Thu, 20 August 2009 This episode is 18.4 MB big and 20:08 long. In this Talk To Me Now episode I talk to Ron Edwards of Adept Press and The Forge about a recent trend in indie game design: two-player games and single protagonist games. The two are not necessarily synonymous. This came out of my observation/contention that most fiction is about single protagonists, but most RPGs are not. We mention a load of games, and you can find info on them here: Ron's own Trollbabe, S/Lay w/ Me, Sorcerer & Sword, and Spione Kevin Allen Jr.'s Sweet Agatha Julia Bond Ellingboe's Tales of the Fisherman's Wife Seth Ben Ezra's Showdown Tim Koppang's Mars Colony Emily Care Boss's Breaking the Ice Ben Lehman's The Drifter's Escape and Clover Matt Weber's Showdown The outgoing song on this episode is The Arrivals Gate by Ani DiFranco from the album To the Teeth. I spent a lot of time in airports on my way back from Gen Con. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[4] |
Thu, 30 July 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 60.6 MB big and 01:06:11 long. 00:00:55: About the game 00:01:46: The "Mad Libs" thing 00:06:20: The interesting role of humanity in the game, reminds me of Asimov's Elijah Baley stories 00:07:45: A rare indie game with a strong setting 00:09:20: Science fiction and the Native American analogy, and an NPR piece on the subject (which I can't find), which then reminds me of The Celluloid Closet 00:10:41: Why such a specific setting? 00:12:24: One of the early playtesters, Clinton R. Nixon, felt it accurately captured his past experiences of going to live in foreign cultures 00:14:21: Jonathan Walton has a vision for the game that makes it rather like Red Mars 00:15:38: Goofiness 00:16:57: Emily talks about gaming at NerdNYC's Recess 00:17:36: Dadaist games like Eat Poop You Cat 00:20:26: Emily gets all John Stavropoulos (of NerdNYC) on me 00:21:13: Ideal number of players 00:23:20: How long is the play cycle? 00:27:01: Blue booking 00:30:05: Spotlight sharing 00:32:49: The way dice work, inspired by Otherkind 00:37:39: Why complete and publish this game? 00:41:26: Emily was recently inspired by Montsegur 1244 at Camp Nerdly 00:46:37: A dropped system where players—a la Misspent Youth and Dread (Jenga)—asked leading questions of one another. 00:49:40: Emily mentions "Loading the wrong ammo" and "flags," ideas created by Chris Chinn 00:50:03: What was difficult to fix? 00:51:17: Archipelago, shock: social science fiction, and Annalise all do some cool stuff with owning pieces of the world 00:54:42: Getting playtesters 00:57:05: SIS got some very nice exposure on The Durham 3 (who are now back in action!), from episodes 49 to 51 00:58:51: Emily has agreed to do a cross-longer-term-play exchange with Mendel Schmiedekamp 00:59:21: How many times has the game been played? 01:00:15: Defining success There's a new The Hub City Stompers album called Ska Ska Black Sheep and I'm all excited about it. It's half new songs and half dub versions of older songs. I decided to start with what is probably my favorite track from the album to close this show, Ska Train to Dorkville. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Sat, 18 July 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 25.2 MB big and 27:27 long. 00:35: Defining Pirate Jenny 02:01: Anna Kreider of Tasty Bacon Games has Thou Art But A Warrior, which is a Muslim knights setting supplement for Ben Lehman's Polaris, which I interviewed her about 02:28: Danielle Lewon's Cream Alien Games has Kagematsu, a game about the seduction of a samurai by women who need his aid; Danielle is the wife of Paul Czege 03:23: Kagematsu is based on a design by Scott R. Knipe; the game is partly an examination of Knipe's experience as a transgendered person 04:52: Kat and Michael Miller's Incarnadine Press will have Serial Homicide Unit, a game where you play civilians at the mercy of a serial killer, and the cops who are out to catch him; I interviewed the Millers about this game 07:14: Shreyas Sampat and Elizabeth Shoemaker's Two Scooters Press will have Homecoming, Elizabeth's game about the re-integration of returning war vets 08:24: Julia Bond Ellingboe's Stone Baby Games is releasing the full version of Tales of the Fisherman's Wife (which I interviewed her about), a game of sexy Japanese ghost stories 10:00: Emily's own Black & Green Games is going to release her game of alien exploration, Sign in Stranger, which will be the subject of a future episode of my show 12:56: Terry Hope Romero, awesome lady and totally famous vegan cookbook writer will be there running demos and helping out 13:58: The mission and purpose of Pirate Jenny 17:48: RPGirl is a zine by and about women in gaming 20:20: The interesting pricing scheme and profit-routing plans for RPGirl 20:50: Possible international people for RPGirl 2 include: Anna Westerling, Johanna Koljonen 21:18: RPGirl 1 is already pretty international, contributors include: UKian Charlotte Law (of Mongoose Publishing); Jenni Dowsett from New Zealand; and from from Denmark, the Gnavpotveksler project, run by Luisa Carbonelli, which came out of conversations at Fastival The outgoing song on this episode is Little Plastic Castle by Ani DiFranco from the album Little Plastic Castle. It seemed particularly apropos to me, given that we're dancing around—and avoiding—defining what femininity and feminism are in this episode. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Thu, 16 July 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 45.5 MB big and 49:37 long. 03:43: The premise 04:38: Ultimately, what's the game about? 05:33: How is the game about what it's about for the humans? 07:27: What does it mean when you say "it's about fear?" 09:40: What mechanical pressure exists to make humans be jerks to each other? 11:44: We hear from someone who just played in the game 13:56: More testimony of the goodness from someone who played 16:45: Zombie game with a twist 18:47: Do you have questions for us? 20:10: Problems getting people to follow the rules 23:39: Prisoner's dilemma 24:24: The Road and The Walking Dead 25:33: Creative agenda clash, and why it's your fault when people don't follow your rules 30:00: State markers 32:00: Setting-interactive rules 38:31: Lightning round The closing song is Night Of The Living/Deoch An Dorais by The Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[1] |
Tue, 30 June 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 56.2 MB big and 1:01:20 long. 00:59: I interviewed Eppy in the last episode about playstorming and MonkeyDome came up 01:17: What's the game about? 02:46: The game was designed in (almost less than) a week! 08:11: The difference between funny and zany. 10:22: Playable as an ongoing game? 12:06: The mechanics 19:52: What it means to learn a lesson 21:02: Endgame 25:14: The GameBlaster's Tools: The Fuel and the Fire 26:03: World creation and what the characters do in the game 29:02: Other games you came up with? 30:20: Jim mentions a game idea that's a lot like Jason Morningstar's Fiasco (which he talked about on Canon Puncture #66) 31:20: Who did you steal from? 32:07: John is always inspired by Eppy's game Dread 34:00: What had to be dropped that you liked? 34:44: The hardest thing to fix 35:24: Playtesting 36:43: Trial and Terror is the prior game-in-a-Jiffy for JiffyCon game 38:13: Division of labor and editing 43:06: The ISS used a site called A.nnotate which lets you upload a fully-laid-out document that others browse through and comment on 44:06: What the art (by Scott LeMien and John) is used for 47:11: Luke Crane loves John's flow chart 48:05: Why this form factor? 48:41: Marketing 50:21: Branding and credit 51:24: Defining success 53:46: Selling the game 56:58: The next JiffyCon may be paired with MaulCon The closing song is Skins Don't Cry by The Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[5] |
Thu, 11 June 2009 This episode is 23.4 MB big and 25:34 long. 00:35: We're at the home of Joshua A. C. Newman 01:34: Playstorming developed between bouts of making hate with Jim Sullivan 02:40: The first game playstormed (kinda) was Time and Temp 03:49: The gamebearer 05:36: Games in a Jiffy for JiffyCon: Trial and Terror and MonkeyDome 09:30: Techniques for successful playstorming? 12:06: What do people get wrong about playstorming? 13:00: The pitfalls of playstorming 14:55: Joshua joins us, opening the door to discussing his game in development, Xenon: 16:06: A list of games that have had some level of playstorming 18:09: Jason Keeley and John Stavropolous are seminal members of the Imagination Sweatshop, the group that they created to do playstorming The outgoing song on this episode is Fuel by Ani DiFranco from the album Little Plastic Castles. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Sun, 3 May 2009 This is a longer TTMN episode than I intend them to be, usually, but I felt there was enough worthwhile stuff here that going long was ok. This episode is 53.7 MB big and 58:40 long. 01:36: What clouds and boxes are 02:16: Ben Lehman got excited on Vincent's blog 04:02: The purpose of the diagrams 06:12: The problem with traditional games 10:00: Constructing a diagram via theater of the mind 10:26: The problem with "story games" (he's talked about with me, Joshua A. C. Newman, Emily Care Boss, and Ben, about which he expects to get death threats) 15:34: Where Vincent's interests are at now: rightward-pointing arrows (RPA) 17:30: An example of RPA from Vincent's pirate game Poison'd 22:23: My malformed objections 24:08: The high ground example 30:28: Danger or problem in focusing on RPA? 30:51: The GM's attitude toward play 35:41: A false ending 42:35: The GM's role in Dogs in the Vineyard is similar to what he found when running D&D and what he wrote into Storming the Wizard's Tower 45:14: I'd like to see GMless games that employ RPA 45:52: I played in a GMless game called Salt River that uses a version of Otherkind dice 51:25: Wherein I give up 53:25: Apocalypse World is like super-Poison'd The outgoing song on this episode is Superhero from the album Dilate. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[5] |
Sun, 19 April 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 53.5 MB big and 58:25 long. 00:43: Set in the Edo period 01:48: The mechanics have you playing War 08:15: The title comes from a famous painting, The Dream of the Fisherman's Wife by Katushika Hokusai 09:11: Why design this game? 11:20: Thematic links between card suits and fiction 12:40: Is this an adult game? 18:15: My prior interview with Carrie Bernstein 19:29: What did you steal from? 20:11: 1001 Nights by Meguey Baker 21:33: What did you have to change from the ashcan? 24:13: What was difficult to fix? 25:36: The trouble with getting playtesters 26:37: JiffyCon and Double Exposure's Dreamation conventions 27:26: Editing the book 28:45: What use, art? 30:36: Getting the game printed (Collective Copies) 31:37: Layout and design challenges 35:19: Form factor 37:27: Marketing the game 38:05: Oh My, a "Sensuality Shop" that Julia would like to market the game in. 39:09: What is success? 44:06: Taking yourself out of the equation 48:43: The cultural sensitivity issues around designing a game about a culture that you're not a part of The closing song is Tocotta and Droog by The Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Mon, 6 April 2009 In this episode, I speak with Joshua A. C. Newman about the In A Wicked Age... game we've been playing in with Meguey and Vincent Baker. The game was about first contact between two human species at the fictional level. At the gamey level, we were making a real effort to make sure to provide world-fiction details, and we talk about that impulse in this episode. During the show, we talk about Apocalypse World, Sign in Stranger, shock:, the oracle for Human Contact, The Brilliant Gameologists, and JiffyCon. The outgoing song on this episode is Subdivision by Ani DiFranco from the album Revelling/Reckoning. I like it for this 'cause it's got interesting synchronies with the topics that get brought up in our game. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Fri, 13 March 2009 This episode is 18.5 MB big and 20:15 long. NOTE: This is the first in a new sub-series within The Independent Insurgency that I'm calling "Talk To Me Now." In this series, I'm going to have brief conversations with friends (and sometimes strangers) about things they are interested in or want to say about roleplaying games. Going forward, these episodes will be marked as TTMN and my other episodes will be marked as Design Episodes (DE). The outgoing song on this episode (as well as the incoming one for the series) is Talk To Me Now by Ani DiFranco from the album Ani DiFranco. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Wed, 14 January 2009 Also, I had a cold. Also, big news on the music front (scan down). WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 64.8 MB big and 01:10:46 long. 00:01:08: The origin of the "Project Donut" working title 00:04:00: What's it about? 00:06:20: The primacy of cooperation 00:07:17: Transhumanism 00:07:54: Blade Runner (in case you didn't know) 00:10:13: Jared claims FreeMarket is one of the first real science fiction games (and his explanation for what that means for shock: social science fiction by Joshua A.C. Newman) 00:10:58: What is science fiction? 00:11:13: J.G. Ballard's three pillars of science fiction 00:13:45: How the game works 00:15:30: The game's concept of Flow reminds me of face rank in Extras by Scott Westerfeld 00:15:43: Cory Doctorow 00:17:17: "Deathing" people 00:19:35: Setting is built into the skills, and characters use the same game terms players do 00:20:34: Division of labor 00:21:29: Oldboy 00:23:16: When I played FM, I created a Y.T. gene line for my character (from the book Snow Crash) 00:24:08: Luke ran a game of Jared's game Lacuna for he and Peter 00:25:36: Luke and Jared would have liked to have done the Bella Sara RPG 00:27:28: The influence (or lack thereof) of other games 00:32:07: Rebekah "Spyder" Bennington has done art for FreeMarket 00:33:22: Difficult things to fix 00:37:42: Things they couldn't make work 00:40:17: The fascinating role of death(ing) in the game 00:42:16: Sengoku 00:42:47: The GM is called the "Superuser" and the other players are the "users" 00:44:33: FreeMarket is a no-prep game 00:45:45: How to get playtesters and get them to give you feedback 00:47:30: A RadioLab episode on choice that I babble on about 00:49:17: Blink by Malcolm Gladwell 00:51:03: Darcy Burgess 00:51:54: Playstorming 00:52:03: The purpose and use of art 00:53:49: Pictures of the "white book" for the game are on its site 00:55:46: Slugfest Games put them in touch with their printer 00:56:28: The PDF of the game will be given out for free 00:57:23: Skekses 00:57:32: You'll be able to register as a "colonist" and choose the number of the game you want 00:58:37: The contents of the boxed set 00:59:28: Empire of Dust by KNRPG Productions is another boxed set 00:59:34: Marketing 01:02:50: Jim Munroe, author of Everyone in Silico and the movie Infest Wisely, which were inspirations for FreeMarket 01:03:27: Jared has visions of one day playing the game with Doctorow, William Gibson, Munroe, and Bruce Sterling 01:05:00: George W. Bush as the Manichean president 01:05:09: When will it be out? 01:06:45: The Farm is not happy I'm super-lucky that Righteous Babe Records gave me permission to play music by Ani DiFranco. I'm going to start doing so for a while, since she's my favorite musician. We're going to start with a song about a corporate entity trying to get you to sell yourself out, a song called The Next Big Thing. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[1] |
Fri, 2 January 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 65.3 MB big and 1:11:18 long. 00:00:59: What Contested Ground Studios is 00:04:29: Twilight 2000 is one of the first games Malcolm played 00:05:16: Hot War was also inspired by British authors like John Wyndham (specifically Day of the Triffids) and J.G. Ballard, and is unlike "cozy catastrophe" books like A Canticle for Leibowitz 00:06:00: Hot War is set after a nuclear (and quasi-occult) war touched off by the Cuban Missile Crisis 00:06:30: The Zone of Alienation, where physical laws don't work properly, is inspired by the film Stalker by Andrei Tarkovsky and the novel upon which it's based, Roadside Picnic, as well as the Chernobyl Disaster 00:08:01: Characters in the game have secret agendas that often come into conflict with their organizations' agendas 00:09:32: A rundown of the game's mechanics 00:13:09: Ani DiFranco's song Letter to a John 00:13:31: We talk about music and politics as influences on game design and life 00:15:13: Malcolm's soundtrack for Cold City is dominated by non-50s music like DJ Krush, DJ Shadow,Fingerthing, and the Joe Acheson Quartet 00:16:10: The soundtrack for a Contenders game Malcolm played set in New Jersey (where I used to live) in 1983 included Blondie, Bauhaus, Talking Heads, The Cure, and The Clash 00:17:41: Malcom needs to visit New Jersey, if only for Dexposure's Dreamation gaming convention 00:18:15: We talk about more music: Nine Inch Nails, Front 242, and Green Day 00:19:11: How Hot War's conflict system works 00:19:55: Malcolm and I both worked the Playcollective booth at Gen Con 00:25:03: Megablockbuster 3:16: Carnage Amongst the Stars handles character death in a cool way 00:26:30: Why design this game? 00:31:09: "The people are not motor-bike-riding leather-clad, crossbow-wielding neo-barbarians" 00:32:46: The prevalence of kilts at gaming cons, Gen Con in particular 00:33:52: Jennifer Rodgers 00:36:17: What other games have you begun to shit out? 00:37:18: Malcolm wrote a game based on the song I Lost My Heart to a Starship Trooper 00:39:20: The possible third game in this thematic trend would be set in 1920s Constantinople and inspired by the book The Orientalist 00:41:36: The main differences between Hot War and Cold City 00:46:15: Gen Con's t-shirt problems: aggression, passive-aggression, and fascism 00:49:32: Malcolm "nicked mercilessly" from The Mountain Witch, Dogs in the Vineyard, and Covenant 00:53:38: Use of art in the book 00:56:54: The printer for the book is Fidlar Doubleday 00:58:44: Marketing (which Malcolm thinks Evil Hat are particularly good at) 01:02:19: Defining success Closing song is Thick Ass Stout by Skankin' Pickle which can be found at Podshow's Podsafe Music Network, http://music.podshow.com/ Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[5] |
Tue, 9 December 2008 NOTE: This episode was shot in a hotel room where the air conditioning kept popping on and off. Hopefully it's not too distracting. Sorry! This episode is 63.6 MB big and 1:09:25 long. 00:00:57: Dirty Secrets is a "detective crime noir" game, similar in tone to the works of Raymond Chandler, Ross Macdonald, and Dashiell Hammett, but it's set in "your home, last week," and thus also bears similarity to the movie Brick or the show Veronica Mars 00:02:05: Robin Laws covers similar ground with his GUMSHOE rules system in a somewhat more traditional way (with a gamemaster and pre-plotting, for example) 00:03:03: Fred Hicks describes the game as having one player and many GMs 00:05:46: Situation generation 00:07:40: Scene framing 00:10:10: Conflicts use liar's dice and has a back-and-forth similar to Dogs in the Vineyard 00:12:05: Structuring the session 00:14:18: I make reference to the HBO TV series The Wire which is, in the context of this interview, absolutely obligatory 00:16:50: The crime grid 00:22:08: "When Ron Edwards in [The] Sorcerer's Soul talks about relationship maps and drawing them out of detective novels, he's using Ross Macdonald novels as an example." 00:26:31: Seth blames John Tynes and Greg Stolze, and their game Unknown Armies (which was pitched as James Ellroy meets Tim Powers, for his designing Dirty Secrets 00:27:58: The darkness of Ellroy's books and the perhaps-surprising implications for Seth as a Christian 00:30:56: The place that Dirty Secrets has vis a vis Seth's other games, Legends of Alyria and Mara 00:32:28: Ben Lehman describes Alyria as something C.S. Lewis would have written if he'd grown up playing Final Fantasy VII, but Seth sees it as the "intersection of Tolkein and Gene Wolfe" 00:35:41: An obligatory Chinatown reference 00:40:04: Seth loves In A Wicked Age..., and feels that Grey Ranks, Steal Away Jordan, and Dogs in the Vineyard are really "about stuff" 00:42:08: The demographics system, the racial implications, and my issues with it 00:47:14: Challenging design issues 00:47:32: Seth was inspired by the The Iä! Iä! Ph’iles by Christoph Boeckle, which reminds me of Kat and Michael Miller's Serial Homicide Unit 00:49:22: How many times was the game played before you published? 00:55:51: Anything you'd change in the book as published? 00:57:49: Defining success 01:00:18: A bit about Flowers for Mara, Seth's Jeepform game. Closing song is Toccata and Droog by the Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Tue, 25 November 2008 NOTE: This was obviously recorded before the release of the Magic Burner, but it's funny to listen to Luke toy with me. This episode is 64.5 MB big and 1 hour and 10 minutes long. 00:59: The MGRPG will be based on the Burning Wheel system 01:25: Like Burning Empires, MGRPG is an evolution of the BW rules 02:18: Differences include: changes in how you can use dice, advancement, and the way rewards work 02:43: I tried the game at Ubercon 03:05: Mouse Guard is a comic written by David Petersen Published by Archaia Studios Press, which is owned by Mark Smylie who wrote the comic book Artesia and published the Origins-Award-winning Artesia: Adventures in the Known World roleplaying game 03:55: Part of a tradition of fantasy about mice, which includes The Wind in the Willows, Redwall, (parts of) the Narnia series 05:04: Kid friendly? 07:09: MGRPG is "essential Burning Wheel," a version of the rules is as stripped-down as BW can get and still be BW 08:08: The game has tons of new and previously-unpublished Petersen art 09:56: The new ubiquity of the enmity clause: Twists and Conditions 10:51: Conditions (hungry, angry, tired, injured, and sick) are the new damage track 13:31: The new way advancement works 14:47: Versioning through new games rather than re-releasing games 18:34: Why did you design this game? 19:37: Clinton R. Nixon made BWHQ aware of Mouse Guard; he had tried an earlier adaptation, Tiny Triangles 22:07: Other designs that arose from creating MGRPG? 26:51: Anything you had to drop? 27:58: How Traits work in MGRPG 30:24: GM turn and player turn 34:36: The most useful feedback received from playtesters 36:26: The hardest thing to fix 38:14: Choosing a printer 43:07: How are you using art? 48:40: Layout/design challenges 54:16: Marketing 56:05: Playing the game with Dave 58:10: Defining success 59:27: Magic Burner? 59:53: A peek behind the curtain at BWHQ Closing song is Jenny Whiskey by the Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Sun, 5 October 2008 This episode is 60 MB big and 1 hour and 5 minutes long. 01:17: Dictionary of Mu: A supplement for Ron Edwards's Sorcerer 01:36: A combination of Conan, Kull, Barsoom and the Bible 02:25: The Kim Stanley Robinson Mars trilogy inspired me to want to do a parkour game set on Mars 03:29: Mako of the Conan movie and Avatar: The Last Airbender 06:31: Settings that do what Judd likes settings to do include: Legend of the Five Rings (1st Edition), Midnight (original hardcover), and Exalted 07:12: Rules differences between Mu and Sorcerer 08:19: Judd's dad made a kill puppies for satan character with Mu 11:19: In a lot of ways, Mu is really a supplement for Sorcerer & Sword 13:11: Luke Crane and Ron encouraged Judd to bring the game to print. 13:54: Charnel Gods also came out of the Sorcerer mini-supplement project 16:35: Giving money to Joshua A.C. Newman for layout consultancy was a big impetus to me to complete 16:49: Rich Forest was Judd's editor for Mu and Jennifer Rodgers did the art. 17:10: Why did you make Mu? 21:55: The shock: solar system game we want to play some day 25:37: Don Corchran played Mu with Judd 27:38: The most useful feedback 30:07: The editing process 31:34: Thor Olavsrud talked about editing on an episode of the Theory from the Closet podcast 34:05: Use of art in the book 35:56: Keith Senkowski nearly called Judd a pussy 39:09: Choosing a printer (he uses Lightning Source now). 41:21: The economics of a print run and the sales flow 44:20: Marketing (having a podcast like Sons of Kryos "doesn't hurt") 47:14: "If I could change ANYthing...." 50:20: Defining success 57:33: The big announcement: Dictionary of Mu and FATE? Closing song is Leave Me the Fuck Alone by the Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ PS: Thanks to Rich Rodgers of The Canon Puncture show for help with a niggling Audacity problem. Comments[0] |
Sun, 10 August 2008 guest on my first episode, was kind enough to interview me about my game, Misspent Youth. Misspent Youth's tagline is "Teenage rebellion in a fucked-up future" and is a game about friendship and standing up to authority. It's coming out in ashcan form at Gen Con 2008 and it's the ashcan edition that we talk about here. It was a pleasure to talk to Judd, who is my oldest friend and someone I'm very glad to know. I'm grateful to him for doing me the honor of allowing me to piggyback on his renown for my self-aggrandizement. This episode is 54.8 MB big and 59:45 long. 00:59: Jennifer Rodgers did the cover art for the game and Joshua A.C. Newman (writer of shock: social science fiction et al.) provided layout consultancy. 01:56: The Adobe website has a lot of good tutorials to learn the InDesign layout program. 02:11: I stole layout ideas from the seminal punk 'zine, Maximumrocknroll. 03:01: Tell me about the game 04:10: Clockwork Orange (film or book) meets Avatar: The Last Airbender meets Ocean's 11 (2001) 04:24: Why did you design it? 05:06: A problematic game of Cybergeneration at Dreamation 2006 helped birth MY 06:28: Covert Generation, a game somewhat similar to Misspent Youth, came out at Gen Con 06 and got me nervous! 07:49: Other designs, such as Obvious Monstrosities--the werewolf game--that arose from the process 09:43: The very first playtest, with Andrew Morris (designer of the free RPG Unistat), and the crappy version of the rules 11:00: Misspent Youth's system is a version of craps that is easier than the one that crackheads play 11:47: Who I stole from: My Life with Master, Dogs in the Vineyard, FATE, World of Darkness, Burning Wheel, The Shadow of Yesterday, and Cybergeneration 14:20: Judd, Joshua, Andrew, Tony Lower-Basch (designer of Capes), and I played in a seminal-for-me game of My Life with Master which Michael S. Miller (designer of With Great Power) GMed 15:00: What got dropped in the design 17:17: Joshua Roby's game, Full Light, Full Steam inspired some now-gone mechanics after I listened to an episode with him of Master Plan 18:50: carry: a game about war by Nathan Paoletta 20:32: Primetime Adventures 20:34: The hardest thing to fix 28:10: The most useful feedback 30:42: Epidiah Ravachol (designer of Dread) and Nathan helped me with a thorny design issue. 32:06: Mickey Shulz (of the Geek Girls Rule blog and podcast) ran the one game that was run without ever having played it with me and found helpful problems 34:27: The Ashcan Front 37:30: The editing process (Tom Mazorlig and Adam Dray) 40:52: Use of art in the book 46:25: The game is being printed by Publishers' Graphics. 49:31: How do you define success? 50:42: Nathan's game Annalise 52:55: What if you can't get to Gen Con? How do you get a copy? Closing song is Letting You by Nine Inch Nails, from the freely-available album The Slip Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Tue, 15 July 2008 TAO games). We touch on his game about the lives of microcelebrity extreme athletes, XXXXtreme Street Luge, while conducting a wider- ranging discussion about microcelebrity of another kind, playtesting, ashcanning, and "what's wrong with the indie game design community, and what's always been wrong with the indie game design community." Warning, this one gets a mite prickly. This episode is 56.5 MB big and 1:01:43 long. 01:43: Kim Stanley Robinson's Mars trilogy 02:12: Joshua AC Newman 02:52: The $3 (negotiable) price point 03:21: The free pdf of the game 03:47: Carl Rigney gave away copies at Endgame for Free RPG Day 04:45: Rachel found In a Wicked Age... at Greenfield Games while at JiffyCon on Free RPG Day 05:23: Tell us about the game 06:16: "Look vaguely like Vin Diesel!" 06:23: Pull quote by Elizabeth Shoemaker, who's coming out with It's Complicated quite soon 06:34: New quote, attributed to Joshua and Ralph Mazza 07:11: Ashcans aren't playtested 07:53: Dogs in the Vineyard is a game about Vincent Baker's issues and adolescence 08:27: Polaris about is Ben dealing with issues around activism and burnout 09:14: Bliss Stage is about sex and relationships 10:22: The kill puppies for satan reference in XXXXSL 14:21: The question that XXXXSL is investigating 15:28: Story Games 15:51: Ben's problems with Jason Morningstar's and Clinton R. Nixon's problems with fame 17:43: Ben is working with Anna Kreider on Thou Art But a Warrior (about which more in Episode 12 20:13: Luke Crane 22:41: "Playtesting is somewhat overrated" 24:49: What Ben doesn't like about Playstorming 27:08: Tony Dowler and Ben's snags in making a new race for How to Host a Dungeon 29:18: Primetime Adventures's series creation reminds me of playstorming 30:23: XXXXSL's lineage: The Pool > Inspectres > Universalis > PTA 33:03: Paul Czege of The Ashcan Front 33:34: A game written for Game Chef 2008 is going to be released as an ashcan this year 34:39: What Ben doesn't like about ashcans 36:49: Ben has been playing a lot of Shooting the Moon by Emily Care Boss, Don't Rest Your Head by Fred Hicks, and carry. a game about war. by Nathan Paoletta 38:04: Ben chickens out 40:51: Ashcans and the Sacred Cow Defense League 42:47: The Cockzilla cover for Misspent Youth and its SCDL 47:25: Taking turns in the bullshit phase of XXXXSL 50:36: Defining success for XXXXSL 52:04: The origin of XXXXSL 55:05: Summarizing Ben's prescription for a healthy hobby 57:29: XXXXSL's "amazingly good illustration of Vin Diesel" by Shreyas Sampat 58:40: A reading of the game's ad for 1001 Nights by Meguey Baker Closing song is Sissyfit by the Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[3] |
Thu, 12 June 2008 In this episode, I talk with Jason Morningstar of Bully Pulpit Games about Grey Ranks. Grey Ranks is a game about the 1944 00:56: Camp Nerdly 01:07: What it’s about 03:12: The arc of success and failure in the game 04:29: The grid, a map of mental states of characters 06:11: The scene/chapter structure 06:27: In A Wicked Age... 08:50: Historical games and the "getting it wrong" factor 09:15: Anna Kreider 11:33: Radio Lightning 14:02: The Things Held Dear mechanic 16:21: How the conflict system works 19:21: Character death 20:06: The reputation the game has as being dismal 21:49: Why did you design this game? 22:34: Mid-Atlantic Convention Expo 22:46: Luke Crane 26:06: Influences on the game (The Mountain Witch, Shab al-Hiri Roach, My Life With Master) 28:55: How many times was it played before publication? 29:41: The most valuable feedback received 31:18: The hardest thing to fix 31:28: Bill White (designer of Ganakagok) 32:38: What doesn't work? 33:12: A peek inside the structure of Bully Pulpit Games 33:37: Printed by Publishers' Graphics 34:05: Jason says Alphagraphics (aka RPI) are good now (Joshua AC Newman mentioned them in an earlier episode) 35:28: Jason's podcast, The Durham 3 35:50: How Jeff Bent's art is used in the book 38:08: Scott McCloud 39:10: Layout issues 40:02: Form factor & Lulu 42:03: Marketing 42:39: Defining success 44:09: How profit-sharing works in an indie press company 46:58: The Story Game Names Project 47:22: That whole "status" thing 50:52: Anything else to say? Closing song is Little Julie Swastiska by the Hub City Stompers Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Thu, 29 May 2008 In this episode,
I speak with Anna Kreider about
her supplement for Polaris style, in vain) to fend off Christian crusaders. We recorded this on This episode is 77.9 MB big and 56:45 long.
Closing song is Latina Rose by
the Hub City Stompers Comments[0] |
Wed, 14 May 2008 game, Serial. Serial, which will be published by Incarnadine Press, is a game based on true crime investigations of serial killers. The game is careful to focus most of the interest on the victims of these crimes rather than the cops or the killer. In fact, no one plays the killer. It's an exciting and interesting game that I enjoyed playing. This episode is 80.9 MB big and 58:55 long.
Closing song is Skinhead Boi by
the Hub City Stompers Comments[0] |
Thu, 1 May 2008 first published roleplaying game, kill puppies for satan. This was kind of a silly one, as many of the questions I'd ordinarily ask a little weird in this context. You'll see. This episode is
Closing song is Bridge Over Troubled Squatter by the Hub City Stompers Comments[5] |
Fri, 18 April 2008 about his heist game, Criminal Element (whose development version is currently available as a free download). This is the first show I've done from my home and I was very grateful to Michael for coming up to see me and talking with me about his game. This episode is 01:38 02:20 05:00 05:48 07:00 the mission 07:22 08:35 according to your Vice 11:00 12:30 13:02 14:30 17:28 18:05 19:35 19:43 20:01 and Sorcerer 20:27 22:29 23:44 24:32: Ray Winninger's Underground 24:55: Shock: 26:52: Warren Ellis, The Authority, Planetary 27:49: Who did you steal from? 28:25: Obligatory Spirit of the Century reference 30:00: Mozambique Drill 30:29: What got dropped from the game? 31:07: Game Chef 33:21: Playtester feedback 33:56: Intent, Initiation, Execution, and Effect (IIEE) 34:30: Obligatory Dreamation/DexCon (Double Exposure, LLC.) reference 35:09: Star C. Foster Charity Auction funding a scholarship for Star's high school 35:38: Slouching Towards Bedlam interactive fiction game by Star and Daniel Ravipinto 36:35: Obligatory Vincent Baker reference 36:54: The Sons of Kryos 38:59: Ashcanning CE? Ryan Macklin 39:06: Misspent Youth 39:44: Know Thyself 40:23: The hardest thing to fix 43:18: The nascent production process of Criminal Element 46:28: Cthulhutech 46:56: How will art be used in the book? 50:16: Paying for/compensating models 51:17: Marketing the game 54:49: What is success for Criminal Element? 56:43: One shot or ongoing? 57:24: Luke, Emily, and Tobias Wrigstad (of Jeepform) at the Indie Game Designer's Roundtable
Comments[3] |
Thu, 3 April 2008 Mortal Coil. As Brennan is also a co-owner of Indie Press Revolution, we also discuss a bit about how that business works and what implications there are for him as a client and owner of IPR. This episode is 78.2 MB big and 56:55 long.
Closing music is WTFIU? by the Hub City Stompers Comments[1] |
Fri, 21 March 2008 On this show I interviewed Rob Donoghue and Fred Hicks of Evil Hat Productions about Spirit of the Century. We
also touch on some This episode is 93 MB big and Closing music is Skins Don't Cry by The Hub City Stompers. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Thu, 6 March 2008 In this episode, I interview Joshua AC Newman on his game, Shock: Social Science Fiction. Joshua's a great graphic designer, so in addition to the interesting things he has to say about his game and the design process, he's particularly instructive with regard to the production phase of putting your game out there. This episode is 91.4 MB big and 01:06:34 long. 25:02: Philip K. Dick (in case you didn't know) 26:00: Criticisms of Shock: 1.0, Ron Edwards 27:06: Stuff that had to get edited out 27:28: Ubiquitous Primetime Adventures shout-out 28:50: Most useful feedback from playtesters, Thor Olavsrud 29:35: Vincent Baker 30:53: The hardest thing to fix (writing) 34:50: Deciding what printer to use, Fidlar Doubleday Digital Printing and Publishers' Graphics 38:42: Give yourself a month to get something published 39:38: Ben Lehman 40:00: The Forge 44:29: Costs of production 46:35: IPR 47:31: Graphic design/layout challenges 48:34: Emily Care Boss 50:49: Order of operations for layout vs. editing 52:08: Form factor considerations 52:57: Golden rectangle 54:29: Contact by Carl Sagan 57:10: Success Closing music is Chatterbox by The Hub City Stompers. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Sun, 24 February 2008 In this episode, I speak with Epidiah Ravachol of The Impossible Dream about Dread. This episode is 57.5 MB big and Notes: 22: Sitting with the bigwigs at the Ennies (Robin D. Laws, Brennan Taylor of Indie Press Revolution) 24:12: Playstorming at the Imagination Sweatshop 25:15: Kate's
Joint in the 29:21: Emily Care Boss on the Fair Game Blog talking about playstorming Sign In Stranger 31:33: Time & Temp at the Imagination Sweatshop 34:02: Voyagers! TV show 37:04: Spirit of the Century has great advice on running a mystery 38:06: Deprotagonizing and horror 41:23: Most useful feedback from playtesters 44:09: What printer to use? 46:28: shock: 47:02: Marketing 47:49: Vegan implications of game publication 52:13: Actual play post from the Adventures in the Land of 1000 Kings session mentioned 57:35: War Eternal, Eppy's story-gamey Warhammer-like game 58:20: Wasabi tamari popcorn recipe Closing music is Tocatta and Droog by The Hub City Stompers. Comments[0] |
Sun, 3 February 2008 Some background, in case you didn't know: The Arabian Nights ( http://en.wikipedia.org/wiki/The_Book_of_One_Thousand_and_One_Nights ). I'm trying a new time-stamped show notes thing. I don't know how long my patience will hold out for this, but it's worth a shot I figger. This show is 1:02:11 long and 56.9 MB big. 00:58 -- About the game, 03:25 -- Priorities and the "fake" character 08:03 -- Genesis of the game 08:25 -- Ralph Mazza's Universalis: http://www.indie-rpgs.com/ramshead/ 09:15 -- The requisite Primetime Adventures mention: http://www.dog-eared-designs.com/games.html 10:36 -- 1KN & Iraq & Afghanistan 11:10 -- Setting drifting 13:12 -- Games that came from this game? 15:15 -- Joshua A.C. Newman ( http://glyphpress.com/talk/ ) and Ben Lehman ( http://www.tao-games.com/ ) 16:07 -- A ruleset you can memorize 17:41 -- Who did you steal from most? 17:48 -- H.J. Ford ( http://www.victorianweb.org/art/illustration/ford/index.html ) 18:16 -- Otherkind ( http://web.archive.org/web/20041209151419/http://www.septemberquestion.org/lumpley/other.html ) 18:53 -- What got left behind 20:17 -- Sinbad movies ( http://en.wikipedia.org/wiki/The_7th_Voyage_of_Sinbad ) 20:55 -- Playtesting 21:30 -- Emily Care Boss ( http://www.blackgreengames.com/ ) 21:12 -- Writing what you're actually doing 22:27 -- Judd Karlman ( http://judd-sonofbert.livejournal.com/ ) 23:59 -- The hardest thing to fix 24:46 -- Rules drifting 29:12 -- How art is used in the book 29:19 -- Coloured Fairy Books ( http://en.wikipedia.org/wiki/Andrew_Lang%27s_Fairy_Books ) 31:43 -- Primitive by Kevin Allen Jr. ( http://www.indiepressrevolution.com/xcart/product.php?productid=16198&cat=0&page=1 ) 31:54 -- Poison'd ( http://goplaynow.org/?p=14 ) 32:11 -- Choosing a shape for the book 34:20 -- "The Wrong Heads on the Wrong Bodies" ( http://books.google.com/books?id=2c2ujuioL38C&pg=PA250&lpg=PA250&dq=%22the+wrong+heads+on+the+wrong+bodies%22+fairy&source=web&ots=Ta1POA-NCk&sig=BpN7c6hc8lTYBn_shEiYUHggniY#PPA251,M1 ) 36:44 -- Marketing the game 37:10 -- My Life With Master by Paul Czege ( http://www.halfmeme.com/master.html ) 37:44 -- The Forge ( http://indie-rpgs.com/ ) 38:26 -- What is success for 1001 Nights? 39:00 -- Nathan Paoletta's Carry: A Game About War ( http://www.hamsterprophetproductions.com/wordpress/?page_id=25 ) 41:03 -- Shreyas Sampat ( http://swingpad.com/shreyas/blog/ ) 43:18 -- Choosing a printer, Collective Copies ( http://www.collectivecopies.com/cchome.html ) 44:20 -- Fred Hicks on different ways to get your game printed ( http://drivingblind.livejournal.com/315530.html ) 46:57 -- Three other games? 47:39 -- #1: Twist 49:32 -- #2: Miss Schiffer's School for Young Ladies of Quality 49:48 -- Reverse Engineer Challenge ( http://www.kevinallenjr.com/reverseengineer/reversed.html ) 50:24 -- Gibson Girls ( http://en.wikipedia.org/wiki/Gibson_girl ) 52:42 -- Committee For the Exploration of Mysteries ( http://ericjboyddesigns.com/The_Committee.aspx ) 53:36 -- #3: Intertwined ( scary and hawt! ) 54:24 -- Jeepform ( http://jeepen.org/ ) 54:54 -- The Fountain ( http://en.wikipedia.org/wiki/The_Fountain_%28film%29 ) Darren Aronofsky ( http://en.wikipedia.org/wiki/Darren_Aronofsky ) 55:30 -- The Time Traveler's Wife ( http://en.wikipedia.org/wiki/The_Time_Traveler%27s_Wife ) 56:25 -- Frotteurism ( http://en.wikipedia.org/wiki/Frotteurism ) Music by The Hub City Stompers: http://www.hubcitystompers.com/ Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[0] |
Mon, 21 January 2008 In this episode, I interviewed Julia Bond Ellingboe about her game Steal Away Jordan. This episode is 59:07 minutes long and 54.1 MB big Links! Stone Baby Games (Julia's company): http://www.stone-baby.com/ The Imagination Sweatshop (playstorming): http://imaginationsweatshop.com/?page_id=10 Buffy RPG: http://en.wikipedia.org/wiki/Buffyverse_role-playing_games Primetime Adventures: http://www.dog-eared-designs.com/games.html Fairy Meat: http://www.kenzerco.com/index.php?cPath=34_63 Lumpley Games (Vincent's Baker): http://www.lumpley.com/games/ Ron Edwards' Sorcerer: http://www.sorcerer-rpg.com/ Yahtzee: http://en.wikipedia.org/wiki/Yahtzee Spelman College: http://www.spelman.edu/ The episode ends with the Hub City Stompers song WHOLOTTAMULATTO: http://www.hubcitystompers.com/lyrics/wholottamulatto.html Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[1] |
Wed, 9 January 2008 The show is 01:10:38 long and 64.6 MB big. Links: Lumpley Games (Vincent's company): http://www.lumpley.com/games/ - There you will find links for In a Wicked Age..., Dogs in the Vineyard, Poison'd, Mechaton, and kill puppies for satan. Dreamation 2008: http://www.dexposure.com/d2008.html Conan: http://en.wikipedia.org/wiki/Conan_the_Barbarian Tanith Lee: http://www.tanithlee.com/ - Tales From The Flat Earth: http://www.enotes.com/salem-lit/tales-from-flat-earth Jack Vance: http://en.wikipedia.org/wiki/Jack_Vance - Lyonesse: http://en.wikipedia.org/wiki/Lyonesse Drew Baker: http://www.drewbaker.com/ Joshua A.C. Newman: - Joshua A.C. Newman Design: http://joshuanewmandesign.com/ - The Glyphpress http://glyphpress.com/ Cheap & Cheesy Fantasy Game (via the waybackmachine): http://web.archive.org/web/20050909010740/http://www.septemberquestion.org/lumpley/cnc.html Clinton R. Nixon: - CRN Games: http://crngames.com/ - The Fantasy Oracle generator for AG&G/IaWA: http://crngames.com/oracle Grey Ranks: http://www.bullypulpitgames.com/games/index.php?game=grey_ranks Play Collective: http://playcollective.org/ Ashcan Front: http://ashcanfront.net/ Ron Edwards' Sorcerer: http://www.sorcerer-rpg.com/ Black and Green Games (Emily Care Boss): http://www.blackgreengames.com/ Tony Dowler: http://tony.dowler.com/ Troels's fixes for IaWA: http://www.indie-rpgs.com/forum/index.php?topic=25173.0 Judd Karlman: - Livejournal: http://judd-sonofbert.livejournal.com/ - Paka's Thread Games: http://www.bobgoat.com/mu/ Durham 3 (Jason Morningstar, Clinton R. Nixon, Remi Treur): http://www.durham3.com/ Agon (John Harper): http://www.agon-rpg.com/ Night Sky Games's 1001 Nights (Meguey Baker): http://www.nightskygames.com/ Collective Copies: http://www.collectivecopies.com/cchome.html TAO Games (Ben Lehman): http://www.tao-games.com/ Lulu: http://lulu.com/ The Forge RPG Bookshelf: http://bookshelf.indie-rpgs.com/ RPGNow: http://www.rpgnow.com/ Anna Kreider: http://wundergeek.blogspot.com/ Ed Heil: http://esotericmurmurs.blogspot.com/ My Life with Master (Paul Czege): http://www.halfmeme.com/master.html Ars Magica: http://www.atlas-games.com/arsmagica/ Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[2] |
Sat, 29 December 2007 Judd's awesome and so is this episode. I'm so glad he's on the first one. This episode is 48.3 MB big and 00:52:46 long. Here are the relevant show notes: Hub City Stompers: http://hubcitystompers.com The Dictionary of Mu: http://www.bobgoat.com/mu/ The Sons of Kryos: http://www.sonsofkryos.com/ Birthright: http://en.wikipedia.org/wiki/Birthright_%28campaign_setting%29 Rob Donoghue (Evil Hat Games): http://evilhat.com/ Days of Wonder: http://www.daysofwonder.com/ The Shadow of Yesterday: http://crngames.com/the_shadow_of_yesterday/ Keith Senkowski: http://www.bobgoat.com/ Ralph Mazza (Ramshead Publishing): http://www.indie-rpgs.com/ramshead/ Sorcerer: http://www.sorcerer-rpg.com/ Philip Pullman: http://www.philip-pullman.com/ Thor Oluvsrud and Luke Crane (Burning Wheel): http://burningwheel.org/ Thor Oluvsrud (blog): http://urdwell.blogspot.com/ FATE RPG: http://faterpg.com/ Wraith: The Oblivion: http://www.white-wolf.com/Games/Pages/Wraithhome.html The Riddle of Steel: http://www.theriddleofsteel.net/ Ron Edwards (Adept Press): http://www.adept-press.com/ The Forge playtesting forum: http://www.indie-rpgs.com/forum/index.php?board=62.0 Aaron Kuder: http://www.comicspace.com Riddle of Blood Yahoo Group: http://games.groups.yahoo.com/group/TRoB/ Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[2] |

