here we go, one of those episodes.there are many times we write -- i write jim is designing games -- you are told when we sit down we never have a plan. in this episode this i readily apparent.the episode centers on the feasibility of creating
in this episode, we cover a lot of topics. from play style, to design, and well, a lot. we also talk about the Cyberpunk Red Jump Start Kit.before you ask, yes the episode changes topics randomly, but this is how we record. we go in with no pla
here is an action-packed episode filled with chills and thrills.in this short episode, we work on Harper's Gate. this is the Kickstarter we did late last year. if you backed the project, here is an example of how the two of us work together. if
it has been a while, but we delve into a serious topic. the topic? are there any topics that do not work for a game. by exploring these topics you are not trying to create games where you roll dice and do "things." instead these topics allow yo
jim and Richard bring you one of our short and to the point episodes. in this one, wen talk about how you can take the classic rpg Cyberpunk 2020 and apply the premise to the current state of the world.as always if you have comments or want to
here we are, 2020. join jim and richard as they look back on the previous year.from there the discussion turns to play style. when does the desire of one player begin to interfere with the enjoyment of everyone else at the table? when do you, a
jim and richard talk about the Watchmen series and the concept of can a roleplaying game be a solo endeavor.can a roleplaying game be a solo game? this is the question we try to answer. at the end of the discussion, we come to no correct answer
the Kickstarter is over and now the real work begins... or does it?in this episode, we deal with the aftermath of the campaign, and via the five polls we held during the campaign, discover what the town is going to be. Here are the results.Mot
once again we discuss philosophical topics. this time it centers around the concept of "good." often there are times that you find something you like, and simply feel it is good. good in the sense that you find the enjoyment of it and you do no
We discuss the classic Empire of the Petal Throne. Our verdict? It is dense. Too much information dumping, dense text, archaic writing, and use of a language created by Barker. There is no easy way to get into the game and we both could not mak
the time has come we start planning of our unnamed Kickstarter. this one is going to be vastly different than our last one.there is a lot here. we plan what we actually want create, we talk about the format, and nail down the ideas. though this
back again, we talk about our tendency of being abrasive. jim shares a Trader Joe's story while richard talks about leaving grocery charts due to bad social interactions.once we go full circle we actually talk about a topic suggested by one of
once again the two discuss the games they love. the topic of conversation this time centers on the TSR classic Star Frontiers.though the discussion starts with an in-depth look at the first book, Basic, the discussion switches gears to the seco
last episode, we talked about the classic Dungeons & Dragons adventure B4 The Lost City. it went so good we decided to do it again.like our last episode, we pick one page of the adventure and talk about what works and does not work for us. we s
we switch up the format and do something we have wanted to do since day one.what?be positive about games and the hobby.no, we have not been replaced. we just have grown tired of all of the negativity that exists in this hobby.so what do we do?
after 34 episodes, we have had enough! we're done!wait a second, we're not stopping the podcast.so what are we doing?celebrating the hobby we love.that's right folks, game talk.this episode deals with discussing the idea of doing another Kickst
one week after the release of the pdf Consent in Gaming, we make a second attempt talking about the controversy. we talk honestly about why a document like this does not do what it intends to do.we move from this topic to more about group and
is anyone out there?does anyone read this?in this action-packed episode, jim and richard talk about writing gamemaster advice and the handling topics when dealing with historical games.though they thought they were done for recording, they com
well, we talk about how you should not hide from other opinions. additionally, all games should not play the same.we do a bad job at writing show notes but really the topics we cover lend themselves to this.as always if you have comments or w
we let it rip. the crux of the episode is the outdated cliche of every game requiring it to be written in a hand-holding manner.a game should not waste the pages with the cliched "what is a role-playing game." it should get to the point and ge
once again jim and richard talk about games and the process of designing games. for jim, the key thing to focus on while designing is conflict. from there the theme comes into play.richard talks about how he always keeps one thing in mind when
here we are once again, your two grumpy hosts talking about things that not just make them grumpy but also interest them.yes, we talk about our kickstarter, but we also delve into more stories of freelancing. Here we, not only share horror sto
once again we talk, and this time we talk about our kickstarter. we also offer advice on running a campaign. that is some good stuff, but our kickstarter is better.from there we once again delve into a discussion on the shifting landscape impa
in this episode, jim and richard talk about Kickstarter. This leads to the two of them planning a Kickstarter for the grumpy old gamers podcast.from here we segue into richard's coffee habit, being sick, and the Tour de France.also, richard a
this is a short one. really short.so, why publish something this short? jim and i break the fourth wall, so to speak.the reason is a simple one, we finally decide to do something: talk about game design.yes, we do this already, but this time