I've got a game, it's playtested: how do I get to market?
Q2: Outside of the mechanical or thematic design of the game, which part of development and release is the most challenging for you, and in what way?
Q3: What is the best value services to ensure a successful kickstarter?
Q4: How should one go about acquiring a publisher for their design?
Q5: How do you balance an RPG across as many levels as possible when the system is rather complex? Is it just a long slog or is there a faster method than what I currently use?
Q6: How to turn a story/setting concept into a workable game system?
Q7: I'd love any advice specifically on making Powered by the Apocalypse games.
Q8: What is the single most important element of an RPG system that can determine its success or failure?
Q9: How technology is changing the Design and Publishing process?
Enjoy this special episode!
Recorded at GenCon 2018
Presented by Jason Pitre, Anna Meade, Jerry Grayson, Eloy Lasanta, and Sarah "Doombringer" Richardson.
This panel serves as a welcome introduction to the twin fields of roleplaying game design, and publishing. It features a long discussion on how and why we design games, how games have to be about something, and how we can practically turn our ideas into products. This was a two hour panel full of brilliant insights from the panel speakers and has some fun banter to boot.
Note that the audience submitted a number of questions in advance of the panel, which we will be responding to in next week's episode!
Recorded at Metaopia 2017
Presented by Whitney Delaglio, Brand Robins
Sexy Times in-game can be serious business, but it doesn't have to be! Join us for a discussion about using artwork and tone to encourage fun and playful exploration of intimacy in games.
This episode coincides with the release of the kickstarter for Prism! Check it out here: https://www.kickstarter.com/projects/2026929256/prism-1
Recorded at Metatopia 2017
Presented by Gil Hova.
"Player in Three Persons - Studying the Theme/Mechanism Join of Board Games". "This game is so immersive!" "This theme is pasted on!" "Should designers start with theme or mechanism?" Lots of board game fans like to debate theme and mechanism. This panel is a technical deep-dive into the fascinating join of theme and mechanism of a commercial board game, and why the two don't always get along.
Recorded at Metatopia 2017
Presented by Jack Parra, Leslie Casilli, Lissanne Lake
"The Artist's Process: Game Illustration From Start To Finish." presented by Jack Parra, Leslie Casilli, Lissanne Lake. Our panelists go over the process they go through when creating a finished illustration, and the different approaches they take. This panel is about helping artists of all levels improve.
Recorded at Metatopia 2017
Presented by Tim Hutchings and Evan Torner.
Criticism and Feedback: How to Talk about that Game You Just Played. How do we talk about games in a productive, useful way? The panel will discuss methods and tools for giving useful, critical feedback for the game play experience. We will introduce critical methods from the creative arts and inclusivity-promoting discussion tools pioneered by Games to Gather in Portland, Oregon.
Recorded at Metatopia 2017
Presented by Steve Radabaugh, Beth Rimmels, Jason Pitre
Developing A Marketing Plan For Your Game. We will be taking what Marketing Genius Seth Godin teaches about Marketing and helping you apply it to your game/brand. You will work in a small group to discuss how the information applies to you, and you will fill out a marketing plan template.
Note: This is a shorter panel as the second half was dedicated to filling in the template.
Marketing Plan Questions
Recorded at Metatopia 2017
Presented by John Adamus, Jacqueline Bryk.
Sales Pitches That Set A Positive Tone.. Building a pitch that captures the atmosphere of the game in a positive, rather than exclusionary way is a huge part of growing an audience and a community around your work. It sets a tone and conveys a lot of info. Let's give you a roadmap for success!
Recorded at Metatopia 2017
Presented by Joshua Yearsley.
Writing Rulebooks: An Introduction and Workshop. Trying to write your first (or seventh) rulebook? Want to build a solid foundation on rules writing fundamentals? Ready to get your hands dirty with real rules revisions? This is for you. We'll first explore why rulebooks are so difficult to get right, discuss the goals of the rulebook itself, and then jump into the fundamentals. You'll learn a new language for describing rules, the theory and application of rules structure, and tons of tips and tricks to improve flow. After the talk, we'll break into groups and put these skills to use, workshopping badly written rules into better ones, guided by a professional rules writer and editor. This talk + workshop was first given as part of a course on game design taught by Rob Daviau, co-designer of Pandemic Legacy, at Hampshire College, where it received a great response (though the METATOPIA version probably won't give you college credit)
Recorded at Metatopia 2017
Presented by Jack Parra, Scott Bowmanchester, Lissanne Lake
Get art for your game without breaking the bank. Getting high-quality art is key to making a product look professional. How do publishers do it without breaking the bank? Our panel makes with the tips and tricks.
Recorded at Metatopia 2017
Presented by Kiva Fecteau, Beth Rimmels, Doug Levandowski, James Dagg, Nicole Perry.
From Imposter Syndrome to Arrogance - Knowing When To Step Back. How do you measure your success in a field where most people don't have salaries or corporate titles to compare, "bad" games can be hugely popular, and the timeline of creative spark to marketable product can often be years? In other words, when are you an "Industry Pro?" No matter how much they've done, some people continue to feel that they haven't yet hit the mark. Yet others who are completely new to the industry may feel that they have all the answers. Both attitudes can hold back your ability to flourish in the gaming industry
Recorded at Metatopia 2017
Presented by Jennifer Gutterman, Joshua Yearsley, Melissa Lewis-Gentry, Zev Shlasinger.
You made a game! Congratulations! Now explain your incredible game in one sentence. That isn't as easy as it sounds. You want people to buy into your game as players, as investors, or as retailers. You will only have one chance to make that first impression. It needs to have impact. If you want to see your game successful on a crowdfunding site, or sold by your local game store, then you need to know what kind of pitch types and styles to maximize both what you say and target the right audience. This panel will cover it all, from the one sentence pitch through pitches for retailers, and the many options in between.
Recorded at Metatopia 2017
Presented by Michael Malecki, Elsa Henry, Shervyn von Hoerl, Monica Speca.
Join us for a workshop to create a combat system that could possibly allow for the fluid and chaotic nature of combat but not be overwhelmingly disruptive to play style. The first half of the panel will cover offensive and defensive theories. We will go over the positives and negatives of things such as Narrative play, Slow-Fu, and Physical Combat. After a brief Q&A, those who building a system are welcome to stay and workshop with experts.
Recorded at Metatopia 2017
Presented by Jack Parra, Scott Bowmanchester, Chris Kreuter.
The panelists will touch on the process of how to find and approach artists, negotiate the contract, and then successfully work together. It's important that publishers get an artist's-eye-view of things so they can better understand what we do, the process, and the time involved and plan projects accordingly.
Recorded at Metatopia 2017
Presented by Julia Ellingboe, Jess Banks and Laiel.
Our panelists will talk about about incorporating actual real life systems of faith into settings, themes, and conflicts, rather than to making up a religion for a game. Let's talk about about writing about faith, particularly when it's different from our own.
Recorded at Metatopia 2017
Presented by Ann Stolinsky, Darren Watts, Tim Rodriguez, Justin Rogers.
Running a successful playtest when it's your creation on the table is hard work. It goes beyond putting your game on the table and hoping for the best. Join our panelists for tips and tricks on how to get benefit from every session, including those that don't go according to script.
Recorded at Metatopia 2017
Presented by John Adamus and Ann Stolinsky.
Editing is the crucible through which your idea passes in order to emerge as the game and experience you intended. Find out what works, what doesn't, and how to navigate the red flags and feelings around them.
Recorded at Metatopia 2017
Presented by Brian Dalrymple, Jason Walters, Melissa Lewis-Gentry.
Getting your game(s) into stores usually means dealing with distributors. How do you get their attention? What do they expect from you? If you're planning on going direct to retailers, what's the best way to do that? If you're planning on operating outside of traditional distribution, are you leaving money on the table? This is panel gives an overview of the 3-tier distribution system, including its strengths, weaknesses, and alternatives.
Recorded at Metatopia 2017
Presented by John Adamus, Bryan Shipp, Laura Simpson, Tim Rodriguez
Games are a hydra on a roller coaster on fire. There's so much to do, so much to avoid doing, so much to plan for, and so much to hope works out. We'd like to talk about the process.
Recorded at BreakoutCon 2018
Presented by: Robin Laws, Rachel Kahn, Jax Bryk, and Cindy Moore
Moderator: Pieter van Hiel
From fascinating NPCs to deadly dragons, each adventure the heroes brave must be memorable. Join our incredible panelists to discuss how to keep your adventures interesting and keep your players coming back for more!
Recorded at BreakoutCon 2018
Presented by: Rachel Kahn, Mark Richardson, Daniel Kwan, Alex Roberts
Moderator: Philip Vecchione
How do maps, minis, props, tools and other tactile elements enhance or affect our tabletop RPG games? Ways to add a tempting, touchable layer to your gaming experience, whether for your home group or as a designer.
Recorded at BreakoutCon 2018
Presented by: Sen-Foong Lim, Rob Daviau, Allysha Tulk, Nicole Hoye
Moderator: Daryl Andrews
Have you ever wanted to be a boardgame designer? Join our wonderful panel of guests to discuss what it takes to get started down this path!
Recorded at BreakoutCon 2018
Presented by: Robin Laws, Daniel Kwan, Emily Care Boss, and Michelle Lyons-McFarland
Moderator: Corey Reid
Learn how the best GMs run the best games. No matter what system or play style you love, this panel will have tips and tricks to help you level up your game.
Recorded at BreakoutCon 2018
Presented by: Mark Richardson, Anna Kreider, Emily Griggs, Misha Bushyagar
Moderator: Jonathan Lavallee
The wondrous journey from beginning to end of working on your first game. It's a highlight reel of the big process parts and what to keep track of to make your first game as successful as possible.
Recorded at BreakoutCon 2018
Presented by Sarah Richardson, Michelle Lyons-McFarland, Jaym Gates
Moderator: Brand Robbins
Jaym Gates (BLUE ROSE 2nd Ed., TIANXIA: Blood, Silk, and Jade,), Michelle Lyons-McFarland (Chill, A Tragedy in Five Acts), and Sarah Richardson (Bluebeard’s Bride, Velvet Glove) as they discuss how diverse viewpoints bring new life to tired horror tropes. Topics may include feminine horror, setting the right tone, disrupting player assumptions, plus tips and tricks for running horror in trad, OSR, and story games. Make sure to bring questions of your own!
Recorded at Metatopia 2017
Presented by Shoshana Kessock, Neall Price, Susanne Vejdemo, Joshua A. C. Newman.
Art is and has always been political, and game design is no different. In this panel, we'll talk about developing games with political agendas not only wholly in mind, but front and center. We'll tackle discussions about the hard topics that come up in political games, whether or not you design for unity or for controversy, how to use game design to create the political message of your games, and how to design games with political messages in the current charged political world.
Recorded at Metatopia 2017
Presented by Roberta Taylor, Curt Covert.
Everyone loves a good story, whether it's in a book or on a screen, but what about memorable story in boardgames. What does story look like in a boardgame? How is story different from theme? How does the designer partner with players to tell a story? What are the limitations and where is the creative space wide open?
Recorded at Metatopia 2017
Presented by Gil Hova, Jonathan Gilmour.
From Jones Theory to "this game fired that game", hierarchical thinking - comparing one thing to another in a way that ranks one as better than the other - is very popular in the gaming world. How useful is it? Are there situations where it hurts us? We will talk about the pros and cons of hierarchical thinking, and dive into why it's so appealing to us game fans.
Recorded at Metatopia 2017
Presented by Bill White, Brennan Taylor, Lisa Padol, Evan Torner, and more.
Everything You Ever Wanted To Know About The Forge (But Were Afraid To Ask). The Forge (www.indie-rpgs.com) was an online discussion site for indie TRPG design, publication, and play that was active from 2001 to 2012. Across tens of thousands of discussion threads, Forge participants hashed out new ways of understanding the dynamics of tabletop RPG play, and developed a new conceptual language for talking about game design, as part of a larger project of promulgating the "indie RPG" message that anyone can design and publish the game they want. This larger mission largely accomplished by 2010, according to its founders, the Forge closed its forums in 2012. But the ideas it offered still have value, and so five years after the closing of the Forge we look back and assess its insights, its accomplishments, and its imbroglios. Presented by Bill White, game designer and game studies scholar currently working on a book about the Forge, along with several regular posters from that era
Recorded at Metatopia 2017
Presented by Tam Myaing, Heather Wilson.
Games by their nature are learning tools. When we play games, we are, at a minimum, learning the mechanics and the boundaries of the game space. Can we use this 'learning mechanic' to design better games, and better players? The panel will explore the mechanics of learning in games and their potential to reach beyond the game space.
Recorded at Metatopia 2017
Presented by Darren Watts, Christopher O'Neill, Roberta Taylor.
You've got a board game, card game, RPG or LARP in your head, but something's stopping you from settling down and doing the work to get it done and out there in the world. What is it? Let's get into your head and smack down the voices telling you it can't be done.
Recorded at Metatopia 2017
Presented by Kate Bullock, Michelle Lyons, Kathryn Miller, Anna Kreider.
As much as we'd like to banish "Women in Gaming" panels to the depths of our historic archives, there is still value in addressing the fact that being there are challenges for women at the gaming table that different than those faced by our male counterparts. This panel will talk about the ways women have always contributed to gaming, and how to handle some of the more nuanced situations that still come up.
Recorded at Metatopia 2017
Presented by Eric Simon, Darren Watts, Shoshana Kessock, and Elsa Henry.
From the implicit imperialism of steampunk to the complicated controversy of HBO's Confederate, it seems like alternate history is often fraught with problems. We provide you with techniques and ideas for writing, designing, and playing with historical and alternate historical themes in ways that are positive, inclusive, respectful, and productive.
The slideshow presentation used at the panel is available at https://docs.google.com/presentation/d/1Uyj3bTumXtXSSz6s7JV_kAc2mwnfSs1abUoeYfjWFfQ/edit?usp=sharing
Recorded at Metatopia 2017
Presented by Michelle Lyons-McFarland, Jason Pitre.
Professionalization has been defined as "transformation into a profession of the highest integrity and competence." Integrity and competence are laudable goals for the profession as a whole, but how do we get there? What practices should we pursue? How do we differentiate between industry/business/community relationships, and are we willing to do so? This roundtable will try to hit on some best practices and identify the obstacles that stand in our way.
Recorded at Metatopia 2017
Presented by Dev Purkayastha.
A workshop for designers who have playtested their game - here or elsewhere - and have gotten challenging feedback. It's easy to feel discouraged, but it's important to take the next step. The goal of this workshop is to provide encouragement towards the ongoing process, rather than workshopping specific feedback.
Note: This is a workshop rather than a panel, but there is some good advice and discussion worth your time.
Recorded at Metatopia 2017
Presented by Melissa Lewis-Gentry, Brian Dalrymple.
So you're planning crowdfunding for your game, and have heard that Retail is important. Maybe you did a retail tier in a previous Kickstarter and had no one buy it, or maybe you lost money by creating that tier. Regardless, the industry is changing faster than we can keep up. Learn from Retailers on what they want and what they won't back for 2018 Kickstarters & IndieGoGos. Learn from Expert Campaigners on the pitfalls of building tiers. Be sure to bring questions about your upcoming campaign, we want to hear them.
Recorded at Metatopia 2016
Presented by Joshua Yearsley, John Adamus, Dr. Jessica Hammer.
Writing and editing rulebooks is still a black art, not an empirical science. In this panel, Dr. Jessica Hammer and professional editors John Adamus and Joshua Yearsley hash out the state of the rulebook. What works? What doesn't? Why do so many professionals (including us!) disagree about how to write good rulebooks? Why are so many rulebooks still bad, and what can we do about it? We won't have all the answers - maybe you'll help us find some. It is somewhere between a panel and a roundtable. We'll certainly have things to say and discuss with each other, but we absolutely welcome audience input to figure out what the world's thinking about.
Apologies for the poor sound quality.
Recorded at Metatopia 2016
Presented by Jason Pitre, Jeff Tidball, Stephen Tasker, Darren Watts.
As a game master, you use NPCs to describe the setting, and to interact with the PCs. As a designer, you help shape the kinds of NPCs that fill those roles. This panel is all about different ways that designers can establish NPCs and relationships in their designs. Who do the PC's love, hate, defend, or overthrow?
Apologies for the poor sound quality.
Recorded at Metatopia 2016
Presented by Fred Hicks and Chris Hanrahan.
Innovation and new ideas are fantastic in game design, but designers have borrowed, stolen, and adapted other people's ideas for as long as we've been making games. Let's talk about whose works have influenced us, how we can best credit and pay homage to that work, and what we might not understand about ourselves as designers based on the works we ourselves have created.
Note: This is a short episode with mediocre sound quality. The content is good though!
Recorded at Metatopia 2016
Presented by Kenneth Hite, Bill White.
The principles of worldbuilding for games are not the principles of worldbuilding for novels (depth of field) and certainly not the principles of worldbuilding for physics (plate tectonics). What are they? How can you apply them to a pre-existing world, real or fictional?
Recorded at Metatopia 2016
Presented by Emily Dresner, Fred Hicks, Rob Donoghue.
You're a successful indie publisher! You did a great job wearing all the hats - game designer, writer, editor, artist, and graphic designer. Now, you want to create something bigger and more grand! You discover that, without years of time, you cannot carry out your vision yourself. You need other people... and that leads to new headaches. We'll talk about tools, techniques, schedules, planning, effective communication, using freelancers, and even a little Agile on how to turn yourself from a one man band into product making machine.
Recorded at Metatopia 2016
Presented by Kenneth Hite, Jason Pitre, Marissa Kelly, Fred Hicks.
When designing a game, the temptation is to use another tested rules set: Fate, PbtA, HERO, BRP, OSR, or what have you. When shouldn't you do that? What demands special treatment, and when should you make it yourself?
Recorded at Metatopia 2016
Presented by Christopher Badell, Zev Shlasinger.
Once you've designed the game, it's time to produce it. Our panelists have dozens of finished products between them and offer their expertise to make your process smoother.
Recorded at Metatopia 2016
Presented by Matt Fantastic.
How many cards are on a typical printing sheet? Can half an inch really save you that much money? Is it possible to license a mold? These sorts of questions shouldn't be the first thing you think about when making your next amazing game, but they can play a huge part in how realistic it is to actually get into print. Join Matt Fantastic as he talks through a bunch of common mistakes, easy fixes, and ways to look at your design/project that will save a bunch of money when it comes time to actually make it.
Recorded at Metatopia 2016
Presented by Darren Watts, Jeff Tidball, John Adamus.
Our panelists talk about how to be good testers. Learn how to hear the questions being asked and answer with useful feedback. We all want to give helpful criticism; learn more about how to do that.
Recorded at Metatopia 2016
Presented by Jason Morningstar, Jay Sylvano, Benjamin Morrow.
Games can obviously be political and create empathy, but can they be journalism? Can they create change, spur activism, prompt meaningful dialog? What does it take to make a game with a contemporary theme or focused on an important issue - and what can go wrong?
Recorded at Metatopia 2016
Presented by Kenneth Hite.
In this year's iteration of "Ken Rambles About Stuff", Ken argues for the 'Iceberg Method' of game research. He is also likely to touch on how (and how much) to do research for setting design purposes, and may even divagate into the how and why of researching other game mechanics.
Recorded at Metatopia 2016.
Presented by Judeth Oden Choi, Jessica Hammer.
Presentation of our findings from a two-year long study of playtesting practices and education. As we build and refine our games, sometimes it's hard to hold onto those brilliant ideas and goals that first inspired us. Playtesting with a purpose is about articulating design and experience goals for your game and using playtests to help refine those goals and express them more fully in game play. We will invite participants to try out some of our methods and open up for discussion of playtesting practices.
Recorded at Metatopia 2016
Presented by Melissa Lewis-Gentry, Cat Tobin, Matt Fantastic, Zev Shlasinger.
Have you ever played (or made!) a fantastic game, and then wonder why no one has it? Ever wonder why no one other than the Kickstarter backers bought a certain game? Ever make a game, then try to go through distribution and realize you'll lose money selling that way? Not all games are designed for retail sale! This panel will discuss the design choices that see success in a retail setting, and if retail is right for your game. Topics discuss will be graphic design choices and packaging, pricing and 3 tiered distribution, Organized Play and Demoing, and using retail sales as marketing.
Presented by Christopher Badell, Jason Walters, Marie Poole.
Planning and running a Kickstarter campaign can be like designing and playing another game. Will you hack an existing formula or take a risk on an unusual approach? Will it include lots of fiddly mechanics and rewards or will you take a more artistic direction? When you're running the campaign, how do you play the roles of marketer, designer, publisher, business person, and artist? Join panelists as they talk about the design and management of Kickstarter campaigns themselves. In what ways have they evolved into established systems (stretch goals, etc.) and how are some creators breaking those conventions?
Historical Larp Design
Recorded at Metatopia 2016
Presented by Moyra Turkington, Kimberley Lam, Shoshana Kessock, Elsa Henry, Rachel E.S. Walton, and moderated by Alex Roberts
This panel is all about re-evaluating the real diversity in historical settings, the difficulties of researching for historical non-western, non-white events and eras, especially those that feature women. It serves to discuss both larp design, and tabletop design, and is well worth a listen.
You can subscribe to us here! RSS Feed iTunes
Episode 121: Historical Larp Mechanics Play Now | Play in Popup | Download (602)
Game Master Mechanics
Recorded at Metatopia 2016
Presented by Vincent Baker and and Jason Pitre.
Role playing games have a long history of providing detailed rules on how players may act in the fiction. Very few games provide explicit direction and purposefully designed tools to constrain GMs. Let’s talk about the various approaches, from Fronts, to Countdown Clocks, Doom Pools, and more. Where can GM mechanics change design?
You can subscribe to us here! RSS Feed iTunes
Episode 120: GM Mechanics Play Now | Play in Popup | Download (943)
Powered by the Apocalypse: Using Apocalypse World to Outline and Draft Your Own RPG
Special episode, recorded online.
Presented by Meguey Baker, Vincent Baker, and Jason Pitre.
Apocalypse World offers a powerful, flexible framework you can use to outline, draft, and potentially finish your own role playing games. Dozens of creators, both experienced designers and first-timers, have used it with great success, and you can too. It’s not a game system, it’s an easy approach to game system design, a reliable way to get your creative vision quickly into a playable form. In this episode, we discuss apocalypse World’s philosophy and foundation, describe the fit and purpose of each of its systems, and point out fruitful ways to build on them, contradict them, repurpose them, subvert them, and go far beyond them.
A copy of the presentation that goes along with the episode is Available Here.
This panel was originally presented at Metatopia 2016, but technical problems at the audio meant that we had to re-record the discussion. It’s an excellent one though, where we discuss issues of the structure behind apocalypse, where the heavy design work needs to happen, the decision points on move construction, and how consent/power fit into the context of the framework.
Enjoy and share this episode freely!
You can subscribe to us here! RSS Feed iTunes
Episode 119: Powered by the Apocalypse Play Now | Play in Popup | Download (1142)
Breaking into Board Games
Recorded at Breakout Con 2017
Presented by Pam Walls, Tim Brown, Eric Lang, Sen-Foong Lim, and moderated by Daryl Andrews.
Want to design a board game? Have no idea how to get into the industry? Join our wonderful set of panelists to talk about how to enter the board game design world, do some playtesting, and get your game published.
You can subscribe to us here! RSS Feed iTunes
Episode 118: Breaking into Board Games Play Now | Play in Popup | Download (716)
Episode118-Breaking_Into_Boardgames
What’s Up in Tabletop Games?
Recorded at Breakout Con 2017
Presented by Michelle Lyons-McFarland, Jonathan Gilmour, Robin D. Laws, Eric Lang, and moderator Jonathan Lavallee.
Bombard our panelists with questions about tabletop gaming and the many directions it’s headed in.
You can subscribe to us here! RSS Feed iTunes
Episode 117: What's up in Tabletop Gaming Play Now | Play in Popup | Download (856)Creating Horror in Games
Recorded at Breakout Con 2017
Presented by Michelle Lyons-McFarland, Jonathan Gilmour, and moderator Jacqueline Bryk,
Like ghosties, ghoulies, long-legged beasties, and things that go bump in the night? Join us for a panel on how to incorporate gothic horror tropes into your project or campaign!
You can subscribe to us here! RSS Feed iTunes
Episode 116: Creating Horror in Games Play Now | Play in Popup | Download (754)Sex in Games
Recorded at Breakout Con 2017
Presented by Moyra Turkington, Jacqueline Bryk, Alex Roberts, and moderator Emily Griggs.
From the Ramayana to Romeo and Juliet, love and passion are at the heart of some of the most timeless stories ever told. So, how do we explore these themes in roleplaying games? How do we as players and GMs help each other have fun and stay safe? What systems bring sex and romance to the forefront? What’s that thing larpers are doing with their hands? Your panelists will answer all these questions, and many more.
You can subscribe to us here! RSS Feed iTunes
Episode 115: Sex in Games Play Now | Play in Popup | Download (1895)GM Troubleshooting
Recorded at Breakout Con 2017
Presented by Robin Laws, Matt McFarland, Anna Kreider and moderator Fraser Ronald.
Solve your toughest GMing problems with the aid of our masterful panelists. Discussing the challenges of the game master’s life.
You can subscribe to us here! RSS Feed iTunes
Episode 114: GM Troubleshooting Play Now | Play in Popup | Download (844)Art in Games
Recorded at Breakout Con 2017
Presented by Rachel Kahn, Anna Kreider, Emily Griggs, and moderator Cory Reid
Demystifying the process of how art gets created for games — how to get commissions, how the process works, and what art can do for a game besides look great! The art that surrounds a game greatly influences how the game gets played, and inspires the players at the table. Join Anna Kreider, Rachel Kahn and Emily Griggs as they discuss the role of art in gaming.
You can subscribe to us here! RSS Feed iTunes
Episode 113: Art in Games [ 49:15 ] Play Now | Play in Popup | Download (825)Getting Kids into Games
Recorded at Breakout Con 2017
Presented by Daniel Kwan, Rachel Kahn, Sean Munro and moderator Pieter van Hiel
We love role-playing games! Regardless of the game system, the storytelling, dice rolling, teamwork, and creative thinking involved in all tabletop RPGs have had a profound impact on our lives. But how do you introduce families and children to the imagination, storytelling, empowerment, and cooperation involved in gaming? Find out how to lay the groundwork for future, more complicated RPG sessions with your kids and family!
You can subscribe to us here! RSS Feed iTunes
Episode 112: Getting Kids into Games [ 52:05 ] Play Now | Play in Popup | Download (709)Being a Great Player
Recorded at Breakout Con 2017
Presented by Emily Griggs, Jason Pitre, Moyra Turkington and Chris Chung, moderated by Corey Reid.
A great GM can only craft an amazing tabletop RPG experience with the help of great players. A discussion of how to be one of those players, improving the at-table experience for both yourself and everyone else. Includes discussions on roleplaying technique, communal storytelling, and how experienced players can help welcome new players into the hobby.
You can subscribe to us here! RSS Feed iTunes
Episode 111: Being a Great Player Play Now | Play in Popup | Download (791)Game to Game: Converting Between Systems
Recorded at Metatopia 2015
Presented by John Adamus and Paul Stefko
If you play more than one RPG, you will eventually want to use material from one system in another. Or maybe your favorite game has been updated to a new awesome edition, but you want to keep using your old books too. What should you keep in mind when converting RPG rules and adventures from one game to another? How much (or how little) work do you need to do?
You can subscribe to us here! RSS Feed iTunes
Episode 110: Converting Between Systems Play Now | Play in Popup | Download (693)Playing and Designing at the Intersections: Creating Good Allyship
Recorded at Metatopia 2015
Presented by Kat Jones, Krista White, Elsa S. Henry & K.N. Granger.
This roundtable will focus on how to design and run games from an intersectional feminist standpoint. We will discuss different ways a game can be intersectional including: mechanics, characters, artwork, and more. Drawing on concrete examples from panelists about their own design process, as well as games that have influenced them, we will offer suggestions for designing intersectional games. We will also give some examples of how to make pre-existing games and systems more intersectional. Topics included in the discussion will be: how to fail forward, how to be a good ally, and how to respectfully write about marginalized groups when coming from a position of privilege
You can subscribe to us here! RSS Feed iTunes
Episode 109: Designing Intersectionally [ 46:02 ] Play Now | Play in Popup | Download (786)Art for your Game without Breaking the Bank
Recorded at Metatopia 2015
Presented by Jack Parra, John Carimando, Scott Bowmanchester and Brennan Reece.
Getting high-quality art is key to making a product look professional. How do publishers do it without breaking the bank? Our panel makes with the tips and tricks.
You can subscribe to us here! RSS Feed iTunes
Episode 108: Affordable Art [ 57:43 ] Play Now | Play in Popup | Download (785)Working with Artists 101
Recorded at Metatopia 2015
Presented by Brennan Taylor, Fred Hicks & John Carimando
How do you find and contact artists to work with you on a project? How much can you expect to spend? How can you avoid pissing your artist off? Find out from the veterans!
You can subscribe to us here! RSS Feed iTunes
Episode 107: Working with Artists [ 55:49 ] Play Now | Play in Popup | Download (1528)Special Episode 1
In this special episode of the RPG Design Panelcast, we discuss a few administrative bits concerning the podcasts, including issues of sound quality. I also take a chance to shamelessly plug one of my games which is currently kickstarting (http://tinyurl.com/SigKS)
You can subscribe to us here! RSS Feed iTunes
Special Episode 1 Play Now | Play in Popup | Download (677)Making your First Game
Recorded at Metatopia 2015
Presented by Mark Richardson, John Adamus & Jason Walters.
So, you’ve decided to make your first game. How exciting! Discuss what pitfalls to avoid and what strategies can speed you toward success with designers also making their first game.
Note that Mark’s first game is Headspace, currently available at Indie Press Revolution!
John’s first game, Noir World, is coming to kickstarter soon!
You can subscribe to us here! RSS Feed iTunes
Episode 106: Making your First Game Play Now | Play in Popup | Download (1430)Cultural Mechanics
Recorded at Metatopia 2015
Presented by Jason Pitre, Julia Ellingboe, and Mark Diaz Truman.
Games are part of our cultures, and the rules we create reflect our own backgrounds. In this roundtable, we explore how mechanics can reflect and/or interrogate culture. How can mechanics explore other people’s experiences? What assumptions do we bring to the game-design table?
You can subscribe to us here! RSS Feed iTunes
Episode 105: Cultural Mechanics Play Now | Play in Popup | Download (963)Cyber Infiltration Hotsheet: Prepping to GM a Cyberheist
Recorded at Metatopia 2015
Presented by Shane Harsch, Tim Rodriguez & Mark Richardson.
What a cyberpunk GM should consider when prepping a cyberheist to keep the drama at least nominally grounded in reality (watch Mr. Robot before attending)
This is a follow up to Episode 50, the panel on Hacking in RPGs.
You can subscribe to us here! RSS Feed iTunes
Episode 104: Cyberheist Hotsheet [ 43:38 ] Play Now | Play in Popup | Download (831)Superhero Games Across the Multiverse
Recorded at Metatopia 2015
Presented by Dave Chalker, Cam Banks, Darren Watts & Christopher Badell
Superheroes are more popular than ever in the movies and on TV, and there are more games about superheroes than there’s ever been. What makes a superhero game a superhero game? How do you make your superhero game distinct? What are the most important aspects of a superhero game to make it feel heroic?
You can subscribe to us here! RSS Feed iTunes
Episode 103: Superhero RPGs Play Now | Play in Popup | Download (880)A Designer’s Guide to Podcasts
Recorded at Metatopia 2015
Presented by James D’Amato, Alex Roberts & Kat Kuhl.
A Designer’s Guide to Podcasts” presented by . Getting your ideas in front of people can be one of the most difficult and unpleasant parts of game design. So people love design, but hate talking about what they are doing. Thankfully there is a community of people who are dedicated to talking about games in public spaces, they are called podcasters. Topics will include: Proper etiquette for self promotion, how to choose which shows to target, how to communicate effectively about your game, how to ask for what you want, how to purchase an ad, how to write an ad, whether you want to be a guest or a topic, how to make actual play easy and effective flattery.
You can subscribe to us here! RSS Feed iTunes
Episode 102: A Designer's Guide to Podcasts Play Now | Play in Popup | Download (720)Promoting Your Game Through Podcasting and Other Media
Recorded at Metatopia 2015
Presented by Chris Perrin, Tara Clapper, Chris Bell & Mario Dongu.
Gaming has a rich, vibrant media that really enjoys advocating for new games and new game designers. However, it can be hard for game designers to find gamer media outlets and even harder to know what to say. This panel will look at ways game designers can find gaming media and promote themselves, presented by the This Just In… crew.
You can subscribe to us here! RSS Feed iTunes
Episode 101: Promoting your Game [ 1:01:14 ] Play Now | Play in Popup | Download (720)Structuring Game Texts
Recorded at Metatopia 2015
Presented by Jason Pitre, Robert Bohl, Jay Treat and Cat Tobin.
You’ve designed your game, you’ve playtested it, and you’ve decided you want to publish it as a text (either for free download or sale). How do you structure that text so that it will draw readers in and make the game easy to understand the first time, and easy to use as a reference later?
You can subscribe to us here! RSS Feed iTunes
Episode 100: Structuring Game Texts Play Now | Play in Popup | Download (779)Why do you Hate your Readers and Players?
Recorded at Metatopia 2015
Presented by John Adamus
When writing a game or project, it’s important that the language be clear and enjoyable, not just showing off how smart the author is. Learn techniques to keep your project readable and enjoyable.
You can subscribe to us here! RSS Feed iTunes
Episode 99: Why do you Hate your Readers? [ 56:27 ] Play Now | Play in Popup | Download (889)Ten (More) Ways To Make Your Rulebook Awesome
Recorded at Metatopia 2015
Presented by Joshua Yearsley.
Your rulebook is the heart of your game, so why not give it the love it deserves? In this seminar, you’ll learn ten best practices for improving the structure, style, and clarity of your rulebook. Did you come last year? These tips and tricks will be all new! Got any burning questions about rules craft? Get answers from a professional rulebook editor.
Link to the full presentation here!
You can subscribe to us here! RSS Feed iTunes
Episode 98: Editing Rulebooks v2 Play Now | Play in Popup | Download (805)
What an Editor can do for you
Recorded at Metatopia 2015
Presented by John Adamus
Editors are here to help. It’s their job. They’re tasked with making your project better. So why not use one? Get answers to what they do and how they can benefit you. Trust us, everyone needs one. Really
You can subscribe to us here! RSS Feed iTunes
Episode 97: What an Editor Does Play Now | Play in Popup | Download (847)GenCon Playtesting Panel
Recorded at Gencon 2016
Presented by Jason Pitre, Emily Care Boss, and Mark Richardson
Playtesting RPGs is a difficult process. In this panel, sponsored by the Indie Game Developer Network, we will teach you how to effectively test games as a designer and as a player. Learn about types of playtests, the best kind of playtesters, and how to offer constructive feedback.
You can subscribe to us here! RSS Feed iTunes
Episode 96: GenCon Playtesting Panel [ 48:47 ] Play Now | Play in Popup | Download (1314)Gearheads: Clever RPG Mechanics
Recorded at Gencon 2016
Presented by Jason Pitre, and Emily Care Boss
Roleplaying game design is a hotbed of innovation, and this panel is a place to talk about some of the latest and greatest mechanics for games. We will talk about fronts, countdown clocks, gm-less play, advantage, and other mechanics to sink your teeth into.
Links and Games!You can subscribe to us here! RSS Feed iTunes
Episode 95: Gearheads Play Now | Play in Popup | Download (952)Different Voices: Diverse RPGs
Recorded at Gencon 2016
Presented by Jason Pitre, and Shoshanna Kessock
Roleplaying games offer a fantastic window into the lives of others, and let us see the world through different eyes. This panel, sponsored by the Indie Game Developer Network, will discuss some of these games that bring diverse voices and creators to the forefront.
You can subscribe to us here! RSS Feed iTunes
Episode 94: Diverse Voices Play Now | Play in Popup | Download (679)Heartwrenchers: Emotional RPGs
Recorded at Gencon 2016
Presented by Jason Pitre, Shoshanna Kessock and Emily Care Boss
The very best roleplaying games will tug on the heart strings during play. Whether the games make you feel love, grief or rage, they make for a memorable play experience. We will discuss these emotion-rich games, and what makes them tick like a broken heart.
Apologies for poor sound quality on this recording.
Before you go, we would like to ask you to fill in the RPG Design Panelcast Listener Survey! This will help us learn more about what you like, and solicit suggestions for future panels.
You can subscribe to us here! RSS Feed iTunes
Episode 93: Heartwrenchers Play Now | Play in Popup | Download (712)Introduction to RPG Publishing
Recorded at Gencon 2016
Presented by Jason Pitre, Shoshanna Kessock and Caleb Stokes
Want to publish a roleplaying game? This panel, sponsored by the Indie Game Developer Network, is here to get started, avoiding the hidden pitfalls. Learn about Kickstarter, budgeting, distribution, printing, and the other black arts of publishing.
Before you go, we would like to ask you to fill in the RPG Design Panelcast Listener Survey! This will help us learn more about what you like, and solicit suggestions for future panels.
You can subscribe to us here! RSS Feed iTunes
Episode 92: Introduction to RPG Publishing Play Now | Play in Popup | Download (833)Introduction to RPG Design
Recorded at Gencon 2016
Presented by Jason Pitre, Dustin Depenning, Emily Care Boss, Shoshanna Kessock
You can design games, and we want to help. This panel, sponsored by the Indie Game Developer Network, is here to get you started by sharing resources and best practices. Want to find out the basic of game design? We are here to help show you the way.
Before you go, we would like to ask you to fill in the RPG Design Panelcast Listener Survey! This will help us learn more about what you like, and solicit suggestions for future panels.
You can subscribe to us here! RSS Feed iTunes
Episode 91: Intro to RPG Design Play Now | Play in Popup | Download (1282)Fictional Cartography
Recorded at Metatopia 2015
Presented by Mark Richardson & Kenneth Hite
Presented by Mark Richardson & Kenneth Hite. A discussion of map making for use in games. From tools to methodology and creative process. Learn what goes in to bringing life to the maps at the center of our gaming tables!
You can subscribe to us here! RSS Feed iTunes
Episode 90: Fictional Cartography Play Now | Play in Popup | Download (764)Game Mechanics as Social Engineering & Social Engineering as Game Design
Recorded at Metatopia 2015
Presented by Jason Morningstar & John Stavropoulos.
Can a game’s mechanics influence player behavior? Evidence – from XP-grubbing to sophisticated and subtle systems for using player agency to adjust real-world habits – suggests it can. Join Jason Morningstar and John Stavropoulos for a stimulating and perhaps surprising discussion on this topic. Bring your own examples to share!
You can subscribe to us here! RSS Feed iTunes
Episode 89: Game Mechanics as Social Engineering Play Now | Play in Popup | Download (853)Gaming the Future: Putting the Science Fiction in SF RPGs
Recorded at Metatopia 2015
Presented by Joshua A.C. Newman, Dev Purkayastha, Laura Simpson & Rachel Walton.
Science Fiction, as a genre, has always been about social change and the pressures that change exerts on those caught in that change. That vertiginous change in perspective is designed to give us insight into the human condition as we experience it now. Our panel will talk about the techniques we use to focus RPG play on the interplay of ideas that makes Science Fiction such a compelling genre.
You can subscribe to us here! RSS Feed iTunes
Episode 88: Science Fiction RPGs Play Now | Play in Popup | Download (1072)
Sanity Points
Recorded at Metatopia 2015
Presented by Elsa S. Henry, Will Hindmarch, Kelly Osborne & Craig Page.
The worst thing that can happen to you in a horror game is either that you die, or that you lose your mind. In games that focus on a world “gone mad”, how do we support real people living with mental illness through our game development? This panel will focus on revisiting systems like sanity points, and discuss how to address breaks with reality and surviving the very worst that horror has to throw at the world without treating mental illness as a comedic happenstance, or as something to be dismissed.
You can subscribe to us here! RSS Feed iTunes
Episode 87: Sanity Points Play Now | Play in Popup | Download (721)GMing Outside Your Comfort Zone
Recorded at Metatopia 2015
Presented by Cheyenne Wall-Grimes, Sarah Richardson and Elsa S. Henry
We all have games that we love to play and GM, but what happens when you break out of your normal type of game and venture into unknown territory? How do you deal with a new group of players who are into something very different than what you normally run? Whether it’s in a campaign setting or running con games, we’ll go over some of the things to expect, avoid and how to bounce back.
You can subscribe to us here! RSS Feed iTunes
Episode 86: GMing Outside your Comfort Zone Play Now | Play in Popup | Download (566)Recycle! Using Material From Other Games Ethically and Effectively
Recorded at Metatopia 2015
Presented by Justin Jacobson, Cam Banks, Jeff Tidball & Andre La Roche.
At one time or another, every designer gains inspiration from existing works. Whether it’s snagging a single mechanic or repurposing an entire game with one crucial tweak. What are some tricks for finding that inspiration and using it in interesting ways? What are the ethical and legal considerations when using material? When does inspiration cross the line into plagiarism or, worse, infringement? What sort of attribution should you use?
You can subscribe to us here! RSS Feed iTunes
Episode 85: Repurposing Mechanics Play Now | Play in Popup | Download (617)Patterns and Shapes in Larp Design
Recorded at Metatopia 2015
Presented by J Li and Jason Morningstar
From spatial layout to information management, this workshop lays out some of the architectural and psychological principles behind LARP design as craft. What’s the difference between a three person conversation and a four person conversation? What does time pressure do to plot? How do you change the outcome of a game by placing chairs? Join us in exploring the fascinating complexity of building stories out of spontaneous human behavior, and playing with the tools we can use to shape it.
Associated information is available at larppatterns.org
You can subscribe to us here! RSS Feed iTunes
Episode 84: Larp Patterns [ 51:53 ] Play Now | Play in Popup | Download (321)How to Give and Receive Critique
Recorded at Metatopia 2015
Presented by Joshua A.C. Newman, Hannah Shaffer & Rachel E.S. Walton.
Planning and running a Kickstarter campaign for your game can be like designing and playing another game. Will you hack an existing formula or take a risk on an unusual approach? Will it include lots of fiddly mechanics and rewards or will you take a more artistic direction? When you’re running the campaign, how do you play the roles of marketer, designer, publisher, business person, and artist? Join panelists as they talk about the design and management of Kickstarter campaigns themselves. In what ways have they evolved into established systems (stretch goals, etc.) and how are some creators breaking those conventions?
You can subscribe to us here! RSS Feed iTunes
Episode 83: Critique [ 49:29 ] Play Now | Play in Popup | Download (334)Kickstarter 101 (2015)
Recorded at Metatopia 2015
Presented by JR Honeycutt, Joshua A.C. Newman & Chris O’Neill
Planning and running a Kickstarter campaign for your game can be like designing and playing another game. Will you hack an existing formula or take a risk on an unusual approach? Will it include lots of fiddly mechanics and rewards or will you take a more artistic direction? When you’re running the campaign, how do you play the roles of marketer, designer, publisher, business person, and artist? Join panelists as they talk about the design and management of Kickstarter campaigns themselves. In what ways have they evolved into established systems (stretch goals, etc.) and how are some creators breaking those conventions?
You can subscribe to us here! RSS Feed iTunes
Episode 82: Kickstarter 101 Play Now | Play in Popup | Download (438)Cinematic Plays
Recorded at Metatopia 2015
Presented by Will Hindmarch
What are cinematic game mechanics? What makes a game cinematic and what do we call it when a game is not cinematic? In this presentation, writer/designer Will Hindmarch examines the languages of film and what we can borrow from cinema when we make our games, our adventures, and our plays at the table.
You can subscribe to us here! RSS Feed iTunes
Episode 81: Cinematic Plays Play Now | Play in Popup | Download (336)
Game Distribution
Recorded at Metatopia 2015
Presented by Brian Dalrymple and Darren Watts
An overview of the 3-tier system (Publisher to Distributor to Retailer), following the course of a game after production (solicitation to wholesalers, trade shows and open houses, discount structures, buying patterns and reorder cycles, the preorder system, flooring, and more…), and covering how stores discover, order, stock, and merchandise, as they try to put them in customers’ hands. Viable alternatives to the 3-tier system are also discussed.
You can subscribe to us here! RSS Feed iTunes
Episode 80: Game Distribution Play Now | Play in Popup | Download (296)Agile Design and Publishing
Recorded at Metatopia 2015
Presented by Rob Donoghue and Emily Dresner
Join our panelists for a discussion of how nerdy business concepts such as Agile software development to can be applied to your gaming experience. Key concepts of agile software design include rapid and flexible response to change – let’s talk about how to apply them to running games.
More about Agile from Rob over on his site, at this blog post!
You can subscribe to us here! RSS Feed iTunes
Episode 79: Agile Design and Publishing Play Now | Play in Popup | Download (354)Creativity In Business: Pixar’s Success and Lessons For Tabletop Publishing
Recorded at Metatopia 2015
Presented by Jeff Tidball, Cam Banks
Managing a company of creative people can be challenging. New ideas are always being introduced into structured spaces that resist change and fear innovation and imagination. Tabletop game publishers and managers can learn from the success of Pixar, Inc, who have mastered the art of ushering in and protecting the new, releasing their employees from common limits on creativity, and not being afraid to try things in often radically different ways to create bigger and better projects
As a fine example of creativity in business, the kickstarter for Unknown Armies 3rd Edition is currently up. Dig into the occult weirdness from Atlas Games!
You can subscribe to us here! RSS Feed iTunes
Episode 78: Creativity in Business Play Now | Play in Popup | Download (195)Project Budgeting For Tabletop Games
Recorded at Metatopia 2015
Presented by Jeff Tidball, Cat Tobin & Justin Jacobson
The process of producing a board game, card game, or role playing game is lousy, with opportunities for financial disaster. Learn what financial factors you should take into account when planning a game production, and walk through a spreadsheet that’ll help you plan your own projects by estimating their profitability (or lack thereof).
You can subscribe to us here! RSS Feed iTunes
Episode 77: Budgeting for RPGs Play Now | Play in Popup | Download (248)Formalizing Your Game Business
Recorded at Metatopia 2015
Presented by Fred Hicks, Steve Segedy, Darren Watts and Brennan Taylor
Is your company ready to take the next step? We’ll discuss how to turn a tiny game company into a slightly-larger game company.
You can subscribe to us here! RSS Feed iTunes
Episode 76: Formalizing Your Game Business Play Now | Play in Popup | Download (217)Matters Of Scale: Running A Small Gaming Business
Recorded at Metatopia 2015
Presented by Fred Hicks, Rob Donoghue and Steve Segedy
Game publishing is a very different beast depending on how new you are to the industry and how much reach you and your game might have. Small press and independent creators will find that which printers, distributors and fulfillment channels they might use varies wildly depending on their goals and how much risk they’re willing to take.
You can subscribe to us here! RSS Feed iTunes
Episode 75: Matters of Scale Play Now | Play in Popup | Download (262)Genius Loci: Your Setting is the Character
Recorded at Metatopia 2014
Presented by Will Hindmarch
Places, rather than protagonists, are often what RPG campaigns have in common because the characters are bespoke but the setting is shared. How does your game’s space inform its setting – and vice versa? How does setting pose and reflect theme? Settings can be characters in their own right, tuned and portrayed through your design to dramatize the themes and issues at the heart of your game. In this seminar, I’ll share some of what I set out to do and some of what I’ve learned designing Project: Dark and its play spaces.
You can subscribe to us here! RSS Feed iTunes
Episode 74: Genius Loci Play Now | Play in Popup | Download (300)Opacity, Transparency, and Player Incentives in Your Strategy Board Game
Recorded at Metatopia 2014
Presented by Gil Hova
Do people understand what’s going on in your game? Not just the rules, but can they tell who’s winning? If they should watch out for a dangerous player? If they know exactly how their move will impact their next few turns? Join designer Gil Hova as he discusses transparency and opacity in strategy board games. We will discuss what makes a game mechanism transparent or opaque, how they work (or fail) in existing games, and how to use them to incentivize players to make interesting plays.
You can subscribe to us here! RSS Feed iTunes
Episode 73: Opacity Transparency [ 52:29 ] Play Now | Play in Popup | Download (264)Lovecraft WTF
Recorded at Metatopia 2014
Presented by Julia Ellingboe, Kenneth Hite, Darren Watts & Bill White.
H. P. Lovecraft is one of the grandfathers of weird fiction and horror. His racist and anti-Semitic beliefs are no secret. They are the foundation of his fictional worlds. They are interwoven throughout his work and for many readers, impossible to separate from the genius of his writing. Can a Lovecraft-inspired game make his work more accessible? It’s okay to like problematic things. This panel will be neither an attack nor a defense of Lovecraft’s work. In a broad sense, it will be a conversation about how designers might interpret or use source material with themes or images that are problematic.
Apologies for sound quality issues.
You can subscribe to us here! RSS Feed iTunes
Episode 72: Lovecraft WTF Play Now | Play in Popup | Download (295)Explicit vs Role-Based Knowledge
Recorded at Metatopia 2014
Presented by Clark Valentine, Shane Harsch and Evan Torner.
This seminar poses the question of whether it is possible to support a detailed, knowledge-rich environment for an RPG without creating a situation where the character that should know how to do something actually does not. Where is the balance between detail and role?
You can subscribe to us here! RSS Feed iTunes
Episode 71: Explicit vs Role-Based Knowledge Play Now | Play in Popup | Download (238)Editing Rulebooks
Recorded at Metatopia 2014
Presented by Joshua Yearsley.
Your rulebook is the heart of your game, so why not give it the love it deserves? In this seminar, you’ll learn ten best practices for improving the structure, style, and clarity of your rulebook. Got any burning questions about rules craft? Get answers from a professional rulebook editor.
Additional references and a copy of the presentation is available at http://joshuayearsley.com/case/ten-things-you-can-do-to-make-your-rulebook-awesome/
You can subscribe to us here! RSS Feed iTunes
Episode 70: Editing Rulebooks Play Now | Play in Popup | Download (330)
Social Media Action Steps
Recorded at Metatopia 2014
Presented by Beth Rimmels.
Social media is a crucial marketing step, especially for new and small businesses. Even better, it can cost you little to nothing, but can be confusing or overwhelming. This panel will explain what’s essential, where to start (and on which social media channel), free and low-cost tools that will make your life easier, and how to grow an audience organically.
You can subscribe to us here! RSS Feed iTunes
Episode 69: Social Media Play Now | Play in Popup | Download (220)
Executing a Smart Crowdfunding Campaign
Recorded at Metatopia 2014
Presented by Fred Hicks, Joshua A. C. Newman & Hannah Shaffer
How do you plan your crowdfunding campaign? How done do you need to be before you open? How do you engage your community? How do you plan for all possible outcomes? Joshua A.C. Newman (Mobile Frame Zero: Rapid Attack and Shock: Social Science Fiction), Fred Hicks (Fate Core, Designers & Dragons, and more), and Hannah Shaffer (Questlandia) share their experiences and then ditch out on their planned talk to address your questions once they realize they can’t afford shipping.
Episode 68: Smart Crowdfunding Campaigns Play Now | Play in Popup | Download (222)
Special Kickstarter Mentions
*******************
You can subscribe to us here! RSS Feed iTunes
The Best Practices for Information Organization in Tabletop RPGs
Recorded at Metatopia 2014
Presented by Brennan Taylor, Matt Wilson, Meredith Reitman, Krista White & John Stavropolous
Tabletop RPGs serve as both a “let’s play!” and a reference document. RPGs designers and writers often attend to one of these goals at the expense of the other. Come to this panel to learn about professional theories of information organization, best practices for making the important information in your games findable and learn lessons from experienced game designers who have made information organization innovations and mistakes in their own games.
You can subscribe to us here! RSS Feed iTunes
Episode 67: Information Organization in RPGs [ 57:35 ] Play Now | Play in Popup | Download (282)
Learn RPG Design Redux
Recorded at Gencon 2015
Presented by Jason Pitre, Caleb Stokes and Andreas Walters
This panel, sponsored by the Indie Game Developer Network is a fresh new exploration of how to start roleplaying game design by focussing on mission statements, the important questions of game design, and other gems. Also an absurd number of references to games including, but not limited to: Inspectres, Headspace, Dog Eat Dog, Paranoia, Fiasco and Apocalypse World.
There is a reference to cards with links to a ton of resources? All of that treasure-trove is available over here.
You can subscribe to us here! RSS Feed iTunes
Episode 66: Learn RPG Design Redux Play Now | Play in Popup | Download (306)Women in Game Design: Building Networks and Forming Mentorships
Recorded at Metatopia 2014
Presented by Emily Care-Boss, Julia Ellingboe, Shoshana Kessock, Amanda Valentine & Avonelle Wing.
The “gaming industry” has been a brutal place to be a woman this year. Join our esteemed panelists for a conversation about the need for strong support networks and finding mentors in a turbulent and sometimes hostile industry.
You can subscribe to us here! RSS Feed iTunes
Episode 65: Women in Game Design Play Now | Play in Popup | Download (248)Dramatic Editing : Creating the Editing Bay
Recorded at Metatopia 2014
Presented by Will Hindmarch
How does your design facilitate dramatic editing at the game table? Do you have strict mechanisms that put editing into the hands of the players or their characters through overt metaphors or in-setting magic? Or do you provide procedures and guidelines for collaborating and revising action during play? Dramatic editing at the table allows for players to propose and explore actions without them necessarily making it “on stage” or committing it to “film” and that can be a messy freedom or a beautiful drudge. Let’s look at ways to facilitate what you want to happen at the table.
Note that the sound quality is lousy in the first minute of audio, but it gets much better after that point.
You can subscribe to us here! RSS Feed iTunes
Episode 64: Dramatic Editing Play Now | Play in Popup | Download (213)Gaming With, and Designing For, Young Players
Recorded at Metatopia 2014
Presented by Cam Banks, Lisa Bowman-Steenson, Clark Valentine, Amanda Valentine & Brennan Taylor.
Young players can present unique challenges to game designers and adults at the table. Attention spans, play styles, system mastery, and age appropriate subject matter can vary a great deal. Be part of a discussion about making and running games that work for young players.
You can subscribe to us here! RSS Feed iTunes
Episode 63: Playing with and Designing for Young Players Play Now | Play in Popup | Download (209)Bisociation, Mashups, the Uncanny, and the Weird
Recorded at Metatopia 2014
Presented by Kenneth Hite.
“Bisociation, Mashups, the Uncanny, and the Weird: Toward an Aesthetic of Setting Bricolage” presented by Kenneth Hite. A dictionary may have been involved.
In an age where “everything is mashup”, what makes a game setting more than the sum of its parts? Both the modern “uncanny” and the postmodern “slipstream” depend on subverting or deranging expectations, but how can you get good play without something to play off of? Do Koestler’s “bisociation” or Lovecraft’s “truly weird” help us out or derail us? Designer Kenneth Hite (NIGHT’S BLACK AGENTS, DAY AFTER RAGNAROK) isn’t sure yet, which is why he asks you to join him and think out loud on these topics.
You can subscribe to us here! RSS Feed iTunes
Episode 62: Bisociation, Mashups, Uncanny, and Weird Play Now | Play in Popup | Download (162)Coming Up in the Indies: From Newcomer to Company Owner
Recorded at Metatopia 2014
Presented by Fred Hicks, Shoshana Kessock and Tim Rodriguez.
This panel will be a discussion between newer and more established company owners with success stories in the indie RPG world. They are ready to share their insight and tips about becoming part of the publishing world.
You can subscribe to us here! RSS Feed iTunes
Episode 61: Growing Up In The Indies Play Now | Play in Popup | Download (177)Accessibility and Disability
Recorded at Metatopia 2014
Presented by Russell Collins, Elsa Henry, and Shoshana Kessock.
The final frontier of game design seems to be accommodating for those who are differently-abled. Designers of games who have a background with being differently-abled will discuss how to design to be more inclusive in this manner. We’ll discuss the foibles, pitfalls and issues associated with designing games that are not accessible.
You can subscribe to us here! RSS Feed iTunes
Style Guides are your Friend
Recorded at Metatopia 2014
Presented by Amanda Valentine and John Adamus
Style guides are one of the indispensable tools an editor uses to help make your project the best it can be. Learn more about them and the other must-have tools an editor uses, and find out why following the style guide can mean the difference between making “a thing” and “a game”.
Episode 59: Style Guides are your Friend Play Now | Play in Popup | Download (204)You can subscribe to us here! RSS Feed iTunes
Gaming As Other: Moving Beyond Tokenism
Recorded at Metatopia 2014
Presented by Misha Bushyager, Julia Ellingboe, Ajit George & Mark Diaz Truman
John Stavropolous moderates as our panelists continue the discussion about the challenges faced by ethnic minorities and people of color within the hobby. In this panel, they will tackle how gaming companies, designers, conventions and communities can effectively bring greater diversity to their ranks, mentor emerging voices, and share leadership roles.
Episode 58: Moving Beyond Tokenism Play Now | Play in Popup | Download (165)So You’re Making Your First Game
Recorded at Metatopia 2014
Presented by John Adamus and Mark Richardson.
Learn from a pair of first time game makers and industry professionals the perils, frustrations and strategies it takes to put together your first game from start to finish.
Episode 57: So You're Making Your First Game Play Now | Play in Popup | Download (308)You can subscribe to us here! RSS Feed iTunes
What Editors Do
Recorded at Metatopia 2014
Presented by John Adamus, Jeremy Morgan & Amanda Valentine.
Cleaning up your tortured syntax and fixing your punctuation is only the beginning. A good editor can help you improve the presentation of your game on many levels
You can subscribe to us here! RSS Feed iTunes
Episode 56: What Editors Do Play Now | Play in Popup | Download (168)
How to Succeed at Conventions
Recorded at Metatopia 2014
Join veteran conventioneer, Avonelle Wing, for a conversation on attending trade shows and conventions as an industry professional. Talk about identifying and setting goals, representing yourself and your brand and otherwise setting yourself up for success.
Episode 55: How to Succeed at Conventions Play Now | Play in Popup | Download (165)Playtest Feedback
Recorded at Metatopia 2014
Presented by Cam Banks, Tim Rodriguez & Jay Treat
We all know playtesting is vital, but how do you take the results of playtests and apply them to your game? Three industry veterans explain what works for them.
Episode 54: Playtest Feedback Play Now | Play in Popup | Download (176)
Cartography of Fictional Worlds
Recorded at Metatopia 2014
Presented by Kenneth Hite, Hal Mangold & Mark Richardson
Learn from a panel of veteran cartographers and game designers the techniques they use to make maps of fictional worlds.
A map from Mark Richardson about renaissance superheroes from The Enlightened Man.
Episode 53: Cartography of Fictional Worlds Play Now | Play in Popup | Download (231)Work Together AND Keep Your Friends: Healthy Publishing Collaboration
Recorded at Metatopia 2014
Presented by Joshua A. C. Newman, Epidiah Ravachol & Hannah Shaffer.
Collaborating on a creative project is great! You get double the creativity, double the productivity, and the benefit of mutual support. Nothing could go wrong, right? Whether you’re collaborating with friends or strangers, there are some important strategies to keep your collaboration healthy and productive. What happens when one person is doing the majority of the work? Do you need a contract when working with your friends? Who owns the intellectual property that you produce? What happens if you become an overnight success? We’ll share strategies, horror stories, and success stories about creative collaboration.
Episode 52: Collaborating with Friends Play Now | Play in Popup | Download (192)Episode 51 – RPG Podcasting and Design
This special episode is a crossover with The Jankcast and the Tabletop Superhighway podcasts. In this episode, I am speaking with Todd (Jankcast), Alex (Tabletop Superhighway) and Larry (Tabletop Superhighway) about how RPG Podcasting interacts with design, and what we see from our particular vantage points.
Welcome to the RPG Design Jankcast Superhighway.
Episode 51: RPG Podcasting and Design Play Now | Play in Popup | Download (181)Computer Hacking in Games
Recorded at Metatopia 2014
Presented by Shane Harsch, Clark Valentine & Tim Rodriguez
Our panel discusses the actual process/stages of intrusion (what we call the “Kill Chain”) and then facilitates a discussion about the challenges of turning that real-world process into an actionable and fun gaming experience.
Episode 50: Computer Hacking in Games [ 56:31 ] Play Now | Play in Popup | Download (267)
Gmless RPGs and Other Variations
Recorded at Metatopia 2013
Presented by John Stavropoulos and Brennan Taylor
Role playing games have game masters, right? Well, not necessarily – plenty of interesting games have chosen not to assign that role, or share it between some or all of the players at the table. What goes into the decision whether to have one, many or no game masters?
Episode 49: GMless RPGs and Other Variations Play Now | Play in Popup | Download (221)The Writer’s Workshop
Recorded at Metatopia 2013
Presented by John Adamus.
Here’s a chance for authors and creators to get answers to their writing questions as they work on developing their first, or tenth project. Questions often include issues of layout, editing costs, the best way to write to the reader, and the best way to take an idea from the abstract idea phase to the down-on-paper phase
Episode 48: The Writer's Workshop [ 1:26:30 ] Play Now | Play in Popup | Download (286)Playtesting Brutally
Recorded at Metatopia 2013
Presented by John Stavropoulos and Dave Chalker.
Your best friend, your spouse, and your grandma all say they like your game, so it must be ready to be published, right? WRONG. The most refined games come from an extended playtesting process, where your decisions are challenged and every mechanic is put through the burning forge of brutal playtesting. Learn how to examine games of your own design and others for ways to streamline, balance, and otherwise turn into a better game by “killing your darlings” and learning what red flags to watch out for in the playtesting process that could sink you after publication.
Episode 47: Playtesting Brutally Play Now | Play in Popup | Download (187)
Least System Necessary
Recorded at Metatopia 2014
Presented by Cam Banks, Rob Donoghue, Clark Valentine & Stephen Hood.
How much system does your game *need*? We’ll be examining very minimal systems like Risus, CORE, Amber DRPG and so on as a starting point for design, always coming back to the question of whether you are adding things to your system because it need it, or because you’re “Supposed To”.
Minimal Game system references to:
Episode 46: The Least System Necessary Play Now | Play in Popup | Download (272)Icons and Anchors
Recorded at Metatopia 2013
Presented by Rob Donoghue & Jason Pitre.
Icons and anchors are fascinating pieces of RPG design technology, establishing people and organizations within settings that are strongly tied to player characters and to each other. Let’s talk about how these can be effectively used in your own game designs.
References include:
1) My own summary of the mechanic: Examining Icons in Design
2) Rob’s ample blog discussion: [1][2][3] [4] [5] [6].
3) Chris Chin’s discussion of Keys, in the other excellent article.
4) And the economic devastation of the Identify skill over at Project Multiplexer
Episode 45: Icons and Anchors Play Now | Play in Popup | Download (198)
Succeeding at Conventions and Trade Show
Recorded at Metatopia 2013
Presented by Avonelle Wing
Conventions are overwhelming, and setting yourself up for success involves many components: Branding yourself for visibility, interacting appropriately with the convention, maximizing the impact of your contact with your public, and other ideas. Double Exposure Senior Vice President, Avonelle Wing, will share her experiences, both as a convention organizer and as an attendee representing her own brands.
Episode 44: Succeeding at Conventions and Trade Shows Play Now | Play in Popup | Download (153)Book Design 101 – First Principles
Recorded at Metatopia 2013
Presented by Fred Hicks and Hal Mangold
The panelists look at the book as an object of design. Whether it’s conveying rules or setting, the look and feel of the book itself is crucial to the experience of play. Our experts will draw on their own experiences to explain why books look the way they do.
Episode 43: Book Design 101 - First Principles Play Now | Play in Popup | Download (192)Adventure Design as Technology
Recorded at Metatopia 2014
Presented by Cam Banks & Rob Donoghue.
We started with a map and a key. There have been structural improvements since then: boxed text, wandering monsters, plot point adventures, hard and soft points, personality-driven dungeons, mad libs plots and many more. This process has not been rigors, so the spread of these ideas has been haphazard and without the thought that’s gone into rules improvements. That is a shame. Take some time to talk about these technologies and how they can help you make better adventures.
Episode 42: Adventure Design as Technology Play Now | Play in Popup | Download (235)
Episode 41 – Designing RPGs for Kids
Presented by Amanda Valentine, Tim Rodriguez & Krista White.
Designing games intended for younger audiences doesn’t mean dumbing down. What are the additional challenges involved in making products to appeal to the younger set?
Episode 41: Designing RPGs for Kids Play Now | Play in Popup | Download (216)Hacking Apocalypse World
Recorded at Metatopia 2014
Presented by Vincent Baker, Misha Bushyager, Marissa Kelly, Mark Richardson & Mark Diaz Truman.
Learn about the Apocalypse World engine and why it has become popular amongst indie designers. This will be a panel of veteran *World players and *World game designers, including the designer of Apocalypse World!
Episode 40: Hacking Apocalypse World Play Now | Play in Popup | Download (343)Dungeons & Dragons Fifth Edition Analysis
Presented by Rob Donoghue & Jason Pitre.
So, the fifth edition of Dungeons & Dragons is out. Now it’s time to dig into the design and talk about the rules, procedures and advice that the game brings to the RPG design field. Let’s look at the crunchy bits! The companion reference to this discussion can be found on Rob Donoghue’s blog, where he discusses the Starter Set, the Player’s Handbook and the Monster Manual in detail.
Episode 39: Dungeons and Dragons 5th Edition Analysis [ 55:00 ] Play Now | Play in Popup | Download (336)
D036 – Accessibility Issues For Game Designers
Presented by Russell Collins & Jason Pitre. Games are about imagination and creativity so the print medium shouldn’t be a barrier to entry. Understanding the needs of persons with learning differences and the options that designers have will keep you from excluding people who are eager to enjoy our hobby. This seminar will focus on blindness, low vision, and dyslexia and strategies to present your game content for those with print disabilities in digital and audio media.
Episode 38: Accessibility Issues for Game Designers [ 55:00 ] Play Now | Play in Popup | Download (146)D015 – Roleplaying Scenario Design
Recorded at Metatopia 2013. Presented by Kenneth Hite, Darren Watts, Rob Donoghue, John Stavropoulos & Bill White. Our panel of experts drills down into the specifics of scenario-building for publication, whether it’s showing off the game’s basics with an introductory scenario, or stringing several together for a mini-campaign book.
Episode 37: Roleplaying Scenario Design Play Now | Play in Popup | Download (213)
My Game Will Cost What?
Presented by Curt Covert & Stephen Buonocore. This panel will seek to explain why games cost what they do. What are the expenses, and what decisions must you as a designer make in order to hit your target price point? Presented at Metatopia 2013.
Episode 36: My Game Will Cost What? [ 1:02:07 ] Play Now | Play in Popup | Download (189)“Dangerous Mechanics”
Presented by Jason Pitre, Kenneth Hite, Rob Donoghue & Will Hindmarch.
The panelists will deal with mechanics that look good on the surface but can have unforeseen negative consequences in play. Spending XP, no-effect rules, dice-generated currency – all have hidden dangers. Explore these and other light bulbs that didn’t quite work out..
Episode 35: Dangerous Mechanics [ 54:25 ] Play Now | Play in Popup | Download (275)“Gaming As The Other: Race in Our Industry”
Presented by John Stavropoulos, Terry Romero, Ajit George & Mark Diaz Truman.
As many “geek” activities have expanded over the last ten years, role-playing has often struggled to include the voices of racial and ethnic minorities. Join Ajit George, Mark Diaz Truman, and Terry Romero to discuss what challenges the industry faces including “Others”, why increased diversity is valuable and important to the future of gaming, and what path both designers and players can take toward building a more robust, inclusive community.
Episode 34: Race in our Industry [ 54:53 ] Play Now | Play in Popup | Download (181)
How to Work with Editors
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by
Ryan Macklin, Amanda Valentine, Cam Banks and John Adamus.
Everyone needs an editor. How do you hire one? Once you have one, how can you work with her most efficiently? How does somebody become a great game editor themselves?
Episode 32: How to Work with Editors [ 54:53 ] Play Now | Play in Popup | Download (140)
How to be a Good Playtester for Others
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by
Will Hindmarch, Tim Rodriguez and John Adamus.
Everyone agrees playtesting is crucial. But what kind of feedback is best for publishers? This panel looks at the necessary skills and mindset for being a good playtester from *this* side of the table.
Episode 32: How to be a Good Playtester for Others [ 56:59 ] Play Now | Play in Popup | Download (226)The Care and Feeding of Freelancers
This seminar was originally presented at Metatopia 2013 in Morristown NJ. This panel was led by John Stavropoulos, Ryan Macklin & Amanda Valentine
You’ve reached the point where you’re ready to hire some professional freelancers to help you complete your game, whether as writers, editors, or artists. How do you find freelancers, how do you work with them, and how do you keep them happy to work for you?
Episode 31: The Care and Feeding of Freelancers [ 57:18 ] Play Now | Play in Popup | Download (181)Reaching Retailers: How To Get Stores Behind You
This seminar was originally presented at Metatopia 2013 in Morristown NJ.
Presented by Will Hindmarch, Jim Crocker & Brian Dalrymple (+1). Your game is ready for market. Now you’ve got to get it in the hands of players, and the best way to do that is to convince stores to carry and promote it. How do you do that? Our panel of experts fills you in!
Episode 30: Reaching Retailers [ 56:02 ] Play Now | Play in Popup | Download (140)Legalese: Copyrights, Trademarks and Patents
This seminar was originally presented at Metatopia 2013 in Morristown NJ.
Presented by Justin Jacobson & Jason Pitre. It’s all about protecting yourself. Where and when do these legal concepts apply, and what do you need to do to make sure you’re covered without spending a fortune unnecessarily?
Episode 29: Legalese and Intellectual Property [ 56:09 ] Play Now | Play in Popup | Download (146)Episode 28 of the RPG Design PanelCast is brought to you thanks to the Metatopia Game Design Festival by Double Exposure.
D050: “Electronic Book Publishing 101” presented by Jason Pitre & Joseph Bloch. What are the differences between publishing hard copy books and electronic publishing? This panel will fill you in on everything you need to know, from standards and tools to markets for reaching your audience.
Episode 28: Ebooks 101 [ 52:25 ] Play Now | Play in Popup | Download (146)
This was originally broadcast by Indie+ online convention, led by Mark Diaz Truman , presented by Kyle Simmons, Julia Ellingboe and James Raggi. This is discussion the various ways that games can feel magical, from the everyday kitchen magic to the perilous high magic that could end the world.
Episode 27: Making Games Feel Magical [ 57:53 ] Play Now | Play in Popup | Download (228)This was originally broadcast by Indie+ online convention, led by Mark Diaz Truman in conversation with Rob Donoghue. It’s a fascinating discussion on how game mechanics can create a feeling of magic during play.
Episode 26: Magic Mechanics Play Now | Play in Popup | Download (355)Is there still room for more Fantasy RPGs? What is fantasy really, anyways? How can you design interesting games within this genre?
This was originally broadcast by Indie+ online convention, led by Rich Rogers. The presenters are John Wick, James Raggi, Gilian Fraser, David A. Hill Jr., Brennan Taylor
Episode 25: Is Fantasy Dead? [ 53:41 ] Play Now | Play in Popup | Download (248)
Everyone can design games, and we are here to help show you the way. We will teach you the basics and give you the resources to learning rpg design on your own. We provided attendants with a DVD full of podcast content and panel recordings. You can find much of that information at the link below:
https://www.dropbox.com/sh/eibuw567kj9px3q/ScnQmP5A58
This was presented by Jason Pitre and Mark Diaz Truman.
Episode 24: How to Learn RPG Design [ 53:41 ] Play Now | Play in Popup | Download (409)
No Nos in Game Design
A discussion led by Stan!, Jeff Bellinger., Matt Forbeck and Daniel Solis on mistakes they have learned from in their publishing experience. An excellent discussion worth a listen to this panel from GenCon 2011.
Episode 23: No Nos of Game Design [ 55:18 ] Play Now | Play in Popup | Download (283)
Things you think about games
An excellent and philosophically rich discussion concerning why games matter. Presented Jeff Tidball and Will Hindmarch from Gameplaywright (http://gameplaywright.net) over at GenCon 2011.
Episode 22: Things You Think About Games [ 46:55 ] Play Now | Play in Popup | Download (218)Game Design is Mind Control: Presented by Luke Crane and Jared Sorensen from way back in 2011.
The art of game design is to induce your players to behave in bizarre, irrational ways that they otherwise would not. Join us as we demonstrate how rules make you perform all sorts of ridiculous acts. And if you don’t believe us, you will by the end of the seminar!
Episode 21: Game Design is Mind Control.mp3 [ 1:00:45 ] Play Now | Play in Popup | Download (408)Kickstarter Roundtable: Presented by Fred Hicks and Brennan Taylor.
In this intense workshop, we will explore the ins and outs of using Kickstarter as a crowdsourced fundraising platform. Topics will include best practices for making videos, for customer contacts through updates, etc.
Regrets from Cindy Au and Joshua A.C. Newman on account of hurricane.
Episode 20: Kickstarter Roundtable [ 1:43:38 ] Play Now | Play in Popup | Download (202)
LARPs aboard submarines? LARPs about having cancer? Join us for a journey inside the fascinating high-art gaming scene of Norway, Sweden, Denmark and Finland. They play in submarines, nuclear reactors, and in custom-built shanty towns. They get government grants to LARP! Welcome to the arty world of Nordic LARP, where intense emotion, minimal mechanics — including safewords — and fabulous scenery rule the day. Join ‘Leaving Mundania’ author Lizzie Stark and game designer and Industry Insider Guest of Honor Jason Morningstar for a journey inside this fascinating high-art gaming scene.
Episode 19: Introduction to Nordic Larp Play Now | Play in Popup | Download (233)Randomness makes games fun, but it can also make them terrible. Our Industry Insider guests give advice on the right way to use randomness in game design. Randomness makes games fun, but it can also make them terrible. If you’re going to use randomness in your games, it’s like using fire in your kitchen. A great tool, but only if you know how to handle it. Our Industry Insider guests will give advice on the right way to use randomness in game design.
Presented by James Ernest and Jason Morningstar.
Episode 18: Volatility in Game Design [ 59:49 ] Play Now | Play in Popup | Download (267)
There are thriving RPG scenes in outside North America. Come find out from our Industry Insiders on what’s up, what’s innovative, and what’s scandalous. Presented by Jason Morningstar and Dominic McDowall-Thomas.
Episode 17: International RPG Scene [ 53:17 ] Play Now | Play in Popup | Download (188)Join Industry Insider designers and developers as they talk about post mortems of various independently published projects. Presented by Jason Morningstar and James Earnst
Episode 16: Indie Cradle to Indie Grave [ 56:10 ] Play Now | Play in Popup | Download (155)Presented by Jason Morningstar and Kenneth Hite.
Stress-Free Historical Roleplaying Description: How to enjoy roleplaying in historical settings – common pitfalls and how to avoid (or ignore) them.
Presented at GenCon 2012.
Episode15: History Panic [ 52:56 ] Play Now | Play in Popup | Download (183)A discussion about GM’less games by Jason Morningstar at Metatopia 2012. This was presented to a group of game designers and publishers who ask some advanced questions.
Sorry that the introduction doesn’t include the title of the seminar.
Episode 14: Advanced GMless Games [ 52:50 ] Play Now | Play in Popup | Download (210)A discussion about GM’less games by Jason Morningstar at GenCon 2012. This was presented to a general audience and provides a good foundation on the subject.
Episode13: Introduction GMless Games [ 49:16 ] Play Now | Play in Popup | Download (256)What kinds of playtests are there?
How can you run them or play in them effectively?
Learn how iterative testing improves a game
Presented by Jason Pitre and Adam Koebel
Episode12: Playtesting RPGs [ 49:21 ] Play Now | Play in Popup | Download (236)“It’s a Hit! Now What? Dealing With Unexpected Success” presented by Fred Hicks & Curt Covert. You’ve made something and people like it and want more. Or your preorder went well – much better than you expected – and you find yourself facing a bigger print run and a bigger shipping effort than you’d planned for. Success can be a tricky thing – the bigger you succeed, the harder you have to work, and sometimes there are pitfalls. Join us and talk about the “now what?” phase.
Episode 11: Dealing With Unexpected Success [ 49:53 ] Play Now | Play in Popup | Download (205)The Retailers’ View: What Sells, What Doesn’t, and Why presented by Jim Crocker and Brian Dalrymple. This panel will focus on what new games look like from the perspective of the stores that sell them. Our panelists will lead a discussion of recently published games and how they fared once they hit their stores.
Episode 10: The Retailers View.mp3 [ 54:54 ] Play Now | Play in Popup | Download (200)“Self-Publishing: Production and Fulfillment” presented by Fred Hicks, Darren Watts & Jim Crocker. You’ve decided to print and distribute your product yourself. What do you need in order to do so successfully? Come learn from folks who have done it.
Episode 9: Self- Publishing; Production and Fulfillment.mp3 [ 45:23 ] Play Now | Play in Popup | Download (178)“Licensing Popular Intellectual Property” presented by Amanda Valentine, Fred Hicks & Cam Banks. Three designers with extensive experience in the world of licensing well-known intellectual properties discuss what makes a good property for licensing, how to go about getting a license, and how to keep your licensor happy and yourself protected throughout the process.
Episode 8: Licensing Popular Intellectual Properties [ 57:23 ] Play Now | Play in Popup | Download (139)An overall summary of Indie Game Publishing, including copyright, printing costs and the perils of distribution, by David A. Hill Jr. of Machine Age Productions.
Episode 7: Lessons from Indie Publishing [ 1:02:22 ] Play Now | Play in Popup | Download (174)“Addressing Controversial Topics” presented by John Stavropolous, Bill White & Brennan Taylor. Join our panelists for a discussion on handling delicate and/or controversial topics in your game design. Subjects include political correctness, sexual and romantic interactions and religion.
Episode 6: Addressing Controversial Topics [ 59:06 ] Play Now | Play in Popup | Download (268)
“Editing and Organizing Game Text” presented by Amanda Valentine, Fred Hicks, Jason Pitre & John Adamus. Successful game text requires clarity, structure and style. Learn the secrets of this dark art at this roundtable discussion.
Episode 5: Editing and Organizing Game Text [ 56:05 ] Play Now | Play in Popup | Download (314)
“The Care and Feeding of Artists” presented by Ed Bell, Jen Christiansen & Fred Hicks. You’re not an artist yourself, but your game needs art! How do you hire artists, and how do you work with them to get what you need? This special panel features Ed Bell and Jen Christiansen, two art directors from Scientific American magazine.
Episode 4: Care and Feeding of Artists [ 53:16 ] Play Now | Play in Popup | Download (201)“The Graphic Design and Layout Roundtable” presented by Hal Mangold, Nathan Paoletta & Ben Morgan. Discuss the best ways to make your game look exciting, fun, and easily readable with some of the sharpest eyes in the field
Episode 3: Graphic Design and Layout Panel [ 1:55:51 ] Play Now | Play in Popup | Download (525)My Dearest Failure: Games That Didn’t Work and Why” presented by Jason Morningstar, Kenneth Hite & Rob Donoghue. Sometimes it just doesn’t work out. Join us for a discussion of games that never got made despite the best of intentions, and what lessons we can learn from the wreckage.
Episode 2: Beautiful Failures [ 51:53 ] Play Now | Play in Popup | Download (382)Episode 1 is: The Coolest Game You Never Heard Of: presented by James Ernest, Kenneth Hite, Jason Morningstar, Cam Banks, Nathan Paoletta, Brennan Taylor & Others. Join our Guests of Honor and several additional talented designers for a discussion about their favorite obscure game that influenced them. What did we learn, why do we love them, and why do they remain obscure? This discussion will address both role playing and board/card games.
Here is a partial list!
I am pleased to announce the launch of a new podcast, dedicated to sharing recordings of RPG related panels and seminars. I hope you enjoy this series.
You can subscibe to us here! RSS Feed iTunes
Episode 0: Welcome [ 1:19 ] Play Now | Play in Popup | Download (290)En liten tjänst av I'm With Friends. Finns även på engelska.