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    <title>The Who, What, Why? Game Design Podcast</title>
    <pubDate>Fri, 31 Oct 2025 21:40:33 +0000</pubDate>
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    <link>http://ninjavspirates.libsyn.com</link>
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    <copyright>(c) 2014-2015 Michael Bonet &amp; Alex Erde; (c) 2008-2012 Mitchell Morris &amp; Michael Bonet</copyright>
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    <itunes:summary>On Who, What, Why? we discuss game design with game designers. Each episode we interview the designer of a particular game. We have both mainstream and independent designers as our guests. Episodes are released on days of the month ending with 6.</itunes:summary>
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      <title>The Who, What, Why? Game Design Podcast</title>
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    <itunes:author>Michael Bonet &amp; Alex Erde </itunes:author>
		

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    <description><![CDATA[On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.]]></description>
    
    <itunes:type>episodic</itunes:type>
    

    <itunes:keywords>Game,Design,Games,Card,Games,Board,Games,Video,Games,Ninja,Pirate,Pirates,Ninjas,Ninja,Vs,Pirates,Who,What,Why</itunes:keywords>

    

    
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    <itunes:subtitle>A Podcast About Game Design with Game Designers</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Other Games"/></itunes:category><itunes:category text="Games &amp; Hobbies"><itunes:category text="Hobbies"/></itunes:category><itunes:category text="Games &amp; Hobbies"/><itunes:owner><itunes:email>whowhatwhycast@gmail.com</itunes:email><itunes:name>Michael Bonet &amp; Alex Erde </itunes:name></itunes:owner><item>
      <title>Who, What, Why S36.E01 :: Unique Mechanics with Jonny and Jeff</title>
      <itunes:title>Who, What, Why S36.E01 :: Unique Mechanics with Jonny and Jeff</itunes:title>
      <pubDate>Fri, 17 May 2024 02:34:00 +0000</pubDate>
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      <description><![CDATA[<p>Jonny and Jeff joined me on the show to discuss less popular mechanics, at least, according to us. We went through three mechanics: area enclosure like in games Through the Desert, simultaneous action selection like in games Wallenstein, and threat tracks like in games the Battle at Kemble's Cascade. It was a fun discussion to explore mechanics we thought were less popular than the rest of the hobby thinks.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Jonny and Jeff joined me on the show to discuss less popular mechanics, at least, according to us. We went through three mechanics: area enclosure like in games Through the Desert, simultaneous action selection like in games Wallenstein, and threat tracks like in games the Battle at Kemble's Cascade. It was a fun discussion to explore mechanics we thought were less popular than the rest of the hobby thinks.</p>]]></content:encoded>
      
      
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      <itunes:duration>44:39</itunes:duration>
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      <itunes:season>36</itunes:season>
      
      
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Jonny and Jeff joined me on the show to discuss less popular mechanics, at least, according to us. We went through three mechanics: area enclosure like in games Through the Desert, simultaneous action selection like in games Wallenstein, and threat tracks like in games the Battle at Kemble's Cascade. It was a fun discussion to explore mechanics we thought were less popular than the rest of the hobby thinks.</itunes:subtitle><itunes:summary>Jonny and Jeff joined me on the show to discuss less popular mechanics, at least, according to us. We went through three mechanics: area enclosure like in games Through the Desert, simultaneous action selection like in games Wallenstein, and threat tracks like in games the Battle at Kemble's Cascade. It was a fun discussion to explore mechanics we thought were less popular than the rest of the hobby thinks.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E10 :: Dead Poets Rise with Anna and David</title>
      <itunes:title>Who, What, Why S35.E10 :: Dead Poets Rise with Anna and David</itunes:title>
      <pubDate>Fri, 08 Mar 2024 01:53:00 +0000</pubDate>
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      <description><![CDATA[<p>I received a very unique text one day from my father-in-law. One of his patients had designed a game, and he shared with her that his son-in-law (yours truly) was a game podcaster. So, we connected, and I invited her and her co-designer onto the show. Here is that show.</p> <p>Anna Purves and David Schwittek joined me to discuss Dead Poets Rise, a unique game about writing poetry. I had the pleasure of watching some games take place at a library near me. Funny enough, David lives close to where I live, and Anna lives close to where I work. The game brings players into a world where they are trying to resurrect a dead poet from obscurity. The game uses a Chinese checkers style board with marbles and two decks--The creation and chaos decks-- to bring the players into a world of poetry writing.</p> <p>The conversation was a really interesting one, especially talking with two designers who exist outside of the normal circles of designers who I tend to engage with. If you are interested in learning more about the game, please visit <a href= "https://www.dpr.games/">Dead Poets Rise.</a></p> <p>Warning: I had a cough during the recording that I couldn't escape. It turned out I had strep throat, which took me out of commission later that week. I did my best to edit the coughing fits out.</p>]]></description>
      
      <content:encoded><![CDATA[<p>I received a very unique text one day from my father-in-law. One of his patients had designed a game, and he shared with her that his son-in-law (yours truly) was a game podcaster. So, we connected, and I invited her and her co-designer onto the show. Here is that show.</p> <p>Anna Purves and David Schwittek joined me to discuss Dead Poets Rise, a unique game about writing poetry. I had the pleasure of watching some games take place at a library near me. Funny enough, David lives close to where I live, and Anna lives close to where I work. The game brings players into a world where they are trying to resurrect a dead poet from obscurity. The game uses a Chinese checkers style board with marbles and two decks--The creation and chaos decks-- to bring the players into a world of poetry writing.</p> <p>The conversation was a really interesting one, especially talking with two designers who exist outside of the normal circles of designers who I tend to engage with. If you are interested in learning more about the game, please visit <a href= "https://www.dpr.games/">Dead Poets Rise.</a></p> <p>Warning: I had a cough during the recording that I couldn't escape. It turned out I had strep throat, which took me out of commission later that week. I did my best to edit the coughing fits out.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:04:05</itunes:duration>
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>I received a very unique text one day from my father-in-law. One of his patients had designed a game, and he shared with her that his son-in-law (yours truly) was a game podcaster. So, we connected, and I invited her and her co-designer onto the show. Here is that show. Anna Purves and David Schwittek joined me to discuss Dead Poets Rise, a unique game about writing poetry. I had the pleasure of watching some games take place at a library near me. Funny enough, David lives close to where I live, and Anna lives close to where I work. The game brings players into a world where they are trying to resurrect a dead poet from obscurity. The game uses a Chinese checkers style board with marbles and two decks--The creation and chaos decks-- to bring the players into a world of poetry writing. The conversation was a really interesting one, especially talking with two designers who exist outside of the normal circles of designers who I tend to engage with. If you are interested in learning more about the game, please visit Dead Poets Rise. Warning: I had a cough during the recording that I couldn't escape. It turned out I had strep throat, which took me out of commission later that week. I did my best to edit the coughing fits out.</itunes:subtitle><itunes:author>Michael Bonet &amp; Alex Erde </itunes:author><itunes:summary>I received a very unique text one day from my father-in-law. One of his patients had designed a game, and he shared with her that his son-in-law (yours truly) was a game podcaster. So, we connected, and I invited her and her co-designer onto the show. Here is that show. Anna Purves and David Schwittek joined me to discuss Dead Poets Rise, a unique game about writing poetry. I had the pleasure of watching some games take place at a library near me. Funny enough, David lives close to where I live, and Anna lives close to where I work. The game brings players into a world where they are trying to resurrect a dead poet from obscurity. The game uses a Chinese checkers style board with marbles and two decks--The creation and chaos decks-- to bring the players into a world of poetry writing. The conversation was a really interesting one, especially talking with two designers who exist outside of the normal circles of designers who I tend to engage with. If you are interested in learning more about the game, please visit Dead Poets Rise. Warning: I had a cough during the recording that I couldn't escape. It turned out I had strep throat, which took me out of commission later that week. I did my best to edit the coughing fits out.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E09 :: Kelp with Carl Robinson</title>
      <itunes:title>Who, What, Why S35.E09 :: Kelp with Carl Robinson</itunes:title>
      <pubDate>Tue, 28 Nov 2023 02:43:00 +0000</pubDate>
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      <description><![CDATA[<p>Kelp me! Kelp me!</p> <p>All joking aside... this is a serious podcast...</p> <p>Carl Robinson, the designer of the 2-player game Kelp, joined me to talk more about his games and expand upon frustrating games in general. We discussed his game in detail, but we also branched off into games that use frustration in good and bad ways.</p> <p>Check out Kelp, live on <a href= "https://www.kickstarter.com/projects/wonderbowgames/kelp-shark-vs-octopus-2-player-asymmetrical-game?utm_medium=referral&utm_source=10.backer.camp&ref=emutwq&gad_source=1&gclid=CjwKCAiAmZGrBhAnEiwAo9qHiaxH5fXUUYRRpNGZt0t_sKLCFUCv2cf_aFNerScbIXVnfwWRGL0t6BoC2EQQAvD_BwE"> Kickstarter</a> right now if this sounds like something you are interested in.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Kelp me! Kelp me!</p> <p>All joking aside... this is a serious podcast...</p> <p>Carl Robinson, the designer of the 2-player game Kelp, joined me to talk more about his games and expand upon frustrating games in general. We discussed his game in detail, but we also branched off into games that use frustration in good and bad ways.</p> <p>Check out Kelp, live on <a href= "https://www.kickstarter.com/projects/wonderbowgames/kelp-shark-vs-octopus-2-player-asymmetrical-game?utm_medium=referral&utm_source=10.backer.camp&ref=emutwq&gad_source=1&gclid=CjwKCAiAmZGrBhAnEiwAo9qHiaxH5fXUUYRRpNGZt0t_sKLCFUCv2cf_aFNerScbIXVnfwWRGL0t6BoC2EQQAvD_BwE"> Kickstarter</a> right now if this sounds like something you are interested in.</p>]]></content:encoded>
      
      
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      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>9</itunes:episode>
      
      
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Kelp me! Kelp me! All joking aside... this is a serious podcast... Carl Robinson, the designer of the 2-player game Kelp, joined me to talk more about his games and expand upon frustrating games in general. We discussed his game in detail, but we also branched off into games that use frustration in good and bad ways. Check out Kelp, live on Kickstarter right now if this sounds like something you are interested in.</itunes:subtitle><itunes:summary>Kelp me! Kelp me! All joking aside... this is a serious podcast... Carl Robinson, the designer of the 2-player game Kelp, joined me to talk more about his games and expand upon frustrating games in general. We discussed his game in detail, but we also branched off into games that use frustration in good and bad ways. Check out Kelp, live on Kickstarter right now if this sounds like something you are interested in.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E08 :: A General Chat about Generative AI with Joe Slack</title>
      <itunes:title>Who, What, Why S35.E08 :: A General Chat about Generative AI with Joe Slack</itunes:title>
      <pubDate>Mon, 27 Nov 2023 02:55:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e08-a-general-chat-about-generative-ai-with-joe-slack]]></link>
      <description><![CDATA[<p>Joe Slack, a frequent guest of the show, joined me once again to help me dip our toes into the conversation about AI art in board games. We did our best to explain AI art from our knowledge base and to explore some of the uses of it so far and even what future uses should look like.</p> <p>I have an ongoing cough, so I did my best to remove those loud coughs.</p> <p>I asked ChatGPT to write me a script for a podcast about AI art. I will release that as an episode in December.</p> <p>Also, I asked ChatGPT to create an Arkham Horror trick-taking game. The game is enclosed in quotation marks.</p> <p>"Absolutely! Let's call it "Eldritch Echoes: Arkham Trickery." Here's a basic idea for how the game might work:</p> <p><strong>Number of Players:</strong> 3-5</p> <p><strong>Objective:</strong> Players aim to gather Eldritch Echoes, fragments of cosmic knowledge, by winning tricks through strategic card play.</p> <p><strong>Setup:</strong></p> <ol> <li><strong>Deck:</strong> A custom deck with suits representing different aspects of the Arkham Horror universe (e.g., Mysteries, Artifacts, Creatures, Spells).</li> <li><strong>Eldritch Echoes Cards:</strong> Special cards with varying point values representing the cosmic knowledge players seek.</li> </ol> <p><strong>Gameplay:</strong></p> <ol> <li><strong>Dealing:</strong> Deal a set number of cards to each player, creating their starting hand.</li> <li><strong>Trick-Taking:</strong> Players take turns playing cards to form a trick, following suit if possible. The highest-value card of the leading suit or the highest trump card wins the trick.</li> <li><strong>Eldritch Echoes:</strong> Certain cards hold Eldritch Echoes values; winning a trick earns those points for the player who won it.</li> <li><strong>Special Cards:</strong> Include special cards that can alter gameplay (e.g., Ancient Tome that acts as a wild card, Shub-Niggurath as a powerful trump card).</li> <li><strong>Strategic Elements:</strong> Introduce elements like sanity cards or mythos cards that add unpredictability or risk, affecting the outcome of tricks or forcing players to discard.</li> </ol> <p><strong>Winning:</strong></p> <ol> <li>The game can be played over several rounds or until a set score is reached.</li> <li>The player with the highest accumulated Eldritch Echoes at the end wins.</li> </ol> <p><strong>Strategy:</strong></p> <ol> <li>Players need to gauge when to play their powerful cards strategically to win high-value tricks.</li> <li>Balancing the use of trump cards or Eldritch Echoes cards with keeping useful cards for later rounds becomes crucial.</li> </ol> <p><strong>Thematically:</strong> Incorporate elements of Arkham Horror lore, where players are investigators seeking cosmic knowledge, encountering mystical artifacts, eldritch creatures, and otherworldly spells.</p> <p>Remember, the fun in trick-taking games often lies in their simplicity and the layers of strategy that develop as players become more familiar with the deck and its nuances. Adjustments and balancing may be needed through playtesting, but this framework could provide a solid foundation for an Arkham Horror trick-taking game!"</p>]]></description>
      
      <content:encoded><![CDATA[<p>Joe Slack, a frequent guest of the show, joined me once again to help me dip our toes into the conversation about AI art in board games. We did our best to explain AI art from our knowledge base and to explore some of the uses of it so far and even what future uses should look like.</p> <p>I have an ongoing cough, so I did my best to remove those loud coughs.</p> <p>I asked ChatGPT to write me a script for a podcast about AI art. I will release that as an episode in December.</p> <p>Also, I asked ChatGPT to create an Arkham Horror trick-taking game. The game is enclosed in quotation marks.</p> <p>"Absolutely! Let's call it "Eldritch Echoes: Arkham Trickery." Here's a basic idea for how the game might work:</p> <p>Number of Players: 3-5</p> <p>Objective: Players aim to gather Eldritch Echoes, fragments of cosmic knowledge, by winning tricks through strategic card play.</p> <p>Setup:</p> <ol> <li>Deck: A custom deck with suits representing different aspects of the Arkham Horror universe (e.g., Mysteries, Artifacts, Creatures, Spells).</li> <li>Eldritch Echoes Cards: Special cards with varying point values representing the cosmic knowledge players seek.</li> </ol> <p>Gameplay:</p> <ol> <li>Dealing: Deal a set number of cards to each player, creating their starting hand.</li> <li>Trick-Taking: Players take turns playing cards to form a trick, following suit if possible. The highest-value card of the leading suit or the highest trump card wins the trick.</li> <li>Eldritch Echoes: Certain cards hold Eldritch Echoes values; winning a trick earns those points for the player who won it.</li> <li>Special Cards: Include special cards that can alter gameplay (e.g., Ancient Tome that acts as a wild card, Shub-Niggurath as a powerful trump card).</li> <li>Strategic Elements: Introduce elements like sanity cards or mythos cards that add unpredictability or risk, affecting the outcome of tricks or forcing players to discard.</li> </ol> <p>Winning:</p> <ol> <li>The game can be played over several rounds or until a set score is reached.</li> <li>The player with the highest accumulated Eldritch Echoes at the end wins.</li> </ol> <p>Strategy:</p> <ol> <li>Players need to gauge when to play their powerful cards strategically to win high-value tricks.</li> <li>Balancing the use of trump cards or Eldritch Echoes cards with keeping useful cards for later rounds becomes crucial.</li> </ol> <p>Thematically: Incorporate elements of Arkham Horror lore, where players are investigators seeking cosmic knowledge, encountering mystical artifacts, eldritch creatures, and otherworldly spells.</p> <p>Remember, the fun in trick-taking games often lies in their simplicity and the layers of strategy that develop as players become more familiar with the deck and its nuances. Adjustments and balancing may be needed through playtesting, but this framework could provide a solid foundation for an Arkham Horror trick-taking game!"</p>]]></content:encoded>
      
      
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Joe Slack, a frequent guest of the show, joined me once again to help me dip our toes into the conversation about AI art in board games. We did our best to explain AI art from our knowledge base and to explore some of the uses of it so far and even what future uses should look like. I have an ongoing cough, so I did my best to remove those loud coughs. I asked ChatGPT to write me a script for a podcast about AI art. I will release that as an episode in December. Also, I asked ChatGPT to create an Arkham Horror trick-taking game. The game is enclosed in quotation marks. "Absolutely! Let's call it "Eldritch Echoes: Arkham Trickery." Here's a basic idea for how the game might work: Number of Players: 3-5 Objective: Players aim to gather Eldritch Echoes, fragments of cosmic knowledge, by winning tricks through strategic card play. Setup: Deck: A custom deck with suits representing different aspects of the Arkham Horror universe (e.g., Mysteries, Artifacts, Creatures, Spells). Eldritch Echoes Cards: Special cards with varying point values representing the cosmic knowledge players seek. Gameplay: Dealing: Deal a set number of cards to each player, creating their starting hand. Trick-Taking: Players take turns playing cards to form a trick, following suit if possible. The highest-value card of the leading suit or the highest trump card wins the trick. Eldritch Echoes: Certain cards hold Eldritch Echoes values; winning a trick earns those points for the player who won it. Special Cards: Include special cards that can alter gameplay (e.g., Ancient Tome that acts as a wild card, Shub-Niggurath as a powerful trump card). Strategic Elements: Introduce elements like sanity cards or mythos cards that add unpredictability or risk, affecting the outcome of tricks or forcing players to discard. Winning: The game can be played over several rounds or until a set score is reached. The player with the highest accumulated Eldritch Echoes at the end wins. Strategy: Players need to gauge when to play their powerful cards strategically to win high-value tricks. Balancing the use of trump cards or Eldritch Echoes cards with keeping useful cards for later rounds becomes crucial. Thematically: Incorporate elements of Arkham Horror lore, where players are investigators seeking cosmic knowledge, encountering mystical artifacts, eldritch creatures, and otherworldly spells. Remember, the fun in trick-taking games often lies in their simplicity and the layers of strategy that develop as players become more familiar with the deck and its nuances. Adjustments and balancing may be needed through playtesting, but this framework could provide a solid foundation for an Arkham Horror trick-taking game!"</itunes:subtitle><itunes:summary>Joe Slack, a frequent guest of the show, joined me once again to help me dip our toes into the conversation about AI art in board games. We did our best to explain AI art from our knowledge base and to explore some of the uses of it so far and even what future uses should look like. I have an ongoing cough, so I did my best to remove those loud coughs. I asked ChatGPT to write me a script for a podcast about AI art. I will release that as an episode in December. Also, I asked ChatGPT to create an Arkham Horror trick-taking game. The game is enclosed in quotation marks. "Absolutely! Let's call it "Eldritch Echoes: Arkham Trickery." Here's a basic idea for how the game might work: Number of Players: 3-5 Objective: Players aim to gather Eldritch Echoes, fragments of cosmic knowledge, by winning tricks through strategic card play. Setup: Deck: A custom deck with suits representing different aspects of the Arkham Horror universe (e.g., Mysteries, Artifacts, Creatures, Spells). Eldritch Echoes Cards: Special cards with varying point values representing the cosmic knowledge players seek. Gameplay: Dealing: Deal a set number of cards to each player, creating their starting hand. Trick-Taking: Players take turns playing cards to form a trick, following suit if possible. The highest-value card of the leading suit or the highest trump card wins the trick. Eldritch Echoes: Certain cards hold Eldritch Echoes values; winning a trick earns those points for the player who won it. Special Cards: Include special cards that can alter gameplay (e.g., Ancient Tome that acts as a wild card, Shub-Niggurath as a powerful trump card). Strategic Elements: Introduce elements like sanity cards or mythos cards that add unpredictability or risk, affecting the outcome of tricks or forcing players to discard. Winning: The game can be played over several rounds or until a set score is reached. The player with the highest accumulated Eldritch Echoes at the end wins. Strategy: Players need to gauge when to play their powerful cards strategically to win high-value tricks. Balancing the use of trump cards or Eldritch Echoes cards with keeping useful cards for later rounds becomes crucial. Thematically: Incorporate elements of Arkham Horror lore, where players are investigators seeking cosmic knowledge, encountering mystical artifacts, eldritch creatures, and otherworldly spells. Remember, the fun in trick-taking games often lies in their simplicity and the layers of strategy that develop as players become more familiar with the deck and its nuances. Adjustments and balancing may be needed through playtesting, but this framework could provide a solid foundation for an Arkham Horror trick-taking game!"</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E07 :: Expanding RPGs with Jason Peercy</title>
      <itunes:title>Who, What, Why S35.E07 :: Expanding RPGs with Jason Peercy</itunes:title>
      <pubDate>Wed, 09 Aug 2023 03:36:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e07-expanding-rpgs-with-jason-peercy]]></link>
      <description><![CDATA[<p>Jason Peercy, co-designer of The Real Thing RPG, joined me to talk about the expansions he is crowdfunding titled Angel Dust and King For a Day. You might remember The Real Thing RPG as the Faith No More inspired RPG. Jason and his co-designer Jason took the themes and stories they heard in Faith No More's <em>The Real Thing</em> album and created an RPG system out of it. Well, they are back at it again expanding the world they created through 2 new books. We discussed the reaction to the game, working with a band as an IP holder, and more.</p> <p>If you are interested in the game, please check it out on <a href= "https://www.backerkit.com/c/accidental-cyclops-games/the-real-thing-rpg-angeldust-and-kfad?preview_token=7Ut4PbHCMdq"> BackerKit</a>.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Jason Peercy, co-designer of The Real Thing RPG, joined me to talk about the expansions he is crowdfunding titled Angel Dust and King For a Day. You might remember The Real Thing RPG as the Faith No More inspired RPG. Jason and his co-designer Jason took the themes and stories they heard in Faith No More's <em>The Real Thing</em> album and created an RPG system out of it. Well, they are back at it again expanding the world they created through 2 new books. We discussed the reaction to the game, working with a band as an IP holder, and more.</p> <p>If you are interested in the game, please check it out on <a href= "https://www.backerkit.com/c/accidental-cyclops-games/the-real-thing-rpg-angeldust-and-kfad?preview_token=7Ut4PbHCMdq"> BackerKit</a>.</p>]]></content:encoded>
      
      
      <enclosure length="38598529" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S35_E07_Expanding_RPGs_with_Jason_Peercy.mp3?dest-id=25565"/>
      <itunes:duration>40:13</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>7</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/1/4/7/2/1472d68a6b807e2688c4a68c3ddbc4f2/Jasonpeercy.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Jason Peercy, co-designer of The Real Thing RPG, joined me to talk about the expansions he is crowdfunding titled Angel Dust and King For a Day. You might remember The Real Thing RPG as the Faith No More inspired RPG. Jason and his co-designer Jason took the themes and stories they heard in Faith No More's The Real Thing album and created an RPG system out of it. Well, they are back at it again expanding the world they created through 2 new books. We discussed the reaction to the game, working with a band as an IP holder, and more. If you are interested in the game, please check it out on BackerKit.</itunes:subtitle><itunes:summary>Jason Peercy, co-designer of The Real Thing RPG, joined me to talk about the expansions he is crowdfunding titled Angel Dust and King For a Day. You might remember The Real Thing RPG as the Faith No More inspired RPG. Jason and his co-designer Jason took the themes and stories they heard in Faith No More's The Real Thing album and created an RPG system out of it. Well, they are back at it again expanding the world they created through 2 new books. We discussed the reaction to the game, working with a band as an IP holder, and more. If you are interested in the game, please check it out on BackerKit.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why? S35.E06 :: Lost Adventures with Jeff, Jonny, and Ben</title>
      <itunes:title>Who, What, Why? S35.E06 :: Lost Adventures with Jeff, Jonny, and Ben</itunes:title>
      <pubDate>Sun, 09 Jul 2023 00:38:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[9a641d10-821f-4d00-904d-1126079b6311]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e06-lost-adventures-with-jeff-jonny-and-ben]]></link>
      <description><![CDATA[<p>I planned to have on Jeff Warrender to talk about his game Lost Adventures, out on <a href= "https://www.kickstarter.com/projects/belltowergames/lost-adventures"> Kickstarter</a> now, but Jonny Pac and the always fun Ben Maddox happened to join the podcast. We had a blast on this one. We mostly stayed on topic focusing on some of the interesting design decisions in Lost Adventures.</p> <p>If you have any interest in this game, check it out on <a href= "https://www.kickstarter.com/projects/belltowergames/lost-adventures"> Kickstarter</a> now.</p>]]></description>
      
      <content:encoded><![CDATA[<p>I planned to have on Jeff Warrender to talk about his game Lost Adventures, out on <a href= "https://www.kickstarter.com/projects/belltowergames/lost-adventures"> Kickstarter</a> now, but Jonny Pac and the always fun Ben Maddox happened to join the podcast. We had a blast on this one. We mostly stayed on topic focusing on some of the interesting design decisions in Lost Adventures.</p> <p>If you have any interest in this game, check it out on <a href= "https://www.kickstarter.com/projects/belltowergames/lost-adventures"> Kickstarter</a> now.</p>]]></content:encoded>
      
      
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      <itunes:duration>38:49</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>6</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/6/8/f/a/68fa0f54435dd1825f2e77a3093c12a1/jeffbenjonny.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>I planned to have on Jeff Warrender to talk about his game Lost Adventures, out on Kickstarter now, but Jonny Pac and the always fun Ben Maddox happened to join the podcast. We had a blast on this one. We mostly stayed on topic focusing on some of the interesting design decisions in Lost Adventures. If you have any interest in this game, check it out on Kickstarter now.</itunes:subtitle><itunes:summary>I planned to have on Jeff Warrender to talk about his game Lost Adventures, out on Kickstarter now, but Jonny Pac and the always fun Ben Maddox happened to join the podcast. We had a blast on this one. We mostly stayed on topic focusing on some of the interesting design decisions in Lost Adventures. If you have any interest in this game, check it out on Kickstarter now.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why? S35.E05 :: Wreck This Deck with Becky Annison</title>
      <itunes:title>Who, What, Why? S35.E05 :: Wreck This Deck with Becky Annison</itunes:title>
      <pubDate>Tue, 20 Jun 2023 00:58:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[727c7b1a-2c82-4eda-acb4-1113172d5fe7]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e05-wreck-this-deck-with-becky-annison]]></link>
      <description><![CDATA[<p>Becky Annison, designer of Wreck This Deck and co-owner of Black Armada Games, joined me to talk about her latest design up on <a href= "https://www.backerkit.com/c/black-armada-games/wreck-this-deck-a-game-of-demon-summoning-and-deck-crafting/pledge_levels#top"> BackerKit</a> right now. Wreck This Deck is a solo-journaling RPG where you trap demons in playing cards and wreck those cards in all sorts of artistic ways, whatever you fancy. You can burn cards, fold them, paint them, cut them, etc. Becky encourages players to go ham on that deck. She sees the game as an opportunity for players to let their creativity fly.</p> <p>We discussed the genesis of the game and how it developed and is still developing. We also talked briefly about Legacy games and how those influenced her design.</p> <p>Check out Wreck This Deck if you have an itch to get destructive to a deck of playing cards.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Becky Annison, designer of Wreck This Deck and co-owner of Black Armada Games, joined me to talk about her latest design up on <a href= "https://www.backerkit.com/c/black-armada-games/wreck-this-deck-a-game-of-demon-summoning-and-deck-crafting/pledge_levels#top"> BackerKit</a> right now. Wreck This Deck is a solo-journaling RPG where you trap demons in playing cards and wreck those cards in all sorts of artistic ways, whatever you fancy. You can burn cards, fold them, paint them, cut them, etc. Becky encourages players to go ham on that deck. She sees the game as an opportunity for players to let their creativity fly.</p> <p>We discussed the genesis of the game and how it developed and is still developing. We also talked briefly about Legacy games and how those influenced her design.</p> <p>Check out Wreck This Deck if you have an itch to get destructive to a deck of playing cards.</p>]]></content:encoded>
      
      
      <enclosure length="52038425" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S35_E05_Wreck_This_Deck_with_Becky_Annison.mp3?dest-id=25565"/>
      <itunes:duration>54:13</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>5</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/c/7/c/f/c7cfb89a426bb01216c3140a3186d450/Episode_Image_Template-20230620-8tfvl4s36l.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Becky Annison, designer of Wreck This Deck and co-owner of Black Armada Games, joined me to talk about her latest design up on BackerKit right now. Wreck This Deck is a solo-journaling RPG where you trap demons in playing cards and wreck those cards in all sorts of artistic ways, whatever you fancy. You can burn cards, fold them, paint them, cut them, etc. Becky encourages players to go ham on that deck. She sees the game as an opportunity for players to let their creativity fly. We discussed the genesis of the game and how it developed and is still developing. We also talked briefly about Legacy games and how those influenced her design. Check out Wreck This Deck if you have an itch to get destructive to a deck of playing cards.</itunes:subtitle><itunes:summary>Becky Annison, designer of Wreck This Deck and co-owner of Black Armada Games, joined me to talk about her latest design up on BackerKit right now. Wreck This Deck is a solo-journaling RPG where you trap demons in playing cards and wreck those cards in all sorts of artistic ways, whatever you fancy. You can burn cards, fold them, paint them, cut them, etc. Becky encourages players to go ham on that deck. She sees the game as an opportunity for players to let their creativity fly. We discussed the genesis of the game and how it developed and is still developing. We also talked briefly about Legacy games and how those influenced her design. Check out Wreck This Deck if you have an itch to get destructive to a deck of playing cards.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E04 :: Forges of Ravenshire with Sam and Ed... or is it Ed and Sam?</title>
      <itunes:title>Who, What, Why S35.E04 :: Forges of Ravenshire with Sam and Ed... or is it Ed and Sam?</itunes:title>
      <pubDate>Wed, 03 May 2023 12:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[ba204316-ff13-458b-b610-45b67c62a2ee]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e04-forges-of-ravenshire-with-sam-and-ed-or-is-it-ed-and-sam]]></link>
      <description><![CDATA[<p>Sam and Ed Stockton... or Ed and Sam Stockton... joined me to talk about their newest game live on Kickstarter right now. Forges of Ravenshire is a unique dice worker placement game where you are crafting items and using dice, but the hitch is that the dice aren't owned by one particular player. We talked about a lot of topics here from the allure of dice to the intricacies of worker placement, a genre rife with games.</p> <p>Check out the <a href= "https://www.kickstarter.com/projects/bagamesco/forges-of-ravenshire"> Kickstarter</a> if you are interested.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Sam and Ed Stockton... or Ed and Sam Stockton... joined me to talk about their newest game live on Kickstarter right now. Forges of Ravenshire is a unique dice worker placement game where you are crafting items and using dice, but the hitch is that the dice aren't owned by one particular player. We talked about a lot of topics here from the allure of dice to the intricacies of worker placement, a genre rife with games.</p> <p>Check out the <a href= "https://www.kickstarter.com/projects/bagamesco/forges-of-ravenshire"> Kickstarter</a> if you are interested.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:28:40</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>4</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/a/e/2/3/ae23797631cfdf9427a2322813b393ee/bagames.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Sam and Ed Stockton... or Ed and Sam Stockton... joined me to talk about their newest game live on Kickstarter right now. Forges of Ravenshire is a unique dice worker placement game where you are crafting items and using dice, but the hitch is that the dice aren't owned by one particular player. We talked about a lot of topics here from the allure of dice to the intricacies of worker placement, a genre rife with games. Check out the Kickstarter if you are interested.</itunes:subtitle><itunes:summary>Sam and Ed Stockton... or Ed and Sam Stockton... joined me to talk about their newest game live on Kickstarter right now. Forges of Ravenshire is a unique dice worker placement game where you are crafting items and using dice, but the hitch is that the dice aren't owned by one particular player. We talked about a lot of topics here from the allure of dice to the intricacies of worker placement, a genre rife with games. Check out the Kickstarter if you are interested.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E03 :: The Return of the Super Show with Steve Resk</title>
      <itunes:title>Who, What, Why S35.E03 :: The Return of the Super Show with Steve Resk</itunes:title>
      <pubDate>Wed, 15 Mar 2023 12:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[1f519c58-2aa5-449f-a0eb-3c9fa09ed39b]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e03-the-return-of-the-super-show-with-steve-resk]]></link>
      <description><![CDATA[<p>Wrestling fans and gaming fans! I have a guest to unite you both. Steve Resk, designer of The Super Show, joined me to talk about how to keep LCG/CCGs alive and well. We explored how the Super Show grew from just a couple of decks with a small fanbase to a community with its own regional federations and belts. We also talked about some of our favorite wrestling storylines from the past.</p> <p>Check out the Super Show <a href= "https://supershowthegame.com/">here</a>. And they have a convention coming up this weekend (March 17) in <a href= "https://supershowthegame.com/event/the-grand-gathering-3/">Cleveland</a>.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Wrestling fans and gaming fans! I have a guest to unite you both. Steve Resk, designer of The Super Show, joined me to talk about how to keep LCG/CCGs alive and well. We explored how the Super Show grew from just a couple of decks with a small fanbase to a community with its own regional federations and belts. We also talked about some of our favorite wrestling storylines from the past.</p> <p>Check out the Super Show <a href= "https://supershowthegame.com/">here</a>. And they have a convention coming up this weekend (March 17) in <a href= "https://supershowthegame.com/event/the-grand-gathering-3/">Cleveland</a>.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:31:21</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>3</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/3/c/3/3/3c334f0976f474c0e5bbc093207a2619/steveresk.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Wrestling fans and gaming fans! I have a guest to unite you both. Steve Resk, designer of The Super Show, joined me to talk about how to keep LCG/CCGs alive and well. We explored how the Super Show grew from just a couple of decks with a small fanbase to a community with its own regional federations and belts. We also talked about some of our favorite wrestling storylines from the past. Check out the Super Show here. And they have a convention coming up this weekend (March 17) in Cleveland.</itunes:subtitle><itunes:summary>Wrestling fans and gaming fans! I have a guest to unite you both. Steve Resk, designer of The Super Show, joined me to talk about how to keep LCG/CCGs alive and well. We explored how the Super Show grew from just a couple of decks with a small fanbase to a community with its own regional federations and belts. We also talked about some of our favorite wrestling storylines from the past. Check out the Super Show here. And they have a convention coming up this weekend (March 17) in Cleveland.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E02 :: That Competitive Spirit with Jonny and Jeff</title>
      <itunes:title>Who, What, Why S35.E02 :: That Competitive Spirit with Jonny and Jeff</itunes:title>
      <pubDate>Tue, 31 Jan 2023 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[c65d12d8-938b-4274-8054-4fe6dd999e9d]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e02-skull-canyon-ski-fest-with-jason-kip]]></link>
      <description><![CDATA[<p>Jonny Pac and Jeff Warrender return for another episode about a topic in game design. In this episode we discuss competitiveness in games. We focus on games with a lot of direct interaction compared with games with indirect interactions (like Multiplayer Solitaire games). No, we do not come down on "which is better," but we muse on what makes each of these styles interesting.</p> <p>Remember: today is the last day to submit your game to the <a href="https://cardboardedison.com/award">Cardboard Edison Award</a>. Go do it!</p>]]></description>
      
      <content:encoded><![CDATA[<p>Jonny Pac and Jeff Warrender return for another episode about a topic in game design. In this episode we discuss competitiveness in games. We focus on games with a lot of direct interaction compared with games with indirect interactions (like Multiplayer Solitaire games). No, we do not come down on "which is better," but we muse on what makes each of these styles interesting.</p> <p>Remember: today is the last day to submit your game to the <a href="https://cardboardedison.com/award">Cardboard Edison Award</a>. Go do it!</p>]]></content:encoded>
      
      
      <enclosure length="62178850" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S35_E02_That_Competitive_Spirit_with_Jonny_and_Jeff.mp3?dest-id=25565"/>
      <itunes:duration>01:26:05</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>35</itunes:season>
      
      
      <itunes:episode>2</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/e/0/f/5/e0f53f631797519427a2322813b393ee/thatcompetitivespirit.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Jonny Pac and Jeff Warrender return for another episode about a topic in game design. In this episode we discuss competitiveness in games. We focus on games with a lot of direct interaction compared with games with indirect interactions (like Multiplayer Solitaire games). No, we do not come down on "which is better," but we muse on what makes each of these styles interesting. Remember: today is the last day to submit your game to the Cardboard Edison Award. Go do it!</itunes:subtitle><itunes:summary>Jonny Pac and Jeff Warrender return for another episode about a topic in game design. In this episode we discuss competitiveness in games. We focus on games with a lot of direct interaction compared with games with indirect interactions (like Multiplayer Solitaire games). No, we do not come down on "which is better," but we muse on what makes each of these styles interesting. Remember: today is the last day to submit your game to the Cardboard Edison Award. Go do it!</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S35.E01 :: The Boys with Nick Accardi</title>
      <itunes:title>Who, What, Why S35.E01 :: The Boys with Nick Accardi</itunes:title>
      <pubDate>Sat, 28 Jan 2023 15:01:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[dca542e4-cf34-4154-900a-fb8069a61c87]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s35e01-the-boys-with-nick-accardi]]></link>
      <description><![CDATA[<p>Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players can get immersed in something new. We also discuss set building and prop work because Nick is interested in some of that, and set building was my previous profession. This game follows the comic and not the Amazon TV show.</p> <p>If you are interested in getting your unpublished game judged, check out <a href="https://cardboardedison.com/award">Cardboard Edison</a>. I am a judge and have been for a few years. I enjoy the process of judging through Cardboard Edison. They're a great pair of people. This is not a paid ad or anything, but they did ask me to mention the award and since I value them as designer friends, I emphatically said yes.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players can get immersed in something new. We also discuss set building and prop work because Nick is interested in some of that, and set building was my previous profession. This game follows the comic and not the Amazon TV show.</p> <p>If you are interested in getting your unpublished game judged, check out <a href="https://cardboardedison.com/award">Cardboard Edison</a>. I am a judge and have been for a few years. I enjoy the process of judging through Cardboard Edison. They're a great pair of people. This is not a paid ad or anything, but they did ask me to mention the award and since I value them as designer friends, I emphatically said yes.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:03:21</itunes:duration>
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players can get immersed in something new. We also discuss set building and prop work because Nick is interested in some of that, and set building was my previous profession. This game follows the comic and not the Amazon TV show. If you are interested in getting your unpublished game judged, check out Cardboard Edison. I am a judge and have been for a few years. I enjoy the process of judging through Cardboard Edison. They're a great pair of people. This is not a paid ad or anything, but they did ask me to mention the award and since I value them as designer friends, I emphatically said yes.</itunes:subtitle><itunes:summary>Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players can get immersed in something new. We also discuss set building and prop work because Nick is interested in some of that, and set building was my previous profession. This game follows the comic and not the Amazon TV show. If you are interested in getting your unpublished game judged, check out Cardboard Edison. I am a judge and have been for a few years. I enjoy the process of judging through Cardboard Edison. They're a great pair of people. This is not a paid ad or anything, but they did ask me to mention the award and since I value them as designer friends, I emphatically said yes.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E10 :: Nawalli with Gonzalo and Will</title>
      <itunes:title>Who, What, Why S34.E10 :: Nawalli with Gonzalo and Will</itunes:title>
      <pubDate>Tue, 17 Jan 2023 15:00:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e10-nawalli-with-gonzalo-and-will]]></link>
      <description><![CDATA[<p>Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. What better way than have the designers on the show.</p> <p>Also, the Cardboard Edison Award is here again. All submissions must be in by Jan. 31. Check out <a href= "http://www.cardboardedison.com/award">www.cardboardedison.com/award</a> for more information. They did not pay me to say this, but they should since I'm a prestigious podcaster (kidding).</p>]]></description>
      
      <content:encoded><![CDATA[<p>Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. What better way than have the designers on the show.</p> <p>Also, the Cardboard Edison Award is here again. All submissions must be in by Jan. 31. Check out <a href= "http://www.cardboardedison.com/award">www.cardboardedison.com/award</a> for more information. They did not pay me to say this, but they should since I'm a prestigious podcaster (kidding).</p>]]></content:encoded>
      
      
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      <itunes:duration>53:26</itunes:duration>
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      <itunes:keywords/>
      
      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>10</itunes:episode>
      
      
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      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. What better way than have the designers on the show. Also, the Cardboard Edison Award is here again. All submissions must be in by Jan. 31. Check out www.cardboardedison.com/award for more information. They did not pay me to say this, but they should since I'm a prestigious podcaster (kidding).</itunes:subtitle><itunes:summary>Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. What better way than have the designers on the show. Also, the Cardboard Edison Award is here again. All submissions must be in by Jan. 31. Check out www.cardboardedison.com/award for more information. They did not pay me to say this, but they should since I'm a prestigious podcaster (kidding).</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E09 :: PaxU Recap with Mike</title>
      <itunes:title>Who, What, Why S34.E09 :: PaxU Recap with Mike</itunes:title>
      <pubDate>Thu, 15 Dec 2022 14:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[4346f6a4-81ac-4d61-a938-c19f4fc56d9d]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e09-paxu-recap-with-mike]]></link>
      <description><![CDATA[<p>So, I recently went to PaxU (again) with my wife and baby daughter. I decided to try something new for when I go to cons. I put all of my thoughts together in this episode about the con and what I love about it.</p>]]></description>
      
      <content:encoded><![CDATA[<p>So, I recently went to PaxU (again) with my wife and baby daughter. I decided to try something new for when I go to cons. I put all of my thoughts together in this episode about the con and what I love about it.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:02:42</itunes:duration>
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      <itunes:keywords/>
      
      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>9</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>So, I recently went to PaxU (again) with my wife and baby daughter. I decided to try something new for when I go to cons. I put all of my thoughts together in this episode about the con and what I love about it.</itunes:subtitle><itunes:summary>So, I recently went to PaxU (again) with my wife and baby daughter. I decided to try something new for when I go to cons. I put all of my thoughts together in this episode about the con and what I love about it.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E08 :: Thrown Under the Bus with James S Cole</title>
      <itunes:title>Who, What, Why S34.E08 :: Thrown Under the Bus with James S Cole</itunes:title>
      <pubDate>Wed, 14 Dec 2022 03:21:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e08-thrown-under-the-bus-with-james-s-cole]]></link>
      <description><![CDATA[<p>James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about the game's design and even got into some stories from James' past working in a corporation.</p> <p>The game will be releasing on Kickstarter sometime in January. Check it out if you are interested.</p>]]></description>
      
      <content:encoded><![CDATA[<p>James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about the game's design and even got into some stories from James' past working in a corporation.</p> <p>The game will be releasing on Kickstarter sometime in January. Check it out if you are interested.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:07:41</itunes:duration>
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      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>8</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/5/0/b/f/50bfb1f01c9998e316c3140a3186d450/jamesscole.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about the game's design and even got into some stories from James' past working in a corporation. The game will be releasing on Kickstarter sometime in January. Check it out if you are interested.</itunes:subtitle><itunes:summary>James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about the game's design and even got into some stories from James' past working in a corporation. The game will be releasing on Kickstarter sometime in January. Check it out if you are interested.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E07 :: Unconscious Mind with Jonny Pac</title>
      <itunes:title>Who, What, Why S34.E07 :: Unconscious Mind with Jonny Pac</itunes:title>
      <pubDate>Sun, 20 Nov 2022 14:00:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e07-unconscious-mind-with-jonny-pac]]></link>
      <description><![CDATA[<p>Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another.</p> <p>If you are interested in this game, check it out on <a href= "https://www.kickstarter.com/projects/fantasiagames/unconscious-mind"> Kickstarter</a>.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another.</p> <p>If you are interested in this game, check it out on <a href= "https://www.kickstarter.com/projects/fantasiagames/unconscious-mind"> Kickstarter</a>.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:19:58</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>7</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/7/4/4/0/7440026e3755d96bbafc7308ab683e82/jonnypac-20221121-b8tkqbwq8e.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another. If you are interested in this game, check it out on Kickstarter.</itunes:subtitle><itunes:summary>Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another. If you are interested in this game, check it out on Kickstarter.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E06 :: Pitching vs. Self-Publishing with Joe Slack</title>
      <itunes:title>Who, What, Why S34.E06 :: Pitching vs. Self-Publishing with Joe Slack</itunes:title>
      <pubDate>Tue, 01 Nov 2022 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0eda7c7f-e67d-4fe2-be4a-8138f6c430ca]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e6-pitching-vs-self-publishing-with-joe-slack]]></link>
      <description><![CDATA[<p>Joe Slack joins me yet again! It's a second threepeat!</p> <p>In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some creative control, or to become a publisher replete with the benefits and drawbacks that that entails. It's scary to navigate. Thankfully, Joe (and I to a lesser degree) have some thoughts here.</p> <p>Joe has a Kickstarter running right now called <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> 14 Frantic Minutes</a>. You can check it out if you want.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Joe Slack joins me yet again! It's a second threepeat!</p> <p>In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some creative control, or to become a publisher replete with the benefits and drawbacks that that entails. It's scary to navigate. Thankfully, Joe (and I to a lesser degree) have some thoughts here.</p> <p>Joe has a Kickstarter running right now called <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> 14 Frantic Minutes</a>. You can check it out if you want.</p>]]></content:encoded>
      
      
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      <itunes:duration>37:49</itunes:duration>
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      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>6</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/2/5/7/a/257aa3ddb69cd93c16c3140a3186d450/joeslack-20221031-unficu6nxd.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Joe Slack joins me yet again! It's a second threepeat! In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some creative control, or to become a publisher replete with the benefits and drawbacks that that entails. It's scary to navigate. Thankfully, Joe (and I to a lesser degree) have some thoughts here. Joe has a Kickstarter running right now called 14 Frantic Minutes. You can check it out if you want.</itunes:subtitle><itunes:summary>Joe Slack joins me yet again! It's a second threepeat! In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some creative control, or to become a publisher replete with the benefits and drawbacks that that entails. It's scary to navigate. Thankfully, Joe (and I to a lesser degree) have some thoughts here. Joe has a Kickstarter running right now called 14 Frantic Minutes. You can check it out if you want.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E05 :: Real-Time Games with Fabricio Leotti</title>
      <itunes:title>Who, What, Why S34.E05 :: Real-Time Games with Fabricio Leotti</itunes:title>
      <pubDate>Mon, 31 Oct 2022 15:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[ef9f8222-6ad9-4181-9cf4-b659132b669e]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e5-real-time-games-with-fabricio-leotti]]></link>
      <description><![CDATA[<p>Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action.</p> <p>If you'd like to learn more about Hyperwars, check out my interview with Fabricio from back in Aug of 2021! <a href= "https://ninjavspirates.libsyn.com/who-what-why-s29e09-hyperwars-with-fabricio-leotti"> Oh, look. I released the last episode with Fabricio on a 31st as well.</a></p> <p>If you have interest in the game, please look at the Kickstarter running right now. <a href= "https://www.kickstarter.com/projects/dicecoalitiongames/hyperwars-board-game?lang=es"> Hyperwars Kickstarter</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action.</p> <p>If you'd like to learn more about Hyperwars, check out my interview with Fabricio from back in Aug of 2021! <a href= "https://ninjavspirates.libsyn.com/who-what-why-s29e09-hyperwars-with-fabricio-leotti"> Oh, look. I released the last episode with Fabricio on a 31st as well.</a></p> <p>If you have interest in the game, please look at the Kickstarter running right now. <a href= "https://www.kickstarter.com/projects/dicecoalitiongames/hyperwars-board-game?lang=es"> Hyperwars Kickstarter</a></p>]]></content:encoded>
      
      
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      <itunes:duration>46:36</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>5</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/2/3/1/e/231e5a475812f62da04421dee9605cbd/hyperwars-20221031-3i84p3fji8.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action. If you'd like to learn more about Hyperwars, check out my interview with Fabricio from back in Aug of 2021! Oh, look. I released the last episode with Fabricio on a 31st as well. If you have interest in the game, please look at the Kickstarter running right now. Hyperwars Kickstarter</itunes:subtitle><itunes:summary>Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action. If you'd like to learn more about Hyperwars, check out my interview with Fabricio from back in Aug of 2021! Oh, look. I released the last episode with Fabricio on a 31st as well. If you have interest in the game, please look at the Kickstarter running right now. Hyperwars Kickstarter</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E04 :: Keeping Up the Energy for Your Designs with Joe Slack</title>
      <itunes:title>Who, What, Why S34.E04 :: Keeping Up the Energy for Your Designs with Joe Slack</itunes:title>
      <pubDate>Mon, 31 Oct 2022 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[237f1a51-00f5-4b58-885d-ce1497f191a0]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e04-keeping-up-the-energy-for-your-designs-with-joe-slack]]></link>
      <description><![CDATA[<p>Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it.</p> <p>Check out Joe's Kickstarter for 14 Frantic Minutes: <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> Click!</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it.</p> <p>Check out Joe's Kickstarter for 14 Frantic Minutes: <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> Click!</a></p>]]></content:encoded>
      
      
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      <itunes:duration>28:11</itunes:duration>
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      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>4</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/b/6/b/4/b6b42ddcfe0c7a1c5f2e77a3093c12a1/joeslack-20221031-ddsgo0egts.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it. Check out Joe's Kickstarter for 14 Frantic Minutes: Click!</itunes:subtitle><itunes:summary>Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it. Check out Joe's Kickstarter for 14 Frantic Minutes: Click!</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E03 :: When Your Game is Done with Joe Slack</title>
      <itunes:title>Who, What, Why S34.E03 :: When Your Game is Done with Joe Slack</itunes:title>
      <pubDate>Sat, 22 Oct 2022 13:00:00 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e03-when-your-game-is-done-with-joe-slack]]></link>
      <description><![CDATA[<p>Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton.</p> <p>Joe also has a Kickstarter campaign for <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> 14 Frantic Minutes</a>. He speaks briefly about his own game and when he decided it was done. Check it out if you are interested.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton.</p> <p>Joe also has a Kickstarter campaign for <a href= "https://www.kickstarter.com/projects/crazylikeabox/14-frantic-minutes"> 14 Frantic Minutes</a>. He speaks briefly about his own game and when he decided it was done. Check it out if you are interested.</p>]]></content:encoded>
      
      
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      <itunes:duration>25:48</itunes:duration>
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      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>3</itunes:episode>
      
      
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      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton. Joe also has a Kickstarter campaign for 14 Frantic Minutes. He speaks briefly about his own game and when he decided it was done. Check it out if you are interested.</itunes:subtitle><itunes:summary>Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton. Joe also has a Kickstarter campaign for 14 Frantic Minutes. He speaks briefly about his own game and when he decided it was done. Check it out if you are interested.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E02 :: Academia and Games with Analog Games Studies</title>
      <itunes:title>Who, What, Why S34.E02 :: Academia and Games with Analog Games Studies</itunes:title>
      <pubDate>Sat, 15 Oct 2022 01:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a8f75894-8ac5-453a-a489-4183e8bfdc76]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e02-academia-and-games-with-analog-games-studies]]></link>
      <description><![CDATA[<p>Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at <a href= "https://analoggamestudies.org/">Analog Games Studies</a>. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper topics in games than a lot of other shows get into.</p> <p>Please consider reading the articles posted at Analog Games Studies. You can find some interesting stuff there such as Tanya Pobuda's two articles about representation on the box art and in the rulebooks. There's a lot more stuff there to check out.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at <a href= "https://analoggamestudies.org/">Analog Games Studies</a>. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper topics in games than a lot of other shows get into.</p> <p>Please consider reading the articles posted at Analog Games Studies. You can find some interesting stuff there such as Tanya Pobuda's two articles about representation on the box art and in the rulebooks. There's a lot more stuff there to check out.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:37:41</itunes:duration>
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      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>2</itunes:episode>
      
      
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      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at Analog Games Studies. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper topics in games than a lot of other shows get into. Please consider reading the articles posted at Analog Games Studies. You can find some interesting stuff there such as Tanya Pobuda's two articles about representation on the box art and in the rulebooks. There's a lot more stuff there to check out.</itunes:subtitle><itunes:summary>Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at Analog Games Studies. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper topics in games than a lot of other shows get into. Please consider reading the articles posted at Analog Games Studies. You can find some interesting stuff there such as Tanya Pobuda's two articles about representation on the box art and in the rulebooks. There's a lot more stuff there to check out.</itunes:summary></item>
    
    <item>
      <title>Why Ska?! Ep. 05 :: Ska in Media</title>
      <itunes:title>Why Ska?! Ep. 05 :: Ska in Media</itunes:title>
      <pubDate>Sat, 24 Sep 2022 20:04:26 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a73331f0-919e-4f30-ad3c-4062e54b6524]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/why-ska-ep-05-ska-in-media]]></link>
      <description><![CDATA[<p>Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials.</p> <p>Check out Crystal's work at <a href= "https://www.thegeekypanda.com/">The Geeky Panda</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials.</p> <p>Check out Crystal's work at <a href= "https://www.thegeekypanda.com/">The Geeky Panda</a></p>]]></content:encoded>
      
      
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      <itunes:duration>30:37</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      
      <itunes:episode>5</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/7/c/e/6/7ce60b3d61e20e40e5bbc093207a2619/Why_Ska_Ep_Image2.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials. Check out Crystal's work at The Geeky Panda</itunes:subtitle><itunes:summary>Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials. Check out Crystal's work at The Geeky Panda</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S34.E01 :: A Case Study in Hanabi with Isaac Shalev</title>
      <itunes:title>Who, What, Why S34.E01 :: A Case Study in Hanabi with Isaac Shalev</itunes:title>
      <pubDate>Sat, 24 Sep 2022 19:59:28 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[f93c3eff-9333-4993-bf8a-7873060f250f]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s34e01-a-case-study-in-hanabi-with-isaac-shalev]]></link>
      <description><![CDATA[<p>My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly good game.</p> <p>Check out Isaac at @kindfortress</p>]]></description>
      
      <content:encoded><![CDATA[<p>My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly good game.</p> <p>Check out Isaac at @kindfortress</p>]]></content:encoded>
      
      
      <enclosure length="34483984" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S34_E01_A_Case_Study_in_Hanabi_with_Isaac_Shalev.mp3?dest-id=25565"/>
      <itunes:duration>57:29</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>34</itunes:season>
      
      
      <itunes:episode>1</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/6/f/9/6/6f9604e2cc04090d16c3140a3186d450/isaacshalev-20220924-xldw5898h0.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly good game. Check out Isaac at @kindfortress</itunes:subtitle><itunes:summary>My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly good game. Check out Isaac at @kindfortress</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E10 :: Votes for Women with Tory Brown</title>
      <itunes:title>Who, What, Why S33.E10 :: Votes for Women with Tory Brown</itunes:title>
      <pubDate>Fri, 16 Sep 2022 13:00:59 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e4eb6c96-6112-4ec9-b3a4-f6d555f92789]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e10-votes-for-women-with-tory-brown]]></link>
      <description><![CDATA[<p>In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from this conversation about designing games that tackle much deeper issues than your standard board game content. I've felt the same way about the forthcoming Stonewall Uprising, Bloc by Bloc, and Cross Bronx Expressway. Let's make more games about real world issues that can help us demystify these kinds of issues in our modern day or even provide more context for them.</p> <p>Tory Brown had a ton to say about the real life issue of women's rights and the way she incorporated that history into this game. I probably could have talked to her for another hour or two.</p> <p>Check out Fort Circle Games here: <a href= "https://www.fortcircle.com/games/">Link</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from this conversation about designing games that tackle much deeper issues than your standard board game content. I've felt the same way about the forthcoming Stonewall Uprising, Bloc by Bloc, and Cross Bronx Expressway. Let's make more games about real world issues that can help us demystify these kinds of issues in our modern day or even provide more context for them.</p> <p>Tory Brown had a ton to say about the real life issue of women's rights and the way she incorporated that history into this game. I probably could have talked to her for another hour or two.</p> <p>Check out Fort Circle Games here: <a href= "https://www.fortcircle.com/games/">Link</a></p>]]></content:encoded>
      
      
      <enclosure length="53424065" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S33_E10_Votes_for_Women_with_Tory_Brown.mp3?dest-id=25565"/>
      <itunes:duration>01:29:03</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
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      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>10</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/0/1/5/0/015071f587bb062416c3140a3186d450/ToryBrown.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from this conversation about designing games that tackle much deeper issues than your standard board game content. I've felt the same way about the forthcoming Stonewall Uprising, Bloc by Bloc, and Cross Bronx Expressway. Let's make more games about real world issues that can help us demystify these kinds of issues in our modern day or even provide more context for them. Tory Brown had a ton to say about the real life issue of women's rights and the way she incorporated that history into this game. I probably could have talked to her for another hour or two. Check out Fort Circle Games here: Link</itunes:subtitle><itunes:summary>In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from this conversation about designing games that tackle much deeper issues than your standard board game content. I've felt the same way about the forthcoming Stonewall Uprising, Bloc by Bloc, and Cross Bronx Expressway. Let's make more games about real world issues that can help us demystify these kinds of issues in our modern day or even provide more context for them. Tory Brown had a ton to say about the real life issue of women's rights and the way she incorporated that history into this game. I probably could have talked to her for another hour or two. Check out Fort Circle Games here: Link</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E09 :: The Last Temptation of Slice</title>
      <itunes:title>Who, What, Why S33.E09 :: The Last Temptation of Slice</itunes:title>
      <pubDate>Tue, 23 Aug 2022 13:00:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a1b698fd-d849-4cf7-9ae3-a74c0e768dc9]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e09-the-last-temptation-of-slice]]></link>
      <description><![CDATA[<p>This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called <a href= "https://www.kickstarter.com/projects/ritacco/the-last-temptation-of-slice?ref=backertracker&utm_medium=web&utm_source=backerkit"> The Last Temptation of Slice</a>. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show and the challenges Matt and AJ faced in getting to this point. Matt and AJ have a lot of interesting things to say about their journey so far.</p> <p>Below is the concept art for the two puppet characters that will be featured in this show. If you have any interest in supporting Matt and AJ, who are using Kickstarter the way it was intended in its outset, click on the link or Google "The Last Temptation of Slice."</p> <p><img src= "//assets.libsyn.com/show/21590/Concept_are_for_the_two_puppets.jpg" alt="" width="300" height="667" /></p>]]></description>
      
      <content:encoded><![CDATA[<p>This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called <a href= "https://www.kickstarter.com/projects/ritacco/the-last-temptation-of-slice?ref=backertracker&utm_medium=web&utm_source=backerkit"> The Last Temptation of Slice</a>. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show and the challenges Matt and AJ faced in getting to this point. Matt and AJ have a lot of interesting things to say about their journey so far.</p> <p>Below is the concept art for the two puppet characters that will be featured in this show. If you have any interest in supporting Matt and AJ, who are using Kickstarter the way it was intended in its outset, click on the link or Google "The Last Temptation of Slice."</p> <p></p>]]></content:encoded>
      
      
      <enclosure length="37424065" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S33_E09_The_Last_Temptation_of_Slice_with_Matt_and_AJ.mp3?dest-id=25565"/>
      <itunes:duration>01:02:23</itunes:duration>
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      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>9</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/9/0/7/b/907b3434bca1e91440be95ea3302a6a1/lasttemptationofslice.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called The Last Temptation of Slice. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show and the challenges Matt and AJ faced in getting to this point. Matt and AJ have a lot of interesting things to say about their journey so far. Below is the concept art for the two puppet characters that will be featured in this show. If you have any interest in supporting Matt and AJ, who are using Kickstarter the way it was intended in its outset, click on the link or Google "The Last Temptation of Slice."</itunes:subtitle><itunes:summary>This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called The Last Temptation of Slice. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show and the challenges Matt and AJ faced in getting to this point. Matt and AJ have a lot of interesting things to say about their journey so far. Below is the concept art for the two puppet characters that will be featured in this show. If you have any interest in supporting Matt and AJ, who are using Kickstarter the way it was intended in its outset, click on the link or Google "The Last Temptation of Slice."</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E08 :: Wicked Ones with Ben Nielsen</title>
      <itunes:title>Who, What, Why S33.E08 :: Wicked Ones with Ben Nielson</itunes:title>
      <pubDate>Mon, 15 Aug 2022 02:35:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[701013e1-7e2b-4dd4-90b2-58c4bb71d880]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e08-wicked-ones-with-ben-nielsen]]></link>
      <description><![CDATA[<p>Ben Nielson (<span class= "css-901oao css-16my406 r-poiln3 r-bcqeeo r-qvutc0" style= "font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;">@BanditCampGames</span><span style="font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Oxygen, Ubuntu, Cantarell, 'Open Sans', 'Helvetica Neue', sans-serif;">)</span>, designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how Ben, who lives in Japan, has funded his RPG work so far, how a designer builds on other RPG systems such as Powered By the Apocalypse and Forged in the Dark, and how story games put the players in the driver's seat (and why that's important).</p> <p>***I don't remember why the audio for this one came down... so now it's back.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Ben Nielson (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how Ben, who lives in Japan, has funded his RPG work so far, how a designer builds on other RPG systems such as Powered By the Apocalypse and Forged in the Dark, and how story games put the players in the driver's seat (and why that's important).</p> <p>***I don't remember why the audio for this one came down... so now it's back.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:31:28</itunes:duration>
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      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>8</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/d/0/2/c/d02c15fdcf540090d959afa2a1bf1c87/Episode_Image_Template-20230901-xanm37owjr.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Ben Nielson (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how Ben, who lives in Japan, has funded his RPG work so far, how a designer builds on other RPG systems such as Powered By the Apocalypse and Forged in the Dark, and how story games put the players in the driver's seat (and why that's important). ***I don't remember why the audio for this one came down... so now it's back.</itunes:subtitle><itunes:summary>Ben Nielson (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how Ben, who lives in Japan, has funded his RPG work so far, how a designer builds on other RPG systems such as Powered By the Apocalypse and Forged in the Dark, and how story games put the players in the driver's seat (and why that's important). ***I don't remember why the audio for this one came down... so now it's back.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E07 :: The Game Builders with Ode</title>
      <itunes:title>Who, What, Why S33.E07 :: The Game Builders with Ode</itunes:title>
      <pubDate>Fri, 05 Aug 2022 14:52:04 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e07-the-game-builders-with-ode]]></link>
      <description><![CDATA[<p>A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped him tackle this new phase in his life.</p> <p>If you can't tell, I really like having Ode on the show.</p>]]></description>
      
      <content:encoded><![CDATA[<p>A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped him tackle this new phase in his life.</p> <p>If you can't tell, I really like having Ode on the show.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:19:28</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>7</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/5/9/d/4/59d4d9883473fff3e5bbc093207a2619/ode.jpg"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped him tackle this new phase in his life. If you can't tell, I really like having Ode on the show.</itunes:subtitle><itunes:summary>A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped him tackle this new phase in his life. If you can't tell, I really like having Ode on the show.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E06 :: Rebels of the Outlaw Waste with Michael Addison</title>
      <itunes:title>Who, What, Why S33.E06 :: Rebels of the Outlaw Waste with Michael Addison</itunes:title>
      <pubDate>Sat, 30 Jul 2022 13:00:07 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[af28bdb1-fa22-4d13-82b3-5ef47ef1f69d]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e06-rebels-of-the-outlaw-waste-with-michael-addison]]></link>
      <description><![CDATA[<p>Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:13:24</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>6</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/9/b/c/f/9bcf8cf976454402bafc7308ab683e82/rebelsoftheoutlawwaste.jpg"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.</itunes:subtitle><itunes:summary>Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E05 :: Life as a Game Designer with Matthew Dunstan</title>
      <itunes:title>Life as a Game Designer with Matthew Dunstan</itunes:title>
      <pubDate>Thu, 14 Jul 2022 15:00:22 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[8ff7940c-38ef-44ad-876b-1f4d36be850c]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e05-life-as-a-game-designer-with-matthew-dunstan]]></link>
      <description><![CDATA[<p>Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more.</p> <p>Anyone who likes what they hear from Matthew can support him by going to <a href="https://www.postmarkgames.com/">Postmark Games</a> to check out his and Rory Muldoon's print at home games.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more.</p> <p>Anyone who likes what they hear from Matthew can support him by going to <a href="https://www.postmarkgames.com/">Postmark Games</a> to check out his and Rory Muldoon's print at home games.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:22:16</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>5</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/6/f/a/d/6fada55ca441f65916c3140a3186d450/matthewdunstan.jpg"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more. Anyone who likes what they hear from Matthew can support him by going to Postmark Games to check out his and Rory Muldoon's print at home games.</itunes:subtitle><itunes:summary>Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more. Anyone who likes what they hear from Matthew can support him by going to Postmark Games to check out his and Rory Muldoon's print at home games.</itunes:summary></item>
    
    <item>
      <title>Who, What Why S33.E04 :: Stonewall Uprising with Taylor Shuss</title>
      <itunes:title>Stonewall Uprising with Taylor Shuss</itunes:title>
      <pubDate>Fri, 08 Jul 2022 17:30:18 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e04-stonewall-uprising-with-taylor-shuss]]></link>
      <description><![CDATA[<p>This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here!</p> <p>Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor. </p> <p>The game is currently on <a href= "https://www.kickstarter.com/projects/usslaffey/stonewall-uprising-the-fight-for-gay-civil-rights"> Kickstarter</a>.</p>]]></description>
      
      <content:encoded><![CDATA[<p>This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here!</p> <p>Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor. </p> <p>The game is currently on <a href= "https://www.kickstarter.com/projects/usslaffey/stonewall-uprising-the-fight-for-gay-civil-rights"> Kickstarter</a>.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:08:56</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>4</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/2/a/2/4/2a24c6e02a110299bafc7308ab683e82/stonewalluprising.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here! Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor.  The game is currently on Kickstarter.</itunes:subtitle><itunes:summary>This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here! Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor.  The game is currently on Kickstarter.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E03 :: Being an RPG Writer with Crystal Mazur</title>
      <itunes:title>Being an RPG Writer with Crystal Mazur</itunes:title>
      <pubDate>Fri, 17 Jun 2022 13:00:03 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e8105ba2-56bb-40b5-8384-2d20de2fa140]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e03-being-an-rpg-writer-with-crystal-mazur]]></link>
      <description><![CDATA[<p>Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for.</p> <p>If you'd like to know more about Crystal, check out her work at <a href="https://www.thegeekypanda.com/">The Geeky Panda</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for.</p> <p>If you'd like to know more about Crystal, check out her work at <a href="https://www.thegeekypanda.com/">The Geeky Panda</a></p>]]></content:encoded>
      
      
      <enclosure length="49198498" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S33_E03_Being_an_RPG_Writer_with_Crystal_Mazur80.mp3?dest-id=25565"/>
      <itunes:duration>01:22:00</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>3</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/7/b/7/d/7b7deb726589509340be95ea3302a6a1/crystalmazur-20220616-pgtmvsst2v.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for. If you'd like to know more about Crystal, check out her work at The Geeky Panda</itunes:subtitle><itunes:summary>Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for. If you'd like to know more about Crystal, check out her work at The Geeky Panda</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E02 :: A Case Study in Agricola</title>
      <itunes:title>A Case Study in Agricola</itunes:title>
      <pubDate>Tue, 14 Jun 2022 13:00:47 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[111ca3ac-9175-4419-9e1e-c7fe4b8a49de]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e02-a-case-study-in-agricola]]></link>
      <description><![CDATA[<p>Re-Released! I've re-released this episode with a file that takes up less of my monthly allotment. Enjoy (again).</p> <p>Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. To each their own.</p> <p>If you'd like to suggest a game for a cast study episode, feel free to drop me a line at whowhatwhycast(at)gmail.com</p> <p>Jonny can be found @jpaccantin and Jeff at @belltowergames</p>]]></description>
      
      <content:encoded><![CDATA[<p>Re-Released! I've re-released this episode with a file that takes up less of my monthly allotment. Enjoy (again).</p> <p>Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. To each their own.</p> <p>If you'd like to suggest a game for a cast study episode, feel free to drop me a line at whowhatwhycast(at)gmail.com</p> <p>Jonny can be found @jpaccantin and Jeff at @belltowergames</p>]]></content:encoded>
      
      
      <enclosure length="47818449" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S33_E02_A_Case_Study_in_Agricola_with_Jeff_and_Jonny80.mp3?dest-id=25565"/>
      <itunes:duration>01:19:42</itunes:duration>
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      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>2</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/7/d/2/c/7d2c15faf5d3795ae55e3c100dce7605/agricola.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Re-Released! I've re-released this episode with a file that takes up less of my monthly allotment. Enjoy (again). Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. To each their own. If you'd like to suggest a game for a cast study episode, feel free to drop me a line at whowhatwhycast(at)gmail.com Jonny can be found @jpaccantin and Jeff at @belltowergames</itunes:subtitle><itunes:summary>Re-Released! I've re-released this episode with a file that takes up less of my monthly allotment. Enjoy (again). Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. To each their own. If you'd like to suggest a game for a cast study episode, feel free to drop me a line at whowhatwhycast(at)gmail.com Jonny can be found @jpaccantin and Jeff at @belltowergames</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S33.E01 :: Representing History in Games with Dan Thurot</title>
      <itunes:title>Representing History in Games with Dan Thurot</itunes:title>
      <pubDate>Wed, 08 Jun 2022 13:00:44 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[d2bd7ad4-aa2a-4c7d-b064-7050c89ed9f7]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s33e01-representing-history-in-games-with-dan-thurot]]></link>
      <description><![CDATA[<p>Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Thurot. He's very thoughtful, too.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Thurot. He's very thoughtful, too.</p>]]></content:encoded>
      
      
      <enclosure length="59325543" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S33_E01_Representing_History_in_Games_with_Dan_Thurot.mp3?dest-id=25565"/>
      <itunes:duration>01:01:48</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>33</itunes:season>
      
      
      <itunes:episode>1</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/d/f/7/b/df7b56c3340c61175f2e77a3093c12a1/danthurot.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Thurot. He's very thoughtful, too.</itunes:subtitle><itunes:summary>Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Thurot. He's very thoughtful, too.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E10 :: A Case Study in Dominion featuring Jonny and Jeff</title>
      <itunes:title>A Case Study in Dominion featuring Jonny and Jeff</itunes:title>
      <pubDate>Fri, 20 May 2022 13:00:45 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/w3-s32-e10-a-case-study-in-dominion-featuring-jonny-and-jeff]]></link>
      <description><![CDATA[<p>I am starting a new series of episodes called "A Case Study in..." Each episode will feature me and some designers discussing a particular game that none of us designed. The games we will focus on will have made an impact on the hobby.</p> <p>My first episode of this series is on Dominion featuring Jeff and Jonny. We discussed the impact Dominion made on the hobby and how it spawned a brand new genre of games. We ultimately concluded with a design lesson that each of us will take away from Dominion.</p>]]></description>
      
      <content:encoded><![CDATA[<p>I am starting a new series of episodes called "A Case Study in..." Each episode will feature me and some designers discussing a particular game that none of us designed. The games we will focus on will have made an impact on the hobby.</p> <p>My first episode of this series is on Dominion featuring Jeff and Jonny. We discussed the impact Dominion made on the hobby and how it spawned a brand new genre of games. We ultimately concluded with a design lesson that each of us will take away from Dominion.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:16:00</itunes:duration>
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      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>10</itunes:episode>
      
      
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>I am starting a new series of episodes called "A Case Study in..." Each episode will feature me and some designers discussing a particular game that none of us designed. The games we will focus on will have made an impact on the hobby. My first episode of this series is on Dominion featuring Jeff and Jonny. We discussed the impact Dominion made on the hobby and how it spawned a brand new genre of games. We ultimately concluded with a design lesson that each of us will take away from Dominion.</itunes:subtitle><itunes:author>Michael Bonet &amp; Alex Erde </itunes:author><itunes:summary>I am starting a new series of episodes called "A Case Study in..." Each episode will feature me and some designers discussing a particular game that none of us designed. The games we will focus on will have made an impact on the hobby. My first episode of this series is on Dominion featuring Jeff and Jonny. We discussed the impact Dominion made on the hobby and how it spawned a brand new genre of games. We ultimately concluded with a design lesson that each of us will take away from Dominion.</itunes:summary></item>
    
    <item>
      <title>Why Ska?! Ep. 04 :: My Favorite Venue</title>
      <itunes:title>Why Ska?! Ep. 04 :: My Favorite Venue</itunes:title>
      <pubDate>Sat, 30 Apr 2022 03:19:49 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/why-ska-ep-04-my-favorite-venue]]></link>
      <description><![CDATA[<p>Listening to music on your discman or Zune might seem like the pinacle experience, but nothing beats being at a live show. In this episode, I talk about some of my favorite venues that I've been to over the years. What are some of your favorite venues to see your favorite bands? Tweet at me to share. @whowhatwhycast</p>]]></description>
      
      <content:encoded><![CDATA[<p>Listening to music on your discman or Zune might seem like the pinacle experience, but nothing beats being at a live show. In this episode, I talk about some of my favorite venues that I've been to over the years. What are some of your favorite venues to see your favorite bands? Tweet at me to share. @whowhatwhycast</p>]]></content:encoded>
      
      
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      <itunes:duration>16:43</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      
      <itunes:episode>4</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/f/f/2/a/ff2a8d72d09770595f2e77a3093c12a1/Why_Ska_Ep_Image.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Listening to music on your discman or Zune might seem like the pinacle experience, but nothing beats being at a live show. In this episode, I talk about some of my favorite venues that I've been to over the years. What are some of your favorite venues to see your favorite bands? Tweet at me to share. @whowhatwhycast</itunes:subtitle><itunes:summary>Listening to music on your discman or Zune might seem like the pinacle experience, but nothing beats being at a live show. In this episode, I talk about some of my favorite venues that I've been to over the years. What are some of your favorite venues to see your favorite bands? Tweet at me to share. @whowhatwhycast</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E09 :: Massive Black with CEO Melissa Lee</title>
      <itunes:title>Massive Black with CEO Melissa Lee</itunes:title>
      <pubDate>Fri, 22 Apr 2022 16:00:08 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e09-massive-black-with-ceo-melissa-lee]]></link>
      <description><![CDATA[The CEO of Massive Black, Melissa Lee, joined me to talk about both her life in the games industry and what she has been trying to accomplish with Massive Black. The company focuses on creating art for all sorts of games and tech projects, notably Elder Scrolls and Betrayal at the House on the Hill 3rd Edition.  <p>To learn more about Massive Black, visit their website at <a href="https://massiveblack.com/">Massive Black.com</a>.</p>]]></description>
      
      <content:encoded><![CDATA[The CEO of Massive Black, Melissa Lee, joined me to talk about both her life in the games industry and what she has been trying to accomplish with Massive Black. The company focuses on creating art for all sorts of games and tech projects, notably Elder Scrolls and Betrayal at the House on the Hill 3rd Edition. <p>To learn more about Massive Black, visit their website at <a href="https://massiveblack.com/">Massive Black.com</a>.</p>]]></content:encoded>
      
      
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      <itunes:duration>35:48</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>9</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/a/2/d/f/a2df39371a7e0fb9e5bbc093207a2619/melissalee.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>The CEO of Massive Black, Melissa Lee, joined me to talk about both her life in the games industry and what she has been trying to accomplish with Massive Black. The company focuses on creating art for all sorts of games and tech projects, notably Elder Scrolls and Betrayal at the House on the Hill 3rd Edition.  To learn more about Massive Black, visit their website at Massive Black.com.</itunes:subtitle><itunes:summary>The CEO of Massive Black, Melissa Lee, joined me to talk about both her life in the games industry and what she has been trying to accomplish with Massive Black. The company focuses on creating art for all sorts of games and tech projects, notably Elder Scrolls and Betrayal at the House on the Hill 3rd Edition.  To learn more about Massive Black, visit their website at Massive Black.com.</itunes:summary></item>
    
    <item>
      <title>Who, What Why S32.E08 :: Cut.games with David Malki</title>
      <itunes:title>Who, What Why S32.E08 :: Cut.games with David Malki</itunes:title>
      <pubDate>Wed, 13 Apr 2022 13:00:28 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[84962c07-46e3-4021-bff2-4b13bd56d677]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/w3-s32-e08-cutgames-with-david-malki]]></link>
      <description><![CDATA[<p>David Malki, director of product development at Cut.com and Cut Games, joined me to talk about developing games that connect with the kind of content Cut.com creates. Cut is a media company that puts people in situations to connect with others and maybe even learn something about themselves in the process. We discussed how the game wing aimed to recreate the feelings in their videos while adapting to a different medium.</p> <p>Check out Cut.games for more.</p>]]></description>
      
      <content:encoded><![CDATA[<p>David Malki, director of product development at Cut.com and Cut Games, joined me to talk about developing games that connect with the kind of content Cut.com creates. Cut is a media company that puts people in situations to connect with others and maybe even learn something about themselves in the process. We discussed how the game wing aimed to recreate the feelings in their videos while adapting to a different medium.</p> <p>Check out Cut.games for more.</p>]]></content:encoded>
      
      
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      <itunes:duration>47:22</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
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      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>8</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/3/a/4/7/3a47f6ab3c12fa99d959afa2a1bf1c87/Davidmalki.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>David Malki, director of product development at Cut.com and Cut Games, joined me to talk about developing games that connect with the kind of content Cut.com creates. Cut is a media company that puts people in situations to connect with others and maybe even learn something about themselves in the process. We discussed how the game wing aimed to recreate the feelings in their videos while adapting to a different medium. Check out Cut.games for more.</itunes:subtitle><itunes:summary>David Malki, director of product development at Cut.com and Cut Games, joined me to talk about developing games that connect with the kind of content Cut.com creates. Cut is a media company that puts people in situations to connect with others and maybe even learn something about themselves in the process. We discussed how the game wing aimed to recreate the feelings in their videos while adapting to a different medium. Check out Cut.games for more.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E07 :: Crowdfunding Mistakes with Joe Slack</title>
      <itunes:title>Crowdfunding Mistakes with Joe Slack</itunes:title>
      <pubDate>Fri, 08 Apr 2022 13:00:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b66912d4-2d64-4d12-99df-d47a89fc01ec]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e07-crowdfunding-mistakes-with-joe-slack]]></link>
      <description><![CDATA[<p>The third episode in my short series with Joe Slack is here! We discuss the do's and don'ts of crowdfunding campaigns based on Joe Slack's experience as a successful crowdfunder and my experience as a successful crowdfundee. I think we came up with some excellent tips and tricks.</p> <p>Check out Joe's work at: <a href= "https://boardgamedesigncourse.com/">The Board Game Design Course</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>The third episode in my short series with Joe Slack is here! We discuss the do's and don'ts of crowdfunding campaigns based on Joe Slack's experience as a successful crowdfunder and my experience as a successful crowdfundee. I think we came up with some excellent tips and tricks.</p> <p>Check out Joe's work at: <a href= "https://boardgamedesigncourse.com/">The Board Game Design Course</a></p>]]></content:encoded>
      
      
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      <itunes:duration>49:02</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>7</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/c/0/5/5/c0556c4cff26967c16c3140a3186d450/joeslack-20220408-cp1lsvuyv1.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>The third episode in my short series with Joe Slack is here! We discuss the do's and don'ts of crowdfunding campaigns based on Joe Slack's experience as a successful crowdfunder and my experience as a successful crowdfundee. I think we came up with some excellent tips and tricks. Check out Joe's work at: The Board Game Design Course</itunes:subtitle><itunes:summary>The third episode in my short series with Joe Slack is here! We discuss the do's and don'ts of crowdfunding campaigns based on Joe Slack's experience as a successful crowdfunder and my experience as a successful crowdfundee. I think we came up with some excellent tips and tricks. Check out Joe's work at: The Board Game Design Course</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E06 :: Brutal Orchestra with Maceo Mair</title>
      <itunes:title>Brutal Orchestra with Maceo Mair</itunes:title>
      <pubDate>Tue, 29 Mar 2022 13:00:19 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[258325ff-1694-49f4-8b47-12f33784c767]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e06-brutal-orchestra-with-maceo-mair]]></link>
      <description><![CDATA[Maceo Mair, designer of the game Brutal Orchestra, joined me to talk about 2 important topics with this game: the first one being Heironymous Bosch, a Dutch painter from the 1400s and the ways this game tries to stand out in such a crowded field of rogue-lites and RPGs. <p>Check out <a href= "https://store.steampowered.com/app/1734320/Brutal_Orchestra/">Brutal Orchestra on Steam</a> if you are so interested. Also, check out <a href="https://www.hieronymus-bosch.org/">Bosch, the painter</a>, if you'd like. His work is like a fucked up Highlights for Kids magazine.</p>]]></description>
      
      <content:encoded><![CDATA[Maceo Mair, designer of the game Brutal Orchestra, joined me to talk about 2 important topics with this game: the first one being Heironymous Bosch, a Dutch painter from the 1400s and the ways this game tries to stand out in such a crowded field of rogue-lites and RPGs. <p>Check out <a href= "https://store.steampowered.com/app/1734320/Brutal_Orchestra/">Brutal Orchestra on Steam</a> if you are so interested. Also, check out <a href="https://www.hieronymus-bosch.org/">Bosch, the painter</a>, if you'd like. His work is like a fucked up Highlights for Kids magazine.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:14:26</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>6</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/f/8/d/d/f8ddf1f73de60922a04421dee9605cbd/maceomair.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Maceo Mair, designer of the game Brutal Orchestra, joined me to talk about 2 important topics with this game: the first one being Heironymous Bosch, a Dutch painter from the 1400s and the ways this game tries to stand out in such a crowded field of rogue-lites and RPGs. Check out Brutal Orchestra on Steam if you are so interested. Also, check out Bosch, the painter, if you'd like. His work is like a fucked up Highlights for Kids magazine.</itunes:subtitle><itunes:summary>Maceo Mair, designer of the game Brutal Orchestra, joined me to talk about 2 important topics with this game: the first one being Heironymous Bosch, a Dutch painter from the 1400s and the ways this game tries to stand out in such a crowded field of rogue-lites and RPGs. Check out Brutal Orchestra on Steam if you are so interested. Also, check out Bosch, the painter, if you'd like. His work is like a fucked up Highlights for Kids magazine.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E05 :: Splinters of Faith and Organized Play with Douglas Zeilsdorf</title>
      <itunes:title>Splinters of Faith and Organized Play with Douglas Zeilsdorf</itunes:title>
      <pubDate>Fri, 25 Mar 2022 01:36:21 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[9482be33-5fe7-4b3d-8664-995e70b7bd8a]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e05-splinters-of-faith-and-organized-play-with-douglas-zeilsdorf]]></link>
      <description><![CDATA[<p>Douglas Zeilsdorf, the organized play administrator for Frog God Games, joined me to talk about what is organized play and what administrating it entails doing. We also discussed the Splinters of Faith Kickstarter (<a href= "https://www.kickstarter.com/projects/froggodgames/splinters-of-faith-an-adventure-for-5e-and-osr-games">live now</a>) and what this world is bringing to the RPG world of Frog God Games.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Douglas Zeilsdorf, the organized play administrator for Frog God Games, joined me to talk about what is organized play and what administrating it entails doing. We also discussed the Splinters of Faith Kickstarter (<a href= "https://www.kickstarter.com/projects/froggodgames/splinters-of-faith-an-adventure-for-5e-and-osr-games">live now</a>) and what this world is bringing to the RPG world of Frog God Games.</p>]]></content:encoded>
      
      
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      <itunes:duration>45:58</itunes:duration>
      <itunes:explicit>true</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>5</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/7/6/6/5/766546d421f4912bd959afa2a1bf1c87/Episode_Image_Template.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Douglas Zeilsdorf, the organized play administrator for Frog God Games, joined me to talk about what is organized play and what administrating it entails doing. We also discussed the Splinters of Faith Kickstarter (live now) and what this world is bringing to the RPG world of Frog God Games.</itunes:subtitle><itunes:summary>Douglas Zeilsdorf, the organized play administrator for Frog God Games, joined me to talk about what is organized play and what administrating it entails doing. We also discussed the Splinters of Faith Kickstarter (live now) and what this world is bringing to the RPG world of Frog God Games.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E04 :: Bezzy Bargain Bags with Bez</title>
      <itunes:title>Bezzy Bargain Bags with Bez</itunes:title>
      <pubDate>Wed, 16 Mar 2022 10:00:59 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[304b169a-b110-4ac2-95bc-d0ee5148a143]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e04-bezzy-bargain-bags-with-bez]]></link>
      <description><![CDATA[<p>Bez stopped by the show to talk about her Bezzy Bargain Bags. There is currently a Kickstarter campaign running for A Game About Quickly Grabbing Creatures That Are Totally Different and Counting Your Beetroots. Say that 5 times fast! We discuss Bez's bargain bag model for producing games and how she can use that to create interesting games and use this system to gauge interest without having to take as big of a risk, which as a small, independent publisher is a good way to stay afloat.</p> <p>Check out the <a href= "https://www.kickstarter.com/projects/bybez/bezzy-bargain-bag-2-creatures-frantic-gameplay-root-veg"> Kickstarter</a> if you wish!</p>]]></description>
      
      <content:encoded><![CDATA[<p>Bez stopped by the show to talk about her Bezzy Bargain Bags. There is currently a Kickstarter campaign running for A Game About Quickly Grabbing Creatures That Are Totally Different and Counting Your Beetroots. Say that 5 times fast! We discuss Bez's bargain bag model for producing games and how she can use that to create interesting games and use this system to gauge interest without having to take as big of a risk, which as a small, independent publisher is a good way to stay afloat.</p> <p>Check out the <a href= "https://www.kickstarter.com/projects/bybez/bezzy-bargain-bag-2-creatures-frantic-gameplay-root-veg"> Kickstarter</a> if you wish!</p>]]></content:encoded>
      
      
      <enclosure length="59803688" type="audio/mpeg" url="https://traffic.libsyn.com/secure/ninjavspirates/W3_S32_E04_Bezzy_Bargain_Bags_with_Bez.mp3?dest-id=25565"/>
      <itunes:duration>01:02:18</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>4</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/d/8/c/7/d8c74e5a03a40c11e5bbc093207a2619/bezzybargainbags.png"/>
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Bez stopped by the show to talk about her Bezzy Bargain Bags. There is currently a Kickstarter campaign running for A Game About Quickly Grabbing Creatures That Are Totally Different and Counting Your Beetroots. Say that 5 times fast! We discuss Bez's bargain bag model for producing games and how she can use that to create interesting games and use this system to gauge interest without having to take as big of a risk, which as a small, independent publisher is a good way to stay afloat. Check out the Kickstarter if you wish!</itunes:subtitle><itunes:summary>Bez stopped by the show to talk about her Bezzy Bargain Bags. There is currently a Kickstarter campaign running for A Game About Quickly Grabbing Creatures That Are Totally Different and Counting Your Beetroots. Say that 5 times fast! We discuss Bez's bargain bag model for producing games and how she can use that to create interesting games and use this system to gauge interest without having to take as big of a risk, which as a small, independent publisher is a good way to stay afloat. Check out the Kickstarter if you wish!</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S32.E03 :: How to Design Innovative Games with Joe Slack</title>
      <itunes:title>How to Design Innovative Games with Joe Slack</itunes:title>
      <pubDate>Sat, 12 Mar 2022 14:00:05 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[06ad0460-b87a-4f22-8f73-80acdf687672]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s32e03-how-to-design-innovative-games-with-joe-slack]]></link>
      <description><![CDATA[<p>The second episode in my short mini-series with Joe Slack is here! This time we discuss how to design innovative games. We break down innovation into some smaller components like theme, mechanics, and presentation in order to dispel the idea that innovation must only be found in one of those places.</p> <p>If you'd like to learn more about Joe Slack, please visit his website at <a href="https://boardgamedesigncourse.com/">The Board Game Design Course</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>The second episode in my short mini-series with Joe Slack is here! This time we discuss how to design innovative games. We break down innovation into some smaller components like theme, mechanics, and presentation in order to dispel the idea that innovation must only be found in one of those places.</p> <p>If you'd like to learn more about Joe Slack, please visit his website at <a href="https://boardgamedesigncourse.com/">The Board Game Design Course</a></p>]]></content:encoded>
      
      
      <itunes:keywords/>
      
      <itunes:season>32</itunes:season>
      
      
      <itunes:episode>3</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
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    <item>
      <title>Who, What, Why? S32.E02 :: The Real Thing with Accidental Cyclops</title>
      <itunes:title>The Real Thing with Accidental Cyclops</itunes:title>
      <pubDate>Tue, 08 Mar 2022 14:00:16 +0000</pubDate>
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      <description><![CDATA[Jason Piercy, James Mosingo, and Jason Ward, creators of The Real Thing RPG, joined me to talk about their role-playing game set in the world of Faith No More's album The Real Thing. I thought this was a unique opportunity to talk to creators who did something I hadn't considered before: created a game out of a band's album. We discussed how this project came together and how they mined the album to create the world of the game. <p><a href="https://www.accidentalcyclops.com/">The game</a> hits Kickstarter on March 15th, so check it out if you are interested.</p>]]></description>
      
      <content:encoded><![CDATA[Jason Piercy, James Mosingo, and Jason Ward, creators of The Real Thing RPG, joined me to talk about their role-playing game set in the world of Faith No More's album The Real Thing. I thought this was a unique opportunity to talk to creators who did something I hadn't considered before: created a game out of a band's album. We discussed how this project came together and how they mined the album to create the world of the game. <p><a href="https://www.accidentalcyclops.com/">The game</a> hits Kickstarter on March 15th, so check it out if you are interested.</p>]]></content:encoded>
      
      
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      <itunes:duration>57:38</itunes:duration>
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      <itunes:episode>2</itunes:episode>
      
      
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Jason Piercy, James Mosingo, and Jason Ward, creators of The Real Thing RPG, joined me to talk about their role-playing game set in the world of Faith No More's album The Real Thing. I thought this was a unique opportunity to talk to creators who did something I hadn't considered before: created a game out of a band's album. We discussed how this project came together and how they mined the album to create the world of the game. The game hits Kickstarter on March 15th, so check it out if you are interested.</itunes:subtitle><itunes:summary>Jason Piercy, James Mosingo, and Jason Ward, creators of The Real Thing RPG, joined me to talk about their role-playing game set in the world of Faith No More's album The Real Thing. I thought this was a unique opportunity to talk to creators who did something I hadn't considered before: created a game out of a band's album. We discussed how this project came together and how they mined the album to create the world of the game. The game hits Kickstarter on March 15th, so check it out if you are interested.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why? S32.E01 :: How to Design Your First Game with Joe Slack</title>
      <itunes:title>How to Design Your First Game with Joe Slack</itunes:title>
      <pubDate>Sat, 05 Mar 2022 14:10:14 +0000</pubDate>
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      <description><![CDATA[Joe Slack, a 2-time guest, has returned for a short series of episodes exploring some broad ideas for game designers. This first episode with Joe in the series explores advice for first time designers and how to get people over that hump to design their first game.]]></description>
      
      <content:encoded><![CDATA[Joe Slack, a 2-time guest, has returned for a short series of episodes exploring some broad ideas for game designers. This first episode with Joe in the series explores advice for first time designers and how to get people over that hump to design their first game.]]></content:encoded>
      
      
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      <itunes:duration>34:06</itunes:duration>
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    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Joe Slack, a 2-time guest, has returned for a short series of episodes exploring some broad ideas for game designers. This first episode with Joe in the series explores advice for first time designers and how to get people over that hump to design their first game.</itunes:subtitle><itunes:summary>Joe Slack, a 2-time guest, has returned for a short series of episodes exploring some broad ideas for game designers. This first episode with Joe in the series explores advice for first time designers and how to get people over that hump to design their first game.</itunes:summary></item>
    
    <item>
      <title>Why Ska?! Ep. 03 :: The Schematics and College Fun</title>
      <itunes:title>Why Ska?! Ep. 03 :: The Schematics and College Fun</itunes:title>
      <pubDate>Sun, 27 Feb 2022 14:00:19 +0000</pubDate>
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      <description><![CDATA[<p>Another episode of Why Ska?! Why are you all so lucky? My friend from college, Jon, joins me to reminisce about a New Paltz local ska band we used to see in all sorts of venues: college cafeterias, other college campuses, on my final college radio show, etc. We were excited when we discovered this band because it was some local ska to connect with. I hope you enjoy our reminscing. Also, I try something new with this episode, which is to include shorts clips of the music we are discussing. Let's see how that goes.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Another episode of Why Ska?! Why are you all so lucky? My friend from college, Jon, joins me to reminisce about a New Paltz local ska band we used to see in all sorts of venues: college cafeterias, other college campuses, on my final college radio show, etc. We were excited when we discovered this band because it was some local ska to connect with. I hope you enjoy our reminscing. Also, I try something new with this episode, which is to include shorts clips of the music we are discussing. Let's see how that goes.</p>]]></content:encoded>
      
      
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      <itunes:duration>21:23</itunes:duration>
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      <itunes:episode>3</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Another episode of Why Ska?! Why are you all so lucky? My friend from college, Jon, joins me to reminisce about a New Paltz local ska band we used to see in all sorts of venues: college cafeterias, other college campuses, on my final college radio show, etc. We were excited when we discovered this band because it was some local ska to connect with. I hope you enjoy our reminscing. Also, I try something new with this episode, which is to include shorts clips of the music we are discussing. Let's see how that goes.</itunes:subtitle><itunes:summary>Another episode of Why Ska?! Why are you all so lucky? My friend from college, Jon, joins me to reminisce about a New Paltz local ska band we used to see in all sorts of venues: college cafeterias, other college campuses, on my final college radio show, etc. We were excited when we discovered this band because it was some local ska to connect with. I hope you enjoy our reminscing. Also, I try something new with this episode, which is to include shorts clips of the music we are discussing. Let's see how that goes.</itunes:summary></item>
    
    <item>
      <title>Why Ska?! Ep. 02 :: Ska and Who, What, Why</title>
      <itunes:title>Why Ska?! Ep. 02 :: Ska and Who, What, Why</itunes:title>
      <pubDate>Fri, 18 Feb 2022 14:00:29 +0000</pubDate>
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      <description><![CDATA[<p>In this second episode, I wanted to provide a bit of context for those who may not know how ska has been informing Who, What, Why for quite a while now. This is also a chance for me to give some public credit to the Mexican ska bands that have helped give me some kick ass intro and outro music.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this second episode, I wanted to provide a bit of context for those who may not know how ska has been informing Who, What, Why for quite a while now. This is also a chance for me to give some public credit to the Mexican ska bands that have helped give me some kick ass intro and outro music.</p>]]></content:encoded>
      
      
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      <itunes:episode>2</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>In this second episode, I wanted to provide a bit of context for those who may not know how ska has been informing Who, What, Why for quite a while now. This is also a chance for me to give some public credit to the Mexican ska bands that have helped give me some kick ass intro and outro music.</itunes:subtitle><itunes:summary>In this second episode, I wanted to provide a bit of context for those who may not know how ska has been informing Who, What, Why for quite a while now. This is also a chance for me to give some public credit to the Mexican ska bands that have helped give me some kick ass intro and outro music.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S31.E10 :: Floating Floors with Takashi and Stella</title>
      <itunes:title>Floating Floors with Takashi and Stella</itunes:title>
      <pubDate>Tue, 15 Feb 2022 14:00:23 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s31e10-floating-floors-with-takashi-and-stella]]></link>
      <description><![CDATA[<p>Takashi Sawada, designer of Floating Floors, and Stella Jahja, co-founder of Guf Studios, both joined me to talk about this unique balancing strategy game live on Kickstarter right now. We discussed the game's origins, its development, and its life with Guf Studios. We also discussed Guf Studios game publishing ethos.</p> <p>If you are interested in <a href= "https://www.kickstarter.com/projects/gufstudios/floating-floors-0"> Floating Floors</a>, please check out the Kickstarter now.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Takashi Sawada, designer of Floating Floors, and Stella Jahja, co-founder of Guf Studios, both joined me to talk about this unique balancing strategy game live on Kickstarter right now. We discussed the game's origins, its development, and its life with Guf Studios. We also discussed Guf Studios game publishing ethos.</p> <p>If you are interested in <a href= "https://www.kickstarter.com/projects/gufstudios/floating-floors-0"> Floating Floors</a>, please check out the Kickstarter now.</p>]]></content:encoded>
      
      
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      <itunes:duration>51:42</itunes:duration>
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      <itunes:season>31</itunes:season>
      
      
      <itunes:episode>10</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Takashi Sawada, designer of Floating Floors, and Stella Jahja, co-founder of Guf Studios, both joined me to talk about this unique balancing strategy game live on Kickstarter right now. We discussed the game's origins, its development, and its life with Guf Studios. We also discussed Guf Studios game publishing ethos. If you are interested in Floating Floors, please check out the Kickstarter now.</itunes:subtitle><itunes:summary>Takashi Sawada, designer of Floating Floors, and Stella Jahja, co-founder of Guf Studios, both joined me to talk about this unique balancing strategy game live on Kickstarter right now. We discussed the game's origins, its development, and its life with Guf Studios. We also discussed Guf Studios game publishing ethos. If you are interested in Floating Floors, please check out the Kickstarter now.</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S31.E09 :: Summit with Conor McGoey</title>
      <itunes:title>Summit with Conor McGoey</itunes:title>
      <pubDate>Fri, 11 Feb 2022 14:00:36 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s31e09-summit-with-conor-mcgoey]]></link>
      <description><![CDATA[<p>Conor McGoey, designer of Summit and owner of Inside Up Games, joined me to talk about Summit, Inside Up Games, so, so many other topics. It was a great conversation about all sorts of topics. Check this one out.</p> <p><a href="https://insideupgames.com/">Inside Up Games</a> </p>]]></description>
      
      <content:encoded><![CDATA[<p>Conor McGoey, designer of Summit and owner of Inside Up Games, joined me to talk about Summit, Inside Up Games, so, so many other topics. It was a great conversation about all sorts of topics. Check this one out.</p> <p><a href="https://insideupgames.com/">Inside Up Games</a> </p>]]></content:encoded>
      
      
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      <itunes:duration>01:31:38</itunes:duration>
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      <itunes:season>31</itunes:season>
      
      
      <itunes:episode>9</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Conor McGoey, designer of Summit and owner of Inside Up Games, joined me to talk about Summit, Inside Up Games, so, so many other topics. It was a great conversation about all sorts of topics. Check this one out. Inside Up Games </itunes:subtitle><itunes:summary>Conor McGoey, designer of Summit and owner of Inside Up Games, joined me to talk about Summit, Inside Up Games, so, so many other topics. It was a great conversation about all sorts of topics. Check this one out. Inside Up Games </itunes:summary></item>
    
    <item>
      <title>Who, What, Why S31.E08 :: Worldbreakers with Elli Amir</title>
      <itunes:title>Who, What, Why S31.E08 :: Worldbreakers with Elli Amir</itunes:title>
      <pubDate>Fri, 04 Feb 2022 14:00:08 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[6df4a988-c482-4345-86f4-cacfcc559128]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s31e08-world-breakers-with-elli-amir]]></link>
      <description><![CDATA[<p>Elli Amir, designer of Worldbreakers, joined me to talk about this interesting 2 player game set in a pre-colonial Western Asia (think Mongol Empire sort of era). We discussed the intricacies of designing 2 player card games, Elli's decision to set the game in an underrepresented era, and ways to keep the game's production nimble.</p> <p>If you are interested in the game, please check out <a href= "https://worldbreakersgame.com/">https://worldbreakersgame.com/</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Elli Amir, designer of Worldbreakers, joined me to talk about this interesting 2 player game set in a pre-colonial Western Asia (think Mongol Empire sort of era). We discussed the intricacies of designing 2 player card games, Elli's decision to set the game in an underrepresented era, and ways to keep the game's production nimble.</p> <p>If you are interested in the game, please check out <a href= "https://worldbreakersgame.com/">https://worldbreakersgame.com/</a></p>]]></content:encoded>
      
      
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      <itunes:duration>01:13:46</itunes:duration>
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      <itunes:season>31</itunes:season>
      
      
      <itunes:episode>8</itunes:episode>
      
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Elli Amir, designer of Worldbreakers, joined me to talk about this interesting 2 player game set in a pre-colonial Western Asia (think Mongol Empire sort of era). We discussed the intricacies of designing 2 player card games, Elli's decision to set the game in an underrepresented era, and ways to keep the game's production nimble. If you are interested in the game, please check out https://worldbreakersgame.com/</itunes:subtitle><itunes:summary>Elli Amir, designer of Worldbreakers, joined me to talk about this interesting 2 player game set in a pre-colonial Western Asia (think Mongol Empire sort of era). We discussed the intricacies of designing 2 player card games, Elli's decision to set the game in an underrepresented era, and ways to keep the game's production nimble. If you are interested in the game, please check out https://worldbreakersgame.com/</itunes:summary></item>
    
    <item>
      <title>Who, What, Why S31.E07 :: Postmark Games and Voyages</title>
      <itunes:title>Postmark Games and Voyages</itunes:title>
      <pubDate>Mon, 31 Jan 2022 14:00:33 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[4aafcef4-d612-4b22-8cd7-bf1c3b51593b]]></guid>
      <link><![CDATA[https://ninjavspirates.libsyn.com/who-what-why-s31e07-postmark-games-and-voyages]]></link>
      <description><![CDATA[Rory Muldoon and Matthew Dunstan, co-founders of Postmark Games and co-creators of Voyages, join me to talk about their newest game venture--a print-at-home game company. We discuss Postmark's genesis and Voyages' uniqueness as an engaging single sheet pen and dice game. <p>Check out Postmark Games if you're interested: <a href= "https://postmark-games.mailchimpsites.com/">Postmark Games website</a></p>]]></description>
      
      <content:encoded><![CDATA[Rory Muldoon and Matthew Dunstan, co-founders of Postmark Games and co-creators of Voyages, join me to talk about their newest game venture--a print-at-home game company. We discuss Postmark's genesis and Voyages' uniqueness as an engaging single sheet pen and dice game. <p>Check out Postmark Games if you're interested: <a href= "https://postmark-games.mailchimpsites.com/">Postmark Games website</a></p>]]></content:encoded>
      
      
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      <itunes:duration>01:11:58</itunes:duration>
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      <itunes:season>31</itunes:season>
      
      
      <itunes:episode>7</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/3/0/6/c/306c835acfa5a050bafc7308ab683e82/postmarkgames.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>Rory Muldoon and Matthew Dunstan, co-founders of Postmark Games and co-creators of Voyages, join me to talk about their newest game venture--a print-at-home game company. We discuss Postmark's genesis and Voyages' uniqueness as an engaging single sheet pen and dice game. Check out Postmark Games if you're interested: Postmark Games website</itunes:subtitle><itunes:summary>Rory Muldoon and Matthew Dunstan, co-founders of Postmark Games and co-creators of Voyages, join me to talk about their newest game venture--a print-at-home game company. We discuss Postmark's genesis and Voyages' uniqueness as an engaging single sheet pen and dice game. Check out Postmark Games if you're interested: Postmark Games website</itunes:summary></item>
    
    <item>
      <title>Why Ska?! Ep. 01 :: My Anti-Ska Phase</title>
      <itunes:title>Why Ska?! Ep. 01 :: My Anti-Ska Phase</itunes:title>
      <pubDate>Sat, 29 Jan 2022 14:00:09 +0000</pubDate>
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      <link><![CDATA[https://ninjavspirates.libsyn.com/why-ska-ep-01-my-anti-ska-phase]]></link>
      <description><![CDATA[<p>This is a new sub-podcast to celebrate my other love: ska music. In this episode I explore my anti-ska phase in high school and some of the reasons behind that phase.</p>]]></description>
      
      <content:encoded><![CDATA[<p>This is a new sub-podcast to celebrate my other love: ska music. In this episode I explore my anti-ska phase in high school and some of the reasons behind that phase.</p>]]></content:encoded>
      
      
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      <itunes:duration>10:33</itunes:duration>
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      <itunes:episode>1</itunes:episode>
      
      
      <itunes:image href="https://static.libsyn.com/p/assets/f/f/2/a/ff2a8d72d09770595f2e77a3093c12a1/Why_Ska_Ep_Image.png"/>
      
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      <itunes:author>Mike Bonet</itunes:author>
      
      
      
    <author>whowhatwhycast@gmail.com (Michael Bonet &amp; Alex Erde )</author><itunes:subtitle>This is a new sub-podcast to celebrate my other love: ska music. In this episode I explore my anti-ska phase in high school and some of the reasons behind that phase.</itunes:subtitle><itunes:summary>This is a new sub-podcast to celebrate my other love: ska music. In this episode I explore my anti-ska phase in high school and some of the reasons behind that phase.</itunes:summary></item>
    
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