Sep 162016
 

PrintBrendan Davis from Bedrock Games has been creating a few interesting games in the last few years. Wandering Heroes of Ogre Gate is their latest and most ambitious proposal yet.

A game based on the Wuxia genre from China, this is not the first time the company attempt at recreating cultural aspects of a real life society to a game. With Arrows of Indra, Bedrock Games tried with only moderate success to create a game that would integrate Indian culture into an OSR, though it sadly fell short of the mark.

In this case, though, I am much more hopeful as the author is indeed very keen and passionate about the topic.

With over 400 pages of game, this one has a great deal of potential to offer detailed and accurate information, so I thought it would be a good idea to check with one of the authors what the game is all about and what sort of measures they have taken to get the best game possible.

Hope you enjoy the show!

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Sep 152016
 

aha-momentSometimes we have ideas, lots of ideas, and we want them to grow wings and fly to the skies until they reach heights never suspected by humanity.

And then they get nowhere.

Ideas are very hard things to deal with because we love them, we get attached to them and we look after them like they are our children, regardless of how ugly or useless they can be.

So what can you do with them? How can you identify if an idea is any good and worthy of your attention? And what happens if you want your idea to get super high up there but can only get to about eye-level?

Well.. here are some pieces of advice from Jim and I.

Hope you enjoy the show!

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Sep 072016
 

purchase_electronicLone Wolf Development has been going for a number of years and Hero Lab has become the go-to application for a lot of people when is about character creation and campaign management.

A hugely comprehensive set of stats and data, it makes the task of managing your character, campaign or adventure easier and with less things to remember.

It has been a while since they released the Pathfinder Adventure Path to help you run your campaigns and now they are releasing modules, smaller adventures with everything you need to keep track of encounters, locations, treasure, NPCs…

I thought a few questions were in order and Colen McAlister was the perfect person for that. Because he knows pretty much everything about Hero Lab and the company.

You can download a free trial for Windows and Mac here.

So here it goes… hope you enjoy the show!

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Sep 042016
 

bad_coverThe last podcast Jim and I discussed a lot about bad graphic design in RPGs and some of the very many reasons for it.

But we didn’t really get to discuss everything (maybe because we can’t really discuss everything without spending the rest of our lives talking about it) so we decided to have another go at it and this time we got help.

Help from someone who is one of the best in the industry, Jonny Hodgson.

As creative director for Cubicle 7, he is the person who has the responsibility to get the company products and games to be the best they can be. And, let’s face it, they are pretty excellent, so I guess he knows a thing or two about his craft.

This podcast is a bit (as in even more) chaotic than usual, but then it is also a lot funnier and rather informative, so I hope you will enjoy it.

Let us know!

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Aug 082016
 

Stinky GraphicsWhy do we see so many RPGs with bad Stinky Graphics?

Graphic Design is a massive part of any visual product, in fact is totally paramount. With bad Graphic Design and stinky graphics, the product will never be good, no matter how many qualities it has.

In this impromptu podcast, Jim and I talk about this precise topic and we try to figure out why there are so many bad products out there.

This podcast was recorded at 2am in Spain and I was a bit on the tired side, so it seems I ramble a bit. But don’t worry.. it is on topic rambling and I can ramble rather well, so it won’t be too boring. I promise!

Hope you enjoy the show and let us know what you think.

You can find us in:

https://www.facebook.com/paco.jaen

www.gmsmagazine.com

https://postworldgames.com/

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Aug 032016
 

bending_machineShould Authors pander to what the gaming crowd want and produce what sells, or should they produce what they want and get stuck with poor sales?

This is a very real question and a very real situation that many RPG authors out there have to face every day. And it is not an easy decision to make.

Sometimes making creative and truly new games and games mechanics means people will look at the product and choose to spend their money on something a lot safer, a lot better known. Oftentimes people miss out on amazing games just because of that.

But the truth of the matter is that authors miss out on earnings that could keep them ticking and helping them make more money to help them make more games.

This is a conversation I have had with Jim many times in private. Now we have it in public.

Tell us what you think!

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