

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

May 28, 2016 • 49min
Episode 81 – Cinematic Plays
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.
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May 14, 2016 • 59min
Episode 80 – Game Distribution
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.
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Apr 30, 2016 • 1h 3min
Episode 79 – Agile Design and Publishing
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!
Yes You Kan(ban)
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Apr 16, 2016 • 54min
Episode 78 – Creativity In Business
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!
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Mar 31, 2016 • 56min
Episode 77 – Project Budgeting For Tabletop Games
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).
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Mar 16, 2016 • 48min
Episode 76 – Formalizing Your Game Business
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.
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Mar 5, 2016 • 56min
Episode 75 – Matters Of Scale
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.
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Feb 6, 2016 • 56min
Episode 74 – Genius Loci
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.
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Jan 18, 2016 • 52min
Episode 73 – Opacity and Transparency
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.
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Dec 5, 2015 • 59min
Episode 72 – Lovecraft WTF
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.
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