RPG R&D Episode 46 – Sean Jaffe
Episode 46 – Sean Jaffe Craig Campbell, Jess Geyer, and Sean Jaffe discuss using visual aids and handouts as a GM and what designers should know about copyright and trademark. We are NOT lawyers.
Episode 46 – Sean Jaffe Craig Campbell, Jess Geyer, and Sean Jaffe discuss using visual aids and handouts as a GM and what designers should know about copyright and trademark. We are NOT lawyers.
Episode 45 – Tyler Omichinski Craig Campbell, Jess Geyer, and Tyler Omichinski discuss starting a new campaign and starting a company.
Episode 43 – Chris Challice Craig Campbell, Jess Geyer, and Chris Challice discuss organizing your GM stuff and organizing your designer stuff.
Episode 42 – Eddy Webb Craig Campbell, Jess Geyer, and Eddy Webb discuss GMing the one hour adventuring day and time management for designers.
Episode 41 – Joie Martin Craig Campbell, Jess Geyer, and Joie Martin discuss GMing one-shots and designing one-page RPGs.
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.