Episode 107 – Working with Artists

Working with Artists 101

Recorded at Metatopia 2015RPG-Design-Panelcast-sml

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!

 

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Special Episode 1 – Manual of the Primes

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)

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Episode 106 – Making your First Game

Making your First Game

Recorded at Metatopia 2015RPG-Design-Panelcast-sml

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!

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The Manual of the Primes

There is only one true city; a place of multiversal trade, cultural exchange, and mixed blood. A place where monsters come to scheme and gods come to die.

Sig is the nexus of the multiverse. It’s a city connected to everywhere, a refuge for the oppressed and a prize for tyrants. It’s a place where culture is at the forefront, with diverse faiths and tongues struggling for space in the crowded metropolis. It’s a city of families, both whole and broken.

It’s coming to kickstarter on January 24th, 2017. We hope you will join us.

 

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Episode 105 – Cultural Mechanics

Cultural Mechanics

Recorded at Metatopia 2015RPG-Design-Panelcast-sml

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?

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