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Episodes
The best panels and seminars about analog game design & publishing.
Episodes

Nov 2, 2019
Nov 2, 2019
1hr 30 sec
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.

Mar 23, 2019
Mar 23, 2019
53 min
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?

Nov 24, 2018
Nov 24, 2018
55 min
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.

Nov 17, 2018
Nov 17, 2018
52 min
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.

Nov 3, 2018
Nov 3, 2018
1hr 2 min
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.

Oct 6, 2018
Oct 6, 2018
55 min
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?

Aug 25, 2018
Aug 25, 2018
48 min
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.

Apr 28, 2018
Apr 28, 2018
54 min
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.

Mar 31, 2018
Mar 31, 2018
54 min
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!

Mar 17, 2018
Mar 17, 2018
52 min
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?

Dec 2, 2017
Dec 2, 2017
58 min
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?

Sep 3, 2017
Sep 3, 2017
56 min
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?
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Jul 15, 2017
Jul 15, 2017
1hr 19 min
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!
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Jun 17, 2017
Jun 17, 2017
49 min
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.
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Apr 22, 2017
Apr 22, 2017
39 min
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?
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Jan 14, 2017
Jan 14, 2017
52 min
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?
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Sep 18, 2016
Sep 18, 2016
59 min
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!
- Romance Trilogy, including Breaking the Ice, Shooting the Moon, and Under my Skin, by Emily Care Boss (http://www.blackgreengames.com/lcn/2016/7/24/romance-trilogy)
- Indie Groundbreaker Awards (http://www.igdnonline.com/indie-groundbreaker-awards-winners/ )
- 14 Days, by Hannah Shaffer (http://makebigthings.com/14-days-a-game-about-life-with-migraines/ )
- 183 Days, by James Stuart and Sara Williamson (http://www.drivethrucards.com/product/144510/183-Days)
- Fall of Magic, by Ross Cowman (http://heartofthedeernicorn.com/product/fall-of-magic-scroll-edition/ )
- 10 Candles, by Stephen Dewey (http://cavalrygames.com/)
- Dread, by Epidiah Ravachol (https://dreadthegame.wordpress.com/about-dread-the-game/)
- The The Dread Geas Of Duke Vulku by Epidiah Ravachol (http://www.worldswithoutmaster.com/the-dread-geas-of-duke-vulku/ )
- Microscope and Kingdom by Ben Robbins (http://www.lamemage.com/)
- Downfall, by Caroline Hobbs (https://lessthanthreegames.com/downfall/)
- Usagi Yojimbo, by Sanguine Productions (http://drivethrurpg.com/product/50310/USAGI-YOJIMBO-ROLEPLAYING-GAME-Legacy)
- Blood Red Sands, by Ralph Mazza (http://www.galileogames.com/blood-red-sands/)
- Burning Wheel, by Luke Crane (https://www.burningwheel.com/)
- Apocalypse World, by Meguey and Vincent Baker (http://apocalypse-world.com/)
- Dungeon World, by Sage Latorra and Adam Koebel (http://www.dungeon-world.com/)
- Montseigeur 1244, by Frederik J. Jensen (http://thoughtfulgames.com/montsegur1244/ )
- Epyllion, by Marissa Kelly (http://www.magpiegames.com/epyllion/
- Posthuman Pathways, by Jason Pitre (http://www.genesisoflegend.com/product/posthuman-pathways/)
- Play with Intent, by Emily Care Boss and Matthijs Holter (https://playwithintent.wordpress.com/)
- Nightwitches by Jason Morningstar (http://bullypulpitgames.com/)
- The Warren by Marshall Miller (http://bullypulpitgames.com/)
- Monsterhearts, by Avery Alder (http://buriedwithoutceremony.com/monsterhearts/)
- Sagas of the Icelanders, by Gregor Vulga (http://www.indiepressrevolution.com/xcart/product.php?productid=19311&page=1)
- Headspace, by Mark Richardson (http://www.greenhatdesigns.com/?project=head-space)
- Dream Askew, by Avery Alder (http://buriedwithoutceremony.com/dream-askew/ )
- The Quiet Year, by Avery Alder (http://buriedwithoutceremony.com/the-quiet-year/ )
- Steal Away Jordan, by Julia Ellingboe (http://www.lulu.com/shop/julia-bond-ellingboe/steal-away-jordan/ebook/product-17470217.html )
- Blades in the Dark, by John Harper (http://www.onesevendesign.com/ and http://www.drivethrurpg.com/product/170689/Blades-in-the-Dark-Digital-Edition-Early-Access )
- Swords without Master, by Epidiah Ravachol (http://www.worldswithoutmaster.com )
- Mars Colony, by Tim Koppang http://www.tckroleplaying.com/marscolony/
- Misericorde, by Emily Care Boss (http://www.blackgreengames.com/shop/misericorde-pdf)
- Fools Journey, by Stentor Danielson (http://www.drivethrurpg.com/product/154421/The-Fools-Journey)
- Spark Roleplaying Game, Jason Pitre (http://www.genesisoflegend.com/product/spark/)
- Bubblegumshoe, Evil Hat Productions (http://www.evilhat.com/home/)
- Seven Wonders, by Pelgrane Press (http://site.pelgranepress.com/index.php/seven-wonders-a-story-games-anthology-2/)
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Jul 30, 2016
Jul 30, 2016
54 min
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 1, 2016
Jul 1, 2016
54 min
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
Jun 24, 2016
51 min
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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Jan 18, 2016
Jan 18, 2016
52 min
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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Nov 28, 2015
Nov 28, 2015
58 min
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?
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Feb 7, 2015
Feb 7, 2015
55 min
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:

Jan 31, 2015
Jan 31, 2015
49 min
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

Dec 14, 2014
Dec 14, 2014
56 min
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!

