RPG R&D Episode 40 – Starshine Scribbles
Episode 40 – Starshine Scribbles Craig Campbell, Jess Geyer, and Starshine Scribbles discuss developing recurring themes as a GM and naming your game and the product cover.
Episode 40 – Starshine Scribbles Craig Campbell, Jess Geyer, and Starshine Scribbles discuss developing recurring themes as a GM and naming your game and the product cover.
Episode 39 – Geoff Bottone Craig Campbell, Jess Geyer, and Geoff Bottone discuss giving players more narrative control as a GM and designing games with player narrative control systems.
Episode 38 – Brandon Gutowski Craig Campbell, Jess Geyer, and Brandon Gutowski discuss making fear and horror work as a GM and getting over imposter syndrome as a designer.
Episode 36 – Pam Punzalan Craig Campbell, Jess Geyer, and Pam Punzalan discuss making enemies that are actually scary and designer pitfalls to watch out for.
Episode 35 – Sharang Biswas Craig Campbell, Jess Geyer, and Sharang Biswas discuss surprising longtime players as a GM and designing romance into your game.
Episode 34 – Matthew Orr Craig Campbell, Jess Geyer, and Matthew Orr discuss recruiting players as a GM and pitching your game as a designer.
Episode 33 – Jason Pitre Craig Campbell, Jess Geyer, and Jason Pitre discuss leveling up, from the GM perspective and from the game designer perspective.
RPG R&D Episode 32 – Evan Torner Craig Campbell, Jess Geyer, and Evan Torner discuss GMing puzzles and figuring out what your game is really about.
Episode 31 – Liana MacKenzie Craig Campbell, Jess Geyer, and Liana MacKenzie discuss using loot and treasure as extrinsic player/character motivations and incentivizing action in game design.
RPG R&D Episode 30 – Edward Larmore Craig Campbell, Jess Geyer, and Edward Larmore discuss shared GMing and collaborating on game design.
Episode 29 – Sebastian Yue Craig Campbell, Jess Geyer, and Sebastian Yue discuss safety tools in both GMing and game design.
Episode 28 – Banana Chan Craig Campbell, Jess Geyer, and Banana Chan discuss ending a campaign and knowing when to give up on a design that isn’t working.