Posts Tagged ‘Gen Con’

Show023: Interview with Darren Watts

Monday, November 5th, 2007

Show023: Interview with Darren Watts

We’re back. The site has been transferred to the new computer and as promised here is a new show. I sat down with Darren Watts, President of Hero Games at Gen Con. We talked about how Hero is designed as a very large toolkit, what the heck Indie means, and several Hero products. If you hear a repetitive thumping that’s Darren punctating his speech by thumping his hand on the desk in karate chop motion. Kind of like those 70′s Steve Austin dolls. He might have had to buy the hotel a new desk, but it was certainly indicative of his passion for Hero.

Show022: Interview with Paul and Danielle Czege plus Matt Synder

Sunday, October 7th, 2007

Show022: Interview with Paul and Danielle Czege plus Matt Synder

3 weeks. Wow. I didn’t think I’ve been goofing with my computer that long. Here’s one with Paul, Danielle, and Matt the folks behind the Ashcan Front. I’ll do links and stuff later, but I need to take a quick nap and then head back to Geek.kon.

Show021: Interview with Chris Moore and Michael Lingner

Sunday, September 16th, 2007

Show021: Interview with Chris Moore and Michael Lingner

Here’s the next of the Ashcan Front interviews. I talk with Chris Moore and Michael Lingner about their game, “Psi Run.” This one may be a little on the quiet side. We recorded it in Michael and Chris’s hotel room while Chris’s son was sleeping in the next room. Maybe more later… time for me to sleep.

Show019: Interview with Paul Tevis

Tuesday, August 28th, 2007

Show019: Interview with Paul Tevis

Here’s the second interview with an Ashcan Front contributer. This time we have Paul Tevis from Have Games Will Travel. We discuss his game, “A Penny For My Thoughts.” Some of the interesting things we talk about are; procedural rules, improv and how the game relates to it, and quite a few other things.

Show018: Interview with Ryan Macklin

Saturday, August 25th, 2007

Show018: Interview with Ryan Macklin

This is the first of my interviews with the folks at the Ashcan Front booth from Gen Con. I spent a good portion of my Gen Con time trying to get all of the participants in the booth to record interviews with me. I came up short on that goal, much of the limiting factor was my present equipment’s bulkiness and need for power.

I really want to see the Ashcan Front be successful. There are a lot of really great ideas happening in the creator controlled space of RPG designers. I think the Ashcan Front is a great thing if we want to keep seeing the revolution that’s been going on in roleplaying design for the past years. Anyway….

I interviewed Ryan Macklin, my enemy, who produces the podcast Master Plan which is about game design. We discussed his game, Know Thyself. We also touched on what is good game design, and the difference between, “I will not abandon you,” and “nobody gets hurt.” There were also quite a few other tangents which I may come back and detail later.

Show017: Game Design for Game Designers with James Brown

Thursday, August 23rd, 2007

Show017: Game Design for Game Designers with James Brown

Here is the first of my Gen Con interviews. I had scheduled to record with James Brown, designer of Death’s Door, Brick Battles, and Blood and Bronze, on Wednesday night. We couldn’t find anywhere to record, so we did a commando recording in the lobby of my hotel. It gave me a chance to use my new omnidirectional microphones and doesn’t sound as bad as I imagined.

James and I discussed Game design, starting with some questions you should be able to answer:

  1. What is your game about?
  2. How is your game about that?
  3. What behaviors does it encourage or reward to achieve that?
  4. What do the players do?
  5. What do the characters do?
  6. What is fun to you and why do you want to play this game?
  7. Who do you want to play the game?

We then talk about the elevator pitch, and that you need to consider how art, text, and everything else you do expresses the games mission. Then we discuss various elements of Game Design.

  • The reward system: Is a feedback loop that can have positive or negative reinforcement. It’s a way to get players to engage a mechanic or behavior that you want to encourage.
    • A positive example; fan Mail in Prime time Adventures.
    • A negative example; the loser keeping the token in Death’s Door.
  • The social dynamic
  • Currency: What the game rules give the players and GM to interact with the fiction.
    • In a lot of storygames this will be dice.
    • Can also be statistics on the character sheet. For instance Strength in D+D defines how the character can interact with the environment like doors, weapons, armor, etc.
  • Fortune, Drama, and Karma.
    • Fortune is using some element of chance in the resolution.
    • Karma compares things and then the result is generated.
    • Drama
  • Escalation
  • Player interaction
    • I’ll be there for you.
    • Nobody gets Hurt.

This isn’t quite finished yet, but I need to take a nap and go to work.