By Who, What, Why? Julian Steindorfer and Ode joined me to talk about 2-player games. We discussed the ins and outs of designing them and we ended up getting on a tangent about the Go To Source…
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By Who, What, Why? Julian Steindorfer and Ode joined me to talk about 2-player games. We discussed the ins and outs of designing them and we ended up getting on a tangent about the Go To Source…
Read more at the source : Who, What, Why?
By Who, What, Why? Randy Flynn, designer of Cascadia, joined me to talk about his game. We talked a lot about the design behind the goal cards and how intricate those were to driving Go To Source…
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By Who, What, Why? So many amazing peeps joined me to talk about prototyping best practices: Emma Larkins, Julio Nazario, John Brieger, and Rory Muldoon. This is an episode filled with an incredible amount Go To Source…
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By Who, What, Why? Tom Knauss, designer of Tehautl from Frog God Games, joined me to talk about the process of building a world for a culture that isn’t well-represented in RPGs. We discussed Go To Source…
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By Who, What, Why? Takeo Yamada, designer of Amalfi, joined me to talk about his game, its influences, and his process for designing it. We explored the intricacies of the mechanisms and how they Go To Source…
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By Who, What, Why? Rory Muldoon, designer of Skora and graphic designer, joined me to talk about the game and its creation. We also talked about his self-imposed role as art director for his Go To Source…
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