This year's Game Chef analog game design competition is already halfway through and I thought it could be interesting to share some of my experiences with it and the current status of my design in this episode. A lot of this is quite preliminary, but the basic foundations are likely to stand until the end of the competition.
I have no hopes of winning, but I will certainly submit my game and hopefully find the time to develop it further after the competition. We had a playtest, last night, and everybody had fun with the concept. Also, the rules (as far as we got testing them) seemed to make sense and enrich play. So, I do not need to scrap those entirely.
12:24 minutes (8.56 MB)
This year's Game Chef competition has just started. Its theme and four ingedients have been unveiled today. And - surprisingly enough - they are not words but rather pictures. This will complicate my brainstorming session, but is a nice deviation from other contests.
The contest runs from May 17th and 26th 2013, which is the time you have to produce a fully playable (and readable!) analog game of sorts. I encourage you to take part, if you can spare some hours this coming week.
I will be participating and documenting my progress here (maybe in audio form). I already have a playtesting session scheduled. Let's see, what comes of it.
24h RPG Contest on the RPGGeek: Us, our settlement, the AI and the quantum information field, here, at the end of the world
PiHalbe — 18. November 2012 - 12:54
I totally forgot to mention this … anywhere … at all.
I October there was a contest over at the RPGGeek for 24-hour RPGs. I decided to accept the challenge and in turn produced my second contest RPG ever.
This is its name:
(Postrocky, I know.)
For reference purposes, I submitted it as "Quantum Settle End" which destills the most prominent information.
PiHalbe — 14. November 2012 - 13:40
This is the second (and the only one in English language) of three interviews I recorded at the SPIEL 2012 exhibition in Essen.
I talked to Christoffer Krämer who is one of the many creative heads behind Swedish game publisher Gigantoskop. He talks about how they go about their creative process, the internal competitions they make for designing new games, why they put their focus on games with strong themes, how ideas are cheap and why it's best to talk about your game and not be afraid that anybody will steal your idea.
I hope you enjoy the interview as much as I (and apparently, he as well) did. Feel free to comment.
Till next time, have fun!
19:09 minutes (13.19 MB)
I am pleased to inform you that I completed (for now) building an RPG pitch database website. It goes by the most imaginative title of RPG Pitches.
It was inspired by me collecting a long list of pitches of games in private for a regular one-shot game night. I would like to make this useful for everyone.
The concept of the site is simple, depending on what you want:
I want to inform you that Ryan Macklin's Master Plan podcast will be back for another season of 10 episodes. He is doing a kickstarter to bring it back. I really like the idea of having this (most of the time) awesome RPG design podcast back for more input.
So, if you liked his podcast, feel free to back this Kickstarter project to maybe even unlock another additional season. That would be awesome!
If you do not know his podcast, please be referred to here to check it out. If you are at all interested in RPG design, you will love this!
Here comes the third of a series of four interviews I did on my visist to the SPIEL 2011 in Essen. All of these shows will be in English (since the Germans managed to evade my microphones). I hope, you can cope with my teutonic English for the sake of the interviewees.
This interview is with Matt Machell who also shared a booth with Arkenstone Publishing. Matt is a British game designer, publishing small games with a British flavor.
We talk about the reception of his games at the SPIEL, his three games published so far (Covenant, Pulp! and the new, revised The Agency) and some minor topics.
As always, feel free to leave comments (if it's not about my bad English …) and stay tuned for the final interview. Cheers!
12:54 minutes (8.9 MB)
Hey, everybody. Here comes the second of a series of four interviews I did on my visist to the SPIEL 2011 in Essen. All of these shows will be in English (since the Germans managed to evade my microphones, somehow). I hope, you can cope with my teutonic English for the sake of the interviewees.
Again, I am sorry for the discrepancy between desired and realized publishing date. On the up side, I think my new mobile recording setup really did its job well so that the interviews should have a far better audio quality than last year.
This second interview is with Eero Tuovinen from Arkenstone Publishing. His company distributes indie and OSR games in Finland and also publishes his own games and translations of indie games. It has been Arkenstone's third attendance to the SPIEL and they might just be coming again next year.
We talk about how indie and OSR games are received at the SPIEL, Eero's efforts to spread the word, news from the Forge-scene and some new, recommended games Eero has with him among other things.
I hope you like it! Feel free to leave comments and feedback, and stay tuned for two more upcoming episodes. Hope to read from you!
Oh, and if you like what you heard, feel free to click those flattr buttons to retrocactively fund my recording equipment.
23:22 minutes (16.08 MB)
Hey, everybody. Here comes the first of a series of four interviews I did on my visist to the SPIEL 2011 in Essen. All of these shows will be in English (since the Germans managed to evade my microphones). I hope, you can cope with my teutonic English for the sake of the interviewees.
I planned to have the interviews up during SPIEL, but it turns out that editing takes a lot more raw hardware power than recording and my mobile equipment was ill-fitted for this purpose. Thus, the interviews are late. I'm sorry for that.
This first interview is with Gregor Hutton from BoxNinja who shared a booth with Arkenstone Publishing. Gregor is a British game designer and best known for his game 3:16 - Carnage Amongst the Stars.
We talk about the meaning behind 3:16, his new game Remember Tomorrow, his approach to game design variety and a couple smaller topics. You should definitely check out his games, if you don't know them already!
I hope you like it! Feel free to leave comments (if it's not about my bad English …) and stay tuned for the upcoming episodes. Hope to hear from you!
17:29 minutes (12.05 MB)
Hey fellow roleplayers!
I just got a hold of D. Vincent Baker's Apocalypse World. After reading most part of it, I want to pitch it to my playing group, but something nags at me:
There's the playbooks for the characters. And while I do like the selection of characters in the main book, Vincent published some more through dark and mysterious ways. And he wants us to come together, talk about his game and trade.
So, being a (and posessing the) HOARDER, I would like to offer you the HOARDER (or the MAESTRO D') in exchange for any other non-standard playbook you can give me. In fact, if you really want the HOARDER, just ask for it, and I will send you the link. Of course, you can also just leave a comment and hope that other people will send you their playbooks.
As of today (2011-10-07), the following playbooks have been released: