<?xml version="1.0" encoding="UTF-8" standalone="no"?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>I've Been Diced!</title><description>A podcast and blog about boardgames</description><managingEditor>noreply@blogger.com (Kingdaddy)</managingEditor><pubDate>Thu, 2 Apr 2026 02:18:49 -0700</pubDate><generator>Blogger http://www.blogger.com</generator><openSearch:totalResults xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">120</openSearch:totalResults><openSearch:startIndex xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">1</openSearch:startIndex><openSearch:itemsPerPage xmlns:openSearch="http://a9.com/-/spec/opensearchrss/1.0/">25</openSearch:itemsPerPage><link>http://ivebeendiced.blogspot.com/</link><language>en-us</language><item><title>I've Been Diced! episode 76: Series games</title><link>http://ivebeendiced.blogspot.com/2017/04/ive-been-diced-episode-76-series-games.html</link><category>podcast</category><pubDate>Mon, 17 Apr 2017 08:07:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-110518948556214682</guid><description>There are a lot of series games in the hobby, both in the market and in our personal collections. This episode, our panel talks about series wargames and other boardgames. What are the advantages and disadvantages, for both the game consumer and publisher? Plus, a game off the beaten track that has special resonance for Yours Truly. (c) 2017 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp76.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 75: Back in action, serious games, games played, and more</title><link>http://ivebeendiced.blogspot.com/2016/12/ive-been-diced-episode-75-back-in.html</link><category>podcast</category><category>serious games</category><pubDate>Tue, 13 Dec 2016 11:49:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-6433623649084450151</guid><description>We're back after a long hiatus. In the first segment, I talk about games played recently, including Across Suez, Cry Havoc, Bloody Inn, and more. This episode contains the first installment in an introduction to serious games, the use of games in education, business, politics, and more. Plus, a quick discussion of why you might want to own more than one game covering the same topic. (c) 2016 Tom Grant&lt;br /&gt;
&lt;br /&gt;
Links from this episode:&lt;br /&gt;
&lt;a href="http://seriousgamesatwork.org/" target="_blank"&gt;The Serious Games At Work web site.&lt;/a&gt;&lt;br /&gt;
&lt;a href="http://refugeemegagame.com/" target="_blank"&gt;The refugee megagame&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Send feedback to &lt;a href="mailto:kingdaddy8@gmail.com"&gt;kingdaddy8@gmail.com&lt;/a&gt;.</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp75.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 74: Greg Stafford</title><link>http://ivebeendiced.blogspot.com/2016/04/ive-been-diced-episode-74-greg-stafford.html</link><category>podcast</category><pubDate>Tue, 5 Apr 2016 15:03:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-8989808449208071421</guid><description>Greg Stafford, designer of Dragon Pass and other board games, creator of the fascinating fantasy world of Glorantha, founder of Chaosium, and designer of Runequest, Pendragon, and other RPGs, makes a royal visit to the podcast. We cover the whole gamut of this interesting bit of gaming history, the future of Chaosium, why Pendragon is a special game, and how to correctly pronounce Genertela. Plus, a few musings about fantasy settings for games that aren't a kabuki-like replay of the same old tropes. (c) 2016 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp74.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 73: Mitchell Land and the Next War series</title><link>http://ivebeendiced.blogspot.com/2016/02/ive-been-diced-episode-73-mitchell-land.html</link><category>Mitchell Land</category><category>modern warfare</category><category>Next War series</category><category>podcast</category><pubDate>Tue, 16 Feb 2016 10:47:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-7567290088459424836</guid><description>Mitchell Land, designer of the Next War series of wargames from GMT, discusses the interesting design challenges behind those games, and we get a sneak peek at the next title, Next War: Poland. Plus, a few words about a departed friend. (c) 2016 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp73.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">25</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 72: Sam Mustafa and miniatures gaming galore</title><link>http://ivebeendiced.blogspot.com/2016/02/ive-been-diced-episode-72-sam-mustafa.html</link><category>miniatures</category><category>podcast</category><category>Sam Mustafa</category><pubDate>Wed, 3 Feb 2016 18:32:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-6875894129472086736</guid><description>Sam Mustafa, designer of Blücher and other miniatures wargame rules, stops by to discuss his designs and the miniatures side of the hobby in general. Sam and Tom describe the path for boardgamers who might want to give miniatures a try. (Blücher might be a good start.) Plus, Tom shares lessons learned from his recent experiments with miniature wargaming on the cheap. (c) 2016 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp72.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 71: Mutants, game studies, and 2015 in review</title><link>http://ivebeendiced.blogspot.com/2016/01/ive-been-diced-episode-71-mutants-game.html</link><category>Gordon Calleja</category><category>podcast</category><pubDate>Sun, 24 Jan 2016 20:19:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-903636684418288590</guid><description>Our first episode of 2016 is a whopper! We start with an interview with Gordon Calleja, designer of Posthuman, and associate professor and head of the Institute of Digital Games at the University Of Malta. Yes, not only does he design games, but he also teaches game design! Gordon and I talk about professional game studies, whether boardgames can be immersive, our deep fascination with apocalyptic stories, and, of course, his game. After that interview, our regular panel talks about 2015 in gaming: the highs, the lows, the pleasant surprises, and the deep regrets. (c) 2016 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp71.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 70: John Kranz of Consimworld</title><link>http://ivebeendiced.blogspot.com/2015/09/ive-been-diced-episode-70-john-kranz-of.html</link><category>Consimworld</category><category>podcast</category><pubDate>Wed, 16 Sep 2015 11:45:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-7114964854046973064</guid><description>John Kranz, the founder of the Consimworld wargame community site, joins me for a discussion of the past, present, and future of Consimworld. Our Game Off The Beaten Path is right in time for football season. We also have news about a new serious game, and I talk about &lt;i&gt;Le Vol de l'Aigle&lt;/i&gt;, a multi-player, umpired Napoleonic operational game with a lot of friction and fog of war. Copyright (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp70.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">7</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 69: Troy Goodfellow on computer and board games</title><link>http://ivebeendiced.blogspot.com/2015/07/ive-been-diced-episode-69-troy.html</link><category>podcast</category><pubDate>Wed, 15 Jul 2015 08:00:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-708278083810217589</guid><description>Troy Goodfellow, founder of the Three Moves Ahead podcast, joins me for a discussion of computer strategy games versus boardgames. What do computer games do well that boardgames don't, and vice-versa? What can the two genres learn from each other? Plus, this episode's Game Off The Beaten Path is W1815, a brilliant little game about the Battle of Waterloo. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp69.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>My game designs</title><link>http://ivebeendiced.blogspot.com/2015/07/my-game-designs.html</link><pubDate>Sun, 5 Jul 2015 18:19:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-3002356184947074680</guid><description>&lt;span style="font-family: Times, Times New Roman, serif;"&gt;When I was interviewing Randy Lein and Roger Miller a couple of weeks ago, they asked if I had any game designs. I've alluded to them in the podcast, but I've never really said anything about them.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Maybe it's time to unleash them on the world. Actually, I already have, but not in the gaming hobby. I use games quite a bit in my day job, as someone who helps software professionals become better innovators. A lot of it falls into the category of Agile training and coaching, if that means anything to you. If not, don't worry, it's just a way of saying, "There are times when a game can get a point across better than a slideshow." I also use games to help people test out different software innovation strategies, using games as a kind of simulator.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;I've also been inspired, on the odd occasion, to design a game that I thought would help the dialog about important public policy issues. Most recently, the sad state of the health care debate inspired me to design a couple of games on the topic, with two goals: (1) educate people a little on the topic; and (2) encourage constructive discussion among people who disagree strongly.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Last but not least in the "serious game" category, my wife and I have worked on a couple of games together, with an eye to using them in psychotherapy. They started as games strictly for fun, but she spotted their potential usefulness in therapeutic situations.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;There are also games for fun in this list. Yes, I do know how to have fun.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;I'm glad to answer questions about the game, and take any helpful suggestions about them. If you're interested in serious games, &lt;a href="http://www.seriousgamesatwork.org/" target="_blank"&gt;here's a handy introduction I put together&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;h2 style="-webkit-text-stroke-width: 0px; color: black; font-size: medium; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"&gt;
&lt;b&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;SERIOUS GAMES&lt;/span&gt;&lt;/b&gt;&lt;/h2&gt;
&lt;div style="-webkit-text-stroke-width: 0px; color: black; font-size: medium; font-variant: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-align: -webkit-auto; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px;"&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;i&gt;Agile Portfolio Management&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;
&lt;ul style="font-style: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Provide a way for software professionals to assess the impact of going Agile on portfolio management. For many organizations, particularly IT departments, the shift to a team-centric approach opens many questions about managing the flow of projects or products.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Designed and playtested. Part of my Agile coaching toolkit, used when needed.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Dice of Debt&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame with lots of dice.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1 (though really designed to be played as a team)&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Show the effect that investment in technical debt-reducing measures has on a team's ability to deliver value. Often, teams find it hard to justify making these investments in the face of short-term pressures, even when the long-term benefits are substantial.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Designed and playtested. Considering donating it to the Agile Alliance as part of a technical debt working group.&amp;nbsp;Demonstrated at the Cutter Consortium's 2015 Summit.&amp;nbsp;Part of my Agile coaching toolkit, used when needed.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;The Planning Fallacy&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 3-5&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Show how susceptible we are to over-optimistic estimates. Although the inspiration was helping Agile teams account for the unknown and make more realistic assessments of the impact of overhead, the game could easily apply to any methodology.&amp;nbsp;&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status" Designed and playtested. Part of my Agile coaching toolkit, used when needed.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Business Vs. IT&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Card game&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-4&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Illustrate the structural sources of friction and failure in corporate IT. Limited information and communications undermine their ability to collaborate. Primarily a 2-player game, with the option of adding two other players as intermediaries (who don't help).&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Volcano Island&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Board game&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-6&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Show how teams can effectively collaborate, even in the face of great unknowns, and still reach their goals. Designed to be a fun way to address a frequent source of anxiety for teams.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Premium&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1-4&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Demonstrate the public effects of private health care choices. Designed to fill an informational void during the debates over health care.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Designed and playtested. Looking for a publisher.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;
Health Care Tug-Of-War&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 4&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Describe the tensions in health care policy among insurers, physicians, pharmaceutical companies, and hospitals. Patients are pawns moved around a grid, representing the current state of health care options. Government actions restrict the players from making some policies.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;It's Like This&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Card game&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-6&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Get more interesting insights into customers, who have to describe their wants and needs in unconventional ways. Designed to be both funny and revealing, as opposed to some market research efforts.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b style="font-style: normal;"&gt;DUAL-PURPOSE GAMES (SERIOUS, AND FOR FUN)&lt;/b&gt;&lt;br /&gt;&lt;i&gt;The Old Dark House&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Card game.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1-8&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Provide an easy, fun way for people to collaborate on a ghost story, with each person adding another character, plot twist, and other story elements. Also useful in psychotherapy as a form of narrative therapy.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Designed and playtested. Looking into publication options.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Legends of the Old West&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Card game&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1-8&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: The same as The Old, Dark House, but with a Western motif. The genre inspired me to add mechanics that help players flesh out characters more, and deal with the kind of direct conflict that's assumed to be part of Western stories (but can bring them to a rapid end, if you're not careful). Also useful for narrative therapy.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Designed and playtested. Looking into publication options.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;b style="font-style: normal;"&gt;HOBBY GAMES (STRICTLY FOR ENTERTAINMENT)&lt;/b&gt;&lt;br /&gt;&lt;i&gt;Insurgency&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-5.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Show a real marriage of the political and military elements of insurgency and counterinsurgency. At its core, it's a 2-player game, pitting the insurgents against the regime. Optional rules allow for additional players, representing different guerrilla factions and the regime's superpower patron. I actually started working on this long before the COIN games appeared, even before Brian Train was the first guest on the podcast.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Playtested, making revisions based on feedback and results.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Battle Cry Of Freedom&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 1-5.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: A multi-player Civil War battles game.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design. I've tried and rejected a couple of earlier approaches before finally hitting on something that looks like a promising design approach.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Space Opera&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-5&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Create a space empires game in which the focus is on the epic story. Players compete to finish important story arcs to accomplish the goals of their species (not always through conflict). The experience is less like Master of Orion, more like reading a novel.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: In design.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;Warhammer: Titan&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-6&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Warhammer 40,000 factions battle over the galaxy. Uses core ideas from the classic boardgame Titan to streamline the 4X mechanics, while also giving each faction a definite personality and toolbox from which to pick units and abilities. Done purely for my own enjoyment, since I imagined publishing options might be limited.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Core mechanics drafted.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;span style="font-family: Times, Times New Roman, serif; font-weight: normal;"&gt;&lt;br /&gt;&lt;i&gt;The Starry Road&lt;/i&gt;&lt;/span&gt;&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Type of game: Boardgame&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Number of players: 2-4&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Goal: Create a science fiction boardgame with a strong emphasis on exploration. Early FTL technology lets humans explore a handful of the nearest stars...And then things start getting interesting.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;ul style="font-style: normal; font-weight: normal;"&gt;
&lt;li&gt;&lt;span style="font-family: Times, Times New Roman, serif;"&gt;Status: Core mechanics drafted.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-family: Times, Times New Roman, serif;"&gt;&lt;br /&gt;&lt;/span&gt;
&lt;br /&gt;</description><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 68: Randy Lein (Legion Wargames) and Roger Miller (Revolution Games)</title><link>http://ivebeendiced.blogspot.com/2015/07/ive-been-diced-episode-68-randy-lein.html</link><category>podcast</category><pubDate>Thu, 2 Jul 2015 19:45:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-3402124345624912335</guid><description>Not just one guest, but two! Roger Miller of Revolution Games and Randy Lein of Legion Wargames take time away from Consimworld Expo to talk about life as wargame publishers, muse about the state of the hobby, give us some previews into upcoming games, and give sage advice to anyone interested in submitting a new design to a company like theirs. Plus, I'm not done talking about space empire games, particularly since there are more stories they could be telling than just another cardboard re-creation of Master of Orion. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp68.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 67: Mark Herman</title><link>http://ivebeendiced.blogspot.com/2015/06/ive-been-diced-episode-67-mark-herman.html</link><category>mark herman</category><category>podcast</category><pubDate>Thu, 25 Jun 2015 21:06:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-2860741508475665075</guid><description>Mark Herman stops by to talk about his new grand strategic WWII game, Churchill, plus oh so many other games he has designed over the years. During our whirlwind tour of Mark's career as a wargame designer, we make brief stops at SPI and Victory Games, and even get a peek into professional Pentagon wargaming. And if you're wondering what comes next after Churchill...Well, it's more than just Empire Of The Sun, 2nd edition (though that's pretty interesting, too). &amp;nbsp;Plus, be sure to listen to the very end of this episode.&amp;nbsp;(c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp67.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 66: Combat systems</title><link>http://ivebeendiced.blogspot.com/2015/04/ive-been-diced-episode-66-combat-systems.html</link><category>podcast</category><pubDate>Thu, 23 Apr 2015 09:40:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-7043562977003410375</guid><description>Our panel discusses combat systems in games — many of which we like, and a few that we don't like. Air battles that are genuinely exciting, deck-building games that lead to interesting results, the genius of Dune's commitment mechanic, a defense of hex-and-CRT wargames — all these topics, and many more, in the course of our discussion. Plus, a recently-published game off the beaten path that takes traditional wargame mechanics in an interesting direction. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp66.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 65: Andy Loakes, designer of Toulon 1793</title><link>http://ivebeendiced.blogspot.com/2015/03/ive-been-diced-episode-65-andy-loakes.html</link><category>Andy Loakes</category><category>napoleon</category><category>podcast</category><category>Toulon 1793</category><pubDate>Mon, 2 Mar 2015 16:21:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-3843997152772451952</guid><description>Andy Loakes, designer of Toulon 1793, takes us behind the scenes of his first published wargame. Why hasn't someone done a game on this topic before? Andy and Tom ponder that issue, along with other questions about Napoleonic history and wargaming. Plus, this episode's Game Off The Beaten Path is a little wargame on a major event in military history, previously thought to be ungameable. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp65.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 64: Richard Borg</title><link>http://ivebeendiced.blogspot.com/2015/02/ive-been-diced-episode-64-richard-borg.html</link><category>Command &amp; Colours</category><category>podcast</category><category>Richard Borg</category><pubDate>Tue, 24 Feb 2015 10:20:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-6824756257429468377</guid><description>Richard Borg talks about everything from the Command &amp;amp; Colour wargames to the X-Men games from Pressman (with a cameo from Stan Lee). We also discuss the Kickstarter for his new World War I game, Mutant Chronicles: Siege Of The Citadel, and much more. Plus, a game off the beaten path that should have an electronic version, but doesn't, really.&amp;nbsp;&lt;span style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 16px; line-height: 19.2000007629395px;"&gt;©&lt;/span&gt;&amp;nbsp;2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp64.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 63: Sandy Petersen</title><link>http://ivebeendiced.blogspot.com/2015/02/ive-been-diced-episode-63-sandy-petersen.html</link><category>Call of Cthulhu</category><category>Cthulhu Wars</category><category>podcast</category><category>Sandy Petersen</category><pubDate>Sun, 15 Feb 2015 11:45:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-8266844162135986739</guid><description>Sandy Petersen, designer of Cthulhu Wars (among many other games), talks about the origins of the Call of Cthulhu RPG, the early days of Chaosium (which also published the Runequest RPG, the original Arkham Horror, and plenty of other innovative games). Sandy also tells us how Cthulhu Wars was almost his swan song as a game designer, how he slipped Lovecraftian references into video games on which he worked (ever heard of Doom or Age of Empires?), and the upcoming Theomachy game. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp63.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 62: Our 2014 in review</title><link>http://ivebeendiced.blogspot.com/2015/02/ive-been-diced-episode-62-our-2014-in.html</link><category>podcast</category><pubDate>Sun, 1 Feb 2015 20:45:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-1079907601571463585</guid><description>Our regular panel looks back on 2014 in gaming — the ups, the downs, the pleasant surprises, the grave disappointments. Where do games like Dead Of Winter, Fire In The Lake, Nations, and The Hunters fit into this picture? Plus, the recent arrival of Cthulhu Wars inspires Tom to muse on the value of our games, and why recent developments in the game market is making it even harder to figure out the relationship between the real value to the owner and the price it costs to buy a game. (c) 2015 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp62.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">3</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 61: Worthington Games</title><link>http://ivebeendiced.blogspot.com/2014/11/ive-been-diced-episode-61-worthington.html</link><category>podcast</category><pubDate>Tue, 25 Nov 2014 19:54:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-1498273541443171087</guid><description>I drop by the HQ for Worthington Games to talk about their wargames, past, present, and future. Forged In Fire, Band Of Brothers, Cowboys, Hold The Line, and others -- what kind of games does Worthington choose to publish? And how does a small publisher find its niche in today's market? Plus, this episode's "Game Off The Beaten Path" is a world-famous fantasy writer's design. (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp61.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>Watch the alternate history of Rome evolve</title><link>http://ivebeendiced.blogspot.com/2014/11/watch-alternate-history-of-rome-evolve.html</link><category>microscope</category><pubDate>Tue, 4 Nov 2014 18:20:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-4430824579051975310</guid><description>Here are some pictures from our session of &lt;i&gt;Microscope&lt;/i&gt;, as described in episode 60 of the &lt;i&gt;I've Been Diced!&lt;/i&gt; podcast. You can see, step by step, how the timeline evolved. &lt;a href="http://armsandinfluence.typepad.com/IBD/IBDEp60.mp3"&gt;Listen to the podcast&lt;/a&gt; to hear us build this timeline.&lt;br /&gt;
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&lt;a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqPyBJM914DKX2uSbBfrAcmyFwroOXlQpQ9dt4I0_MjBi51naeN1Xu2Qn3DOhKN0tX6Azrt6wO48QMsxhFzYqSgbdFUICXnf_hlLB26yoqvJBWLy1oUl0HVl1j6rAmA2hp4ZyaR9Beu3lF/s1600/Microscope3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqPyBJM914DKX2uSbBfrAcmyFwroOXlQpQ9dt4I0_MjBi51naeN1Xu2Qn3DOhKN0tX6Azrt6wO48QMsxhFzYqSgbdFUICXnf_hlLB26yoqvJBWLy1oUl0HVl1j6rAmA2hp4ZyaR9Beu3lF/s1600/Microscope3.png" height="240" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;br /&gt;</description><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" height="72" url="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_TXwfOtgldQB9kUWgW3sKF8GGmKwa0DLcUbG2QFCll4HhmRVzSN2VCvzPb1VaupITQli50opZu6kWGxfK8C3WRDfuiBOSilGbKq-DNnA_og4JmDbgXLAyEInZERd4ivxz_fIo2zGHqC1h/s72-c/Microscope1.png" width="72"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author><enclosure length="94025877" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp60.mp3"/></item><item><title>I've Been Diced! episode 60: Making history with Microscope, and games that tell stories</title><link>http://ivebeendiced.blogspot.com/2014/11/ive-been-diced-episode-60-making.html</link><category>microscope</category><category>podcast</category><pubDate>Tue, 4 Nov 2014 18:12:00 -0800</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-7571255651308274735</guid><description>Our regular panel plays a session of Microscope, the game of collaboratively building a grand historical narrative. We put our creative powers to the test by writing the history of a world in which the Roman Empire never fell. This innovative game should appeal to anyone interested in epic sagas in science fiction, fantasy, alternate history, you name it.&lt;br /&gt;
&lt;br /&gt;
Plus, we want our games to tell interesting stories, from fighting the Battle of the Bulge to stopping the Great Old Ones. But what's the secret to designing a game that can generate an interesting narrative? (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp60.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 59: Jon Compton, modern wargames, and gaming taboos</title><link>http://ivebeendiced.blogspot.com/2014/09/ive-been-diced-episode-59-jon-compton.html</link><category>podcast</category><pubDate>Wed, 17 Sep 2014 12:09:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-4220360488586589319</guid><description>Jon Compton of One Small Step and the MCS Group tells a gripping story of the trials and tribulations of being a small wargame publisher. We also muse about the popularity of modern wargames. Plus, our regular panel discusses gaming taboos: What behavior elicits gasps of horror from fellow hobbyists? (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp59.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 58: Mike Nagel on Flying Colors and more</title><link>http://ivebeendiced.blogspot.com/2014/08/ive-been-diced-episode-58-mike-nagel-on.html</link><category>podcast</category><pubDate>Mon, 25 Aug 2014 19:26:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-8692127862643424116</guid><description>Mike Nagel talks about his Flying Colors series of Age of Sail wargames, his new "captaincy" game covering the same era, Sun of York, and what drew him to design a game about the battle of Attu. Plus, Tom lunges headfirst into the subject of what is a wargame. Actually, he talks about when the question is worth asking, and when it isn't. (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp58.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 57: Greg Smith on The Hunters and computer wargames</title><link>http://ivebeendiced.blogspot.com/2014/08/ive-been-diced-episode-57-greg-smith-on.html</link><category>podcast</category><pubDate>Mon, 18 Aug 2014 07:39:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-3201987948782201597</guid><description>Greg Smith, the designer of The Hunters and the upcoming Silent Victory, talks about his games, solitaire wargames in general, his work on computer wargames at HPS Simulations, and why boardgame design can be more challenging than computer wargame design. Plus, Tom gives advice to wargamers visiting Paris, and he proves beyond a doubt that he cannot do impressions. (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp57.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 56: John Poniske</title><link>http://ivebeendiced.blogspot.com/2014/05/ive-been-diced-episode-56-john-poniske.html</link><category>insurgency</category><category>John Poniske</category><category>podcast</category><pubDate>Tue, 20 May 2014 18:15:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-797446686122541605</guid><description>John Poniske, designer of Hearts &amp;amp; Minds, King Philip's War, and Lincoln's War, discusses the reasons why he developed a different game system for each of these games. Plus, John tells us about some upcoming designs, including games about the Plains Indians Wars and the Haitian rebellion. (Note: Apologies for the poor sound quality during the interview. Skype was not our friend that night.) Plus, a quick shout-out to some other wargame/boardgame podcasts. Copyright (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp56.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 55: Jim Day</title><link>http://ivebeendiced.blogspot.com/2014/04/ive-been-diced-episode-55-jim-day.html</link><category>podcast</category><pubDate>Tue, 8 Apr 2014 18:29:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-6454080493131819345</guid><description>Jim Day, designer of Iron &amp;amp; Oak and Panzer, talks about these two recently-released games, cross-pollination between miniature and board wargaming, and possible new versions of MBT and IDF. Plus, we look at a key requirement for the success of any tactical wargame. What is it? I'll lay out the scenario for you. (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp55.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item><item><title>I've Been Diced! episode 54: Kim Kanger</title><link>http://ivebeendiced.blogspot.com/2014/04/ive-been-diced-episode-54-kim-kanger.html</link><category>podcast</category><pubDate>Sat, 5 Apr 2014 19:47:00 -0700</pubDate><guid isPermaLink="false">tag:blogger.com,1999:blog-3406304429938109268.post-2386223529559167125</guid><description>Kim Kanger, designer of Ici, C'Est La France! and Tonkin, discusses France's counterinsurgency wars, and how differences between these wars led to different game designs. We also discuss Kim's upcoming game on the siege of Dien Bien Phu. Strap in for another deep discussion of insurgencies and insurgency-related games. (c) 2014 Tom Grant</description><enclosure length="0" type="audio/mpeg" url="http://armsandinfluence.typepad.com/IBD/IBDEp54.mp3"/><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">0</thr:total><author>noreply@blogger.com (The I've Been Diced! gang)</author></item></channel></rss>