[BONUS] Dan Peterson on Themes that Need to Be Explored
The post [BONUS] Dan Peterson on Themes that Need to Be Explored appeared first on Board Game Design Lab.
Dan Peterson, chief developer and head of new acquisitions at Mayday Games, discusses why a publisher might reject your game and how to handle it.
Dan looks at close to 200 unpublished games a year and has years of experience in finding new games to publish. This episode is packed with great wisdom for anyone wanting to travel down the traditional publishing path.
The post Why a Publisher Might Reject Your Game and How to Handle It with Dan Peterson appeared first on Board Game Design Lab.
In this temporarily-educated instalment of the SU&SD podcast, Matt, Pip and Paul gathered at a hotel during the 2017 Game Developer's Conference. Their mission? To discuss the hot questions of the day.
Should liches be banned? Are humans secretly terrible at games? Why can't I have my raven back? When is an asteroid frustrating? Should SU&SD be on Pinterest? And most importantly, why do the world's best board game designers think the future is great for players?
We also reach into the mailbag to answer a question on trivia games, and discuss some deeply unprofessional games that are played by actors, on stage.
Commenters, what do you think? Should trivia games continue their slow death, or should we be huffing and puffing into their lungs like someone who kind of remembers CPR (but not really)?
Dungeons & Dragons (5th Edition), Dungeons & Dragons, Trivial Pursuit, butt tag
BPPP Clank and Obsession (click on the text to the left to listen) During this week’s episode: 1) The Pegs discuss recent news and a recent […]
The post Episode 93- Clank! and The Dark Side of Gaming: Obsession appeared first on Blue Peg, Pink Peg Boardgaming Podcast.
Shelley and I check out a game that flew under a lot of people's radar at Essen, then get the card/game version of a fantastic title from a couple of years ago to the table:
Rhodes by Pieter Boots from The Game Master
and
First Class: All Aboard the Orient Express by Helmut Ohley from Hans im Gluck
JT Smith, designer of The Captain Is Dead, talks about how to design a great cooperative game.
We talk creating tension, alpha players, and the math behind a good AI system. Personally, I think The Captain Is Dead is one of the best co-op games on the market today, and it was great to get JT’s insight on its creation.
The post How to Design a Great Cooperative Game with JT Smith appeared first on Board Game Design Lab.
We have been trying for weeks to get Mare Nostrum Empires by Academy Games by Academy Games to the table and it is a shame that it took so long, but […]
The post RDTN Episode 113: Mare Nostrum, Conflict of Heroes – Guadalcanal, Kingsport Festival – The Card Game, 50 Hours of Gaming first appeared on Rolling Dice & Taking Names.
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Shelley and I tackle something BIG as well as something lighter with
Solarius Mission from Spielworxx and designed by Michael Keller and Andreas "ode" Odendahl
and
Herbaceous from Dr. Finn's and Pencil First Games, designed by Eduardo Baraf, Steve Finn, and Keith Matejka
Jamey Stegmaier, designer of Scythe, is back on the show, and we’re talking about what the schedule of a pro game designer looks like. It’s easy to have a romanticized idea of what being a full time designer is, but it doesn’t quite line up with reality.
We talk about the daily fires that have to be put out, how to be intentional with your time, ways to become more efficient, and much more.
The post A Day in the Life of a Pro Designer with Jamey Stegmaier appeared first on Board Game Design Lab.
In this show, we talk about Bear Valley, Tricky Track, Picassimo, Castles of Calandale, Lady Richmond, and a chess tournament! We hear a tale of horror, a tale of friendship, a biography of a boardgame, competing opinions on Dungeon, and answer questions! Finally, we end the show talking about when components to a game turn us off from playing it!