#333 App-Integration with Andrew Fischer

#333 App-Integration with Andrew Fischer

Released Tuesday, 7th January 2025
Good episode? Give it some love!
#333 App-Integration with Andrew Fischer

#333 App-Integration with Andrew Fischer

#333 App-Integration with Andrew Fischer

#333 App-Integration with Andrew Fischer

Tuesday, 7th January 2025
Good episode? Give it some love!
Rate Episode

Episode Transcript

Transcripts are displayed as originally observed. Some content, including advertisements may have changed.

Use Ctrl + F to search

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

Games. Before we get started, listeners,

0:25

if you enjoy the Game Design

0:28

Roundtable, please consider contributing to our

0:30

patron. Our patrons get early access

0:32

to all of our episodes. input

0:35

into future programming, the ability

0:37

to ride along during our

0:39

recordings, access to patron-only discord

0:41

channels, among other perks for

0:44

game designers like you. It's

0:46

just $5 a month to

0:48

join. Head over to patron.com

0:50

and search for TGDRT. That

0:52

stands for The Game Design

0:55

Roundtable and see if being

0:57

a patron might be for you.

0:59

Thanks in advance for your support.

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.

Rate

Join Podchaser to...

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

Episode Tags

Do you host or manage this podcast?
Claim and edit this page to your liking.
,

Unlock more with Podchaser Pro

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