

RPG Design Panelcast
Jason Pitre
The best panels and seminars about analog game design & publishing.
Episodes
Mentioned books

Aug 15, 2016 • 58min
Episode 91 – Intro to RPG Design
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.
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Aug 11, 2016 • 54min
Episode 90 – Fictional Cartography v2
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!
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Jul 30, 2016 • 54min
Episode 89 – Game Mechanics as Social Engineering
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!
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Jul 24, 2016 • 58min
Episode 88 – Science Fiction in RPGs
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.
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Jul 17, 2016 • 57min
Episode 87: Sanity Points
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.
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Jul 10, 2016 • 55min
Episode 86: GMing Outside your Comfort Zone
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.
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Jul 1, 2016 • 55min
Episode 85: Repurposing Mechanics
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?
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Jun 24, 2016 • 52min
Episode 84: Patterns and Shapes in Larp Design
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
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Jun 17, 2016 • 49min
Episode 83 – Give and Receive Critique
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?
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Jun 8, 2016 • 1h 7min
Episode 82 – Kickstarter 101 (2015)
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?
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