Podchaser Logo
Home
Master Plan

Ryan Macklin

Master Plan

A Games, Hobbies and Other Games podcast
Good podcast? Give it some love!
Master Plan

Ryan Macklin

Master Plan

Episodes
Master Plan

Ryan Macklin

Master Plan

A Games, Hobbies and Other Games podcast
Good podcast? Give it some love!
Rate Podcast

Episodes of Master Plan

Mark All
Search Episodes...
Ryan is joined by Sean Nittner—owner of Big Bad Con, project manager for Evil Hat Productions, and all around excellent human. (Or human-wolf hybrid.) The conversation revolves around thinking about convention games as part of the design proces
Ryan tries out a new format for the show, and brings on indie game designer Kit La Touche to chat about various game design and game publishing topics.Designing the GM side of gamesCitizen reviewersWalter Ong’s writing on oral culturesThe
Ryan talks with Mark Richardson, who is by night a freelance tabletop games cartographer and indie publisher, and by day a badass Canadian geographical information survey machine. (That means he makes huge maps using very detailed software.) Ma
Ryan kicks on one of his planned 2015 interview series—this one on setting design in roleplaying games—by talking with luminary and setting veteran Robin D. Laws. Robin's well known for his work in Feng Shui (and the recently Kickstarted second
Ryan interviews three fantastic folks about prepping for large conventions like Gen Con:Adam Jury, co-founder of Posthuman StudiosDerek Guder, Event Programming Manager at Gen ConJessica Price, project manager at PaizoWe did a mixed focus
Ryan talks with Amanda Valentine, John Adamus, and Lynne Hardy about what it is to be a freelance editor, answer questions from freelance editors and prospective editors, and possibly give some tips to writers who are hiring freelance editors f
Brian Clevinger—co-creator of the fantastic comic series Atomic Robo—talks with Ryan Macklin about licensed roleplaying games from a side of the fence not often talked about: the licensor's point of view. They talk about what Brian expected bef
Ryan sits down with Stephen Hood and Will Hindmarch or Protagonist Labs to talk about the new online roleplaying experience known as Storium. On this live episode, they talk about Storium's origins and design, issues that came up in playtesting
Ryan sits down with Vincent Baker to ask him what ends up being some big questions: Where did Murderous Ghosts come from? What does "Powered by the Apocalypse" mean? What are his thoughts on his own design evolution?We go all over the place in
On this first live episode of Master Plan, I talk with Daniel Solis about a host of subjects: card game design, rapid prototyping, remote playtesting, design philosophy, DriveThruCards, and so on. Naturally, we talk about Belle of the Ball (cur
Ryan sits down with Jason Morningstar and Steve Segedy of Bully Pulpit Games to talk shop about creating Fiasco playsets. They give the lowdown on what to think about when creating playsets, how they tackle different problems that come up, and
On this episode, I talk with the ever-talented Amanda Valentine, freelance editor who has worked on a number of award-winning RPGs. We decided to have a conversation about editing from the perspective of language: why to choose different words,
At Gen Con 2012, I was on an Industry Insider Guest of Honor panel with Michelle Lyons-McFarland called “Editing and Indie Games.” The description from last year:Have a game that needs an editor’s touch but don’t know what to ask? Learn what
The second & final basement tape episodes comes from September 2009: Ryan sat down with Keith Baker, creator of Eberron, to talk about setting design. They discuss various principles, ways to diverge from classic fantasy setups, working in lore
The first of the basement tape episodes! Ryan recorded a fantastic interview with Luke Crane back in Gen Con 2009, talking about the GM's & Players' Turns in Mouse Guard. It turned into a discussion about text design, reader assumptions about R
After 10 months of podfading, Ryan Macklin is back with a new episode of Master Plan! This is the first of his "basement tapes" episodes -- interviews recorded back in 2009 that until now were out of the can. He talked with Kenneth Hite back in
This month being the month of all things horror, Ryan gets together with Monica Valentielli of Flames Rising to talk about some basic things to consider when designing a horror game. The folks at Flames Rising really know their horror, so it's
Ryan talks about reincorporation from a design perspective. And he's going to write proper show notes later, when he's not packing for GenCon.
Continuing the series on pacing mechanics, Ryan talks about campaign-level pacing systems. He revisits D&D, as having a loose sense of pacing based on the setting material linked to various character levels. Afterward, he talks at length about
On this fiftieth episode of Master Plan, Ryan talks with Paul Tevis about text production and his new book, A Penny For My Thoughts. Given that Ryan worked with Paul on the game by developing and editing it, it’s not a standard interview -- the
Ryan sits down for another episode, this one kicking off a series about pacing mechanics. To start off, he talked about there being some broad, different types of pacing mechanics, and focuses on one in particular: the "refresh scale" mechanic
On this episode, Ryan sits down with Chad Underkoffler about designing setting (and, in some respects, writing in general) with his latest release, Swashbucklers of the 7 Skies. They touch on how the setting for this setting-rich book was conc
After an unintended hiatus, Ryan's back with an episode about something near and dear to his heart -- thinking about the tangible qualities that mechanics have. He talks about how people should be looking at what their mechanics are causing pl
On this episode, we continue the discussion with Josh Roby about making epic-scale games, with the third of three points: respect, from the point of view of a game respecting its own epic conceit and NPCs respecting epic-scale PCs. Josh also
This week, Ryan talks with Josh Roby about designing games that support & address epic-scale play -- that is, games that have a grand, dramatic scope as a main part of their premise. The interview ran long, as they covered three points they fe
Rate

Join Podchaser to...

  • Rate podcasts and episodes
  • Follow podcasts and creators
  • Create podcast and episode lists
  • & much more

Unlock more with Podchaser Pro

  • Audience Insights
  • Contact Information
  • Demographics
  • Charts
  • Sponsor History
  • and More!
Pro Features