In this episode Brandon and James get down and dirty with the greasy mechanics of game design. Neither of them is afraid to pull on some coveralls, pop the hood of a game truck, and work on the engine. This metaphor has really gone about as far as we can take it. This one’s good and runs a little long. Enjoy.
In this episode Brandon and James ramble about play by post games, but eventually get on point talking about nation states, kingly moves, and other faction tier movings and shakings. We talk about different tools and hacks you could use to either play a realistic world history, or have one ready for a game you’re playing. Things get weird. Stay til the end.
In this episode Brandon and James talk about the game Microscope by Ben Robbins and a few different hacks of the game they’ve considered writing. We low-key hype a new show we’re really seriously working on and make a lot of bad Inception jokes.
In this episode Brandon and James talk about the action order economy and how games handle the very practical issue of dealing with sequence that events happen. They touch on structures for making sure every player gets the spotlight, but also making sure it makes sense for the character mechanically. Finally they ask the big questions like “can I just take this initiative system and put it in another game.”
In this episode Brandon and James talk about the Fiasco, the game they agreed to prep for, as well as Reflections, the game James read by accident. Then in a twist ending, James plans for a topic without telling Brandon anything. This is a good one.
In this episode Brandon and James chat about incentive structures in games. James proposes a taxonomy for mechanical incentives and Brandon, a trained behaviorist, pokes a lot of holes in that theory. They come around to a solid conclusion.
In this episode Brandon and James follow up the previous episode by talking about James’s new mission: create a tv show creation game – tentatively called “CW The Show The Game”. They walk through the work James did in the last two weeks and develop the game even further.
In this episode Brandon and James talk about if we really need to have random number generators as a resolution mechanic. Could you replace dice with a live studio audience? James accidentally stumbles backwards into a table larp with an audience ratings mechanic.
In this episode Brandon and James talk about how modules and other self contained game content can still be useful in the narrative game scene. They talk about borrowing content from your old D&D modules and to play in Dungeon World. In the later half of the show they make a game module for Masks to help you play a Very Special episode.
In this episode Brandon and James talk about reading new and old games in a way that helps to unmask design choices. James has been reading Cypher and taking notes on how he reads games for the first time knowing that he’ll want to come back and hack the system. Brandon has been contemplating what mechanics he could borrow for his game.