Wed, 17 June 2015
Ryan is joined by Sean Nittner—owner of Big Bad Con, project manager for Evil Hat Productions, and all around excellent human. (Or human-wolf hybrid.) The conversation revolves around thinking about convention games as part of the design process, but our journey takes a few twists and turns.
We also talk about:
Follow Sean at @SeanNitter.
1:22:04 / 41 MB
Mon, 1 June 2015
Ryan tries out a new format for the show, and brings on indie game designer Kit La Touche to chat about various game design and game publishing topics.
1:25:04 / 41.5 MB
Wed, 11 February 2015
Ryan talks with Mark Richardson, who is by night a freelance tabletop games cartographer and indie publisher, and by day a badass Canadian geographical information survey machine. (That means he makes huge maps using very detailed software.) Mark's got a fresh perspective on cartography, coming from a technical, GIS background rather than a purely illustrative one. We sit down to talk about the art and business of making maps for games.
Projects Mark has Made Maps For Include
Open GIS Data Resources
51:29 / 25.3M
View on YouTube: youtube.com/watch?v=CP_BYapSUpI
Wed, 21 January 2015
Ryan kicks on one of his planned 2015 interview series—this one on setting design in roleplaying games—by talking with luminary and setting veteran Robin D. Laws. Robin's well known for his work in Feng Shui (and the recently Kickstarted second edition), the Dying Earth RPG, and various games using his GUMSHOE and DramaSystem engines.
Works that we brought up that you can check out now:
If you want more Robin goodness, check out Ken and Robin Talk About Stuff.
View on YouTube: youtube.com/watch?v=BeG2XtV-C1g
Mon, 11 August 2014
Ryan interviews three fantastic folks about prepping for large conventions like Gen Con:
We did a mixed focus: while we focused on useful tips for event runners and exhibitors, it turns out that many tips we shared work for general attendees. We talked a lot about food, a little about alcohol, about packing and shipping, domestic and international travel advice, and so on. For old hats, this won't be revolutionary advice, but it might help some people out who aren't as veteran at Gen Con.
This was originally broadcast live as a Google+ Hangout on the Air on Saturday, August 8th, 2014, and has more audio issues than I'm used to dealing with. I tried to fix what I could, but there's only so much you can do with bad audio.
Notes from the Episode
You can often find Adam at the Posthuman Studios booth -- booth #559, near the art show area.
Outside-of-US people, check out Nelly's Nerdy Adventures for more on dealing with flying into/out of the US. Thanks to everyone who contributed questions and advice!
Gen Con advice posts from the past:
Gen Con links:
Things you should totally check out: visit this blog post for info on Games on Demand, First Exposure, and more stuff I think you should check out!
We had two winners of the Gen Con badge giveaway: Mike & Amber! (Though, if one doesn't claim in time, I might give the badge to a runner-up.)
...and that's it! See some of you at Gen Con!
View on YouTube: youtube.com/watch?v=mu7B2NDa0-A
Sun, 3 August 2014
Ryan talks with Amanda Valentine, John Adamus, and Lynne Hardy about what it is to be a freelance editor, answer questions from freelance editors and prospective editors, and possibly give some tips to writers who are hiring freelance editors for the first time.
The PaizoCon panels mentioned in the intro:
1:05:31 / 32.1 MB
Direct download: MasterPlan64_FreelanceEditing_ValentineAdamusHardy.mp3
Category:podcasts -- posted at: 10:56pm PST
Mon, 5 May 2014
Ryan sits down with Stephen Hood and Will Hindmarch or Protagonist Labs to talk about the new online roleplaying experience known as Storium. On this live episode, they talk about Storium's origins and design, issues that came up in playtesting, the differences between developing for an upgradable platform versus a static book, and more. If you aren't a part of the beta yet and would like to be, check out Storium's Kickstarter campaign.
Ryan also mentions that he'll be shifting toward more live format shows than pre-recorded, as an experiment and to speed up production.
52:28 / 25.8M
Tue, 10 September 2013
On this first live episode of Master Plan, I talk with Daniel Solis about a host of subjects: card game design, rapid prototyping, remote playtesting, design philosophy, DriveThruCards, and so on. Naturally, we talk about Belle of the Ball (currently on Kickstarter) and Koi Pond (on DriveThruCards).
You can watch the video on YouTube (via this link or the embed below), or download the audio-only version from this feed & post.
Apps Mentioned for Remote Testing
Other Games Mentioned
Audio thanks to listentoyoutube.com, which Daniel turned me on to. If you use it, be warned: there are like a million ads on the site, though none in the audio once you get to downloading it.
1:27:07 / 42.4M
Mon, 12 August 2013
Ryan sits down with Jason Morningstar and Steve Segedy of Bully Pulpit Games to talk shop about creating Fiasco playsets. They give the lowdown on what to think about when creating playsets, how they tackle different problems that come up, and a the inside scoop on how their process was and is today. They have the occasional aside about tips for better playing Fiasco as well, if that's your bag. (If not, they still talk about it.) They also throw down the gauntlet, and make me commit to...well, listen to find out.
It's heavily suggested that the Fiasco Companion is required reading if you want to get more out of this process (and out of the interview). Also check out Fiasco: American Disasters, the first in their series of trilogies, and also includes the Trainwreck mode, which allows you to string multiple sessions together.
Playsets mentioned (linked ones are free to download):
If you'll be at Gen Con 2013, come see me! You can find out my schedule from this blog post.
45:40 / 22.5M
Mon, 6 May 2013
On this episode, I talk with the ever-talented Amanda Valentine, freelance editor who has worked on a number of award-winning RPGs. We decided to have a conversation about editing from the perspective of language: why to choose different words, what that means, how does that impact understanding, etc. And then she becomes the Scarlet Owlbear.
43:52 / 21.5M
Thanks again to Jason Pitre for his help with post-production.