May 232017
 

chaosium-logo

A company that has been going on for longer than most, Chaosium has brought some of the most emblematic and beloved franchises to the RPG world.

Glorantha, RuneQuest, Call of Cthulhu… all of them prolific lines that have been supported by many thousands in many languages over many years.

And yet, the company has also gone through some very rough times in the last few years. So much so that a lot of people thought it would go under. However, it was rescued by a rather terrific group of people, one of them I had the pleasure of interviewing.

Jeff Richard is the Creative Director for the company and, being an accomplished game designer with a passion most would envy, he has a lot to say, not just about the past, but about the future of the company.

And he is a fun guy to boot!

You can listen to this podcast in iTunes and Stitcher too. You can download the episode from here.

Remember you can follow us on Twitter and Google+!

Thank you for your support.

Apr 182017
 

dark naga

Very often we find encounters during our adventures that are, quite frankly, appalling. Truly unsatisfying either because they are too hard, too easy, the monsters don’t really matter or, simply, it makes no sense.

Designing encounters is a tad harder than it might appear, so I invited Kevin Watson, from Dark Naga Adventures, to come to the podcast, since he has designed more encounters and adventures than most and he knows his salt.

Hope you enjoy the interview!

You can find out more about Dark Naga in the following links:

Dark Naga WebsiteDark Naga Facebook pageDark Naga Kickstarter page

You can find us in iTunes, Stitcher or download the episode.

If you have enjoyed this podcast, please subscribe and remember you can follow us on Twitter and Google+!

Help us with our Patreon: https://goo.gl/5C2Eeg
Our YouTube channel: https://goo.gl/rl8MsU
Our Facebook page: https://goo.gl/YkbQIj

Thank you for your support.

Feb 282017
 

Mindjammer_books_featured_image

 

Mindjammer has been a favourite of mine since before it came out in its current edition. I read the novel before I knew the game and loved it and now it is my go-to Science Fiction game.

And that is because Sarah Newton, as well as being a good friend, is for me the most talented writer and designer out there.

Yes… in the world.

When Sarah carried out her rather successful Kickstarter campaign, one of the stretch goals was a conversion of the Mindjammer game into the Traveller system.

Since I am not an expert on Traveller, I was very curious to know how a game with a system as open as FATE could be converted to a system that is a lot more rules-heavy and relatively restrictive as Traveller.

And now you can find out too.

Hope you enjoy the show!

You can find us in iTunes, Stitcher or download the episode.

If you have enjoyed this podcast, please subscribe and remember you can follow us on Twitter and Google+!

Thank you for your support.

Feb 252017
 

Casual gamers are, in my opinion, the bread and butter of any hobby. The vast majority of any hobby’s follower is a casual person who enjoys whatever it is on an ad-hoc basis.

And of course the presence of casual gamers has an impact on the gaming experience. If anything because the level of commitment of a casual gamer is never going to be the same and thus they might not engage or otherwise participate in the same way as a more hard-core gamer.

And it would seem that can be a frustrating thing for some. Like Jim.

In this episode we actually get to disagree a fair bit about it, for I think casual gamers are a good thing and it is the responsibility of the person around the table to control how they behave.

In this episode it becomes even clearer that Jim is the nicest of us two!

You can find us in iTunes, Stitcher or download the episode.

If you have enjoyed this podcast, please subscribe and remember you can follow us on Twitter and Google+!

Thank you for your support.

Feb 162017
 

clichesHow many times have we seen the same clichés in RPGs? How many more times will we have to endure them?

Truth is that clichés have a reason to exist because they make life easy for the writer or player, so it is not surprising that we see them so often. However, overuse and simplification have made those clichés to become really tired and boring.

Even though they do have a place and a time, usually it is not the correct place or time when they are used and we find too many of them in our games.

In this episode, Jim and I discuss what clichés should never be seen again in our games and why.

stitcher-logo-300x145342222222222222[1] ITunes-logo15222222222222222222222
Click here to download this episode of the G*M*S Magazine Podcast.

Remember you can follow us on Twitter and Google+!

Thank you for your support.

Oct 052016
 

compare-communication-across-culturesMany people try to portray cultures in their games. Whenever a game has a setting, the description of their cities, countries, societies… they are meant to have cultures.

But that is not something most games do well.

When you scratch the surface of any setting, there are massive gaps that are not easy to fill and subtract from the understanding of how the world works. How can one create new material that is congruent and of good quality if we don’t understand where the cultures that shape our worlds come from?

Thank goodness, Jim is an anthropologist and he can answer a few questions on that front!

stitcher-logo-300x145342222222222222[1] ITunes-logo15222222222222222222222
Click here to download this episode of the G*M*S Magazine Podcast.

Remember you can follow us on Twitter and Google+!

Thank you for your support.