Episode Transcript
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0:04
Greetings listeners, and welcome to
0:07
episode 333 of the Game Design
0:09
Roundtable. I'm tabletop game designer Dirk
0:11
Neemeyer, joined today by my co-host
0:14
digital game designer David Herron, and
0:16
tabletop game designer Andrew Fisher, to
0:18
talk about his Decade Plus design
0:21
experience at Fantasy Flight and Earthborn
0:23
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1:01
Now, on to the show. Andrew,
1:05
it's great to have you on the
1:07
show. Yeah, thanks for having me. I've
1:10
listened to the show before, so it's
1:12
fun to actually get to talk to
1:14
you guys. For starters, maybe tell our
1:16
listeners a little bit about yourself and
1:18
your game design background. Yeah, so
1:21
my name's Andrew Fisher. I'm currently
1:23
the design director at Earthborn Games.
1:25
Our first game, Earthborn Rangers, came
1:28
out of the last couple
1:30
years. I'm also the lead designer on
1:32
the Cosmere role playing game right now.
1:34
Originally I was a play tester on
1:36
Chaos in the Old World by Eric
1:39
Lang. And then I was, we were doing
1:41
some in-person play testing and
1:43
I was, I was persistent. I
1:45
wanted to prove myself and I
1:48
was persistent and they eventually
1:50
told me to apply for this
1:52
new role-playing game opening they had.
1:54
And that's kind of how I got in.
1:56
And for the first few years there
1:58
I worked on the war. 40K
2:00
role-playing games. I was a designer on
2:02
the Star Wars role-playing games alongside like
2:05
Jay Little and Sam Greger Stewart and
2:07
others. And then eventually I kind of
2:09
got into more of the board game
2:12
design side of things. I designed the
2:14
follow-up board game, the Roon Wars miniatures
2:16
game for them, and eventually kind of
2:18
headed up the board game team primarily
2:21
focusing on app integrated board games. and
2:23
eventually became the digital director. This is
2:25
over the course of many years, became
2:27
the digital director at Fantasy Flight, where
2:30
I oversaw the creation of games like
2:32
Manchester Madness, Lord of the Rings, Journey's
2:34
of Middle Earth, and to set Legends
2:36
of the Dark, all of which are
2:39
games that need an app to kind
2:41
of run the game for you, and
2:43
we were trying to kind of blend
2:45
tabletop and digital games there. So I
2:48
did that for for many years, and
2:50
then. Maybe like a year after the
2:52
pandemic, I decided I needed a change
2:55
and went out into the wider world
2:57
and I've been working on a variety
2:59
of projects since then, but primary among
3:01
them is Earthborn Rangers and my role
3:04
at Earthborn Games. Wow, lots of cool
3:06
experience and you really took me back
3:08
to the past because one of the
3:10
games my old play group used to
3:13
play a lot is chaos, the old
3:15
world. Great game, and it's it's cool
3:17
that you got your start with that
3:19
one. I love that game and I
3:22
think you can see that DNA, you
3:24
know, there's kind of all of Eric's
3:26
spiritual successors in Blood Rage, Enk, and
3:29
Rising Sun, and you can definitely see
3:31
the DNA across them, but like, maybe
3:33
it's because I love War Hammer, but
3:35
I always felt like chaos distilled a
3:38
lot of those mechanics in a very
3:40
straightforward way that like, you know, I
3:42
thoroughly enjoy the other games in the
3:44
series, but I think chaos always... holds
3:47
a special place in my heart. It
3:49
might just be because I played it
3:51
so much while I was trying to
3:53
prove myself, but I love that game.
3:56
I'm not familiar with it. Can you
3:58
tell me a little bit about it?
4:00
Yeah, so it's kind of the, as
4:02
I said, it's kind of the progenitor
4:05
of that kind of Eric Lange series
4:07
of games. So it's a similar kind
4:09
of figures on a map type style
4:12
game with kind of strong asymmetry between
4:14
the different factions and then a focus
4:16
on kind of like. Oh I don't
4:18
know I wasn't prepared to articulate Eric's
4:21
design philosophies here but it's it's there's
4:23
a lot of like cooccupation so like
4:25
there'll be a fight phase but like
4:27
it's a lot about like to encourage
4:30
kind of multiplayer engagement it's less about
4:32
like I attack this territory and it's
4:34
very binary. who controls a territory instead
4:36
it'll be about like they'll usually be
4:39
victory conditions other than direct combat in
4:41
chaos it's spreading like the the taint
4:43
of chaos around the land but in
4:45
other games he takes other approaches but
4:48
so you often have multiple factions co-occupying
4:50
an area until one kicks the others
4:52
out often I think all of them
4:55
have multiple paths to victory as well.
4:57
So it's not like, oh, you just
4:59
have to conquer this. There's kind of
5:01
these different concurrent victory tracks that you're
5:04
trying to balance at the same time.
5:06
So it's dudes on a map, but
5:08
a little more interesting and nuanced. Okay,
5:10
I thought that was a good good
5:13
overview. Yeah, I don't like like I
5:15
said, it's it's it's been a while
5:17
and like I haven't played its oncright
5:19
as the final one. I haven't played
5:22
that one as much. I played a
5:24
lot more. blood rage and rising sun
5:26
because my buddy's got all the miniatures
5:29
painted so we'll play his copy. So
5:31
Eric Lange, terrific designers, you had some
5:33
good DNA right from the beginning getting
5:35
into sort of your own personal design
5:38
practice and as you talked about your
5:40
career so far, you talked about tabletop,
5:42
RPG, digital, you've kind of been everywhere
5:44
across all of these different disciplines and
5:47
our listeners of course across the disciplines
5:49
too. This is a little general, but
5:51
as you think across the disciplines, what
5:53
are some what are some things that
5:56
you've learned in one that you've taken
5:58
to others or universals maybe that you've
6:00
seen in design because of the privilege
6:02
you've had to do all. these full
6:05
different things. Yeah, that's an interesting question.
6:07
That's a good question. There's a lot
6:09
of lessons I've taken across. I'll answer
6:12
your question eventually, but one of the
6:14
things I've also observed too is just
6:16
how different they are. For a while
6:18
I worried that I was kind of
6:21
like turning myself into more of too
6:23
much of a jack of all trades
6:25
kind of situation by bouncing around because
6:27
A lot of these games, you know,
6:30
especially when you're talking like, we're talking
6:32
hobby market board games, right? So these
6:34
are very, a lot of these are
6:36
what we call lifestyle games, right, where
6:39
people dedicate a large amount of their
6:41
hobby time to these games. And so
6:43
their communities are very entrenched and it's
6:45
like a lot of their life. And
6:48
because of that, you know, like, there
6:50
are designers who will focus their attention
6:52
entirely on a given genre and they'll
6:55
know the nuances of the ins and
6:57
outs of. every game coming and going
6:59
and they know the community really well.
7:01
And then by bouncing around, one of
7:04
my concerns about that was this, you
7:06
know, not being as entrenched in a
7:08
given community, right? And like I kind
7:10
of got this experience of trying to
7:13
like dive into one and dive into
7:15
another and kind of learn what makes
7:17
that genre unique, right, and like make
7:19
sure, you know, you know, looking to
7:22
similarities, but also looking to what makes
7:24
that unique so that, you know, My
7:26
products don't get criticized for being like,
7:29
oh, this feels like a board game,
7:31
miniatures game, right? Which now granted, some
7:33
of FFGs do get that criticism. But
7:35
to actually address your original question about
7:38
similarities, I'd say a big thing I
7:40
took away. This kind of comes from
7:42
the app integrated game design. So an
7:44
interesting effect of working on both digital
7:47
and tabletop simultaneously. These products have a
7:49
very easy chance to get very kind
7:51
of scattered, you know, across like, you've
7:53
got stuff on your phone, you've got
7:56
stuff on the board, you know, like
7:58
what. should you do in either place?
8:00
And so you have to kind of
8:02
ask these kind of hard questions about
8:05
what is the digital side really good
8:07
at representing, what is the tabletop side
8:09
is really good at representing. And also
8:12
importantly, one of the things we kind
8:14
of observed through that is this, you
8:16
know, how much are you inputting stuff
8:18
into this phone, right? That's this downtime
8:21
that's very, uh, boring for
8:23
the players right it just feels
8:25
like they're doing work for the
8:27
game not like the game's doing
8:29
work for them and so because
8:32
of that we got very conscious
8:34
of where like all the different
8:36
mechanisms within the system and how
8:38
much they're how they're talking to
8:40
each other right and we had
8:43
to basically find the like 20%
8:45
of communication between mechanisms that was
8:47
getting us 80% of the results
8:49
and cut the rest because every
8:52
time these two sides of the
8:54
system have to interface with each
8:56
other it was incredibly onerous on
8:58
the players. And I found myself
9:00
taking those lessons and applying them
9:03
forward to how like it caused
9:05
me to think about the interconnectedness
9:07
of mechanisms within a system in
9:09
a way that I hadn't done
9:11
before or at least not done
9:14
unconsciously. And so I found I
9:16
take that those lessons to a
9:18
lot of places. Additionally on the
9:20
digital side, kind of a secondary
9:22
answer to your question is like,
9:25
I don't know what term people
9:27
throw around different like toyetic or
9:29
like the actual physical interfacing with
9:31
board game components. On the digital
9:33
side, you know, you can do
9:36
any kind of interface you want,
9:38
but often will want to kind
9:40
of mirror physical interactions and physical
9:42
affordances to make how you're interfacing
9:44
with those digital interfaces more intuitive.
9:47
And so actually that also. I
9:49
pulled from that in appreciation for
9:51
kind of the physicality of components
9:53
and the importance of how physical
9:55
board components can like inform, implicitly
9:58
inform. how people are interacting with
10:00
them. So I kind of focused
10:02
on my digital stuff, but like
10:04
I do think we spent so
10:06
much time thinking about this and
10:09
thinking about how do these games
10:11
justify themselves and what makes
10:13
them special that I feel like I took
10:15
a lot out of that and brought it
10:17
back into my other work. That makes a
10:19
lot of sense. It's really interesting. I
10:21
want to dig a little bit
10:24
more into the app integrated games.
10:26
I know Dirk. That was something
10:28
that like... we've been talking about
10:30
for you, like we've been doing
10:33
this for so long, it seems
10:35
like that has sort of come
10:37
and gone and not exclusively, but
10:39
it feels like, I want to
10:42
say it might have been the
10:44
ex-con game, might have been the
10:46
first one that I sort of
10:48
was introduced with and I think
10:51
Rob just released Dark Tower and
10:53
that had an app, but it feels
10:55
to me like... The general consensus
10:57
is the potential of that
10:59
was never really reached or
11:01
manifested. And I'm wondering, as
11:03
someone actually went through the
11:05
process of designing it, like
11:07
now being a couple of years removed
11:09
from doing that, what do you have
11:12
to say about that phenomenon? Yeah,
11:14
that's interesting. I mean, I think
11:16
some of the reason it's come
11:18
and gone not to like put
11:20
too much credit on our department,
11:22
but fantasy flight was outputting
11:25
a good percentage. At least of
11:27
games that require the app, right? Like
11:29
there's a lot of games. Yeah. And
11:31
I think this is some of where
11:33
to jump around in answer your question,
11:35
I think this is some of where
11:38
that's gone is that you'll see a
11:40
lot more supplemental apps, but not necessary
11:42
apps, right? And so you'll see app
11:44
integration, but like not as a required
11:46
component in the same way. But
11:48
to jump back, I think that our
11:51
department was outputting a good amount
11:53
of the games in the space
11:55
and fantasy flight like has been changing priorities
11:57
the last over the last few years and you know
11:59
they had the that led just to
12:01
the dark line, but they kind
12:03
of transitioned away from that a
12:05
little bit, right? I think they're
12:07
like, I know they still have
12:09
their app team there, and I
12:12
know they're working on things. So
12:14
we might not have seen the
12:16
end of it, but at the
12:18
very least, you know, like, they're
12:20
not releasing as much or as
12:22
frequently as they used to, so
12:24
there's just fewer in the market.
12:27
But at the same time we
12:29
were releasing stuff, you know, after
12:31
Xcom, kind of looking at a
12:33
madness era, it's a madness era
12:35
was a game. probably our most
12:37
successful app integrated game. You know,
12:39
we had competitors like the alchemists
12:42
and like World of Yoho was
12:44
another fully like required the app
12:46
type of game. And I think
12:48
the reason we don't see as
12:50
many of those like that require
12:52
the app is ultimately business wise.
12:54
They're not like the wisest thing
12:57
to make. Digital development is just
12:59
wildly expensive compared to board game
13:01
development. And but you're selling to
13:03
a board game market, right? So
13:05
your, you know, like Manchester Bandis
13:07
did very well, don't can be
13:09
wrong. And like board games that
13:11
pop off can do pretty well,
13:14
but your average hobby market board
13:16
game is selling thousands or tenths
13:18
of thousands of thousands of copies,
13:20
but video game development financially is
13:22
kind of relying often on selling
13:24
many more than that. And so.
13:26
The cost of software developers and
13:29
maintaining apps on multiple platforms and
13:31
keeping your X code up to
13:33
date and blah blah blah blah
13:35
is up here, but then your
13:37
board game like sales are down
13:39
here and so those are just
13:41
hard to justify, you know. Yeah,
13:44
that makes total sense to me.
13:46
Yeah, I mean, yeah, it absolutely
13:48
does. It's unfortunate because I imagine
13:50
that it's sort of maybe. hampered
13:52
your ability to sort of execute
13:54
on some of the visions you
13:56
had? Oh, it was definitely a
13:59
challenge. I will say that like
14:01
the team at FF... F G
14:03
who a lot of them are
14:05
still there like we did quite
14:07
a lot with just a few
14:09
developers right we were definitely constrained
14:11
by budget right we could not.
14:13
But like you know the classic
14:16
constraints breed creativity we found ways
14:18
around it and like you know
14:20
by using a lot of tools
14:22
like you know we did most
14:24
of our games in unity. We
14:26
used a finite state machine like
14:28
basically visual coding language so that
14:31
we could have the. tabletop game
14:33
designers who had never scripted their
14:35
lives make back-end data, right, like
14:37
actually do their scripting without having
14:39
to learn programming themselves. So I
14:41
think, you know, there were a
14:43
lot of very clever software developers
14:46
over there who managed to stretch.
14:48
We managed to accomplish most of
14:50
the things we wanted to, even
14:52
though we only had a few
14:54
people. Is there anything you talked
14:56
about obviously you gain knowledge about
14:58
engineering and software through your experiences
15:01
there are are there any ways
15:03
that aren't app integrated but ways
15:05
in which some technology integration with
15:07
tabletop you think might make sense
15:09
or do you think the economics
15:11
just aren't there and it's more
15:13
prudent let's say at least from
15:15
a business perspective to have tabletop
15:18
be relatively analog and have digital
15:20
be what it is separately? Oh
15:22
no, I totally think there's space
15:24
for that. Like I said, I
15:26
think we actually have quite a
15:28
lot right now. It's just all
15:30
in supplemental apps. So it's not
15:33
games that require the digital space.
15:35
But there are a lot of
15:37
folks like Kara Sentel Dunk who
15:39
was the lead designer on mansions
15:41
for quite a long time. She's
15:43
working at this studio that's doing
15:45
this really cool, that's doing this
15:48
really cool, like a jackbox game,
15:50
where... you all log in with
15:52
your phones and are controlling a
15:54
central board on the TV, but
15:56
it's like hobby market level tactics
15:58
game. Maybe the name will come
16:00
to me here in a second,
16:03
but no problem. But in addition
16:05
to that, like I was saying, a
16:07
lot of people are doing supplemental apps.
16:09
There's a lot of like apps
16:11
that augment the game games. So
16:13
I think we'll continue to see
16:16
it. I just think it'll take
16:18
different forms. I myself and Andrew
16:20
DeVaro over at Earthborne games. We
16:22
still want to provide a lot
16:24
of digital resources, but we've really
16:26
leaned more heavily into web. and
16:28
like web apps, just because they're
16:30
just way easier to support. You
16:33
know, if I put up a web app, like
16:35
that thing is going to still, and I,
16:37
and then I don't touch it, that thing's
16:39
still gonna be taking a while from now.
16:41
Whereas if I put up an app on like
16:44
iOS, yeah, I don't know if it'll be
16:46
there in six months, you know, without
16:48
like me paying a developer to keep
16:50
it healthy, right like next code, etc.
16:52
All right. So I think we'll
16:55
continue to continue to see.
16:57
lots of digital integration across
16:59
tabletop games, but maybe
17:02
not necessarily app integrated
17:04
games as fantasy flight presented
17:06
them for many years. When
17:08
you talk about apps as supplemental,
17:10
I get it conceptually, but can
17:12
you give an example of maybe
17:15
the game that you think best integrates
17:17
that and really in some detail
17:19
explain how that works what it's
17:22
bringing and why it's good? Gloom
17:24
Haven. I don't even know if I
17:26
actually don't know. I think they have
17:28
an official app now for Frost Haven,
17:30
I'm pretty sure. But like for a
17:32
long time, Gloom Haven's, Gloom Haven had,
17:35
I think it was a third-party
17:37
app, and it like replaces all of
17:39
the monster tokens, all of the
17:41
monster cards, like so much of
17:43
your token bloat can be run by
17:46
an app, and like you borrow your
17:48
friend's iPad thrown on the table with
17:50
that app there, and like it eliminates.
17:52
So much of your like maintenance, you
17:54
know, like that set up a huge
17:57
chunk of, you know, we had our
17:59
broken token. organizer or whatever with all
18:01
the tokens so much that could just
18:03
stay in the box as long as
18:06
you're using the app but you have
18:08
the physical version if you don't want
18:10
to use the you know some people
18:12
just don't enjoy they want they want
18:15
to do their play their board games
18:17
to escape or like they just don't
18:19
like staring at screens whatever their reason
18:21
a lot of people don't enjoy it
18:24
but you have the option there still
18:26
but honestly using the app makes your
18:28
live lives and the game experience so
18:30
much smoother. So that's like a good
18:33
example, but a lot of games have
18:35
those now, you know, various kind of
18:37
support apps, like most CCGs have like
18:39
deck building websites and things, you know,
18:42
like most people interface with deck building
18:44
digitally instead of by physically pulling out
18:46
cards, you know. I think of that
18:48
as something different though, like to me
18:51
that's not part of playing the game,
18:53
right? Like that's part of the deck
18:55
building experience outside of the context of
18:57
play. Gloom Haven is part of the
19:00
context of play though, right? Yeah, yeah.
19:02
Gloom Haven is part of play. I
19:04
don't know. I would argue that like
19:06
the ritual of deck building is an
19:09
important part of your product. I definitely
19:11
see like if we're sitting here talking
19:13
about like game systems as they occurred
19:15
during gameplay. Yeah, it's a semantic comment.
19:17
It's not. Yeah, yeah. Yeah, within the
19:20
ecosystem of the product, I'm with you.
19:22
Yeah. Yeah, like at Earthbourne, we've been
19:24
working on a lot of, you know,
19:26
we've got our Rangers is like this
19:29
cooperative card game and then we've got
19:31
a competitive one coming up and that's
19:33
like a big immediate request from fans
19:35
is, you know, like, how am I
19:38
going to be able to get engaged
19:40
with deck building and look at your
19:42
card pool and like. You know, thankfully,
19:44
like, there's a lot of enterprising fans
19:47
who are good web developers. And so
19:49
usually you release a card game and
19:51
you've got a fan made site within
19:53
like a day. But it is still,
19:56
like, I think, a fairly critical component
19:58
in their kind of play experience. It's
20:00
just a little outside of the game,
20:02
they, moment. on the gameplay. Yeah, that
20:05
makes sense. So Earthborn, you know, we've
20:07
had a couple of shows on Earthborn
20:09
already, but super interesting game. You're coming
20:11
in there sort of mid-flow, right? The
20:14
first version of the game was out.
20:16
I don't know, were you a contributor
20:18
on that or not? Oh yeah, no,
20:20
so I led the design on that.
20:23
So. Okay. Andrew DeVaro is kind of
20:25
the founder and creative director. He worked
20:27
with the Sadler Brothers, Adam and Brady,
20:29
to kind of create an original version
20:32
of the game, and then he had
20:34
Brooks, who's worked on, worked on Dissents,
20:36
worked on X-Wing for a while. Brooks
20:38
was working on kind of developing the
20:41
Sadler's original design, but Brooks isn't has
20:43
experience with card games or anything, and
20:45
it like wasn't quite meeting with Andrew's
20:47
initial vision, and so... that's when I
20:50
came on the team and so we
20:52
kind of took some of those initial
20:54
puzzle pieces and you know I kind
20:56
of led Sam Gregor Stewart did a
20:59
bunch of the writing Andrew was doing
21:01
writing and design and creative direction stuff
21:03
but I was kind of like the
21:05
design leader kind of bringing the team
21:08
together to bring Rangers kind of I
21:10
think and I think Andrew would agree
21:12
that like into alignment with kind of
21:14
his original vision. I initially kind of
21:17
came on just as a console to
21:19
offer him some advice. You know, he
21:21
felt like it wasn't lining up with
21:23
his vision. And so I came on
21:26
to kind of like offer some advice
21:28
as to how he could get there.
21:30
And then he basically said, can you,
21:32
can you, can you just come out
21:35
and do it? And so that's how
21:37
I got started with them. So there
21:39
was a version of the game, but
21:41
that was before we even went to
21:44
our initial Kickstarter. We kick started it
21:46
with a lot less of the game
21:48
design that a lot of modern kick
21:50
starters do and then designed to develop
21:52
the rest of the game over the
21:55
year following the Kickstarter to then release.
21:57
And we've now done a reprint kickstarter
21:59
that did very. well partially thanks to
22:01
some glowing reviews from shut up and
22:04
sit down and no pun included which
22:06
definitely helped us take us from like
22:08
a decent Kickstarter to like above beyond
22:10
our expectations. So that's kind of where
22:13
we're at now. Well, I mean, congratulations.
22:15
As you mentioned, it's been incredibly well
22:17
received. I was an early backer on
22:19
the first Kickstarter and I made the mistake
22:21
of giving it away as a Christmas
22:23
gift and I really want to play
22:25
it because it has a lot of
22:27
things in it that I will. I
22:29
know I will enjoy as a player,
22:31
but kudos. I mean, because it is
22:33
so well received. Obviously a wonderful game.
22:36
Well, yeah, thank you. I knew like some
22:38
people were going to love it,
22:40
but it's definitely a polarizing game.
22:42
We like, you know, we were
22:44
making kind of Andrew's vision and
22:47
like, he wanted this kind of
22:49
RPG like open, you know, open
22:52
world experience and we knew it was
22:54
going to be big and messy. and a
22:56
little bit like a TTRPG right and so
22:58
I was nervous I was nervous what the
23:00
reception would be right because like it is
23:02
it's it's a you know it's sometimes obtuse and
23:04
you've got to kind of you know it doesn't
23:07
have like a clear singular objective
23:09
like some card games you know take
23:11
your opponents life points down instead
23:13
it's like telling you to kind of set
23:15
your own objectives in the game and things.
23:17
And so I, you know, before we got
23:20
those reviews, I was like, I hope a
23:22
couple people love it. So I've been very
23:24
happy with how the game is done. When
23:26
we, when we first started, when you first
23:28
were introducing yourself, so I'm
23:31
going to paraphrase, I think you
23:33
said something like you, you'd worked
23:35
at Fantasy Flight for a while,
23:37
you wanted to sort of like
23:39
spread your wings and see, see
23:41
where else you could go and
23:43
you landed in Earthborn. So presumably
23:45
it means that there were something.
23:47
You felt you weren't able
23:49
to do it fantasy flight
23:51
and Ideally you've been able
23:53
to sort of like exercise
23:55
that initial sort of impulse
23:58
with your work at at
24:00
Earthborn. You wanna, am I
24:02
incorrect in my assumption or
24:04
is there, is there something there?
24:06
No, yeah, I think that's correct.
24:09
Obviously, like things like leaving a
24:11
job you've had for a decade
24:14
can be a little fraught, so
24:16
I won't get like into any
24:18
nitty gritty stuff, but broadly,
24:21
I, you know, I was in my mid
24:23
30s, like it is the time I
24:25
have a lot of energy for my
24:27
own career. And like, there were a
24:29
lot of kind of creative things
24:31
that I wanted to accomplish in
24:33
my career. And like, while fantasy
24:36
flight had been this amazing ground
24:38
to do a lot of really
24:40
cool work, it's also, you know,
24:42
part of Asmeday, part of this
24:44
really large company and like, you
24:46
know, has to focus on like,
24:48
specific kinds of games, you know, like,
24:51
these are, you know, business arrangements
24:53
where you have to like, you
24:55
know, your schedule is set. X
24:57
amount into the future and you're very
24:59
like, you know, it's a very cool
25:02
environment, but also one that is very
25:04
set by this broader business. And so
25:06
I wanted to be able to kind
25:08
of stretch out a bit and do
25:10
some creative things beyond that environment before
25:13
I found myself, you know, like. 10
25:15
more years down the line, you know,
25:17
with like a couple kids, I was
25:19
worried that by then I might not
25:21
be as like energetic to to dive
25:24
in and do independent things. So that
25:26
was part of my desire in kind
25:28
of moving on. I, you know, sometimes
25:30
you regret it like they're still
25:32
doing some really cool stuff over
25:34
there. But I think in the end,
25:37
I'm glad I did and got
25:39
the opportunity to work with a
25:41
wider variety of companies throughout the
25:43
industry. When when friend of the
25:45
show the friend of ours Rob
25:47
Davio when he left Hasbro and
25:50
started Iron Wall and was working
25:52
on Seafall he has sort of
25:54
talked about this idea of how
25:56
he had all these ideas and
25:58
all this creative energy and he
26:00
just put them all into this
26:02
one game, for better or worse, in
26:05
a lot of cases worse. And he
26:07
sort of talks about how that
26:09
game sprawled and got too big, and
26:11
he should have restricted, and he got
26:14
all that out. I think Earthborne
26:16
Rangers. It also could have been sprawling
26:18
out and gone in many different directions.
26:20
And I'm wondering, like, if you
26:22
can talk about some specific, like either
26:25
mechanics or ideas or just sort of
26:27
philosophies that you're able to sort
26:29
of exercise with Earth-born Rangers and talk
26:31
about what worked, what didn't? Oh yeah,
26:34
well, we, there's a lot that
26:36
got left on the shopping room floor.
26:38
You know, in some ways it's this,
26:40
you know, like, uh, kind of
26:42
darling game of Andrews, right. I think
26:45
that if Andrew could have executed on
26:47
every single idea that he wanted
26:49
in this game it would have been
26:51
too sprawling for people to access I
26:54
don't think he'd be mad at
26:56
me saying this I'm sure he knows
26:58
it I'm sure he knows it I'm
27:00
sure he knows it yeah but
27:02
like there's so many cool ideas and
27:05
like we've been trying to put them
27:07
other places like in other board
27:09
game designs and in future card games
27:11
but you know like we wanted to
27:14
like track your overall impact on
27:16
the environment over the course of the
27:18
total course of playing the game and
27:20
like change the environment based on
27:22
what you did like every creature you
27:25
killed will never come back and so
27:27
like if you are like going
27:29
through the valley in this way that
27:31
like kills things you notice this change
27:34
permanent change the ecosystem based on
27:36
your actions like we talked about like
27:38
a kind of squad management type system
27:41
where rangers who get too injured are
27:43
lost in the field and you
27:45
have to roll up a different Ranger
27:47
and go and find them and rescue
27:50
them. There's like there's all these
27:52
different like there's a lot of like
27:54
persistence to the world and reactivity to
27:56
the world like you know to
27:58
this conversation about app and a great
28:01
games complexity and back-end tracking that digital
28:03
games are really good at and
28:05
tabletop games aren't because they're onerous on
28:07
the player to track all this. There's
28:10
a lot of this stuff. We
28:12
have creative ideas on how to implement
28:14
it physically, but like to integrate all
28:16
of it would have taken what
28:18
is already a fairly large scope game.
28:21
It's like a card game and a
28:23
role playing game in one made
28:25
by like three people and turned it
28:27
into something maybe insurmountable for a team
28:30
as small as ours to actually
28:32
make well. So yeah, those are just
28:34
a couple quick examples, but I think
28:36
that's. A lot of them any
28:38
one of those ideas a lot of
28:41
them would have been very cool in
28:43
the game in a different version
28:45
of this game right like But I
28:47
think that if we had dumped every
28:50
one of these ideas into this
28:52
product It would have been worse off
28:54
for it. And so in some ways
28:56
I think Andrew By having myself
28:58
there Brooks there Sam there like the
29:01
rest of our team to kind of
29:03
help hone that design. I think
29:05
it helped keep it to something that
29:07
people ended up liking certain types of
29:10
people ended up liking quite a
29:12
bit. I'm I'm I'm as you were
29:14
talking I went through this this thought
29:17
process of like you're describing and
29:19
I was like mmm it sounds like
29:21
someone wanted to design a video game
29:23
and couldn't do it and then
29:25
you sort of talk about the owner
29:28
of stuff and then I started thinking
29:30
about where you are in your
29:32
career now and I My brain went
29:34
from being, oh, this sounds like someone
29:37
who wanted to make, you know,
29:39
a simulation video game, to this sounds
29:41
like a sort of dream role-playing game
29:43
campaign, right? Because in a similar
29:45
way, I think a game is master
29:48
or someone else. can reduce the burden
29:50
on the players for a lot
29:52
of those things that you sort of
29:54
deemed onerous. And I think whereas in
29:57
board games, I have to sort
29:59
of like codify ever. and I think
30:01
I struggle with war games that
30:03
I think should be
30:06
role-playing games. I really
30:08
have to come up
30:10
with like specific rules
30:12
to adjudicate every possible
30:14
outcome, which I imagine
30:16
just becomes unbearable. There's
30:19
a lot of hand-waiving
30:21
in the role-playing design.
30:23
You have a person who
30:25
can deal with blue haven.
30:27
And I'm wondering... with you're
30:29
now moving into into role-playing games
30:32
where do you see the different
30:34
strengths from what one sort of
30:37
like set of expectations and tools
30:39
that role-playing has versus you know
30:41
a board game yeah I mean
30:44
that's I think you hit on
30:46
one of the strengths of role-playing
30:48
games in kind of the question
30:51
which is you know the game
30:53
master themselves Or, you know, like, there's
30:55
obviously a decent number of role-playing
30:57
games with no GM, but it
30:59
kind of, it's basically like a
31:02
crowdsource GM where it's often, you
31:04
know, you kind of crowdsource the GMing
31:06
to the rest of the group. But like, you
31:08
have this kind of improv, this player who
31:10
is able to kind of come up with
31:12
things on the fly in this reactive way,
31:15
right? Like I think I mentioned in some
31:17
of the things we cut from Rangers.
31:19
one of the big things you know Andrew
31:21
always wanted more reactivity like you know like
31:23
he wanted it to feel like we're GMming
31:25
for you basically right we have this big
31:28
campaign guide that you read at different points
31:30
and we we wanted to feel as reactive
31:32
as possible and like that's just some of
31:34
what we strained against because to be as
31:37
reactive as somebody who can improv at
31:39
the table is basically impossible right
31:41
even video games that can hide all
31:43
the complexity on the back end are constrained
31:45
by the limits of not you know just
31:47
not having the time or foresight to
31:50
know everything somebody could want to do
31:52
in a given situation. So I do
31:54
think that's one big strength. I
31:56
think another big strength of role-playing
31:59
games is create... of expression on the
32:01
side of the players. Obviously, like
32:03
I think there's a ton of board
32:05
games and card games that give
32:07
players creative expression in a way,
32:09
but you're still playing in this
32:11
walled garden. You're still having to
32:13
express yourself even with emergent
32:15
systems in a way that the designer
32:18
has predetermined to some degree. And you
32:20
know, role-playing games have that a
32:22
little bit, but I think the walls
32:25
are greatly broadened. simply because, like, especially
32:27
modern role-playing games with a lot of
32:29
things coming out of the forge, you
32:31
know, are very, try to be
32:33
open-ended and just kind of like
32:35
very narrative focused, players can just
32:38
express themselves very creatively. You
32:40
know, I think Rangers comes more RPG adjacent,
32:42
but at the end of the day,
32:44
your moment to moment gameplay is still
32:46
a card game. And like, you know, like you
32:48
can't just go and do anything you
32:50
want. We give you a wide list
32:52
of things you can attempt and like...
32:54
you know, that range from suboptimal to
32:56
optimal. And so you could kind of
32:59
go goof off and you feel those
33:01
walls are wider, but they're not as
33:03
wide as like a full role playing
33:05
game. So I've talked a lot about
33:07
how role playing games are more
33:09
open and freeing, but I do think
33:11
that there is value in the
33:14
more curated experience like a
33:16
card game. Like one, you don't need
33:18
it for a lot of them, you don't
33:20
need a GM. So you can all kind
33:22
of. take on that player and you can
33:24
trust that like we have created the
33:27
system such that we think it's
33:29
going to tell you a good story
33:31
right like you don't have to worry
33:33
like have one player who has this
33:35
pressure of like coming like bringing the
33:37
narrative to a close like that's a
33:39
stressful like a lot of groups don't
33:41
have the person who wants to do
33:43
that and so you know we can be that
33:46
person for you I also think that
33:48
games that do the emergent systems
33:50
well which you know I think like We have
33:52
some successes. I think there's other
33:54
games that do emergence in other
33:57
more interesting ways as well, but
33:59
like. I think having like
34:01
more codified systems that then like
34:04
have these emergency actions that create
34:06
these story beats, those can feel
34:08
special in a way that a
34:10
TTRPG maybe doesn't. When you created
34:13
as a group, created all of
34:15
the ideas in front of you,
34:17
it's harder for them to surprise
34:20
you. Yeah. There's role-playing games that
34:22
can surprise you, but it's a
34:24
lot easier for us to create
34:26
a bunch of emergent systems and
34:29
have them do something that completely
34:31
shocks you because you aren't responsible
34:33
of creating them in the first
34:36
place. We are. So I think
34:38
there is value in these more
34:40
curated experiences as well for people
34:42
they appeal to. David, if you
34:45
don't like tabletop games that veer
34:47
closer to RPGs, I don't know
34:49
how you'll feel about Rangers. Obviously,
34:52
I recommend it, but. Well, I
34:54
mean, I think your point about
34:56
that Gloom Haven app, like, maybe
34:58
if I had played that, it
35:01
would have been more worthwhile. You
35:03
know, to me, it was, it
35:05
has always just felt like an
35:08
incredible amount of work for very
35:10
little payoff. And I think to
35:12
your. Yeah. Your earlier comment about
35:14
Rangers, like feel it, you know,
35:17
my story about, you know, some
35:19
of Andrew's vision for it, like
35:21
feeling like a video game, we
35:24
want to make a tabletop game.
35:26
I think Gloom Haven has some
35:28
of that as well. They are
35:30
like, absolutely. A lot of it
35:33
feels like video game style systems,
35:35
systems that benefit from the really
35:37
granular tracking and back-end information and
35:40
hidden information that digital does well,
35:42
trying to just double that one-for-one
35:44
on the tabletop. I hope to
35:46
some of our earlier conversation about
35:49
takeaways I've taken from app integrated
35:51
games and working with that that
35:53
we avoided this, you know, in
35:56
some of those cuts we made
35:58
with Rangers, but, you know, ultimately
36:00
some of our touch points are
36:02
video games and like some, you
36:05
know, I think that games capture
36:07
that branching storytelling GM-less being part
36:09
of that story experience in ways
36:12
that board games have been striving
36:14
to and I think we're one
36:16
of them that kind of strive
36:18
to capture that magical experience physically.
36:21
Yeah I think as someone who
36:23
who plays a lot of tabletop
36:25
games a lot of video games
36:28
a lot and you know role-playing
36:30
games as a player as a
36:32
over 30 years of Running games
36:34
to help up role playing games.
36:37
I I go to each one
36:39
of them for very different things
36:41
and and I find when they're
36:44
in the sort of the liminal
36:46
spaces and they're playing in there
36:48
You have to be very careful
36:50
because a someone who is littering
36:53
all of all three of these
36:55
options and and can at any
36:57
one moment. I can play with
37:00
any one of those that if
37:02
you are trying to tap into
37:04
the advantages of one of the
37:06
other spaces and you're you are
37:09
running the risk of doing so
37:11
at a at a at a
37:13
subpar level that you that you
37:16
end up saying I could play
37:18
this or I could just go
37:20
do one of those other things
37:22
get the same experience for less
37:25
less resistance. I'd like to talk
37:27
a little bit about role-playing games
37:29
because I think one of the
37:32
things that you just I think
37:34
really like hit that tweak me
37:36
is you said that the the
37:38
curated experience of something like Earthmore
37:41
Rangers can surprise more and I
37:43
think that that's super super interesting
37:45
and when you when you trigger
37:48
that I thought oh I totally
37:50
understand where he's coming from and
37:52
to me it has actually been
37:54
a a pivot of role-playing games
37:57
away from being, to have a
37:59
role-playing games away from being... surprised.
38:01
And what I mean by that
38:04
is starting, from my point
38:06
of view, starting around
38:08
third edition Dungeons and
38:11
Dragons, we saw a
38:13
move away from having
38:16
the players themselves
38:18
be surprised to the
38:20
players themselves being
38:23
able to Preordain
38:25
the fate of their characters and
38:27
you saw that by the movement
38:30
of magic items into the players
38:32
handbook the movement of where power
38:34
comes from into player selected choices
38:37
as opposed to things in the
38:39
dungeon the idea of feats and
38:41
you see the online conversation all
38:43
of a sudden Sounding a lot
38:46
like video games. Oh my character
38:48
had this build my characters
38:50
and I think That fundamentally
38:52
changed a lot of
38:54
tip-top role-playing
38:57
games. And I'm
38:59
wondering, your experience
39:01
with making so many
39:04
games, is there a
39:06
advantage on a business
39:08
level or on a design
39:11
level to put... less
39:13
surprise in the hands or to
39:15
remove the surprise for the player and
39:17
the player progression to sort of put
39:19
that in their hands and to lay
39:22
it out in a book that presumably
39:24
everyone at the table has. Is there
39:26
an advantage to removing surprise?
39:29
I don't necessarily think so.
39:31
I definitely see your point about
39:33
like the removal of surprise at least
39:35
from like mainline role-playing games as they
39:37
progressed, right? Few are random tables. you
39:40
know a lot of this I think
39:42
is done in the name of like
39:44
player empowerment yeah you know is exactly
39:46
the term that's thrown around a lot
39:48
you know or like quality of life improvements that
39:51
like streamline the experience and make things
39:53
simpler but I think you know like
39:55
and so I do see your point
39:57
kind of especially in the mainline role-playing
39:59
games I do think there's a
40:01
lot of tabletop role-playing games that
40:03
kind of buck against this trend
40:05
very purposefully from games that try
40:08
to evoke more old-school role-playing game
40:10
like Dungeon Trial Classics and things
40:12
that revel in the random tables
40:14
in the hyper-punishing play to some
40:16
of the narrative games that come
40:18
out of like the Forge PBTA
40:20
powered by the Apocalypse being a
40:22
big one, but like, you know,
40:24
a lot of those other games
40:26
which... focus on surprise through
40:29
spurring creativity, you know, where they like
40:31
Try to give the players a lot
40:33
of different prompts and like have those
40:35
players then Use their own creativity to
40:37
justify them and unify them and so
40:39
like they're basically surprised through their own
40:41
actions, right? And so that through their
40:43
own they get kind of surprised to
40:45
their own creativity and coming up with
40:47
how these things fit together and you
40:49
know, when like all of your fiasco
40:51
stuff magically clicks together like like you
40:54
can feel surprised by what you as
40:56
a group have just created thanks to
40:58
the help of the system. So I
41:00
do think there are games that have
41:02
tried to kind of capitalize on that
41:04
removal of surprise from the mainline product.
41:06
As far as like, and you know,
41:08
obviously like I touted as a benefit
41:10
of rangers that I think like, because
41:12
we are your GM, we are surprising
41:14
you. And so like obviously I see
41:16
value in that because we made our
41:18
product around that to a degree. But
41:21
obviously D&D has also seen a ton
41:23
of success and like with what you
41:25
know you categorized as like this kind
41:27
of removal of surprise. But I don't
41:29
know if I would attribute its current
41:31
success to that trend. I think it's
41:33
made it more accessible and kind of
41:35
streamlined that experience. which has definitely helped
41:37
with its current popularity and like I
41:39
do think that players enjoy
41:41
feeling like they
41:43
have a certain amount
41:45
of control over
41:48
the narrative arc of
41:50
their own character.
41:52
And like they're able
41:54
to kind of
41:56
tell a story. I
41:58
mean, look at
42:00
like a lot of
42:02
actual plays, like
42:04
in many ways, a
42:06
system that can
42:08
better enable players of
42:10
actual plays to
42:12
control their character's arc
42:15
and make it
42:17
really satisfying to watch,
42:19
you know, like
42:21
what a weird secondary
42:23
effect of those
42:25
actual plays. Like I
42:27
think you're totally
42:29
like, as you're saying,
42:31
and I'm like,
42:33
yeah, it does feel
42:35
like those are
42:37
designs that support watching
42:39
a game being
42:42
played. That
42:44
is, I don't even know.
42:46
I don't even know like,
42:48
but where's the chicken and
42:50
egg here because well, yeah,
42:52
yeah, right popular after five
42:55
you came out, right? Yeah,
42:57
there's but yeah, I mean,
42:59
like those actual plays are
43:01
these like weird, liminal spaces
43:03
of like their games. Yes,
43:05
they're nothing like any tabletop
43:07
roleplaying game I've ever experienced
43:10
in my entire lifetime, right?
43:12
Like they're there to me
43:14
they're more like a television
43:16
show, a slow television show. But
43:19
but and less less like a game
43:22
and I think trying to trying to
43:24
replicate it at my own table would
43:26
be I think it would be a
43:28
shame. It would be I think a
43:30
lot of players but what was there?
43:32
What was there? A lot of players
43:34
are trying to replicate it right now.
43:36
Yeah, like, oh, absolutely. Like a lot
43:39
of players, you know, they call the
43:41
Matt Mercer effect, right? Where like players
43:43
are trying to replicate. They a lot
43:45
of players their intro to D &D
43:47
is of is critical role. And so
43:49
they try to replicate that play experience
43:51
at their table. So it well, it
43:54
necessarily speak to what a lot of
43:56
people who, you know, grew up playing
43:58
Seconds or Third Edition. know
44:00
as the experience, it is
44:02
the experience for a lot of
44:05
what the market is though. So
44:07
I'm interested to know when you
44:09
are, when you yourself are
44:12
designing like a mainstream,
44:14
presumably trying to hit quite
44:16
big, I mean, one of
44:18
the largest TTRPG kickstarter with,
44:21
and I'm gonna say the
44:23
name wrong, so you can,
44:26
what's the pronunciation? Cause
44:28
cosmure the cosmure role-playing game.
44:30
Cosmure or not to brag
44:32
for a second. We are
44:34
the largest game Kickstarter of
44:36
all time. Largy game kickstarter
44:38
all time is a incredibly
44:41
mass market. Do you take
44:43
that into consideration? When you're
44:45
when you're designing it. Oh
44:47
like the idea. Yeah. And how does
44:49
that manifest in the design? I'm gonna
44:51
I'm gonna screw up the the pillars
44:54
here. We had like you know. I
44:56
talked about coming in on Rangers as
44:58
a design director there and like
45:00
you know taking and taking Andrew's
45:02
vision and trying to make a
45:04
game that realized what Andrew wanted
45:06
to make that was ultimately
45:08
that was a process of vision setting
45:11
right like downloading what Andrew
45:13
wanted and coalescing it into key
45:15
pillars that I can then use to
45:17
direct the like I listed a bunch
45:20
of other contributors you know like these
45:22
key pillars. We did a similar process
45:24
on the Cosma real playing game, right?
45:26
We, you know, I worked with Johnny
45:28
from Brother Wise and Brandon himself
45:31
to kind of set what our goals for
45:33
this game were, what we wanted them
45:35
to be, and like a lot of
45:37
them kind of were these balances. We
45:39
wanted to bring in some of that
45:42
like narrative innovation and player control
45:44
that you see from like, you know,
45:46
games with DNA from the forge, but
45:48
we also wanted it to be
45:50
accessible. to people, you know, to the
45:52
mainstream audience. You know, so we had all
45:54
these, we wanted it to be crunchy enough
45:56
to represent all the cosmure stuff, but also
45:58
narrative enough that like... these
46:01
new players wouldn't be completely
46:03
lost in this mechanical crunch.
46:05
So we set out all
46:07
of these pillars and then
46:09
those are kind of what we used
46:11
to guide, you know, like, you know, we're
46:13
putting out hundreds and hundreds
46:15
of pages of text and
46:17
rules. So we had a
46:19
decent number of different designers
46:21
working on this game and
46:24
this is kind of what we used
46:26
to guide them. And so to your
46:28
question, being approachable. two
46:31
players, you know, like to this audience
46:33
who has Come into the hobby through
46:35
actual plays and things
46:37
was a big consideration there
46:39
and making sure that we
46:42
could Like some of your
46:44
touchpoints for the game Very quickly
46:46
replicate what you're used to
46:48
from that is a big one
46:50
like the Cosby role-playing game. I
46:53
am very proud of what it's
46:55
where it's gone and what it's
46:57
become But as core it uses a
46:59
D20, right, which is like, I think
47:01
a lot of people see that D20
47:03
and they immediately go, it's a D&D
47:05
clone, but I think anybody who knows
47:07
role-playing games, who digs in anywhere past
47:09
that D20, immediately sees that the rest
47:11
of the system is doing very different
47:13
things that like, but that core is
47:16
still very accessible. You're throwing that die
47:18
and blowing up at the table when
47:20
you, you know, roll the high number.
47:22
That core is still the same so
47:24
you have that touch point right and
47:26
like there's lots of choices like that
47:28
where we wanted people who You know
47:31
read Brandon Sanderson love his
47:33
works watch critical role and
47:35
then want to have critical
47:37
role happened at their table
47:39
In Brandon Sanderson's novels we
47:41
wanted them to have a good time with
47:43
the game. So that was a big factor
47:45
to a lot of our decisions Well this
47:47
interview is just the first of two interviews
47:50
we're going to have with you and we're
47:52
sort of foreshadowing the next one because it's
47:54
going to all be about the cosmere role-playing
47:56
game as we wrap up this more
47:58
sort of general overview if you're really
48:00
interesting and impressive career so far, you are
48:03
still young and have a long way to
48:05
go. What is a piece of advice you'd
48:07
like to leave for our listeners and remembering
48:10
that they cross all of these different genres
48:12
of game design, different levels of experience? What's
48:14
something you've learned that is really valuable to
48:16
you that you think our listeners could benefit
48:19
as well? Oh shoot, you know, I've heard
48:21
you asked other people this question before
48:23
and I was always like, oh that
48:25
question so broad, how the hell would
48:27
I answer it? I did not, I
48:29
did not think of a good, a
48:32
good answer off the top of my
48:34
head. Let me think for a second.
48:36
It won't go on your tombstone, so
48:38
it's okay, you know, and you'll
48:40
get a second bite at the
48:42
apple. So, yeah, I can, I
48:44
can, I can more focused on
48:46
our refugees, answer to this question.
48:48
This is probably a pretty cliche
48:50
piece of advice and I'm sure a lot
48:53
of other people have given it but like
48:55
I've I kind of did an open call
48:57
recently for different design
48:59
submissions for earth board games and
49:02
I've been looking at a bunch
49:04
of different game designs and as a
49:06
result I've been talking to a lot
49:08
of people who are you know maybe not don't
49:10
have enough of a portfolio that
49:12
we're going to. publish them right away,
49:14
but they're asking me for advice on
49:16
how to do this. So I've been talking
49:19
to a lot of people who are kind
49:21
of newer into the design hobby. And so
49:23
I guess my piece of advice to people
49:25
is that idea that you've been thinking
49:27
of put it on paper and try
49:30
it, right? Like I think that like
49:32
a big thing I see constantly in
49:34
other designers and especially in myself
49:36
is getting stuck in your own head
49:39
and like wanting to think it
49:41
through. and make it perfect before
49:43
you actualize it. And almost always
49:45
after you actualize it, you see
49:47
a problem and all of that
49:49
thought was for not because the
49:51
problem overrides a bunch of the
49:53
thinking you already did. So whether, you
49:55
know, like, I'm sure a lot of designers
49:57
already know how to do this, but like.
50:00
Just make the thing. It's going
50:02
to be bad the first time
50:05
you do it and then just
50:07
make it again and make it
50:09
again. So like my advice to
50:11
people is just start working with
50:14
your hands as soon as you
50:16
can. Maybe a reminder to myself
50:18
as much as anybody. I like
50:20
it. We all need those sometimes,
50:23
that's for sure. Andrew, this was
50:25
terrific. Thanks so much and we're
50:27
looking forward to having gone again
50:29
soon. Yeah, thank you guys. Thanks
50:32
for joining us on the Game
50:34
Design Roundtable. Our guest this week
50:36
was Andrew Fisher. You can find
50:38
him at Andrewfisher Games.com or on
50:41
X at A. Fisher Games. If
50:43
you enjoy the show and want
50:45
to give us a bit of
50:47
assistance, consider heading over to patron.com
50:50
and searching for TGDRT. That's the
50:52
Game Design Roundtable and joining our
50:54
patron community. We appreciate your support.
50:56
In addition to checking out our
50:59
patron, where you can connect to
51:01
our Discord server, the show's X
51:03
account, or to the podcast service
51:05
where you'd most like to subscribe.
51:08
I'm Dirk Neimire and I am
51:10
on X at D Neimire. My
51:12
co-host is David Heron, he's at
51:14
David V. Heron. Our producer is
51:16
Cody Harold, he's at Cody J.
51:19
Harold. The show's editor is Avery
51:21
Paiez, who is at Paradadachseud. Thanks,
51:23
and until next time, design well.
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