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    <title>The Game Design Round Table</title>
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    <itunes:summary>Focusing on both digital and tabletop gaming, The Game Design Round Table provides a forum for conversation about critical issues to game design.</itunes:summary>
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      <itunes:name>Dirk Knemeyer, David V. Heron</itunes:name>
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    <description><![CDATA[Covering the full breadth of digital, tabletop, and role playing games, The Game Design Round Table inspires and educates aspiring and experienced game designers.]]></description>
    
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    <itunes:subtitle>Focusing on both digital and tabletop gaming, The Game Design Round Table provides a forum for conversation about critical issues to game design.</itunes:subtitle><itunes:category text="Arts"><itunes:category text="Design"/></itunes:category><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><itunes:category text="Games &amp; Hobbies"><itunes:category text="Other Games"/></itunes:category><itunes:category text="Technology"/><item>
      <title>Design Talk - Exploring Nevaros with Raven Zachary</title>
      <itunes:title>Design Talk - Exploring Nevaros with Raven Zachary</itunes:title>
      <pubDate>Tue, 07 Apr 2026 16:56:35 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Hosts Dirk Knemeyer and David Heron are joined by Raven Zachary, a veteran tech executive and product leader known for his work in spatial computing, AI, and the internet industry. This episode explores the intersection of traditional game design and modern technology, focusing on Raven's new project, Navaros, a persistent browser-based game (PBBG). Raven shares how he utilized AI-assisted "vibe coding" to build a complex maritime exploration game without being a professional programmer, spending over 300 hours iterating with AI agents. Listeners will learn how to use AI as a "research assistant" to clarify mechanics and why iterative design is the key to mastering these new tools.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Hosts Dirk Knemeyer and David Heron are joined by Raven Zachary, a veteran tech executive and product leader known for his work in spatial computing, AI, and the internet industry. This episode explores the intersection of traditional game design and modern technology, focusing on Raven's new project, Navaros, a persistent browser-based game (PBBG). Raven shares how he utilized AI-assisted "vibe coding" to build a complex maritime exploration game without being a professional programmer, spending over 300 hours iterating with AI agents. Listeners will learn how to use AI as a "research assistant" to clarify mechanics and why iterative design is the key to mastering these new tools.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Hosts Dirk Knemeyer and David Heron are joined by Raven Zachary, a veteran tech executive and product leader known for his work in spatial computing, AI, and the internet industry. This episode explores the intersection of traditional game design and modern technology, focusing on Raven's new project, Navaros, a persistent browser-based game (PBBG). Raven shares how he utilized AI-assisted "vibe coding" to build a complex maritime exploration game without being a professional programmer, spending over 300 hours iterating with AI agents. Listeners will learn how to use AI as a "research assistant" to clarify mechanics and why iterative design is the key to mastering these new tools.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Hosts Dirk Knemeyer and David Heron are joined by Raven Zachary, a veteran tech executive and product leader known for his work in spatial computing, AI, and the internet industry. This episode explores the intersection of traditional game design and modern technology, focusing on Raven's new project, Navaros, a persistent browser-based game (PBBG). Raven shares how he utilized AI-assisted "vibe coding" to build a complex maritime exploration game without being a professional programmer, spending over 300 hours iterating with AI agents. Listeners will learn how to use AI as a "research assistant" to clarify mechanics and why iterative design is the key to mastering these new tools.  </itunes:summary></item>
    
    <item>
      <title>Design Talk - NYT Games with Rohit Crasta</title>
      <itunes:title>Design Talk - NYT Games with Rohit Crasta</itunes:title>
      <pubDate>Tue, 24 Mar 2026 15:00:00 +0000</pubDate>
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      <description><![CDATA[<p>Join hosts Dirk Knemeyer and David Heron as they welcome Rohit Crasta, a longtime game designer and former lead designer of Wordscapes who now serves as a lead designer for the New York Times. This episode dives into the design philosophy behind the New York Times' latest social word game, Crossplay, and how it seeks to fill a gap in the market by offering a "pure," high-quality experience free from heavy microtransactions. The discussion covers the transition from casual mobile games to the NYT's unique "daily ritual" ecosystem, the technical hurdles of native app development over using game engines like Unity, and how social sharing tools like Wordle's grid revolutionized player engagement.</p>]]></description>
      
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    <item>
      <title>Civ Series 13 - Rogue Hex with Reed Erlandson</title>
      <itunes:title>Civ Series 13 - Rogue Hex with Reed Erlandson</itunes:title>
      <pubDate>Tue, 24 Feb 2026 17:00:00 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">In this episode of the Civ Series, hosts Dirk Knemeyer and David Heron sit down with Reed Erlandson, designer of Rogue Hex. Reed shares the inspiration behind the game and how its hex-based system creates strategic depth and emergent gameplay. The discussion explores balancing complexity with accessibility, building meaningful player choices, and designing within the civ-style framework while still innovating. Packed with thoughtful design insights and practical lessons, this episode is a must-listen for fans of strategy games and system-driven design.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">In this episode of the Civ Series, hosts Dirk Knemeyer and David Heron sit down with Reed Erlandson, designer of Rogue Hex. Reed shares the inspiration behind the game and how its hex-based system creates strategic depth and emergent gameplay. The discussion explores balancing complexity with accessibility, building meaningful player choices, and designing within the civ-style framework while still innovating. Packed with thoughtful design insights and practical lessons, this episode is a must-listen for fans of strategy games and system-driven design.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of the Civ Series, hosts Dirk Knemeyer and David Heron sit down with Reed Erlandson, designer of Rogue Hex. Reed shares the inspiration behind the game and how its hex-based system creates strategic depth and emergent gameplay. The discussion explores balancing complexity with accessibility, building meaningful player choices, and designing within the civ-style framework while still innovating. Packed with thoughtful design insights and practical lessons, this episode is a must-listen for fans of strategy games and system-driven design.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of the Civ Series, hosts Dirk Knemeyer and David Heron sit down with Reed Erlandson, designer of Rogue Hex. Reed shares the inspiration behind the game and how its hex-based system creates strategic depth and emergent gameplay. The discussion explores balancing complexity with accessibility, building meaningful player choices, and designing within the civ-style framework while still innovating. Packed with thoughtful design insights and practical lessons, this episode is a must-listen for fans of strategy games and system-driven design.  </itunes:summary></item>
    
    <item>
      <title>Design Talk - Designing large group games with Rikki Tahta</title>
      <itunes:title>Design Talk - Designing large group games with Rikki Tahta</itunes:title>
      <pubDate>Tue, 10 Feb 2026 17:20:46 +0000</pubDate>
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      <content:encoded><![CDATA[<p dir="ltr">In this Design Talk episode, hosts Dirk Knemeyer and David Heron are joined by Rikki Tahta, designer of the hit bluffing game Coup. Rikki shares the origins of Coup, how competition and hidden information shape its tension, and the technical challenges behind making the game work smoothly. The conversation expands into the unique design problems of large-group games—from pacing and engagement to player elimination—and how designers can tackle them thoughtfully. Rikki also offers a look into his digital horse racing project and wraps up with advice for aspiring designers. A sharp, design-focused discussion for anyone interested in scalable and social game experiences.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this Design Talk episode, hosts Dirk Knemeyer and David Heron are joined by Rikki Tahta, designer of the hit bluffing game Coup. Rikki shares the origins of Coup, how competition and hidden information shape its tension, and the technical challenges behind making the game work smoothly. The conversation expands into the unique design problems of large-group games—from pacing and engagement to player elimination—and how designers can tackle them thoughtfully. Rikki also offers a look into his digital horse racing project and wraps up with advice for aspiring designers. A sharp, design-focused discussion for anyone interested in scalable and social game experiences.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this Design Talk episode, hosts Dirk Knemeyer and David Heron are joined by Rikki Tahta, designer of the hit bluffing game Coup. Rikki shares the origins of Coup, how competition and hidden information shape its tension, and the technical challenges behind making the game work smoothly. The conversation expands into the unique design problems of large-group games—from pacing and engagement to player elimination—and how designers can tackle them thoughtfully. Rikki also offers a look into his digital horse racing project and wraps up with advice for aspiring designers. A sharp, design-focused discussion for anyone interested in scalable and social game experiences.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Interlude: The Final Round Table</title>
      <itunes:title>Season: RPG - Interlude: The Final Round Table</itunes:title>
      <pubDate>Wed, 28 Jan 2026 03:41:22 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Today, hosts Dirk Knemeyer and David Heron sit down today to have a discussion about RPGs stemming from a comment left by a user from the Discord channel. They dive into the importance of cards in combat mechanics, as well as David's connection to DnD.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Today, hosts Dirk Knemeyer and David Heron sit down today to have a discussion about RPGs stemming from a comment left by a user from the Discord channel. They dive into the importance of cards in combat mechanics, as well as David's connection to DnD.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, hosts Dirk Knemeyer and David Heron sit down today to have a discussion about RPGs stemming from a comment left by a user from the Discord channel. They dive into the importance of cards in combat mechanics, as well as David's connection to DnD.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, hosts Dirk Knemeyer and David Heron sit down today to have a discussion about RPGs stemming from a comment left by a user from the Discord channel. They dive into the importance of cards in combat mechanics, as well as David's connection to DnD.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Exploring RPGs with Rob Daviau</title>
      <itunes:title>Season: RPG - Exploring RPGs with Rob Daviau</itunes:title>
      <pubDate>Tue, 20 Jan 2026 15:44:05 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Today, Rob Daviau joins us again after a year to contribute to a conversation about RPGs. Dirk, David, and Rob talk about some of the practicalities of RPG's and GMing, as well as some of the problems that have arisen through both the tariffs and the lack of face to face gaming. A meaningful conversation that opens up some deeper ideas in the RPG and GM world. </p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Today, Rob Daviau joins us again after a year to contribute to a conversation about RPGs. Dirk, David, and Rob talk about some of the practicalities of RPG's and GMing, as well as some of the problems that have arisen through both the tariffs and the lack of face to face gaming. A meaningful conversation that opens up some deeper ideas in the RPG and GM world. </p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, Rob Daviau joins us again after a year to contribute to a conversation about RPGs. Dirk, David, and Rob talk about some of the practicalities of RPG's and GMing, as well as some of the problems that have arisen through both the tariffs and the lack of face to face gaming. A meaningful conversation that opens up some deeper ideas in the RPG and GM world.   </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, Rob Daviau joins us again after a year to contribute to a conversation about RPGs. Dirk, David, and Rob talk about some of the practicalities of RPG's and GMing, as well as some of the problems that have arisen through both the tariffs and the lack of face to face gaming. A meaningful conversation that opens up some deeper ideas in the RPG and GM world.   </itunes:summary></item>
    
    <item>
      <title>BtC with Ellie Dix and Dirk Knemeyer - Series Wrap-Up</title>
      <itunes:title>BtC with Ellie Dix and Dirk Knemeyer - Series Wrap-Up</itunes:title>
      <pubDate>Tue, 06 Jan 2026 19:25:07 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Today, in an unusual turn of events, Ellie Dix, host of the series Behind the Cardboard, and Dirk Knemeyer, co-host of TGDRT, have a powerful conversation reflecting on the recent series that Ellie has worked so hard to produce. Touching on some of the key focal points and theming of series, as well as Ellie's production management and how that also can apply to her game design and everyday life. As well as discussing the series as a whole, they dive deeper into some specific arguments and concepts surrounding game design. This is a meaningful episode which will give viewers a preview of what Ellie has planned for the future.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Today, in an unusual turn of events, Ellie Dix, host of the series Behind the Cardboard, and Dirk Knemeyer, co-host of TGDRT, have a powerful conversation reflecting on the recent series that Ellie has worked so hard to produce. Touching on some of the key focal points and theming of series, as well as Ellie's production management and how that also can apply to her game design and everyday life. As well as discussing the series as a whole, they dive deeper into some specific arguments and concepts surrounding game design. This is a meaningful episode which will give viewers a preview of what Ellie has planned for the future.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, in an unusual turn of events, Ellie Dix, host of the series Behind the Cardboard, and Dirk Knemeyer, co-host of TGDRT, have a powerful conversation reflecting on the recent series that Ellie has worked so hard to produce. Touching on some of the key focal points and theming of series, as well as Ellie's production management and how that also can apply to her game design and everyday life. As well as discussing the series as a whole, they dive deeper into some specific arguments and concepts surrounding game design. This is a meaningful episode which will give viewers a preview of what Ellie has planned for the future.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, in an unusual turn of events, Ellie Dix, host of the series Behind the Cardboard, and Dirk Knemeyer, co-host of TGDRT, have a powerful conversation reflecting on the recent series that Ellie has worked so hard to produce. Touching on some of the key focal points and theming of series, as well as Ellie's production management and how that also can apply to her game design and everyday life. As well as discussing the series as a whole, they dive deeper into some specific arguments and concepts surrounding game design. This is a meaningful episode which will give viewers a preview of what Ellie has planned for the future.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - D&amp;D with Mike Mearls</title>
      <itunes:title>Season: RPG - D&amp;amp;D with Mike Mearls</itunes:title>
      <pubDate>Tue, 09 Dec 2025 18:10:41 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of the RPG series, host David Heron speaks with Mike Mearls , a key figure behind Dungeons & Dragons 5th Edition. They dive into what makes both D&D and Magic: The Gathering compelling at their core, how designers can take their first steps into TTRPG creation, and the role online discussion plays—both positive and problematic—in shaping the hobby. Mike also shares his current design approaches, thoughts on accessibility for players of all backgrounds, and how to encourage strong GMs and engaged players. A packed conversation filled with insight for designers and longtime D&D fans alike.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of the RPG series, host David Heron speaks with Mike Mearls , a key figure behind Dungeons & Dragons 5th Edition. They dive into what makes both D&D and Magic: The Gathering compelling at their core, how designers can take their first steps into TTRPG creation, and the role online discussion plays—both positive and problematic—in shaping the hobby. Mike also shares his current design approaches, thoughts on accessibility for players of all backgrounds, and how to encourage strong GMs and engaged players. A packed conversation filled with insight for designers and longtime D&D fans alike.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of the RPG series, host David Heron speaks with Mike Mearls , a key figure behind Dungeons &amp; Dragons 5th Edition. They dive into what makes both D&amp;D and Magic: The Gathering compelling at their core, how designers can take their first steps into TTRPG creation, and the role online discussion plays—both positive and problematic—in shaping the hobby. Mike also shares his current design approaches, thoughts on accessibility for players of all backgrounds, and how to encourage strong GMs and engaged players. A packed conversation filled with insight for designers and longtime D&amp;D fans alike.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of the RPG series, host David Heron speaks with Mike Mearls , a key figure behind Dungeons &amp; Dragons 5th Edition. They dive into what makes both D&amp;D and Magic: The Gathering compelling at their core, how designers can take their first steps into TTRPG creation, and the role online discussion plays—both positive and problematic—in shaping the hobby. Mike also shares his current design approaches, thoughts on accessibility for players of all backgrounds, and how to encourage strong GMs and engaged players. A packed conversation filled with insight for designers and longtime D&amp;D fans alike.</itunes:summary></item>
    
    <item>
      <title>BtC-  Brett Gilbert on Abandonment and Rejection</title>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with designer Brett Gilbert for a candid conversation about one of the most challenging parts of game design: abandonment and rejection. They explore why certain game concepts are more prone to being set aside, what leads designers or publishers to walk away from a project, and how creators can better navigate the emotional and professional side of rejection. Ellie and Brett discuss strategies for pitching resilience, reframing setbacks as growth opportunities, and maintaining a healthy mindset in a competitive industry. A supportive and grounded episode for any designer facing the ups and downs of the creative process.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with designer Brett Gilbert for a candid conversation about one of the most challenging parts of game design: abandonment and rejection. They explore why certain game concepts are more prone to being set aside, what leads designers or publishers to walk away from a project, and how creators can better navigate the emotional and professional side of rejection. Ellie and Brett discuss strategies for pitching resilience, reframing setbacks as growth opportunities, and maintaining a healthy mindset in a competitive industry. A supportive and grounded episode for any designer facing the ups and downs of the creative process.</p>]]></content:encoded>
      
      
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    <item>
      <title>Season: RPG - Constructing Eberron with Keith Baker</title>
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      <pubDate>Tue, 25 Nov 2025 16:00:00 +0000</pubDate>
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      <description><![CDATA[<p>In this RPG episode, hosts Dirk Knemeyer and David Heron welcome legendary designer Keith Baker, writer and designer for Eberron, to explore the world-building and design philosophies behind one of D&D's most iconic settings. Keith discusses the origins of Eberron, how each edition carries its core essence forward, and the influence of his work on projects like Phoenix. They dive into player autonomy, narrative flexibility, and what makes these choices succeed at the table. A rich, insightful conversation for anyone who loves worldbuilding or wants to understand the craft behind great RPG settings.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this RPG episode, hosts Dirk Knemeyer and David Heron welcome legendary designer Keith Baker, writer and designer for Eberron, to explore the world-building and design philosophies behind one of D&D's most iconic settings. Keith discusses the origins of Eberron, how each edition carries its core essence forward, and the influence of his work on projects like Phoenix. They dive into player autonomy, narrative flexibility, and what makes these choices succeed at the table. A rich, insightful conversation for anyone who loves worldbuilding or wants to understand the craft behind great RPG settings.</p>]]></content:encoded>
      
      
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      <title>BtC- Marcus Ross on conventions</title>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with designer Marcus Ross for a deep dive into the world of conventions and trade shows in the tabletop industry. They explore what makes different conventions unique, how to define a "successful" con experience, and practical strategies for getting the most out of each trip. Marcus shares tips on avoiding overbooking, thoughts on tools like Tabletop Simulator, and the joys and challenges of traveling internationally for events. A helpful, engaging guide for designers and creators navigating the convention circuit.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with designer Marcus Ross for a deep dive into the world of conventions and trade shows in the tabletop industry. They explore what makes different conventions unique, how to define a "successful" con experience, and practical strategies for getting the most out of each trip. Marcus shares tips on avoiding overbooking, thoughts on tools like Tabletop Simulator, and the joys and challenges of traveling internationally for events. A helpful, engaging guide for designers and creators navigating the convention circuit.</p>]]></content:encoded>
      
      
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      <title>Round Table - The season RPG reflection</title>
      <itunes:title>Round Table - The season RPG reflection</itunes:title>
      <pubDate>Tue, 11 Nov 2025 17:41:34 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">In this Round Table episode, hosts Dirk Knemeyer and David Heron  reflect on the most recent season — revisiting major takeaways, surprises, and what realistic success actually looks like in the RPG space today. They dive into the logistics behind creating RPG content, David's experience exploring different RPG systems like Daggerheart and Mothership, and the rising popularity of solitary RPG play. A thoughtful wrap-up discussion full of perspective, analysis, and honest insight into where the RPG category is headed next.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">In this Round Table episode, hosts Dirk Knemeyer and David Heron reflect on the most recent season — revisiting major takeaways, surprises, and what realistic success actually looks like in the RPG space today. They dive into the logistics behind creating RPG content, David's experience exploring different RPG systems like Daggerheart and Mothership, and the rising popularity of solitary RPG play. A thoughtful wrap-up discussion full of perspective, analysis, and honest insight into where the RPG category is headed next.</p> <p> </p>]]></content:encoded>
      
      
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    <item>
      <title>BtC- Chris Backe on Digital Tools</title>
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      <pubDate>Tue, 04 Nov 2025 17:26:01 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with Chris Backe , a designer and digital playtesting expert, to explore the world of digital tools for game designers. Chris shares his go-to programs for virtual playtesting, insights into mastering platforms like Tabletop Simulator, and the pros and cons of testing games online versus in person. They also discuss how to create authentic player experiences in digital environments and why Chris chooses to keep his sell sheets public. A must-listen for designers looking to sharpen their digital toolkit.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with Chris Backe , a designer and digital playtesting expert, to explore the world of digital tools for game designers. Chris shares his go-to programs for virtual playtesting, insights into mastering platforms like Tabletop Simulator, and the pros and cons of testing games online versus in person. They also discuss how to create authentic player experiences in digital environments and why Chris chooses to keep his sell sheets public. A must-listen for designers looking to sharpen their digital toolkit.</p>]]></content:encoded>
      
      
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    <item>
      <title>Season: RPG -  Interlude: The Third Round Table</title>
      <itunes:title>Season: RPG -  Interlude: The Third Round Table</itunes:title>
      <pubDate>Tue, 28 Oct 2025 16:07:59 +0000</pubDate>
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      <content:encoded><![CDATA[<p>Today, Dirk Knemeyer and David Heron sit down to discuss many of the previous episodes from the last two months, diving deeper into conceptual ideas about RPG design, as well as the powerful connection and community that TribeNet has created for Dirk. </p>]]></content:encoded>
      
      
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    <item>
      <title>BtC- Chrissy Fagerholt on social media</title>
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      <description><![CDATA[<p>Host Ellie Dix chats with Chrissy Fagerholt of EAP Toys & Games, designer of The Lunch Room and Go Big or Go Broke. They discuss Chrissy's approach to social media, balancing authenticity with strategy, and the importance of sharing both successes and failures online. The episode also highlights the community of women in game design and how creators can maximize the potential of various platforms.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Host Ellie Dix chats with Chrissy Fagerholt of EAP Toys & Games, designer of The Lunch Room and Go Big or Go Broke. They discuss Chrissy's approach to social media, balancing authenticity with strategy, and the importance of sharing both successes and failures online. The episode also highlights the community of women in game design and how creators can maximize the potential of various platforms.</p>]]></content:encoded>
      
      
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      <title>Season: RPG - Play-by-email with Jeff Perkins</title>
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      <pubDate>Tue, 14 Oct 2025 14:52:44 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Jeff Perkins, founder and still player of the long-running play-by-email game TribeNet. Jeff shares the fascinating history of the game, how it evolved from its early Tribe Vibes roots to Tribe Net 3, and what makes this collaborative, strategy-driven experience so enduring. The conversation explores the logistics of hand-moderation, the challenges of adapting to players' divergent paths, and the creative process behind keeping such a unique community thriving. A deep dive into one of the most intriguing corners of the RPG world.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Jeff Perkins, founder and still player of the long-running play-by-email game TribeNet. Jeff shares the fascinating history of the game, how it evolved from its early Tribe Vibes roots to Tribe Net 3, and what makes this collaborative, strategy-driven experience so enduring. The conversation explores the logistics of hand-moderation, the challenges of adapting to players' divergent paths, and the creative process behind keeping such a unique community thriving. A deep dive into one of the most intriguing corners of the RPG world.</p>]]></content:encoded>
      
      
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    <item>
      <title>BtC - Ross Connell on art and marketing for games</title>
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      <pubDate>Tue, 07 Oct 2025 16:56:59 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix is joined by Ross Connell, curator and advocate for beautiful board games. Together, they dive into the vital role of art and marketing in game design—from how visuals shape a game's identity to what publishers expect when reviewing a pitch. Ross also shares insights on what makes a game marketable, along with creative tactics for boosting engagement. A must-listen for designers looking to understand how art and marketing can make their games stand out.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix is joined by Ross Connell, curator and advocate for beautiful board games. Together, they dive into the vital role of art and marketing in game design—from how visuals shape a game's identity to what publishers expect when reviewing a pitch. Ross also shares insights on what makes a game marketable, along with creative tactics for boosting engagement. A must-listen for designers looking to understand how art and marketing can make their games stand out.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of Behind the Cardboard, host Ellie Dix is joined by Ross Connell, curator and advocate for beautiful board games. Together, they dive into the vital role of art and marketing in game design—from how visuals shape a game's identity to what publishers expect when reviewing a pitch. Ross also shares insights on what makes a game marketable, along with creative tactics for boosting engagement. A must-listen for designers looking to understand how art and marketing can make their games stand out.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of Behind the Cardboard, host Ellie Dix is joined by Ross Connell, curator and advocate for beautiful board games. Together, they dive into the vital role of art and marketing in game design—from how visuals shape a game's identity to what publishers expect when reviewing a pitch. Ross also shares insights on what makes a game marketable, along with creative tactics for boosting engagement. A must-listen for designers looking to understand how art and marketing can make their games stand out.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Conversing with MJ Newman on the different RPG writing scenes, what are their experiences?</title>
      <itunes:title>Season: RPG - Conversing with MJ Newman on the different RPG writing scenes, what are their experiences?</itunes:title>
      <pubDate>Tue, 30 Sep 2025 16:05:52 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of RPG, hosts Dirk Knemeyer and David Heron sit down with writer and designer MJ Newman to dive into the many sides of RPG writing. Known for her work across different properties, MJ shares her experiences navigating the unique challenges of creating for both big corporations and small publishers. The conversation covers everything from the business of selling RPGs in a niche market, to adapting mechanics that capture the right atmosphere, to what makes horror RPGs stand out. Whether you're curious about writing for games or just love learning how stories and systems come together, this episode offers insights, behind-the-scenes details, and advice for aspiring creators.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of RPG, hosts Dirk Knemeyer and David Heron sit down with writer and designer MJ Newman to dive into the many sides of RPG writing. Known for her work across different properties, MJ shares her experiences navigating the unique challenges of creating for both big corporations and small publishers. The conversation covers everything from the business of selling RPGs in a niche market, to adapting mechanics that capture the right atmosphere, to what makes horror RPGs stand out. Whether you're curious about writing for games or just love learning how stories and systems come together, this episode offers insights, behind-the-scenes details, and advice for aspiring creators.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of RPG, hosts Dirk Knemeyer and David Heron sit down with writer and designer MJ Newman to dive into the many sides of RPG writing. Known for her work across different properties, MJ shares her experiences navigating the unique challenges of creating for both big corporations and small publishers. The conversation covers everything from the business of selling RPGs in a niche market, to adapting mechanics that capture the right atmosphere, to what makes horror RPGs stand out. Whether you're curious about writing for games or just love learning how stories and systems come together, this episode offers insights, behind-the-scenes details, and advice for aspiring creators.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of RPG, hosts Dirk Knemeyer and David Heron sit down with writer and designer MJ Newman to dive into the many sides of RPG writing. Known for her work across different properties, MJ shares her experiences navigating the unique challenges of creating for both big corporations and small publishers. The conversation covers everything from the business of selling RPGs in a niche market, to adapting mechanics that capture the right atmosphere, to what makes horror RPGs stand out. Whether you're curious about writing for games or just love learning how stories and systems come together, this episode offers insights, behind-the-scenes details, and advice for aspiring creators.</itunes:summary></item>
    
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      <title>BtC - Bez Shahriari on Your Brand as a Designer</title>
      <itunes:title>BtC - Bez Shahriari on Your Brand as a Designer</itunes:title>
      <pubDate>Tue, 23 Sep 2025 17:40:49 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix speaks with designer Bez Shahriari about the importance of building and embracing your brand as a game designer. Bez shares how their brand identity shapes not only their games but also the events, connections, and communities they create. They discuss tailoring games to resonate with a specific audience, defining a clear creative purpose, and leaning into that vision to strengthen your work. A thoughtful conversation for designers looking to understand and express their unique identity in the gaming world.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix speaks with designer Bez Shahriari about the importance of building and embracing your brand as a game designer. Bez shares how their brand identity shapes not only their games but also the events, connections, and communities they create. They discuss tailoring games to resonate with a specific audience, defining a clear creative purpose, and leaning into that vision to strengthen your work. A thoughtful conversation for designers looking to understand and express their unique identity in the gaming world.</p>]]></content:encoded>
      
      
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      <itunes:duration>44:14</itunes:duration>
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of Behind the Cardboard, host Ellie Dix speaks with designer Bez Shahriari about the importance of building and embracing your brand as a game designer. Bez shares how their brand identity shapes not only their games but also the events, connections, and communities they create. They discuss tailoring games to resonate with a specific audience, defining a clear creative purpose, and leaning into that vision to strengthen your work. A thoughtful conversation for designers looking to understand and express their unique identity in the gaming world.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of Behind the Cardboard, host Ellie Dix speaks with designer Bez Shahriari about the importance of building and embracing your brand as a game designer. Bez shares how their brand identity shapes not only their games but also the events, connections, and communities they create. They discuss tailoring games to resonate with a specific audience, defining a clear creative purpose, and leaning into that vision to strengthen your work. A thoughtful conversation for designers looking to understand and express their unique identity in the gaming world.</itunes:summary></item>
    
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      <title>Season: RPG - Cthulhu fhtagn! with Mike Mason</title>
      <itunes:title>Season: RPG - Cthulhu fhtagn! with Mike Mason</itunes:title>
      <pubDate>Tue, 16 Sep 2025 16:54:35 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</itunes:summary></item>
    
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      <title>Season: RPG - Cthulhu fhtagn! with Mike Mason</title>
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      <pubDate>Tue, 16 Sep 2025 16:54:30 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Mike Mason, creative director of Call of Cthulhu at Chaosium. Together, they explore what makes Call of Cthulhu such a lasting and unique RPG experience, how it has remained relevant for decades, and the challenges of evolving a beloved game without losing its essence. Mike also shares his approach to feedback, organizing playtest groups, and designing editions that keep players engaged. A must-listen for fans of horror roleplay and anyone curious about the craft of sustaining an iconic RPG.</itunes:summary></item>
    
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      <title>BtC - Matthew Dunstan on Making and Nurturing Connections with Publishers</title>
      <itunes:title>BtC - Matthew Dunstan on Making and Nurturing Connections with Publishers</itunes:title>
      <pubDate>Tue, 09 Sep 2025 16:42:24 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with prolific designer Matthew Dunstan, co-designer of Battle for Boulders, to talk about the art of building and maintaining relationships with publishers. They explore why nurturing these connections is so valuable, strategies for starting relationships without prior contacts, and how to strike the right balance between persistence and pressure. Ellie and Matthew also share their own positive experiences with publishers and discuss how these relationships play a role even in self-publishing. A practical and insightful conversation for anyone navigating the world of game design.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix sits down with prolific designer Matthew Dunstan, co-designer of Battle for Boulders, to talk about the art of building and maintaining relationships with publishers. They explore why nurturing these connections is so valuable, strategies for starting relationships without prior contacts, and how to strike the right balance between persistence and pressure. Ellie and Matthew also share their own positive experiences with publishers and discuss how these relationships play a role even in self-publishing. A practical and insightful conversation for anyone navigating the world of game design.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of Behind the Cardboard, host Ellie Dix sits down with prolific designer Matthew Dunstan, co-designer of Battle for Boulders, to talk about the art of building and maintaining relationships with publishers. They explore why nurturing these connections is so valuable, strategies for starting relationships without prior contacts, and how to strike the right balance between persistence and pressure. Ellie and Matthew also share their own positive experiences with publishers and discuss how these relationships play a role even in self-publishing. A practical and insightful conversation for anyone navigating the world of game design.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of Behind the Cardboard, host Ellie Dix sits down with prolific designer Matthew Dunstan, co-designer of Battle for Boulders, to talk about the art of building and maintaining relationships with publishers. They explore why nurturing these connections is so valuable, strategies for starting relationships without prior contacts, and how to strike the right balance between persistence and pressure. Ellie and Matthew also share their own positive experiences with publishers and discuss how these relationships play a role even in self-publishing. A practical and insightful conversation for anyone navigating the world of game design.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Interlude: The Second Round Table</title>
      <itunes:title>Season: RPG - Interlude: The Second Round Table</itunes:title>
      <pubDate>Tue, 02 Sep 2025 20:25:44 +0000</pubDate>
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      <description><![CDATA[<p>In this RPG interlude, hosts Dirk Knemeyer and David Heron return to the table to revisit some of the big conversations from recent episodes. From the debate over whether RPGs are best enjoyed for combat or storytelling, to how "serious games" balance education and fun, they unpack listener feedback and expand on earlier ideas. The discussion also touches on the evolving structure of RPG categories and the dynamic relationship between designers and GMs. A reflective, thought-provoking round table that keeps the conversation going.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this RPG interlude, hosts Dirk Knemeyer and David Heron return to the table to revisit some of the big conversations from recent episodes. From the debate over whether RPGs are best enjoyed for combat or storytelling, to how "serious games" balance education and fun, they unpack listener feedback and expand on earlier ideas. The discussion also touches on the evolving structure of RPG categories and the dynamic relationship between designers and GMs. A reflective, thought-provoking round table that keeps the conversation going.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this RPG interlude, hosts Dirk Knemeyer and David Heron return to the table to revisit some of the big conversations from recent episodes. From the debate over whether RPGs are best enjoyed for combat or storytelling, to how "serious games" balance education and fun, they unpack listener feedback and expand on earlier ideas. The discussion also touches on the evolving structure of RPG categories and the dynamic relationship between designers and GMs. A reflective, thought-provoking round table that keeps the conversation going.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this RPG interlude, hosts Dirk Knemeyer and David Heron return to the table to revisit some of the big conversations from recent episodes. From the debate over whether RPGs are best enjoyed for combat or storytelling, to how "serious games" balance education and fun, they unpack listener feedback and expand on earlier ideas. The discussion also touches on the evolving structure of RPG categories and the dynamic relationship between designers and GMs. A reflective, thought-provoking round table that keeps the conversation going.</itunes:summary></item>
    
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      <title>BtC with April Mitchell on Sizzle Reels</title>
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      <pubDate>Tue, 26 Aug 2025 23:42:40 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">In this episode of Behind the Cardboard, host Ellie Dix chats with game designer April Mitchell about the power of sizzle reels in pitching and promoting games. April breaks down what makes a great sizzle reel, from highlighting the right features to keeping things visually engaging. They discuss the do's and don'ts of showcasing your game on video, along with practical tips for making your reel stand out. A perfect listen for designers looking to bring their games to life on screen.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">In this episode of Behind the Cardboard, host Ellie Dix chats with game designer April Mitchell about the power of sizzle reels in pitching and promoting games. April breaks down what makes a great sizzle reel, from highlighting the right features to keeping things visually engaging. They discuss the do's and don'ts of showcasing your game on video, along with practical tips for making your reel stand out. A perfect listen for designers looking to bring their games to life on screen.</p> <p> </p>]]></content:encoded>
      
      
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    <item>
      <title>Season: RPG - GM as Designer with Justin Alexander</title>
      <itunes:title>Season: RPG - GM as Designer with Justin Alexander</itunes:title>
      <pubDate>Tue, 19 Aug 2025 17:11:07 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Justin Alexander , a renowned game designer and thought leader in tabletop RPGs. Known for his influential essays and innovative GM techniques, Justin shares insights into the role of the Game Master as designer. They dive into how GMs can connect narrative ideas to mechanics, the philosophies behind crafting memorable RPG experiences, and the challenges new GMs often face. Whether you're building worlds or running them, this episode offers practical tools and deep design wisdom.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Justin Alexander , a renowned game designer and thought leader in tabletop RPGs. Known for his influential essays and innovative GM techniques, Justin shares insights into the role of the Game Master as designer. They dive into how GMs can connect narrative ideas to mechanics, the philosophies behind crafting memorable RPG experiences, and the challenges new GMs often face. Whether you're building worlds or running them, this episode offers practical tools and deep design wisdom.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Justin Alexander , a renowned game designer and thought leader in tabletop RPGs. Known for his influential essays and innovative GM techniques, Justin shares insights into the role of the Game Master as designer. They dive into how GMs can connect narrative ideas to mechanics, the philosophies behind crafting memorable RPG experiences, and the challenges new GMs often face. Whether you're building worlds or running them, this episode offers practical tools and deep design wisdom.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of the RPG series, hosts Dirk Knemeyer and David Heron are joined by Justin Alexander , a renowned game designer and thought leader in tabletop RPGs. Known for his influential essays and innovative GM techniques, Justin shares insights into the role of the Game Master as designer. They dive into how GMs can connect narrative ideas to mechanics, the philosophies behind crafting memorable RPG experiences, and the challenges new GMs often face. Whether you're building worlds or running them, this episode offers practical tools and deep design wisdom.</itunes:summary></item>
    
    <item>
      <title>BtC with Fertessa Allyse on Sell Sheets</title>
      <itunes:title>BtC with Fertessa Allyse on Sell Sheets</itunes:title>
      <pubDate>Tue, 12 Aug 2025 17:14:21 +0000</pubDate>
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      <description><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix talks with game designer Fertessa Allyse, known for Wicked & Wise and Cascadia Junior. They dive into the world of sell sheets—why they matter, what to include, and how to craft one that grabs attention. Fertessa shares tips on outlining your game effectively, finding its unique hook, and blending your elevator pitch seamlessly into the design. Whether you're prepping for a pitch meeting or just curious about the business side of game design, this episode is packed with practical advice.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode of Behind the Cardboard, host Ellie Dix talks with game designer Fertessa Allyse, known for Wicked & Wise and Cascadia Junior. They dive into the world of sell sheets—why they matter, what to include, and how to craft one that grabs attention. Fertessa shares tips on outlining your game effectively, finding its unique hook, and blending your elevator pitch seamlessly into the design. Whether you're prepping for a pitch meeting or just curious about the business side of game design, this episode is packed with practical advice.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode of Behind the Cardboard, host Ellie Dix talks with game designer Fertessa Allyse, known for Wicked &amp; Wise and Cascadia Junior. They dive into the world of sell sheets—why they matter, what to include, and how to craft one that grabs attention. Fertessa shares tips on outlining your game effectively, finding its unique hook, and blending your elevator pitch seamlessly into the design. Whether you're prepping for a pitch meeting or just curious about the business side of game design, this episode is packed with practical advice.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode of Behind the Cardboard, host Ellie Dix talks with game designer Fertessa Allyse, known for Wicked &amp; Wise and Cascadia Junior. They dive into the world of sell sheets—why they matter, what to include, and how to craft one that grabs attention. Fertessa shares tips on outlining your game effectively, finding its unique hook, and blending your elevator pitch seamlessly into the design. Whether you're prepping for a pitch meeting or just curious about the business side of game design, this episode is packed with practical advice.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Interlude: Welcome to Willowbank</title>
      <itunes:title>Season: RPG - Interlude: Welcome to Willowbank</itunes:title>
      <pubDate>Tue, 05 Aug 2025 17:31:53 +0000</pubDate>
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      <description><![CDATA[<p>David and Dirk go over David's newest project, Willow Bank. Revolving around DnD, (for all of you DnD enthusiasts), they have a captivating conversation on the flaws of DnD and create a vein of discussion for these topics. </p>]]></description>
      
      <content:encoded><![CDATA[<p>David and Dirk go over David's newest project, Willow Bank. Revolving around DnD, (for all of you DnD enthusiasts), they have a captivating conversation on the flaws of DnD and create a vein of discussion for these topics. </p>]]></content:encoded>
      
      
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      <itunes:duration>56:26</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David and Dirk go over David's newest project, Willow Bank. Revolving around DnD, (for all of you DnD enthusiasts), they have a captivating conversation on the flaws of DnD and create a vein of discussion for these topics. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>David and Dirk go over David's newest project, Willow Bank. Revolving around DnD, (for all of you DnD enthusiasts), they have a captivating conversation on the flaws of DnD and create a vein of discussion for these topics. </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Listener Question</title>
      <itunes:title>Season: RPG - Listener Question</itunes:title>
      <pubDate>Wed, 30 Jul 2025 05:37:22 +0000</pubDate>
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      <description><![CDATA[<p>Today, Dirk and David come together to answer some listener questions from the Discord. Most of these questions surround RPG's, although the discussions branch out into deeper waters, as the two of them dissect some of the themes brought up by various listeners. </p>]]></description>
      
      <content:encoded><![CDATA[<p>Today, Dirk and David come together to answer some listener questions from the Discord. Most of these questions surround RPG's, although the discussions branch out into deeper waters, as the two of them dissect some of the themes brought up by various listeners. </p>]]></content:encoded>
      
      
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      <itunes:duration>01:02:37</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>360</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, Dirk and David come together to answer some listener questions from the Discord. Most of these questions surround RPG's, although the discussions branch out into deeper waters, as the two of them dissect some of the themes brought up by various listeners. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, Dirk and David come together to answer some listener questions from the Discord. Most of these questions surround RPG's, although the discussions branch out into deeper waters, as the two of them dissect some of the themes brought up by various listeners. </itunes:summary></item>
    
    <item>
      <title>BtC - Special Edition: Dominic Crapuchettes</title>
      <itunes:title>BtC - Special Edition: Dominic Crapuchettes</itunes:title>
      <pubDate>Wed, 23 Jul 2025 05:32:49 +0000</pubDate>
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      <description><![CDATA[<p>In this special edition of Behind the Cardboard, host Ellie Dix sits down with legendary game designer and publisher Dominic Crapuchettes, the creative mind behind Say Anything, Wits and Wagers, and Evolution. They explore how Dominic captures a game's intended experience, the role of playtesting when publishing, and the creative tension between designing for fun vs. marketability. Plus, hear the surprising story behind organizing the first US game convention. Packed with insight, inspiration, and behind-the-scenes stories, this is a must-listen for game design enthusiasts.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this special edition of Behind the Cardboard, host Ellie Dix sits down with legendary game designer and publisher Dominic Crapuchettes, the creative mind behind Say Anything, Wits and Wagers, and Evolution. They explore how Dominic captures a game's intended experience, the role of playtesting when publishing, and the creative tension between designing for fun vs. marketability. Plus, hear the surprising story behind organizing the first US game convention. Packed with insight, inspiration, and behind-the-scenes stories, this is a must-listen for game design enthusiasts.</p>]]></content:encoded>
      
      
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      <itunes:duration>54:51</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>359</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this special edition of Behind the Cardboard, host Ellie Dix sits down with legendary game designer and publisher Dominic Crapuchettes, the creative mind behind Say Anything, Wits and Wagers, and Evolution. They explore how Dominic captures a game's intended experience, the role of playtesting when publishing, and the creative tension between designing for fun vs. marketability. Plus, hear the surprising story behind organizing the first US game convention. Packed with insight, inspiration, and behind-the-scenes stories, this is a must-listen for game design enthusiasts.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this special edition of Behind the Cardboard, host Ellie Dix sits down with legendary game designer and publisher Dominic Crapuchettes, the creative mind behind Say Anything, Wits and Wagers, and Evolution. They explore how Dominic captures a game's intended experience, the role of playtesting when publishing, and the creative tension between designing for fun vs. marketability. Plus, hear the surprising story behind organizing the first US game convention. Packed with insight, inspiration, and behind-the-scenes stories, this is a must-listen for game design enthusiasts.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Serious Games Pt.2</title>
      <itunes:title>Season: RPG - Serious Games Pt.2</itunes:title>
      <pubDate>Tue, 15 Jul 2025 16:51:52 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Host Kathryn Hymes (@katehymes, <a href= "https://thornygames.com">thornygames.com</a>) is joined by renowned designers Jason Morningstar (<a href= "https://bullypulpitgames.com/pages/jason-morningstar">bullypulpitgames.com</a>) and Randy Lubin (@randylubin, <a href= "https://randylubin.com">randylubin.com</a>) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Host Kathryn Hymes (@katehymes, <a href= "https://thornygames.com">thornygames.com</a>) is joined by renowned designers Jason Morningstar (<a href= "https://bullypulpitgames.com/pages/jason-morningstar">bullypulpitgames.com</a>) and Randy Lubin (@randylubin, <a href= "https://randylubin.com">randylubin.com</a>) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</p> <p> </p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Serious Games Pt.1</title>
      <itunes:title>Season: RPG - Serious Games Pt.1</itunes:title>
      <pubDate>Tue, 08 Jul 2025 19:55:16 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/season-rpg-serious-games-pt1]]></link>
      <description><![CDATA[<p>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</p>]]></content:encoded>
      
      
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      <itunes:duration>47:39</itunes:duration>
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond entertainment, and debate the usefulness of the "serious games" label.</itunes:summary></item>
    
    <item>
      <title>BtC - Sydney Engelstein on Delivering a Winning Pitch</title>
      <itunes:title>BtC - Sydney Engelstein on Delivering a Winning Pitch</itunes:title>
      <pubDate>Thu, 03 Jul 2025 20:12:56 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-sydney-engelstein-on-delivering-a-winning-pitch]]></link>
      <description><![CDATA[<p>Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she's witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence.<br data-start="618" data-end="621" /> They also explore whether physical prototypes are always necessary, how passion plays into the pitch, and Sydney's own experiences as a game designer.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she's witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always necessary, how passion plays into the pitch, and Sydney's own experiences as a game designer.</p>]]></content:encoded>
      
      
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      <itunes:duration>36:43</itunes:duration>
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she's witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always necessary, how passion plays into the pitch, and Sydney's own experiences as a game designer.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she's witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always necessary, how passion plays into the pitch, and Sydney's own experiences as a game designer.</itunes:summary></item>
    
    <item>
      <title>BtC with Danielle Reynolds on Preparing for Pitches</title>
      <itunes:title>BtC with Danielle Reynolds on Preparing for Pitches</itunes:title>
      <pubDate>Thu, 19 Jun 2025 15:25:54 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-with-danielle-reynolds-on-preparing-for-pitches]]></link>
      <description><![CDATA[<p>Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you're new to pitching or looking to level up, this episode is packed with insight and practical advice.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you're new to pitching or looking to level up, this episode is packed with insight and practical advice.</p>]]></content:encoded>
      
      
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      <itunes:duration>39:46</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you're new to pitching or looking to level up, this episode is packed with insight and practical advice.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you're new to pitching or looking to level up, this episode is packed with insight and practical advice.</itunes:summary></item>
    
    <item>
      <title>Season: RPG -  Randy Lubin - RPGs in Organizational Settings</title>
      <itunes:title>Season: RPG -  Randy Lubin - RPGs in Organizational Settings</itunes:title>
      <pubDate>Tue, 10 Jun 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p>In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming. </p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming. </p>]]></content:encoded>
      
      
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      <itunes:duration>48:38</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>353</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming. </itunes:summary></item>
    
    <item>
      <title>BtC- Dave Neale on Identifying Potential Publishers</title>
      <itunes:title>BtC- Dave Neale on Identifying Potential Publishers</itunes:title>
      <pubDate>Tue, 03 Jun 2025 13:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-dave-neale-on-identifying-potential-publishers]]></link>
      <description><![CDATA[<p>Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Interlude: The First Round Table</title>
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      <pubDate>Tue, 27 May 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Dirk Knemeyer and David Heron look back on TGRT's most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger ideas brought up by conversations in their RPG season. </p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk Knemeyer and David Heron look back on TGRT's most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger ideas brought up by conversations in their RPG season. </p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>47:56</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk Knemeyer and David Heron look back on TGRT's most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger ideas brought up by conversations in their RPG season.   </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Dirk Knemeyer and David Heron look back on TGRT's most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger ideas brought up by conversations in their RPG season.   </itunes:summary></item>
    
    <item>
      <title>BtC - Isaac Vega on Self Publishing</title>
      <itunes:title>BtC - Isaac Vega on Self Publishing</itunes:title>
      <pubDate>Wed, 21 May 2025 04:51:29 +0000</pubDate>
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      <description><![CDATA[<p>Today, Ellie Dix and Isaac Vega take a deep dive into what it means to self publish, both the struggles and the benefits. Touching on collaborating with others on projects, along with devoting your time and energy into being a publisher. </p>]]></description>
      
      <content:encoded><![CDATA[<p>Today, Ellie Dix and Isaac Vega take a deep dive into what it means to self publish, both the struggles and the benefits. Touching on collaborating with others on projects, along with devoting your time and energy into being a publisher. </p>]]></content:encoded>
      
      
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      <itunes:duration>51:59</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>350</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today, Ellie Dix and Isaac Vega take a deep dive into what it means to self publish, both the struggles and the benefits. Touching on collaborating with others on projects, along with devoting your time and energy into being a publisher. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Today, Ellie Dix and Isaac Vega take a deep dive into what it means to self publish, both the struggles and the benefits. Touching on collaborating with others on projects, along with devoting your time and energy into being a publisher. </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Luke Hughes - Leadership RPGs</title>
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      <pubDate>Thu, 15 May 2025 17:29:25 +0000</pubDate>
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      <description><![CDATA[<p>An in depth dive into the makings of Burden of Command, along with the strategies and tools used to create the realistic nature of the game. Conversations about using the right assets and tailoring your game in a way that it resembles the time period that it's trying to convey. Luke Hughes, along with Dirk Knemeyer and David Heron, dissect the things that make Burden of Command so unique.</p>]]></description>
      
      <content:encoded><![CDATA[<p>An in depth dive into the makings of Burden of Command, along with the strategies and tools used to create the realistic nature of the game. Conversations about using the right assets and tailoring your game in a way that it resembles the time period that it's trying to convey. Luke Hughes, along with Dirk Knemeyer and David Heron, dissect the things that make Burden of Command so unique.</p>]]></content:encoded>
      
      
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      <itunes:duration>56:16</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>349</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>An in depth dive into the makings of Burden of Command, along with the strategies and tools used to create the realistic nature of the game. Conversations about using the right assets and tailoring your game in a way that it resembles the time period that it's trying to convey. Luke Hughes, along with Dirk Knemeyer and David Heron, dissect the things that make Burden of Command so unique.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>An in depth dive into the makings of Burden of Command, along with the strategies and tools used to create the realistic nature of the game. Conversations about using the right assets and tailoring your game in a way that it resembles the time period that it's trying to convey. Luke Hughes, along with Dirk Knemeyer and David Heron, dissect the things that make Burden of Command so unique.</itunes:summary></item>
    
    <item>
      <title>BtC - Richard Heayes on Protecting Your Idea</title>
      <itunes:title>BtC - Richard Heayes on Protecting Your Idea</itunes:title>
      <pubDate>Tue, 06 May 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Ellie Dix is joined by Richard Heayes, former design director for Hasbro and current co-founder of 7pips. They discuss the ins and outs of trademarking, idea infringement, and the benefits of freely sharing your ideas. Topics include trademark law, game submission portals, when and how to share your designs, and why it's important the game design community remains free.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Ellie Dix is joined by Richard Heayes, former design director for Hasbro and current co-founder of 7pips. They discuss the ins and outs of trademarking, idea infringement, and the benefits of freely sharing your ideas. Topics include trademark law, game submission portals, when and how to share your designs, and why it's important the game design community remains free.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>35:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>348</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix is joined by Richard Heayes, former design director for Hasbro and current co-founder of 7pips. They discuss the ins and outs of trademarking, idea infringement, and the benefits of freely sharing your ideas. Topics include trademark law, game submission portals, when and how to share your designs, and why it's important the game design community remains free.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix is joined by Richard Heayes, former design director for Hasbro and current co-founder of 7pips. They discuss the ins and outs of trademarking, idea infringement, and the benefits of freely sharing your ideas. Topics include trademark law, game submission portals, when and how to share your designs, and why it's important the game design community remains free.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Ben Robbins on GMless Games</title>
      <itunes:title>Season: RPGs - Ben Robbins on GMless Games</itunes:title>
      <pubDate>Tue, 29 Apr 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Ben Robbins, designer of Microscope and many other narrative games. They discuss the play culture of Microscope, the differences between it and trad TTRPGs, and the ways games of Microscope can flourish or break down. Topics include expected participation, growing pains in trying new TTRPGs, and what even is an RPG?</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Ben Robbins, designer of Microscope and many other narrative games. They discuss the play culture of Microscope, the differences between it and trad TTRPGs, and the ways games of Microscope can flourish or break down. Topics include expected participation, growing pains in trying new TTRPGs, and what even is an RPG?</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>347</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Ben Robbins, designer of Microscope and many other narrative games. They discuss the play culture of Microscope, the differences between it and trad TTRPGs, and the ways games of Microscope can flourish or break down. Topics include expected participation, growing pains in trying new TTRPGs, and what even is an RPG?  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Dirk and David are joined by Ben Robbins, designer of Microscope and many other narrative games. They discuss the play culture of Microscope, the differences between it and trad TTRPGs, and the ways games of Microscope can flourish or break down. Topics include expected participation, growing pains in trying new TTRPGs, and what even is an RPG?  </itunes:summary></item>
    
    <item>
      <title>BtC - Mandela Grandon on Co-Designing</title>
      <itunes:title>BtC - Mandela Grandon on Co-Designing</itunes:title>
      <pubDate>Tue, 22 Apr 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p dir="ltr">Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structure, and when it doesn't work out.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structure, and when it doesn't work out.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>347</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structure, and when it doesn't work out.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structure, and when it doesn't work out.  </itunes:summary></item>
    
    <item>
      <title>Season: RPG - Cosmere RPG with Andrew Fischer</title>
      <itunes:title>RPG - Cosmere RPG with Andrew Fischer</itunes:title>
      <pubDate>Tue, 15 Apr 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p>The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPGs, and experienced gamers with no knowledge of The Stormlight Archive. They also discuss introducing narrative mechanics to a crunchier system, what Andrew has learned from this project, and what's next for him.</p>]]></description>
      
      <content:encoded><![CDATA[<p>The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPGs, and experienced gamers with no knowledge of The Stormlight Archive. They also discuss introducing narrative mechanics to a crunchier system, what Andrew has learned from this project, and what's next for him.</p>]]></content:encoded>
      
      
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      <itunes:duration>47:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>346</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPGs, and experienced gamers with no knowledge of The Stormlight Archive. They also discuss introducing narrative mechanics to a crunchier system, what Andrew has learned from this project, and what's next for him.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPGs, and experienced gamers with no knowledge of The Stormlight Archive. They also discuss introducing narrative mechanics to a crunchier system, what Andrew has learned from this project, and what's next for him.</itunes:summary></item>
    
    <item>
      <title>BtC - Rikki Tahta on Designer Community</title>
      <itunes:title>BtC - Rikki Tahta on Designer Community</itunes:title>
      <pubDate>Tue, 08 Apr 2025 13:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-rikki-tahta-on-designer-community]]></link>
      <description><![CDATA[<p>In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.</p>]]></description>
      
      <content:encoded><![CDATA[<p>In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.</p>]]></content:encoded>
      
      
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      <itunes:season>1</itunes:season>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.</itunes:summary></item>
    
    <item>
      <title>Season: RPG - Prologue</title>
      <itunes:title>Season: RPG - Prologue</itunes:title>
      <pubDate>Tue, 01 Apr 2025 13:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/season-rpg-prologue]]></link>
      <description><![CDATA[<p>TDGRT kicks off its first season on RPGs with a discussion on Dirk and David's experiences, and where they want to take the season from here. They talk about the pros and cons of modern Dungeons and Dragons, and alternative styles of game design that better suit different genres of play.</p>]]></description>
      
      <content:encoded><![CDATA[<p>TDGRT kicks off its first season on RPGs with a discussion on Dirk and David's experiences, and where they want to take the season from here. They talk about the pros and cons of modern Dungeons and Dragons, and alternative styles of game design that better suit different genres of play.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:04:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>344</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>TDGRT kicks off its first season on RPGs with a discussion on Dirk and David's experiences, and where they want to take the season from here. They talk about the pros and cons of modern Dungeons and Dragons, and alternative styles of game design that better suit different genres of play.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>TDGRT kicks off its first season on RPGs with a discussion on Dirk and David's experiences, and where they want to take the season from here. They talk about the pros and cons of modern Dungeons and Dragons, and alternative styles of game design that better suit different genres of play.</itunes:summary></item>
    
    <item>
      <title>BtC - Adam Porter on Playtesting</title>
      <itunes:title>BtC - Adam Porter on Playtesting</itunes:title>
      <pubDate>Tue, 25 Mar 2025 23:48:44 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-adam-porter-on-playtesting]]></link>
      <description><![CDATA[<p dir="ltr">Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it's so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it's so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>38:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>343</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it's so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.  </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it's so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.  </itunes:summary></item>
    
    <item>
      <title>Civ Series Finale Part 2 - Civilization VII</title>
      <itunes:title>Civ Series Finale Part 2 - Civilization VII</itunes:title>
      <pubDate>Tue, 18 Mar 2025 13:30:00 +0000</pubDate>
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      <description><![CDATA[<p>Dirk and David continue their discussion in part 2 of TGDRT's Civilization Series Finale! They dive into many of the systems that didn't work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII's map generation, and the costs associated with stripping away flavor in favor of starker mechanics. They also talk about what's next for TGDRT, and wrap up the Civilization series. Most importantly, is David actually done with Civilization games?</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David continue their discussion in part 2 of TGDRT's Civilization Series Finale! They dive into many of the systems that didn't work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII's map generation, and the costs associated with stripping away flavor in favor of starker mechanics. They also talk about what's next for TGDRT, and wrap up the Civilization series. Most importantly, is David actually done with Civilization games?</p>]]></content:encoded>
      
      
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      <itunes:duration>58:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>342</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David continue their discussion in part 2 of TGDRT's Civilization Series Finale! They dive into many of the systems that didn't work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII's map generation, and the costs associated with stripping away flavor in favor of starker mechanics. They also talk about what's next for TGDRT, and wrap up the Civilization series. Most importantly, is David actually done with Civilization games?</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Dirk and David continue their discussion in part 2 of TGDRT's Civilization Series Finale! They dive into many of the systems that didn't work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII's map generation, and the costs associated with stripping away flavor in favor of starker mechanics. They also talk about what's next for TGDRT, and wrap up the Civilization series. Most importantly, is David actually done with Civilization games?</itunes:summary></item>
    
    <item>
      <title>BtC - Scott Rogers on Prototyping</title>
      <itunes:title>BtC - Scott Rogers on Prototyping</itunes:title>
      <pubDate>Tue, 11 Mar 2025 13:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-scott-rogers-on-prototyping]]></link>
      <description><![CDATA[<p>Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics. </p>]]></description>
      
      <content:encoded><![CDATA[<p>Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics. </p>]]></content:encoded>
      
      
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      <itunes:duration>52:50</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>341</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics. </itunes:summary></item>
    
    <item>
      <title>Civ Series Finale Part 1 - Civilization VII</title>
      <itunes:title>Civ Series Finale Part 1 - Civilization VII</itunes:title>
      <pubDate>Tue, 04 Mar 2025 14:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[01bd75de-c5eb-4378-b9e4-3b0a8b0e9ebb]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-civ-series-finale-part-1-civilization-vii]]></link>
      <description><![CDATA[<p>The time has finally come; Civilization VII is out! After many hours with the game, Dirk and David come together to share their thoughts on the game. Did it live up to the hype? How does Civ VII stack up to previous games? Will David ever play another Civ game again? All these questions and more on part 1 of 2 for TGDRT's Civ Series Finale. Topics include the power of the butterfly effect, the loss of narrative and flavor, troubles with map generation, and the sum effects of the new systems. </p>]]></description>
      
      <content:encoded><![CDATA[<p>The time has finally come; Civilization VII is out! After many hours with the game, Dirk and David come together to share their thoughts on the game. Did it live up to the hype? How does Civ VII stack up to previous games? Will David ever play another Civ game again? All these questions and more on part 1 of 2 for TGDRT's Civ Series Finale. Topics include the power of the butterfly effect, the loss of narrative and flavor, troubles with map generation, and the sum effects of the new systems. </p>]]></content:encoded>
      
      
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      <itunes:duration>53:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>340</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The time has finally come; Civilization VII is out! After many hours with the game, Dirk and David come together to share their thoughts on the game. Did it live up to the hype? How does Civ VII stack up to previous games? Will David ever play another Civ game again? All these questions and more on part 1 of 2 for TGDRT's Civ Series Finale. Topics include the power of the butterfly effect, the loss of narrative and flavor, troubles with map generation, and the sum effects of the new systems. </itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>The time has finally come; Civilization VII is out! After many hours with the game, Dirk and David come together to share their thoughts on the game. Did it live up to the hype? How does Civ VII stack up to previous games? Will David ever play another Civ game again? All these questions and more on part 1 of 2 for TGDRT's Civ Series Finale. Topics include the power of the butterfly effect, the loss of narrative and flavor, troubles with map generation, and the sum effects of the new systems. </itunes:summary></item>
    
    <item>
      <title>BtC - Naming Games with Peter Hayward</title>
      <itunes:title>BtC - Naming Games with Peter Hayward</itunes:title>
      <pubDate>Tue, 25 Feb 2025 14:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/btc-naming-games-with-peter-hayward]]></link>
      <description><![CDATA[<p>Ellie is joined by Peter Hayward, designer of games such as Robotopia, Fiction, and That Time You Killed Me. Ellie and Peter discuss not only the process for naming a game, but also how names affect pitching and publishing, naming your prototypes, and how the process works for indie and mass market titles.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Ellie is joined by Peter Hayward, designer of games such as Robotopia, Fiction, and That Time You Killed Me. Ellie and Peter discuss not only the process for naming a game, but also how names affect pitching and publishing, naming your prototypes, and how the process works for indie and mass market titles.</p>]]></content:encoded>
      
      
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      <itunes:duration>35:34</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>339</itunes:episode>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie is joined by Peter Hayward, designer of games such as Robotopia, Fiction, and That Time You Killed Me. Ellie and Peter discuss not only the process for naming a game, but also how names affect pitching and publishing, naming your prototypes, and how the process works for indie and mass market titles.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie is joined by Peter Hayward, designer of games such as Robotopia, Fiction, and That Time You Killed Me. Ellie and Peter discuss not only the process for naming a game, but also how names affect pitching and publishing, naming your prototypes, and how the process works for indie and mass market titles.</itunes:summary></item>
    
    <item>
      <title>Civ Series 10 - Listener Questions</title>
      <itunes:title>Civ Series 10 - Listener Questions</itunes:title>
      <pubDate>Tue, 18 Feb 2025 14:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/civ-series-10-listener-questions]]></link>
      <description><![CDATA[<p>Civilization 7 approaches! As we prepare to share our thoughts on Civ 7, we answer another round of listener questions. Topics include Dirk and David's ideal Civ game, how to approach kingmaking in multiplayer games, and why diplomacy in Civilization is often so underwhelming.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Civilization 7 approaches! As we prepare to share our thoughts on Civ 7, we answer another round of listener questions. Topics include Dirk and David's ideal Civ game, how to approach kingmaking in multiplayer games, and why diplomacy in Civilization is often so underwhelming.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:03:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>338</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>TGDRT</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Civilization 7 approaches! As we prepare to share our thoughts on Civ 7, we answer another round of listener questions. Topics include Dirk and David's ideal Civ game, how to approach kingmaking in multiplayer games, and why diplomacy in Civilization is often so underwhelming.</itunes:subtitle><itunes:summary>Civilization 7 approaches! As we prepare to share our thoughts on Civ 7, we answer another round of listener questions. Topics include Dirk and David's ideal Civ game, how to approach kingmaking in multiplayer games, and why diplomacy in Civilization is often so underwhelming.</itunes:summary></item>
    
    <item>
      <title>BtC - Sen-Foong Lim on Motivation</title>
      <itunes:title>BtC - Sen-Foong Lim on Motivation</itunes:title>
      <pubDate>Tue, 11 Feb 2025 14:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a02f57c0-47a4-4848-895e-f5b52a667aaf]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/btc-sen-foong-lim-on-motivation]]></link>
      <description><![CDATA[<p>This week on Behind the Cardboard, Ellie is joined by Sen-Foong Lim, ENNIE winner and designer of Mind: MGMT, Corpse of Discovery, and The Revenant Society.</p>]]></description>
      
      <content:encoded><![CDATA[<p>This week on Behind the Cardboard, Ellie is joined by Sen-Foong Lim, ENNIE winner and designer of Mind: MGMT, Corpse of Discovery, and The Revenant Society.</p>]]></content:encoded>
      
      
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      <itunes:duration>46:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>337</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week on Behind the Cardboard, Ellie is joined by Sen-Foong Lim, ENNIE winner and designer of Mind: MGMT, Corpse of Discovery, and The Revenant Society.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>This week on Behind the Cardboard, Ellie is joined by Sen-Foong Lim, ENNIE winner and designer of Mind: MGMT, Corpse of Discovery, and The Revenant Society.</itunes:summary></item>
    
    <item>
      <title>Civ Series 9 - Where are we now with Soren Johnson</title>
      <itunes:title>Civ Series 9 - Where are we now with Soren Johnson</itunes:title>
      <pubDate>Tue, 04 Feb 2025 14:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/civ-series-9-where-are-we-now-with-soren-johnson]]></link>
      <description><![CDATA[<p>The Civilization Series returns with Soren Johnson, lead designer of Civilization IV, Offworld Trading Company, and Old World. They discuss the teasers for Civilization VII, what they're excited for, what they're worried about, and what they hope will change about the series. They also discuss the 4X releases since their last meeting, including Humankind.</p>]]></description>
      
      <content:encoded><![CDATA[<p>The Civilization Series returns with Soren Johnson, lead designer of Civilization IV, Offworld Trading Company, and Old World. They discuss the teasers for Civilization VII, what they're excited for, what they're worried about, and what they hope will change about the series. They also discuss the 4X releases since their last meeting, including Humankind.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:07:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>336</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The Civilization Series returns with Soren Johnson, lead designer of Civilization IV, Offworld Trading Company, and Old World. They discuss the teasers for Civilization VII, what they're excited for, what they're worried about, and what they hope will change about the series. They also discuss the 4X releases since their last meeting, including Humankind.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>The Civilization Series returns with Soren Johnson, lead designer of Civilization IV, Offworld Trading Company, and Old World. They discuss the teasers for Civilization VII, what they're excited for, what they're worried about, and what they hope will change about the series. They also discuss the 4X releases since their last meeting, including Humankind.</itunes:summary></item>
    
    <item>
      <title>BtC - Daryl Andrews on Generating Ideas</title>
      <itunes:title>BtC - Daryl Andrews on Generating Ideas</itunes:title>
      <pubDate>Wed, 29 Jan 2025 02:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[fb540c7e-0648-40b3-9858-c0d40e1d3873]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/btc-daryl-andrews-on-generating-ideas]]></link>
      <description><![CDATA[<p>Ellie Dix is joined for the inaugural episode of Behind the Cardboard by Daryl Andrews, designer of Sagrada, The Real Truth, and Kodama 3D among many others. Together, they discuss Daryl's career, how he comes up with new games, and how he pitches to publishers. How long to stick with an idea, where to put them, and how should you keep track of them? All this and more in Behind the Cardboard.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Ellie Dix is joined for the inaugural episode of Behind the Cardboard by Daryl Andrews, designer of Sagrada, The Real Truth, and Kodama 3D among many others. Together, they discuss Daryl's career, how he comes up with new games, and how he pitches to publishers. How long to stick with an idea, where to put them, and how should you keep track of them? All this and more in Behind the Cardboard.</p>]]></content:encoded>
      
      
      <enclosure length="54574520" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/BtC_-_Daryl_Andrews_on_Generating_Ideas.mp3?dest-id=1719626"/>
      <itunes:duration>37:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>335</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ellie Dix is joined for the inaugural episode of Behind the Cardboard by Daryl Andrews, designer of Sagrada, The Real Truth, and Kodama 3D among many others. Together, they discuss Daryl's career, how he comes up with new games, and how he pitches to publishers. How long to stick with an idea, where to put them, and how should you keep track of them? All this and more in Behind the Cardboard.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Ellie Dix is joined for the inaugural episode of Behind the Cardboard by Daryl Andrews, designer of Sagrada, The Real Truth, and Kodama 3D among many others. Together, they discuss Daryl's career, how he comes up with new games, and how he pitches to publishers. How long to stick with an idea, where to put them, and how should you keep track of them? All this and more in Behind the Cardboard.</itunes:summary></item>
    
    <item>
      <title>#334 New Year, New Format, New Us</title>
      <itunes:title>#334 New Year, New Format, New Us</itunes:title>
      <pubDate>Tue, 21 Jan 2025 17:30:25 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b6c92078-fa48-4d38-a6c8-8f194335ac99]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/334-new-year-new-format-new-us]]></link>
      <description><![CDATA[<p>2024 was an excellent year for game design, and 2025 is looking to be even better. As time moves forward, TGDRT must evolve just as our favorite games do. Dirk and David discuss the state of the show; what worked, what didn't, and what the future holds for the show. They also announce TGDRT's brand new programming, Roundtable Retrospective and Behind the Cardboard with Ellie Dix, discussing the exciting new content focused on the behind the scenes of making games.</p>]]></description>
      
      <content:encoded><![CDATA[<p>2024 was an excellent year for game design, and 2025 is looking to be even better. As time moves forward, TGDRT must evolve just as our favorite games do. Dirk and David discuss the state of the show; what worked, what didn't, and what the future holds for the show. They also announce TGDRT's brand new programming, Roundtable Retrospective and Behind the Cardboard with Ellie Dix, discussing the exciting new content focused on the behind the scenes of making games.</p>]]></content:encoded>
      
      
      <enclosure length="78885077" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/334_New_Year_New_Format_New_Us.mp3?dest-id=1719626"/>
      <itunes:duration>54:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>334</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>2024 was an excellent year for game design, and 2025 is looking to be even better. As time moves forward, TGDRT must evolve just as our favorite games do. Dirk and David discuss the state of the show; what worked, what didn't, and what the future holds for the show. They also announce TGDRT's brand new programming, Roundtable Retrospective and Behind the Cardboard with Ellie Dix, discussing the exciting new content focused on the behind the scenes of making games.</itunes:subtitle><itunes:summary>2024 was an excellent year for game design, and 2025 is looking to be even better. As time moves forward, TGDRT must evolve just as our favorite games do. Dirk and David discuss the state of the show; what worked, what didn't, and what the future holds for the show. They also announce TGDRT's brand new programming, Roundtable Retrospective and Behind the Cardboard with Ellie Dix, discussing the exciting new content focused on the behind the scenes of making games.</itunes:summary></item>
    
    <item>
      <title>#333 App-Integration with Andrew Fischer</title>
      <itunes:title>#333 App-Integration with Andrew Fischer</itunes:title>
      <pubDate>Tue, 07 Jan 2025 14:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[fb5806eb-f288-405c-a4d8-06fc74eb689b]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/333-app-integration-with-andrew-fischer]]></link>
      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Andrew Fischer, lead designer of the Cosmere RPG. In this first of two interviews, the crew discusses Andrew's career, from working at Fantasy Flight Games to being the lead designer of the world's biggest Kickstarter game. Topics include the pros and cons of app-integration for games, surprise elements in RPGs, and the GM-less nature of games like Gloomwood. </p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Andrew Fischer, lead designer of the Cosmere RPG. In this first of two interviews, the crew discusses Andrew's career, from working at Fantasy Flight Games to being the lead designer of the world's biggest Kickstarter game. Topics include the pros and cons of app-integration for games, surprise elements in RPGs, and the GM-less nature of games like Gloomwood. </p> <p> </p>]]></content:encoded>
      
      
      <enclosure length="75091132" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/333_App-Integration_with_Andrew_Fischer_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>51:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>333</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Andrew Fischer, lead designer of the Cosmere RPG. In this first of two interviews, the crew discusses Andrew's career, from working at Fantasy Flight Games to being the lead designer of the world's biggest Kickstarter game. Topics include the pros and cons of app-integration for games, surprise elements in RPGs, and the GM-less nature of games like Gloomwood.   </itunes:subtitle><itunes:summary>Dirk and David are joined by Andrew Fischer, lead designer of the Cosmere RPG. In this first of two interviews, the crew discusses Andrew's career, from working at Fantasy Flight Games to being the lead designer of the world's biggest Kickstarter game. Topics include the pros and cons of app-integration for games, surprise elements in RPGs, and the GM-less nature of games like Gloomwood.   </itunes:summary></item>
    
    <item>
      <title>#332 Listener Questions with Ellie Dix Show</title>
      <itunes:title>#332 Listener Questions with Ellie Dix Show</itunes:title>
      <pubDate>Tue, 24 Dec 2024 14:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/332-listener-questions-with-ellie-dix-show]]></link>
      <description><![CDATA[<p>The Game Design Round Table rounds out its best year yet with another set of Listener Questions! Dirk and David are joined by Ellie Dix once more to answer your questions about hidden information, designing for different group sizes, and exploring a world in which you only played board games once.</p>]]></description>
      
      <content:encoded><![CDATA[<p>The Game Design Round Table rounds out its best year yet with another set of Listener Questions! Dirk and David are joined by Ellie Dix once more to answer your questions about hidden information, designing for different group sizes, and exploring a world in which you only played board games once.</p>]]></content:encoded>
      
      
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      <itunes:duration>36:58</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>332</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The Game Design Round Table rounds out its best year yet with another set of Listener Questions! Dirk and David are joined by Ellie Dix once more to answer your questions about hidden information, designing for different group sizes, and exploring a world in which you only played board games once.</itunes:subtitle><itunes:summary>The Game Design Round Table rounds out its best year yet with another set of Listener Questions! Dirk and David are joined by Ellie Dix once more to answer your questions about hidden information, designing for different group sizes, and exploring a world in which you only played board games once.</itunes:summary></item>
    
    <item>
      <title>#331 Solforge Fusion with Justin Gary</title>
      <itunes:title>#331 Solforge Fusion with Justin Gary</itunes:title>
      <pubDate>Tue, 03 Dec 2024 16:41:14 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/331-solforge-fusion-with-justin-gary]]></link>
      <description><![CDATA[<p>Dirk and David are joined this week by Justin Gary, founder of Stone Blade Entertainment and co-designer of Solforge Fusion. They discuss the life, death, and rebirth of Solforge, as well as its unique approach to content generation. Topics include the history of Solforge, how the usage of the Blockchain affects monetization, the community of Solforge, and how the game successfully incorporates procedural generation into its card design.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined this week by Justin Gary, founder of Stone Blade Entertainment and co-designer of Solforge Fusion. They discuss the life, death, and rebirth of Solforge, as well as its unique approach to content generation. Topics include the history of Solforge, how the usage of the Blockchain affects monetization, the community of Solforge, and how the game successfully incorporates procedural generation into its card design.</p>]]></content:encoded>
      
      
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      <itunes:duration>56:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>331</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined this week by Justin Gary, founder of Stone Blade Entertainment and co-designer of Solforge Fusion. They discuss the life, death, and rebirth of Solforge, as well as its unique approach to content generation. Topics include the history of Solforge, how the usage of the Blockchain affects monetization, the community of Solforge, and how the game successfully incorporates procedural generation into its card design.</itunes:subtitle><itunes:summary>Dirk and David are joined this week by Justin Gary, founder of Stone Blade Entertainment and co-designer of Solforge Fusion. They discuss the life, death, and rebirth of Solforge, as well as its unique approach to content generation. Topics include the history of Solforge, how the usage of the Blockchain affects monetization, the community of Solforge, and how the game successfully incorporates procedural generation into its card design.</itunes:summary></item>
    
    <item>
      <title>#330 Xenolanguage with Kathryn Hymes</title>
      <itunes:title>#330 Xenolanguage with Kathryn Hymes</itunes:title>
      <pubDate>Tue, 19 Nov 2024 16:40:42 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[1c19023e-505a-410f-b710-a7a1c5d69955]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/330-xenolanguage-with-kathryn-hymes]]></link>
      <description><![CDATA[<p dir="ltr">This week, Dirk and David are joined by Kathryn Hymes, co-owner of Thorny Games and former co-host of the show. Together, they discuss Kathryn's new game Xenolanguage, a roleplaying game where players take the role of humans tasked with deciphering an alien language. They give their thoughts on designing GMless games, especially focusing on how to facilitate interesting experiences within the rules. Topics include an in-depth look at Xenolanguage's design, the breadth in experience of GMless games, approaching the business side of GMless games, and what future games may look like in the field of language.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">This week, Dirk and David are joined by Kathryn Hymes, co-owner of Thorny Games and former co-host of the show. Together, they discuss Kathryn's new game Xenolanguage, a roleplaying game where players take the role of humans tasked with deciphering an alien language. They give their thoughts on designing GMless games, especially focusing on how to facilitate interesting experiences within the rules. Topics include an in-depth look at Xenolanguage's design, the breadth in experience of GMless games, approaching the business side of GMless games, and what future games may look like in the field of language.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>52:58</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>330</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, Dirk and David are joined by Kathryn Hymes, co-owner of Thorny Games and former co-host of the show. Together, they discuss Kathryn's new game Xenolanguage, a roleplaying game where players take the role of humans tasked with deciphering an alien language. They give their thoughts on designing GMless games, especially focusing on how to facilitate interesting experiences within the rules. Topics include an in-depth look at Xenolanguage's design, the breadth in experience of GMless games, approaching the business side of GMless games, and what future games may look like in the field of language.  </itunes:subtitle><itunes:summary>This week, Dirk and David are joined by Kathryn Hymes, co-owner of Thorny Games and former co-host of the show. Together, they discuss Kathryn's new game Xenolanguage, a roleplaying game where players take the role of humans tasked with deciphering an alien language. They give their thoughts on designing GMless games, especially focusing on how to facilitate interesting experiences within the rules. Topics include an in-depth look at Xenolanguage's design, the breadth in experience of GMless games, approaching the business side of GMless games, and what future games may look like in the field of language.  </itunes:summary></item>
    
    <item>
      <title>#329 Small Games with Ellie Dix</title>
      <itunes:title>#329 Small Games with Ellie Dix</itunes:title>
      <pubDate>Tue, 05 Nov 2024 14:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e4671779-5024-4995-95c5-3c46bceca45f]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/329-small-games-with-ellie-dix]]></link>
      <description><![CDATA[<p dir="ltr">This episode, Dirk and David are joined by Ellie Dix, owner of The Dark Imp and author of The Board Game Family. They discuss Ellie's career and path into game design, as well as the intricacies of how she manages to design so many games. Topics include managing small projects, how to choose which designs to focus on, the importance of managing a playtest group, and the worth of games as educational tools.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">This episode, Dirk and David are joined by Ellie Dix, owner of The Dark Imp and author of The Board Game Family. They discuss Ellie's career and path into game design, as well as the intricacies of how she manages to design so many games. Topics include managing small projects, how to choose which designs to focus on, the importance of managing a playtest group, and the worth of games as educational tools.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>52:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>329</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This episode, Dirk and David are joined by Ellie Dix, owner of The Dark Imp and author of The Board Game Family. They discuss Ellie's career and path into game design, as well as the intricacies of how she manages to design so many games. Topics include managing small projects, how to choose which designs to focus on, the importance of managing a playtest group, and the worth of games as educational tools.  </itunes:subtitle><itunes:summary>This episode, Dirk and David are joined by Ellie Dix, owner of The Dark Imp and author of The Board Game Family. They discuss Ellie's career and path into game design, as well as the intricacies of how she manages to design so many games. Topics include managing small projects, how to choose which designs to focus on, the importance of managing a playtest group, and the worth of games as educational tools.  </itunes:summary></item>
    
    <item>
      <title>#328 Civilization Series 8 - Ara</title>
      <itunes:title>#328 Civilization Series 8 - Ara</itunes:title>
      <pubDate>Tue, 22 Oct 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[2f6eedd3-d7ce-47c0-ad7f-756119e26b15]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/328-civilization-series-8-ara]]></link>
      <description><![CDATA[<p>Dirk and David convene once more to discuss the release of Ara: History Untold by Oxide Games. They analyze the game's strengths and weaknesses, how it feels to play, and how it compares to the actual Civilization series of games. Topics include managing expectations, the clunkiness of the crafting and relationship systems, performance and technical issues, what it does right, and who Ara is even for.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David convene once more to discuss the release of Ara: History Untold by Oxide Games. They analyze the game's strengths and weaknesses, how it feels to play, and how it compares to the actual Civilization series of games. Topics include managing expectations, the clunkiness of the crafting and relationship systems, performance and technical issues, what it does right, and who Ara is even for.</p>]]></content:encoded>
      
      
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      <itunes:duration>55:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>328</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David convene once more to discuss the release of Ara: History Untold by Oxide Games. They analyze the game's strengths and weaknesses, how it feels to play, and how it compares to the actual Civilization series of games. Topics include managing expectations, the clunkiness of the crafting and relationship systems, performance and technical issues, what it does right, and who Ara is even for.</itunes:subtitle><itunes:summary>Dirk and David convene once more to discuss the release of Ara: History Untold by Oxide Games. They analyze the game's strengths and weaknesses, how it feels to play, and how it compares to the actual Civilization series of games. Topics include managing expectations, the clunkiness of the crafting and relationship systems, performance and technical issues, what it does right, and who Ara is even for.</itunes:summary></item>
    
    <item>
      <title>#327 Undergrove with Elizabeth Hargrave and Mark Wootton</title>
      <itunes:title>#327 Undergrove with Elizabeth Hargrave and Mark Wootton</itunes:title>
      <pubDate>Tue, 08 Oct 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[49ce472b-945d-4a60-8198-a3457323ead1]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/327-undergrove-with-elizabeth-hargrave-and-mark-wootton]]></link>
      <description><![CDATA[<p dir="ltr">David is at the helm this week, joined by Elizabeth Hargrave (Wingspan, Mariposas) and Mark Wooton (Legend of the Five Rings, Mariposas). The trio discuss Elizabeth and Mark's new game Undergrove, a resource management and tile placement game about building a mycelial and arboreal network. Topics include how Undergrove was developed, designing for the mushroom theme, Mark and Elizabeth's relationship with nature, and how a competitive game can be developed without encouraging antagonistic relationships between players.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">David is at the helm this week, joined by Elizabeth Hargrave (Wingspan, Mariposas) and Mark Wooton (Legend of the Five Rings, Mariposas). The trio discuss Elizabeth and Mark's new game Undergrove, a resource management and tile placement game about building a mycelial and arboreal network. Topics include how Undergrove was developed, designing for the mushroom theme, Mark and Elizabeth's relationship with nature, and how a competitive game can be developed without encouraging antagonistic relationships between players.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>01:05:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>327</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David is at the helm this week, joined by Elizabeth Hargrave (Wingspan, Mariposas) and Mark Wooton (Legend of the Five Rings, Mariposas). The trio discuss Elizabeth and Mark's new game Undergrove, a resource management and tile placement game about building a mycelial and arboreal network. Topics include how Undergrove was developed, designing for the mushroom theme, Mark and Elizabeth's relationship with nature, and how a competitive game can be developed without encouraging antagonistic relationships between players.  </itunes:subtitle><itunes:summary>David is at the helm this week, joined by Elizabeth Hargrave (Wingspan, Mariposas) and Mark Wooton (Legend of the Five Rings, Mariposas). The trio discuss Elizabeth and Mark's new game Undergrove, a resource management and tile placement game about building a mycelial and arboreal network. Topics include how Undergrove was developed, designing for the mushroom theme, Mark and Elizabeth's relationship with nature, and how a competitive game can be developed without encouraging antagonistic relationships between players.  </itunes:summary></item>
    
    <item>
      <title>#326 Therapeutic TTRPGs with Daniel Hand</title>
      <itunes:title>#326 Therapeutic TTRPGs with Daniel Hand</itunes:title>
      <pubDate>Tue, 24 Sep 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e52ad9aa-d0ca-4219-9a79-24a516dc4451]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/326-therapeutic-ttrpgs-with-daniel-hand]]></link>
      <description><![CDATA[<p>Dirk is joined by Daniel Hand, therapeutic counselor and author of "Role-playing Games in Psychotherapy: A Practitioners Guide". Together, the pair discusses Daniel's journey into TTRPGs and his process of introducing them into his practice, and eventually designing his own game for therapeutic purposes. Topics include adjusting crunch, the benefits and difficulties of using games in therapy, what kinds of issues they can help with, and what the future of this treatment modality might look like.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk is joined by Daniel Hand, therapeutic counselor and author of "Role-playing Games in Psychotherapy: A Practitioners Guide". Together, the pair discusses Daniel's journey into TTRPGs and his process of introducing them into his practice, and eventually designing his own game for therapeutic purposes. Topics include adjusting crunch, the benefits and difficulties of using games in therapy, what kinds of issues they can help with, and what the future of this treatment modality might look like.</p>]]></content:encoded>
      
      
      <enclosure length="78848173" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/326_Theraputic_RPGS_with_Daniel_Hand.mp3?dest-id=1719626"/>
      <itunes:duration>54:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>326</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk is joined by Daniel Hand, therapeutic counselor and author of "Role-playing Games in Psychotherapy: A Practitioners Guide". Together, the pair discusses Daniel's journey into TTRPGs and his process of introducing them into his practice, and eventually designing his own game for therapeutic purposes. Topics include adjusting crunch, the benefits and difficulties of using games in therapy, what kinds of issues they can help with, and what the future of this treatment modality might look like.</itunes:subtitle><itunes:summary>Dirk is joined by Daniel Hand, therapeutic counselor and author of "Role-playing Games in Psychotherapy: A Practitioners Guide". Together, the pair discusses Daniel's journey into TTRPGs and his process of introducing them into his practice, and eventually designing his own game for therapeutic purposes. Topics include adjusting crunch, the benefits and difficulties of using games in therapy, what kinds of issues they can help with, and what the future of this treatment modality might look like.</itunes:summary></item>
    
    <item>
      <title>#325 Civilization Series 7 with Jon Shafer</title>
      <itunes:title>#325 Civilization Series 7 with Jon Shafer</itunes:title>
      <pubDate>Tue, 10 Sep 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[46c5b753-c422-4189-98b5-2b252778dca7]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/325-civilization-series-7-with-jon-shafer]]></link>
      <description><![CDATA[<p dir="ltr">Enjoy episode #325 of The Game Design Round Table. In this episode, we discuss the new Civ 7 game with Jon Shafer, the co-founder of the show and a digital games designer. This will be our seventh episode in the Civ games series.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Enjoy episode #325 of The Game Design Round Table. In this episode, we discuss the new Civ 7 game with Jon Shafer, the co-founder of the show and a digital games designer. This will be our seventh episode in the Civ games series.</p> <p> </p>]]></content:encoded>
      
      
      <enclosure length="83334758" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/325_Civilization_Series_7_with_Jon_Shafer.mp3?dest-id=1719626"/>
      <itunes:duration>57:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>325</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Enjoy episode #325 of The Game Design Round Table. In this episode, we discuss the new Civ 7 game with Jon Shafer, the co-founder of the show and a digital games designer. This will be our seventh episode in the Civ games series.  </itunes:subtitle><itunes:summary>Enjoy episode #325 of The Game Design Round Table. In this episode, we discuss the new Civ 7 game with Jon Shafer, the co-founder of the show and a digital games designer. This will be our seventh episode in the Civ games series.  </itunes:summary></item>
    
    <item>
      <title>#324 Civilization Series 6: Civ 7 First Look</title>
      <itunes:title>#324 Civilization Series 6: Civ 7 First Look</itunes:title>
      <pubDate>Tue, 27 Aug 2024 21:41:25 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[4d4fba5d-df09-4168-a6c8-7a63119d8cdc]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/324-civilization-series-6-civ-7-first-look]]></link>
      <description><![CDATA[<p>Civilization 7 has just been revealed! Dirk and David discuss their first impressions from the reveal stream, from the exciting new mechanics to what should have been left behind. They also talk about what they would like the Civilization Series to eventually be. Topics include the potential inclusion of RPG mechanics, focus on population centers, and technology and civilization advancement.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Civilization 7 has just been revealed! Dirk and David discuss their first impressions from the reveal stream, from the exciting new mechanics to what should have been left behind. They also talk about what they would like the Civilization Series to eventually be. Topics include the potential inclusion of RPG mechanics, focus on population centers, and technology and civilization advancement.</p>]]></content:encoded>
      
      
      <enclosure length="83606689" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/324_Civilization_Series_6_Civ_7_First_Look.mp3?dest-id=1719626"/>
      <itunes:duration>57:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>324</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Civilization 7 has just been revealed! Dirk and David discuss their first impressions from the reveal stream, from the exciting new mechanics to what should have been left behind. They also talk about what they would like the Civilization Series to eventually be. Topics include the potential inclusion of RPG mechanics, focus on population centers, and technology and civilization advancement.</itunes:subtitle><itunes:summary>Civilization 7 has just been revealed! Dirk and David discuss their first impressions from the reveal stream, from the exciting new mechanics to what should have been left behind. They also talk about what they would like the Civilization Series to eventually be. Topics include the potential inclusion of RPG mechanics, focus on population centers, and technology and civilization advancement.</itunes:summary></item>
    
    <item>
      <title>#323 Tunic with Andrew Shouldice</title>
      <itunes:title>#323 Tunic with Andrew Shouldice</itunes:title>
      <pubDate>Tue, 13 Aug 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[da1a97b5-d244-48f2-9a56-563676310627]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/323-tunic-with-andrew-shouldice]]></link>
      <description><![CDATA[<p>Dirk is joined this week by Andrew Shouldice, creator of isometric action-exploration game Tunic. They discuss the journey of developing Tunic, and the lessons learned from a lengthy production. Topics include Andrew's attitude toward storytelling, how to manage a project long-term, how to focus on what's important, and knowing when you need help.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk is joined this week by Andrew Shouldice, creator of isometric action-exploration game Tunic. They discuss the journey of developing Tunic, and the lessons learned from a lengthy production. Topics include Andrew's attitude toward storytelling, how to manage a project long-term, how to focus on what's important, and knowing when you need help.</p>]]></content:encoded>
      
      
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      <itunes:duration>51:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>323</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk is joined this week by Andrew Shouldice, creator of isometric action-exploration game Tunic. They discuss the journey of developing Tunic, and the lessons learned from a lengthy production. Topics include Andrew's attitude toward storytelling, how to manage a project long-term, how to focus on what's important, and knowing when you need help.</itunes:subtitle><itunes:summary>Dirk is joined this week by Andrew Shouldice, creator of isometric action-exploration game Tunic. They discuss the journey of developing Tunic, and the lessons learned from a lengthy production. Topics include Andrew's attitude toward storytelling, how to manage a project long-term, how to focus on what's important, and knowing when you need help.</itunes:summary></item>
    
    <item>
      <title>#322 Future of Legacy Games with Rob Daviau</title>
      <itunes:title>#322 Future of Legacy Games with Rob Daviau</itunes:title>
      <pubDate>Tue, 30 Jul 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[6e68bf86-79c5-4805-a2bb-1910c56cb3c0]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/322-future-of-legacy-games-with-rob-daviau]]></link>
      <description><![CDATA[<p dir="ltr">In this episode, Dirk and David welcome Rob Daviau, known for creating legacy board games. They discuss what Rob has been working on, the process of designing legacy games, staying true to the original, and the future of the company's vision.</p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">In this episode, Dirk and David welcome Rob Daviau, known for creating legacy board games. They discuss what Rob has been working on, the process of designing legacy games, staying true to the original, and the future of the company's vision.</p> <p> </p>]]></content:encoded>
      
      
      <enclosure length="81799999" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/322_Future_of_Legacy_Games_with_Rob_Daviau_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>56:11</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>322</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and David welcome Rob Daviau, known for creating legacy board games. They discuss what Rob has been working on, the process of designing legacy games, staying true to the original, and the future of the company's vision.  </itunes:subtitle><itunes:summary>In this episode, Dirk and David welcome Rob Daviau, known for creating legacy board games. They discuss what Rob has been working on, the process of designing legacy games, staying true to the original, and the future of the company's vision.  </itunes:summary></item>
    
    <item>
      <title>#321 Civilization Series 5 with Will Thompson</title>
      <itunes:title>#321 Civilization Series 5 with Will Thompson</itunes:title>
      <pubDate>Tue, 16 Jul 2024 16:50:53 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[25dbee40-91d0-42f2-a1bc-6d25b1fb13b1]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/321-civilization-series-5-with-will-thompson]]></link>
      <description><![CDATA[<p>Welcome back to the Civilization Series! In this episode, Dirk welcomes Will Thompson, the creator of the upcoming game Winter Rabbit. Here, they discuss Will's vision for Civilization and the integration of Indigenous technologies into the game. They also talk about the differences between warfare and how the 4cs fit into history.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Welcome back to the Civilization Series! In this episode, Dirk welcomes Will Thompson, the creator of the upcoming game Winter Rabbit. Here, they discuss Will's vision for Civilization and the integration of Indigenous technologies into the game. They also talk about the differences between warfare and how the 4cs fit into history.</p>]]></content:encoded>
      
      
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      <itunes:duration>47:21</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>321</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Welcome back to the Civilization Series! In this episode, Dirk welcomes Will Thompson, the creator of the upcoming game Winter Rabbit. Here, they discuss Will's vision for Civilization and the integration of Indigenous technologies into the game. They also talk about the differences between warfare and how the 4cs fit into history.</itunes:subtitle><itunes:summary>Welcome back to the Civilization Series! In this episode, Dirk welcomes Will Thompson, the creator of the upcoming game Winter Rabbit. Here, they discuss Will's vision for Civilization and the integration of Indigenous technologies into the game. They also talk about the differences between warfare and how the 4cs fit into history.</itunes:summary></item>
    
    <item>
      <title>#320 Civilization Series 4</title>
      <itunes:title>#320 Civilization Series 4</itunes:title>
      <pubDate>Tue, 02 Jul 2024 17:35:20 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a2ebafe2-c6ba-40ab-8f17-053fa258a798]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/320-civilization-series-4]]></link>
      <description><![CDATA[<p>Dirk and David come together once more to discuss the civilization series! This week, topics include David's thoughts on Civilization 6, the value in how the world map is created, what the games choose to simulate, and what can be improved in the technology and religion systems.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David come together once more to discuss the civilization series! This week, topics include David's thoughts on Civilization 6, the value in how the world map is created, what the games choose to simulate, and what can be improved in the technology and religion systems.</p>]]></content:encoded>
      
      
      <enclosure length="82452315" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/320_Civilization_Series_4.mp3?dest-id=1719626"/>
      <itunes:duration>56:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>320</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David come together once more to discuss the civilization series! This week, topics include David's thoughts on Civilization 6, the value in how the world map is created, what the games choose to simulate, and what can be improved in the technology and religion systems.</itunes:subtitle><itunes:summary>Dirk and David come together once more to discuss the civilization series! This week, topics include David's thoughts on Civilization 6, the value in how the world map is created, what the games choose to simulate, and what can be improved in the technology and religion systems.</itunes:summary></item>
    
    <item>
      <title>#319 Listener Questions June 2024</title>
      <itunes:title>#319 Listener Questions June</itunes:title>
      <pubDate>Tue, 18 Jun 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[469e0291-fbad-46bb-b362-7158a1a0f1b7]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/319-listener-questions-june-2024]]></link>
      <description><![CDATA[<p>Join us for another round of listener questions! David and Dirk discuss topics such as whether and how to avoid game-breaking synergies, what impact finances has on the love of design, and balancing strategy and role play mechanics.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Join us for another round of listener questions! David and Dirk discuss topics such as whether and how to avoid game-breaking synergies, what impact finances has on the love of design, and balancing strategy and role play mechanics.</p>]]></content:encoded>
      
      
      <enclosure length="83851773" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/319_Listener_Questions_June_2024.mp3?dest-id=1719626"/>
      <itunes:duration>57:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>319</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Join us for another round of listener questions! David and Dirk discuss topics such as whether and how to avoid game-breaking synergies, what impact finances has on the love of design, and balancing strategy and role play mechanics.</itunes:subtitle><itunes:summary>Join us for another round of listener questions! David and Dirk discuss topics such as whether and how to avoid game-breaking synergies, what impact finances has on the love of design, and balancing strategy and role play mechanics.</itunes:summary></item>
    
    <item>
      <title>#318 Modules and RPGSEA with Pam Punzalan</title>
      <itunes:title>#318 Modules and RPGSEA with Pam Punzalan</itunes:title>
      <pubDate>Tue, 04 Jun 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[72795239-05cf-41ce-a233-a5a519d5ed50]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/318-modules-and-rpgsea-with-pam-punzalan]]></link>
      <description><![CDATA[<p>Dirk and David are joined by Pam Punzalan, known for her work on personal projects such as Navthem's End and A Rising Tide, as well as commissioned pieces for Dungeons and Dragons, Blades in the Dark, and Starfinder. Together, the trio discusses the differences between producing hired work and indie projects, as well as the importance of RPGSEA. Topics include how her cultural background affects her work, queerness and race as themes, the processes surrounding commissioned games and working with an editor, tactics games, and being a working TTRPG designer.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined by Pam Punzalan, known for her work on personal projects such as Navthem's End and A Rising Tide, as well as commissioned pieces for Dungeons and Dragons, Blades in the Dark, and Starfinder. Together, the trio discusses the differences between producing hired work and indie projects, as well as the importance of RPGSEA. Topics include how her cultural background affects her work, queerness and race as themes, the processes surrounding commissioned games and working with an editor, tactics games, and being a working TTRPG designer.</p>]]></content:encoded>
      
      
      <enclosure length="78260052" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/318_Modules_and_RPGSEA_with_Pam_Punzalan.mp3?dest-id=1719626"/>
      <itunes:duration>53:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>318</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, Pam Punzalan</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Pam Punzalan, known for her work on personal projects such as Navthem's End and A Rising Tide, as well as commissioned pieces for Dungeons and Dragons, Blades in the Dark, and Starfinder. Together, the trio discusses the differences between producing hired work and indie projects, as well as the importance of RPGSEA. Topics include how her cultural background affects her work, queerness and race as themes, the processes surrounding commissioned games and working with an editor, tactics games, and being a working TTRPG designer.</itunes:subtitle><itunes:summary>Dirk and David are joined by Pam Punzalan, known for her work on personal projects such as Navthem's End and A Rising Tide, as well as commissioned pieces for Dungeons and Dragons, Blades in the Dark, and Starfinder. Together, the trio discusses the differences between producing hired work and indie projects, as well as the importance of RPGSEA. Topics include how her cultural background affects her work, queerness and race as themes, the processes surrounding commissioned games and working with an editor, tactics games, and being a working TTRPG designer.</itunes:summary></item>
    
    <item>
      <title>#317 Earthborne Rangers with Andrew Navaro</title>
      <itunes:title>#317 Earthborne Rangers with Andrew Navaro</itunes:title>
      <pubDate>Tue, 21 May 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[cc9c896a-d311-4065-953a-607c766b9cb7]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/317-earthborne-rangers-with-andrew-navaro]]></link>
      <description><![CDATA[<p>Dirk and David are joined by Andrew Navaro, creator of open-world board game Earthborne Rangers. They discuss how Earthborne Rangers was developed, and the lessons learned from the project. Topics include the making of an open-world board game, diverging story paths, expansions, and when to stop supporting an ongoing game.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined by Andrew Navaro, creator of open-world board game Earthborne Rangers. They discuss how Earthborne Rangers was developed, and the lessons learned from the project. Topics include the making of an open-world board game, diverging story paths, expansions, and when to stop supporting an ongoing game.</p>]]></content:encoded>
      
      
      <enclosure length="85089776" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/317_Earthborne_Rangers_with_Andrew_Navaro_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>58:28</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>317</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, Andrew Navaro</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Andrew Navaro, creator of open-world board game Earthborne Rangers. They discuss how Earthborne Rangers was developed, and the lessons learned from the project. Topics include the making of an open-world board game, diverging story paths, expansions, and when to stop supporting an ongoing game.</itunes:subtitle><itunes:summary>Dirk and David are joined by Andrew Navaro, creator of open-world board game Earthborne Rangers. They discuss how Earthborne Rangers was developed, and the lessons learned from the project. Topics include the making of an open-world board game, diverging story paths, expansions, and when to stop supporting an ongoing game.</itunes:summary></item>
    
    <item>
      <title>#316 Citizen Sleeper with Gareth Damian Martin</title>
      <itunes:title>#316 Citizen Sleeper with Gareth Damian Martin</itunes:title>
      <pubDate>Tue, 07 May 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a213e005-3520-4462-9af2-c1e8595c2b97]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/316-citizen-sleeper-with-gareth-damian-martin]]></link>
      <description><![CDATA[<p>Dirk and David meet with Gareth Damian Martin, creator of In Other Waters and Citizen Sleeper. They discuss Gareth's design journey, as well as the process of creating Citizen Sleeper. Topics include the use of tabletop mechanics in video games, when to obscure probabilities, using literary prose effectively, and how a game of Citizen Sleeper develops as it's played.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David meet with Gareth Damian Martin, creator of In Other Waters and Citizen Sleeper. They discuss Gareth's design journey, as well as the process of creating Citizen Sleeper. Topics include the use of tabletop mechanics in video games, when to obscure probabilities, using literary prose effectively, and how a game of Citizen Sleeper develops as it's played.</p>]]></content:encoded>
      
      
      <enclosure length="80340424" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/316_Citizen_Sleeper_with_Gareth_Damian_Martin.mp3?dest-id=1719626"/>
      <itunes:duration>55:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>316</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, Gareth Damian Martin</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David meet with Gareth Damian Martin, creator of In Other Waters and Citizen Sleeper. They discuss Gareth's design journey, as well as the process of creating Citizen Sleeper. Topics include the use of tabletop mechanics in video games, when to obscure probabilities, using literary prose effectively, and how a game of Citizen Sleeper develops as it's played.</itunes:subtitle><itunes:summary>Dirk and David meet with Gareth Damian Martin, creator of In Other Waters and Citizen Sleeper. They discuss Gareth's design journey, as well as the process of creating Citizen Sleeper. Topics include the use of tabletop mechanics in video games, when to obscure probabilities, using literary prose effectively, and how a game of Citizen Sleeper develops as it's played.</itunes:summary></item>
    
    <item>
      <title>#315 Civilization Series 3</title>
      <itunes:title>#315 Civilization Series 3</itunes:title>
      <pubDate>Tue, 23 Apr 2024 13:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e4149d05-55cd-44d2-8586-e418e6283f4f]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/315-civilization-series-3]]></link>
      <description><![CDATA[<p>Welcome back to the Civilization Series. In the third installment, David and Dirk break down their experiences with Millennia, the latest 4X offering from C Prompt Games and Paradox Interactive. They discuss what aspects of the game worked for them, as well as what they would like to see develop as patches and updates are to come. Topics include how Millennia iterates on the concept of Ages, thematic dissonance, the unfinished nature of modern games, and what kinds of strategies the game mechanics reward.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Welcome back to the Civilization Series. In the third installment, David and Dirk break down their experiences with Millennia, the latest 4X offering from C Prompt Games and Paradox Interactive. They discuss what aspects of the game worked for them, as well as what they would like to see develop as patches and updates are to come. Topics include how Millennia iterates on the concept of Ages, thematic dissonance, the unfinished nature of modern games, and what kinds of strategies the game mechanics reward.</p>]]></content:encoded>
      
      
      <enclosure length="76060605" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/315_Civilization_Series_3.mp3?dest-id=1719626"/>
      <itunes:duration>52:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>315</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Welcome back to the Civilization Series. In the third installment, David and Dirk break down their experiences with Millennia, the latest 4X offering from C Prompt Games and Paradox Interactive. They discuss what aspects of the game worked for them, as well as what they would like to see develop as patches and updates are to come. Topics include how Millennia iterates on the concept of Ages, thematic dissonance, the unfinished nature of modern games, and what kinds of strategies the game mechanics reward.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>Welcome back to the Civilization Series. In the third installment, David and Dirk break down their experiences with Millennia, the latest 4X offering from C Prompt Games and Paradox Interactive. They discuss what aspects of the game worked for them, as well as what they would like to see develop as patches and updates are to come. Topics include how Millennia iterates on the concept of Ages, thematic dissonance, the unfinished nature of modern games, and what kinds of strategies the game mechanics reward.</itunes:summary></item>
    
    <item>
      <title>#314 Designing to Ship with Xalavier Nelson Jr</title>
      <itunes:title>#314 Designing to Ship with Xalavier Nelson Jr</itunes:title>
      <pubDate>Tue, 09 Apr 2024 22:47:03 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[d8be8b5e-73c4-45df-b4a9-e816825e16b2]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/314-designing-to-ship-with-xalavier-nelson-jr]]></link>
      <description><![CDATA[<p>Dirk and David interview prolific designer and leader Xalavier Nelson Jr. They discuss Xalavier's illustrious and busy career, focusing on his philosophy of how to ship a game as well as knowing your own capabilities. Topics include his work and inspiration for El Paso, Everywhere, how he manages to produce so many games, treating staff fairly and with respect, and the benefits of working within your box.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David interview prolific designer and leader Xalavier Nelson Jr. They discuss Xalavier's illustrious and busy career, focusing on his philosophy of how to ship a game as well as knowing your own capabilities. Topics include his work and inspiration for El Paso, Everywhere, how he manages to produce so many games, treating staff fairly and with respect, and the benefits of working within your box.</p>]]></content:encoded>
      
      
      <enclosure length="82646735" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/314_Designing_to_Ship_with_Xalavier_Nelson_Jr_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>56:46</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>314</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Xalavier Nelson Jr.</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David interview prolific designer and leader Xalavier Nelson Jr. They discuss Xalavier's illustrious and busy career, focusing on his philosophy of how to ship a game as well as knowing your own capabilities. Topics include his work and inspiration for El Paso, Everywhere, how he manages to produce so many games, treating staff fairly and with respect, and the benefits of working within your box.</itunes:subtitle><itunes:summary>Dirk and David interview prolific designer and leader Xalavier Nelson Jr. They discuss Xalavier's illustrious and busy career, focusing on his philosophy of how to ship a game as well as knowing your own capabilities. Topics include his work and inspiration for El Paso, Everywhere, how he manages to produce so many games, treating staff fairly and with respect, and the benefits of working within your box.</itunes:summary></item>
    
    <item>
      <title>#313 Civilization Series 2</title>
      <itunes:title>#313 Civilization Series 2</itunes:title>
      <pubDate>Tue, 26 Mar 2024 13:26:37 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[72c45c05-fc6b-4e38-a981-1dd84fb3f4bc]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/313-civilization-series-2]]></link>
      <description><![CDATA[<p>Welcome to the second episode of the series on the "Civilization" games, as well as other 4X titles. Continuing from episode one, the pair talk about the phenomenon of "One More Turn", using overlapping progression paths, and quality life improvements for the genre. They also share their insights on the game "Humankind", as well as how their attitudes toward real life affect how they act within a 4X game.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Welcome to the second episode of the series on the "Civilization" games, as well as other 4X titles. Continuing from episode one, the pair talk about the phenomenon of "One More Turn", using overlapping progression paths, and quality life improvements for the genre. They also share their insights on the game "Humankind", as well as how their attitudes toward real life affect how they act within a 4X game.</p>]]></content:encoded>
      
      
      <enclosure length="83330005" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/313_Civilization_Series_2.mp3?dest-id=1719626"/>
      <itunes:duration>57:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>313</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Welcome to the second episode of the series on the "Civilization" games, as well as other 4X titles. Continuing from episode one, the pair talk about the phenomenon of "One More Turn", using overlapping progression paths, and quality life improvements for the genre. They also share their insights on the game "Humankind", as well as how their attitudes toward real life affect how they act within a 4X game.</itunes:subtitle><itunes:summary>Welcome to the second episode of the series on the "Civilization" games, as well as other 4X titles. Continuing from episode one, the pair talk about the phenomenon of "One More Turn", using overlapping progression paths, and quality life improvements for the genre. They also share their insights on the game "Humankind", as well as how their attitudes toward real life affect how they act within a 4X game.</itunes:summary></item>
    
    <item>
      <title>#312 Civilization Series 1</title>
      <itunes:title>#312 Civilization Series 1</itunes:title>
      <pubDate>Tue, 12 Mar 2024 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[6b717a79-a3eb-467a-994a-bb1f85905915]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/312-civilization-series-1]]></link>
      <description><![CDATA[<p dir="ltr">This episode marks the beginning of a new series focused on the Civilization series of games. Dirk and David are joined by Soren Johnson to discuss their background with the Civilization games, and how they got introduced to the series. They discuss the development of the earlier games, as well as the broader strokes of Civilization, including the hallmarks of a 4X game, what design space Civ occupies, and where they would like the series to go in Civ 7 and beyond.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">This episode marks the beginning of a new series focused on the Civilization series of games. Dirk and David are joined by Soren Johnson to discuss their background with the Civilization games, and how they got introduced to the series. They discuss the development of the earlier games, as well as the broader strokes of Civilization, including the hallmarks of a 4X game, what design space Civ occupies, and where they would like the series to go in Civ 7 and beyond.</p>]]></content:encoded>
      
      
      <enclosure length="80852095" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/312_Civilization_Series_Part_1.mp3?dest-id=1719626"/>
      <itunes:duration>55:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>312</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V, Heron, Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This episode marks the beginning of a new series focused on the Civilization series of games. Dirk and David are joined by Soren Johnson to discuss their background with the Civilization games, and how they got introduced to the series. They discuss the development of the earlier games, as well as the broader strokes of Civilization, including the hallmarks of a 4X game, what design space Civ occupies, and where they would like the series to go in Civ 7 and beyond.</itunes:subtitle><itunes:summary>This episode marks the beginning of a new series focused on the Civilization series of games. Dirk and David are joined by Soren Johnson to discuss their background with the Civilization games, and how they got introduced to the series. They discuss the development of the earlier games, as well as the broader strokes of Civilization, including the hallmarks of a 4X game, what design space Civ occupies, and where they would like the series to go in Civ 7 and beyond.</itunes:summary></item>
    
    <item>
      <title>#311 Innovating Themes with Anna Anthropy</title>
      <itunes:title>#311 Innovating Themes with Anna Anthropy</itunes:title>
      <pubDate>Tue, 27 Feb 2024 16:26:27 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b9abf49a-1667-490b-8007-e6df4b221cfd]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/311-innovating-themes-with-anna-anthropy]]></link>
      <description><![CDATA[<p>Dirk and Kathryn Hymes meet this episode to talk with Anna Anthropy, digital and tabletop designer known for her prolific work with non-traditional themes. They discuss Anna's career in game design, and her path into becoming an educator. Topics include why violence is an attractive game element, dealing with releasing art and it no longer being one's own, one page games, and the absence of sex as a theme or topic.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and Kathryn Hymes meet this episode to talk with Anna Anthropy, digital and tabletop designer known for her prolific work with non-traditional themes. They discuss Anna's career in game design, and her path into becoming an educator. Topics include why violence is an attractive game element, dealing with releasing art and it no longer being one's own, one page games, and the absence of sex as a theme or topic.</p>]]></content:encoded>
      
      
      <enclosure length="76867904" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/311_Innovating_Themes_with_Anna_Anthropy.mp3?dest-id=1719626"/>
      <itunes:duration>52:45</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>311</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Kathryn Hymes &amp; Anna Anthropy</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Kathryn Hymes meet this episode to talk with Anna Anthropy, digital and tabletop designer known for her prolific work with non-traditional themes. They discuss Anna's career in game design, and her path into becoming an educator. Topics include why violence is an attractive game element, dealing with releasing art and it no longer being one's own, one page games, and the absence of sex as a theme or topic.</itunes:subtitle><itunes:summary>Dirk and Kathryn Hymes meet this episode to talk with Anna Anthropy, digital and tabletop designer known for her prolific work with non-traditional themes. They discuss Anna's career in game design, and her path into becoming an educator. Topics include why violence is an attractive game element, dealing with releasing art and it no longer being one's own, one page games, and the absence of sex as a theme or topic.</itunes:summary></item>
    
    <item>
      <title>#310 Listener Questions</title>
      <itunes:title>#310 Listener Questions</itunes:title>
      <pubDate>Wed, 14 Feb 2024 02:04:14 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[c29d240f-7115-459c-81d2-b8526b2a4d2c]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/310-listener-questions]]></link>
      <description><![CDATA[<p>Dirk and David answer another round of listener questions! They discuss how mobile and desktop games differ, what makes a game "broken", and tips to follow when designing around a licensed property. They also delve into design stagnation and following what was done before you, as well as when to innovate and when to iterate.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David answer another round of listener questions! They discuss how mobile and desktop games differ, what makes a game "broken", and tips to follow when designing around a licensed property. They also delve into design stagnation and following what was done before you, as well as when to innovate and when to iterate.</p>]]></content:encoded>
      
      
      <enclosure length="67989089" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/310_Listener_Questions_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>46:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>310</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David answer another round of listener questions! They discuss how mobile and desktop games differ, what makes a game "broken", and tips to follow when designing around a licensed property. They also delve into design stagnation and following what was done before you, as well as when to innovate and when to iterate.</itunes:subtitle><itunes:summary>Dirk and David answer another round of listener questions! They discuss how mobile and desktop games differ, what makes a game "broken", and tips to follow when designing around a licensed property. They also delve into design stagnation and following what was done before you, as well as when to innovate and when to iterate.</itunes:summary></item>
    
    <item>
      <title>#309 Industry and Loose Leaf with Tanya X. Short</title>
      <itunes:title>#309 Industry and Loose Leaf with Tanya X. Short</itunes:title>
      <pubDate>Tue, 30 Jan 2024 14:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[ebec9455-fc4b-4c30-87b1-610057af55fd]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-309-industry-and-loose-leaf-with-tanya-x-short]]></link>
      <description><![CDATA[<p>Dirk and David are joined by Tanya X. Short, Captain of Kitfox Games. They discuss the balance between appealing to market sensibilities and following one's own interests, and how to make them work together. They also discuss the difficulty in funding projects with non-normative themes, barriers toward funding indie games, and the unique problems and solutions created while making Loose Leaf.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined by Tanya X. Short, Captain of Kitfox Games. They discuss the balance between appealing to market sensibilities and following one's own interests, and how to make them work together. They also discuss the difficulty in funding projects with non-normative themes, barriers toward funding indie games, and the unique problems and solutions created while making Loose Leaf.</p>]]></content:encoded>
      
      
      <enclosure length="80161094" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/309_Loose_Leaf_with_Tanya_X._Short.mp3?dest-id=1719626"/>
      <itunes:duration>55:02</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>309</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Tanya X. Short, Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Tanya X. Short, Captain of Kitfox Games. They discuss the balance between appealing to market sensibilities and following one's own interests, and how to make them work together. They also discuss the difficulty in funding projects with non-normative themes, barriers toward funding indie games, and the unique problems and solutions created while making Loose Leaf.</itunes:subtitle><itunes:summary>Dirk and David are joined by Tanya X. Short, Captain of Kitfox Games. They discuss the balance between appealing to market sensibilities and following one's own interests, and how to make them work together. They also discuss the difficulty in funding projects with non-normative themes, barriers toward funding indie games, and the unique problems and solutions created while making Loose Leaf.</itunes:summary></item>
    
    <item>
      <title>#308 Narrative AI with Emily Short</title>
      <itunes:title>#308 Narrative AI with Emily Short</itunes:title>
      <pubDate>Tue, 16 Jan 2024 21:07:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[25a6c294-833a-4b50-843a-8f11d5ed2bbb]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/308-narrative-ai-with-emily-short]]></link>
      <description><![CDATA[<p>Dirk and David are joined by legendary interactive fiction writer and creative director of Failbetter Games Emily Short. The trio discuss Emily's career, her contributions to interactive fiction, and some of her thoughts on both traditional game AI and modern generative AI. Topics include modeling relationships in games, player psychology and how much information to give, and how game AI can be used in non-combat oriented experiences.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined by legendary interactive fiction writer and creative director of Failbetter Games Emily Short. The trio discuss Emily's career, her contributions to interactive fiction, and some of her thoughts on both traditional game AI and modern generative AI. Topics include modeling relationships in games, player psychology and how much information to give, and how game AI can be used in non-combat oriented experiences.</p>]]></content:encoded>
      
      
      <enclosure length="74636258" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/308_Narrative_AI_with_Emily_Short.mp3?dest-id=1719626"/>
      <itunes:duration>51:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>308</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Emily Short, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by legendary interactive fiction writer and creative director of Failbetter Games Emily Short. The trio discuss Emily's career, her contributions to interactive fiction, and some of her thoughts on both traditional game AI and modern generative AI. Topics include modeling relationships in games, player psychology and how much information to give, and how game AI can be used in non-combat oriented experiences.</itunes:subtitle><itunes:summary>Dirk and David are joined by legendary interactive fiction writer and creative director of Failbetter Games Emily Short. The trio discuss Emily's career, her contributions to interactive fiction, and some of her thoughts on both traditional game AI and modern generative AI. Topics include modeling relationships in games, player psychology and how much information to give, and how game AI can be used in non-combat oriented experiences.</itunes:summary></item>
    
    <item>
      <title>#307 Roundtable with Soren Johnson</title>
      <itunes:title>#307 Roundtable with Soren Johnson</itunes:title>
      <pubDate>Tue, 02 Jan 2024 17:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[27424550-a2ac-4506-9a8f-dd12e03ded63]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/307-roundtable-with-soren-johnson]]></link>
      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Soren Johnson, friend of the show and founder of Mohawk Games. The trio answers questions and design problems from the community, and follow up on recent episodes. Topics include achievements and collectables, the importance of having an art style, when to innovate and when to fall back on convention, and how to integrate community involvement in the design process.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Soren Johnson, friend of the show and founder of Mohawk Games. The trio answers questions and design problems from the community, and follow up on recent episodes. Topics include achievements and collectables, the importance of having an art style, when to innovate and when to fall back on convention, and how to integrate community involvement in the design process.</p>]]></content:encoded>
      
      
      <enclosure length="76038464" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/307_Roundtable_with_Soren_Johnson.mp3?dest-id=1719626"/>
      <itunes:duration>52:11</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>307</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Soren Johnson, friend of the show and founder of Mohawk Games. The trio answers questions and design problems from the community, and follow up on recent episodes. Topics include achievements and collectables, the importance of having an art style, when to innovate and when to fall back on convention, and how to integrate community involvement in the design process.</itunes:subtitle><itunes:summary>Dirk and David are joined by Soren Johnson, friend of the show and founder of Mohawk Games. The trio answers questions and design problems from the community, and follow up on recent episodes. Topics include achievements and collectables, the importance of having an art style, when to innovate and when to fall back on convention, and how to integrate community involvement in the design process.</itunes:summary></item>
    
    <item>
      <title>#306 A Highland Song with Jon Ingold</title>
      <itunes:title>#306 A Highland Song with Jon Ingold</itunes:title>
      <pubDate>Tue, 19 Dec 2023 17:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[f4b2ee87-6207-4aca-9f21-83d2723dc75e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/306-a-highland-song-with-jon-ingold]]></link>
      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Jon Ingold, narrative designer and co-founder of Inkle Studios. They discuss Inkle's newly released video game A Highland Song, centered around exploration, discovery, and engaging the human form within nature. They discuss the mechanics around rewarding and incentivizing players in an exploration game, ways to hide the quantum ogre, and how to utilize elements of randomness within a story-driven experience.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Jon Ingold, narrative designer and co-founder of Inkle Studios. They discuss Inkle's newly released video game A Highland Song, centered around exploration, discovery, and engaging the human form within nature. They discuss the mechanics around rewarding and incentivizing players in an exploration game, ways to hide the quantum ogre, and how to utilize elements of randomness within a story-driven experience.</p>]]></content:encoded>
      
      
      <enclosure length="83694785" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/306_A_Highland_Song_with_Jon_Ingold.mp3?dest-id=1719626"/>
      <itunes:duration>57:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>306</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Ingold, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Jon Ingold, narrative designer and co-founder of Inkle Studios. They discuss Inkle's newly released video game A Highland Song, centered around exploration, discovery, and engaging the human form within nature. They discuss the mechanics around rewarding and incentivizing players in an exploration game, ways to hide the quantum ogre, and how to utilize elements of randomness within a story-driven experience.</itunes:subtitle><itunes:summary>Dirk and David are joined by Jon Ingold, narrative designer and co-founder of Inkle Studios. They discuss Inkle's newly released video game A Highland Song, centered around exploration, discovery, and engaging the human form within nature. They discuss the mechanics around rewarding and incentivizing players in an exploration game, ways to hide the quantum ogre, and how to utilize elements of randomness within a story-driven experience.</itunes:summary></item>
    
    <item>
      <title>#305 Thirsty Suitors with Chandana Ekanayake</title>
      <itunes:title>#305 Thirsty Suitors with Chandana Ekanayake</itunes:title>
      <pubDate>Tue, 05 Dec 2023 17:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[48e21420-de25-4ad5-9e61-d2692647391e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-305-thirsty-suitors-with-chandana-ekanayake]]></link>
      <description><![CDATA[<p>Dirk and David are joined by Chandana Ekanayake, Game Director of Outerloop Games and long-time designer. They discuss Eka's newly released Thirsty Suitors, a turn-based adventure game centering around culture, relationships, family, and self-expression. They discuss Eka's career,  Outerloop's titles, and what makes Thirsty Suitors so special. Topics include designing in VR, designing the game only you can make, the game's strengths and weaknesses, and working within budget. </p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David are joined by Chandana Ekanayake, Game Director of Outerloop Games and long-time designer. They discuss Eka's newly released Thirsty Suitors, a turn-based adventure game centering around culture, relationships, family, and self-expression. They discuss Eka's career, Outerloop's titles, and what makes Thirsty Suitors so special. Topics include designing in VR, designing the game only you can make, the game's strengths and weaknesses, and working within budget. </p>]]></content:encoded>
      
      
      <enclosure length="78042059" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/305_Thirsty_Suitors_with_Chandana_Ekanayake.mp3?dest-id=1719626"/>
      <itunes:duration>53:34</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>305</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Chandana Ekanayake, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Chandana Ekanayake, Game Director of Outerloop Games and long-time designer. They discuss Eka's newly released Thirsty Suitors, a turn-based adventure game centering around culture, relationships, family, and self-expression. They discuss Eka's career,  Outerloop's titles, and what makes Thirsty Suitors so special. Topics include designing in VR, designing the game only you can make, the game's strengths and weaknesses, and working within budget. </itunes:subtitle><itunes:summary>Dirk and David are joined by Chandana Ekanayake, Game Director of Outerloop Games and long-time designer. They discuss Eka's newly released Thirsty Suitors, a turn-based adventure game centering around culture, relationships, family, and self-expression. They discuss Eka's career,  Outerloop's titles, and what makes Thirsty Suitors so special. Topics include designing in VR, designing the game only you can make, the game's strengths and weaknesses, and working within budget. </itunes:summary></item>
    
    <item>
      <title>#304 Listener Questions November 2023</title>
      <itunes:title>#304 Listener Questions November 2023</itunes:title>
      <pubDate>Tue, 21 Nov 2023 17:39:26 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[9a8cf4ba-f72d-4c33-bc97-e5a9dda286a4]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/304-listener-questions-november-2023]]></link>
      <description><![CDATA[<p>It's time for another round of listener questions! In this episode, Dirk and David field questions from the community, discussing a variety of subjects. Topics include the validity and usefulness of player taxonomies, the pros and cons of game jams, and the considerations that go into creating an expansion for physical and digital products.</p>]]></description>
      
      <content:encoded><![CDATA[<p>It's time for another round of listener questions! In this episode, Dirk and David field questions from the community, discussing a variety of subjects. Topics include the validity and usefulness of player taxonomies, the pros and cons of game jams, and the considerations that go into creating an expansion for physical and digital products.</p>]]></content:encoded>
      
      
      <enclosure length="85224925" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/304_Listener_Questions_November_2023.mp3?dest-id=1719626"/>
      <itunes:duration>58:34</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>304</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>It's time for another round of listener questions! In this episode, Dirk and David field questions from the community, discussing a variety of subjects. Topics include the validity and usefulness of player taxonomies, the pros and cons of game jams, and the considerations that go into creating an expansion for physical and digital products.</itunes:subtitle><itunes:author>The Game Design Round Table Team</itunes:author><itunes:summary>It's time for another round of listener questions! In this episode, Dirk and David field questions from the community, discussing a variety of subjects. Topics include the validity and usefulness of player taxonomies, the pros and cons of game jams, and the considerations that go into creating an expansion for physical and digital products.</itunes:summary></item>
    
    <item>
      <title>#303 Darkest Dungeon 2 with Chris Bourassa and Tyler Sigman</title>
      <itunes:title>#303 Darkest Dungeon 2 with Chris Bourassa and Tyler Sigman</itunes:title>
      <pubDate>Tue, 07 Nov 2023 17:09:05 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[8799ddf0-3881-4c62-a124-673880d73b33]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/303-darkest-dungeon-2-with-chris-bourassa-and-tyler-sigman]]></link>
      <description><![CDATA[<p>This week, David is joined by Chris Bourassa, creative director and cofounder of Red Hook Studios, as well as Tyler Sigman, designer and fellow co-founder. Together, they discuss Red Hook's latest venture, Darkest Dungeon 2, the road trip sequel to Darkest Dungeon. Topics include the risks involved in making a sequel, the use and pitfalls of early access, the danger in releasing a roadmap, and where Red Hook is going from here.</p>]]></description>
      
      <content:encoded><![CDATA[<p>This week, David is joined by Chris Bourassa, creative director and cofounder of Red Hook Studios, as well as Tyler Sigman, designer and fellow co-founder. Together, they discuss Red Hook's latest venture, Darkest Dungeon 2, the road trip sequel to Darkest Dungeon. Topics include the risks involved in making a sequel, the use and pitfalls of early access, the danger in releasing a roadmap, and where Red Hook is going from here.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:07:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>303</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Chris Bourassa &amp; Tyler Sigman</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, David is joined by Chris Bourassa, creative director and cofounder of Red Hook Studios, as well as Tyler Sigman, designer and fellow co-founder. Together, they discuss Red Hook's latest venture, Darkest Dungeon 2, the road trip sequel to Darkest Dungeon. Topics include the risks involved in making a sequel, the use and pitfalls of early access, the danger in releasing a roadmap, and where Red Hook is going from here.</itunes:subtitle><itunes:summary>This week, David is joined by Chris Bourassa, creative director and cofounder of Red Hook Studios, as well as Tyler Sigman, designer and fellow co-founder. Together, they discuss Red Hook's latest venture, Darkest Dungeon 2, the road trip sequel to Darkest Dungeon. Topics include the risks involved in making a sequel, the use and pitfalls of early access, the danger in releasing a roadmap, and where Red Hook is going from here.</itunes:summary></item>
    
    <item>
      <title>#302 Wildermyth with Nate Austin</title>
      <itunes:title>#302 Wildermyth with Nate Austin</itunes:title>
      <pubDate>Tue, 24 Oct 2023 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[1afe0ad4-3e04-4e8e-9b8e-760be16e9208]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/302-wildermyth-with-nate-austin]]></link>
      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Nate Austin, co-creator of myth-making tactical RPG Wildermyth. In this entry in the series on worldbuilding, Nate describes the origins of Wildermyth, and how he and his partners grew the game into a true success. The trio also discuss how Wildermyth's mechanics lead to a character focused over plot focused story, as well as how the game approach death and character progression. Other topics include using different styles of game writing, how systems change, and the perceived conflict between market appeal to story players and more complex mechanics.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Nate Austin, co-creator of myth-making tactical RPG Wildermyth. In this entry in the series on worldbuilding, Nate describes the origins of Wildermyth, and how he and his partners grew the game into a true success. The trio also discuss how Wildermyth's mechanics lead to a character focused over plot focused story, as well as how the game approach death and character progression. Other topics include using different styles of game writing, how systems change, and the perceived conflict between market appeal to story players and more complex mechanics.</p>]]></content:encoded>
      
      
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      <itunes:duration>51:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>302</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Nate Austin, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Nate Austin, co-creator of myth-making tactical RPG Wildermyth. In this entry in the series on worldbuilding, Nate describes the origins of Wildermyth, and how he and his partners grew the game into a true success. The trio also discuss how Wildermyth's mechanics lead to a character focused over plot focused story, as well as how the game approach death and character progression. Other topics include using different styles of game writing, how systems change, and the perceived conflict between market appeal to story players and more complex mechanics.</itunes:subtitle><itunes:summary>Dirk and David are joined by Nate Austin, co-creator of myth-making tactical RPG Wildermyth. In this entry in the series on worldbuilding, Nate describes the origins of Wildermyth, and how he and his partners grew the game into a true success. The trio also discuss how Wildermyth's mechanics lead to a character focused over plot focused story, as well as how the game approach death and character progression. Other topics include using different styles of game writing, how systems change, and the perceived conflict between market appeal to story players and more complex mechanics.</itunes:summary></item>
    
    <item>
      <title>#301 Design and Controls with Richard Lemarchand</title>
      <itunes:title>#301 Design and Controls with Richard Lemarchand</itunes:title>
      <pubDate>Tue, 10 Oct 2023 13:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/301-design-and-controls-with-richard-lemarchand]]></link>
      <description><![CDATA[<p dir="ltr">Dirk is joined by returning guest host Soren Johnson in today's episode in the Design Talk series. Dirk and Soren speak with Richard Lemarchand, distinguished game designer and now-professor most well-known for his work on the Uncharted series. Richard details his journey through his game design career, and the skills and processes he learned along the way. Special consideration is given to control design, and the importance of them on game feel and playability.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk is joined by returning guest host Soren Johnson in today's episode in the Design Talk series. Dirk and Soren speak with Richard Lemarchand, distinguished game designer and now-professor most well-known for his work on the Uncharted series. Richard details his journey through his game design career, and the skills and processes he learned along the way. Special consideration is given to control design, and the importance of them on game feel and playability.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:01:49</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>301</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Richard Lemarchand, Dirk Knemeyer, Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk is joined by returning guest host Soren Johnson in today's episode in the Design Talk series. Dirk and Soren speak with Richard Lemarchand, distinguished game designer and now-professor most well-known for his work on the Uncharted series. Richard details his journey through his game design career, and the skills and processes he learned along the way. Special consideration is given to control design, and the importance of them on game feel and playability.</itunes:subtitle><itunes:summary>Dirk is joined by returning guest host Soren Johnson in today's episode in the Design Talk series. Dirk and Soren speak with Richard Lemarchand, distinguished game designer and now-professor most well-known for his work on the Uncharted series. Richard details his journey through his game design career, and the skills and processes he learned along the way. Special consideration is given to control design, and the importance of them on game feel and playability.</itunes:summary></item>
    
    <item>
      <title>#300 Tricentennial Celebration</title>
      <itunes:title>#300 Tricentennial Celebration</itunes:title>
      <pubDate>Tue, 26 Sep 2023 16:03:58 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[7cb61e90-0d76-4e74-b487-fd96b34eec1a]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/300-tricentennial-celebration]]></link>
      <description><![CDATA[<p dir="ltr">Welcome to episode 300 of The Game Design Round Table! Dirk and David take the opportunity to celebrate this momentous milestone. They reflect on the role the show has played in their lives, their own journeys as designers, and hear from friends new and old.  Thank you all for listening, whether this is your first episode or you've been listening from the beginning. </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Welcome to episode 300 of The Game Design Round Table! Dirk and David take the opportunity to celebrate this momentous milestone. They reflect on the role the show has played in their lives, their own journeys as designers, and hear from friends new and old. Thank you all for listening, whether this is your first episode or you've been listening from the beginning. </p>]]></content:encoded>
      
      
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      <itunes:duration>59:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>300</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Welcome to episode 300 of The Game Design Round Table! Dirk and David take the opportunity to celebrate this momentous milestone. They reflect on the role the show has played in their lives, their own journeys as designers, and hear from friends new and old.  Thank you all for listening, whether this is your first episode or you've been listening from the beginning. </itunes:subtitle><itunes:summary>Welcome to episode 300 of The Game Design Round Table! Dirk and David take the opportunity to celebrate this momentous milestone. They reflect on the role the show has played in their lives, their own journeys as designers, and hear from friends new and old.  Thank you all for listening, whether this is your first episode or you've been listening from the beginning. </itunes:summary></item>
    
    <item>
      <title>#299 Worldbuilding with Ryan Laukat</title>
      <itunes:title>#299 Worldbuilding with Ryan Laukat</itunes:title>
      <pubDate>Tue, 12 Sep 2023 14:53:08 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b99ea01c-4ade-4baf-94ea-39f43a06b48f]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/299-worldbuilding-with-ryan-laukat]]></link>
      <description><![CDATA[<p>Dirk is joined by Ryan Laukat, designer, illustrator, and co-founder of Red Raven Games, for the second installation in this series on worldbuilding. Ryan discusses his introduction and path into game design, the creation of Red Raven Games, and different methods that can be used to worldbuild. Topics include the importance of maps, how storybooks are utilized, the benefits and drawbacks of mixed medium board games, and branching narratives.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk is joined by Ryan Laukat, designer, illustrator, and co-founder of Red Raven Games, for the second installation in this series on worldbuilding. Ryan discusses his introduction and path into game design, the creation of Red Raven Games, and different methods that can be used to worldbuild. Topics include the importance of maps, how storybooks are utilized, the benefits and drawbacks of mixed medium board games, and branching narratives.</p>]]></content:encoded>
      
      
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      <itunes:duration>45:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>299</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Ryan Laukat</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk is joined by Ryan Laukat, designer, illustrator, and co-founder of Red Raven Games, for the second installation in this series on worldbuilding. Ryan discusses his introduction and path into game design, the creation of Red Raven Games, and different methods that can be used to worldbuild. Topics include the importance of maps, how storybooks are utilized, the benefits and drawbacks of mixed medium board games, and branching narratives.</itunes:subtitle><itunes:summary>Dirk is joined by Ryan Laukat, designer, illustrator, and co-founder of Red Raven Games, for the second installation in this series on worldbuilding. Ryan discusses his introduction and path into game design, the creation of Red Raven Games, and different methods that can be used to worldbuild. Topics include the importance of maps, how storybooks are utilized, the benefits and drawbacks of mixed medium board games, and branching narratives.</itunes:summary></item>
    
    <item>
      <title>#298 Tchia with Phil Crifo</title>
      <itunes:title>#298 Tchia with Phil Crifo</itunes:title>
      <pubDate>Tue, 29 Aug 2023 14:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0847a02c-b248-405b-8698-83aeaa33141b]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/298-tchia-with-phil-crifo]]></link>
      <description><![CDATA[<p dir="ltr">Today on the show, Dirk and David are joined by Phil Crifo, game director at Awaceb, most prominently known for his work on Fossil Echo and Tchia. He discusses growing up in New Caledonia, and how it serves as an influence on the creation of Tchia. Topics include the history of New Caledonia and colonization, creating a world based on difficult histories, making an engaging open world, and what soul jumping actually is.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Today on the show, Dirk and David are joined by Phil Crifo, game director at Awaceb, most prominently known for his work on Fossil Echo and Tchia. He discusses growing up in New Caledonia, and how it serves as an influence on the creation of Tchia. Topics include the history of New Caledonia and colonization, creating a world based on difficult histories, making an engaging open world, and what soul jumping actually is.</p>]]></content:encoded>
      
      
      <enclosure length="75235957" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/298_Tchia_with_Phil_Crifo_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>51:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>298</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Phil Crifo</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Today on the show, Dirk and David are joined by Phil Crifo, game director at Awaceb, most prominently known for his work on Fossil Echo and Tchia. He discusses growing up in New Caledonia, and how it serves as an influence on the creation of Tchia. Topics include the history of New Caledonia and colonization, creating a world based on difficult histories, making an engaging open world, and what soul jumping actually is.</itunes:subtitle><itunes:summary>Today on the show, Dirk and David are joined by Phil Crifo, game director at Awaceb, most prominently known for his work on Fossil Echo and Tchia. He discusses growing up in New Caledonia, and how it serves as an influence on the creation of Tchia. Topics include the history of New Caledonia and colonization, creating a world based on difficult histories, making an engaging open world, and what soul jumping actually is.</itunes:summary></item>
    
    <item>
      <title>#297 Gerson Da Silva Talks Kingdom Rush</title>
      <itunes:title>#297 Gerson Da Silva Talks Kingdom Rush</itunes:title>
      <pubDate>Tue, 15 Aug 2023 14:44:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[e07fe94c-0600-4705-ac1c-6fda388a0212]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-297-gerson-da-silva-talks-kingdom-rush]]></link>
      <description><![CDATA[<p dir="ltr">Dirk and David are joined by Gerson Da Silva, Director at Ironhide Game Studio and co-founder of Totem Games. Gerson is best known for his work on the Kingdom Rush series, as well as Water 2050. This episode delves into alternative paths into game design, as well as how to adapt a game to audiences of different investment levels. Topics include the benefit of reaching out to subject experts, innovating on a genre, choosing a market, and how to leave design space for variety and maximizing mass appeal. </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Dirk and David are joined by Gerson Da Silva, Director at Ironhide Game Studio and co-founder of Totem Games. Gerson is best known for his work on the Kingdom Rush series, as well as Water 2050. This episode delves into alternative paths into game design, as well as how to adapt a game to audiences of different investment levels. Topics include the benefit of reaching out to subject experts, innovating on a genre, choosing a market, and how to leave design space for variety and maximizing mass appeal. </p>]]></content:encoded>
      
      
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      <itunes:duration>44:53</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>297</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Gerson Da Silva</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Gerson Da Silva, Director at Ironhide Game Studio and co-founder of Totem Games. Gerson is best known for his work on the Kingdom Rush series, as well as Water 2050. This episode delves into alternative paths into game design, as well as how to adapt a game to audiences of different investment levels. Topics include the benefit of reaching out to subject experts, innovating on a genre, choosing a market, and how to leave design space for variety and maximizing mass appeal. </itunes:subtitle><itunes:summary>Dirk and David are joined by Gerson Da Silva, Director at Ironhide Game Studio and co-founder of Totem Games. Gerson is best known for his work on the Kingdom Rush series, as well as Water 2050. This episode delves into alternative paths into game design, as well as how to adapt a game to audiences of different investment levels. Topics include the benefit of reaching out to subject experts, innovating on a genre, choosing a market, and how to leave design space for variety and maximizing mass appeal. </itunes:summary></item>
    
    <item>
      <title>#296 Listener Questions</title>
      <itunes:title>#296 Listener Questions</itunes:title>
      <pubDate>Tue, 01 Aug 2023 13:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[97367d7a-cd68-4006-a663-6e2d067dd874]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/296-listener-questions]]></link>
      <description><![CDATA[<p>Dirk and David gather for another round of listener questions! They answer how to balance mechanical options and variety in a game, trends in how genres are under- or over-utilized, and the impact of live streaming on designing and marketing a game. Topics include the evolution of Legend of the Five Rings, the gameplay loops of extraction shooters and battle royales, and polarizing opinions on the idle/clicker genre.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David gather for another round of listener questions! They answer how to balance mechanical options and variety in a game, trends in how genres are under- or over-utilized, and the impact of live streaming on designing and marketing a game. Topics include the evolution of Legend of the Five Rings, the gameplay loops of extraction shooters and battle royales, and polarizing opinions on the idle/clicker genre.</p>]]></content:encoded>
      
      
      <enclosure length="78176691" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/296_Listener_Questions_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>53:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>296</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David gather for another round of listener questions! They answer how to balance mechanical options and variety in a game, trends in how genres are under- or over-utilized, and the impact of live streaming on designing and marketing a game. Topics include the evolution of Legend of the Five Rings, the gameplay loops of extraction shooters and battle royales, and polarizing opinions on the idle/clicker genre.</itunes:subtitle><itunes:summary>Dirk and David gather for another round of listener questions! They answer how to balance mechanical options and variety in a game, trends in how genres are under- or over-utilized, and the impact of live streaming on designing and marketing a game. Topics include the evolution of Legend of the Five Rings, the gameplay loops of extraction shooters and battle royales, and polarizing opinions on the idle/clicker genre.</itunes:summary></item>
    
    <item>
      <title>#295 Kingdoms and Castles with Lion Shield Studios</title>
      <itunes:title>#295 Kingdoms and Castles with Lion Shield Studios</itunes:title>
      <pubDate>Tue, 18 Jul 2023 16:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0af7bbef-9da2-4e34-a59b-72f613149aff]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/295-kingdoms-and-castles-with-lion-shield-studios]]></link>
      <description><![CDATA[<p>Dirk is joined by Pete Angstadt and Michael Peddicard, co-founders of Lion Shield Studios, to talk about the design and success of Kingdoms and Castles. They discuss designing in the city builder genre, as well as how they structure their studio. Topics include how they decided on an art style, ethical employment and business growth, the power of their game systems, and the history of ancient Rome.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk is joined by Pete Angstadt and Michael Peddicard, co-founders of Lion Shield Studios, to talk about the design and success of Kingdoms and Castles. They discuss designing in the city builder genre, as well as how they structure their studio. Topics include how they decided on an art style, ethical employment and business growth, the power of their game systems, and the history of ancient Rome.</p>]]></content:encoded>
      
      
      <enclosure length="74441456" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/Ep_295_Kingdoms_and_Castles_with_Lion_Shield_Studios_mixdown.mp3?dest-id=1719626"/>
      <itunes:duration>51:04</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>295</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Michael Peddicord, Pete Angstadt</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk is joined by Pete Angstadt and Michael Peddicard, co-founders of Lion Shield Studios, to talk about the design and success of Kingdoms and Castles. They discuss designing in the city builder genre, as well as how they structure their studio. Topics include how they decided on an art style, ethical employment and business growth, the power of their game systems, and the history of ancient Rome.</itunes:subtitle><itunes:summary>Dirk is joined by Pete Angstadt and Michael Peddicard, co-founders of Lion Shield Studios, to talk about the design and success of Kingdoms and Castles. They discuss designing in the city builder genre, as well as how they structure their studio. Topics include how they decided on an art style, ethical employment and business growth, the power of their game systems, and the history of ancient Rome.</itunes:summary></item>
    
    <item>
      <title>#294 Worldbuilding with Kaitlin Tremblay</title>
      <itunes:title>#294 Worldbuilding with Kaitlin Tremblay</itunes:title>
      <pubDate>Tue, 04 Jul 2023 19:27:09 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[ba68959a-28be-4444-8e1a-ab0e03bf8059]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/294-worldbuilding-with-kaitlin-tremblay]]></link>
      <description><![CDATA[<p>Dirk and David join Kaitlin Tremblay, fiction and collaborative game design author and co-founder of Soft Rains Games. In this inaugural episode in the new series of Worldbuilding, the table discusses what role worldbuilding plays in creating a game world, and how a project changes when forced into a group environment. Topics include AAA vs Indie worldbuilding, finding curiosity, how the real world influences fictional worlds, and learning to let go.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David join Kaitlin Tremblay, fiction and collaborative game design author and co-founder of Soft Rains Games. In this inaugural episode in the new series of Worldbuilding, the table discusses what role worldbuilding plays in creating a game world, and how a project changes when forced into a group environment. Topics include AAA vs Indie worldbuilding, finding curiosity, how the real world influences fictional worlds, and learning to let go.</p>]]></content:encoded>
      
      
      <enclosure length="61211788" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/Episode_294_Interview_with_Kaitlin_Tremblay.mp3?dest-id=1719626"/>
      <itunes:duration>41:53</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>294</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, Kaitlin Tremblay</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David join Kaitlin Tremblay, fiction and collaborative game design author and co-founder of Soft Rains Games. In this inaugural episode in the new series of Worldbuilding, the table discusses what role worldbuilding plays in creating a game world, and how a project changes when forced into a group environment. Topics include AAA vs Indie worldbuilding, finding curiosity, how the real world influences fictional worlds, and learning to let go.</itunes:subtitle><itunes:summary>Dirk and David join Kaitlin Tremblay, fiction and collaborative game design author and co-founder of Soft Rains Games. In this inaugural episode in the new series of Worldbuilding, the table discusses what role worldbuilding plays in creating a game world, and how a project changes when forced into a group environment. Topics include AAA vs Indie worldbuilding, finding curiosity, how the real world influences fictional worlds, and learning to let go.</itunes:summary></item>
    
    <item>
      <title>#293 Interview with Mark Rosewater</title>
      <itunes:title>#293 Interview with Mark Rosewater</itunes:title>
      <pubDate>Thu, 22 Jun 2023 16:29:18 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/293-interview-with-mark-rosewater]]></link>
      <description><![CDATA[<p>Dirk and David interview Mark Rosewater, the long-time lead designer of the legendary card game Magic: the Gathering. Mark shares his wisdom on how to make a game that can continue to be designed over time, as well as how games can excite different kinds of players. Topics include how Mark got his start in game design, the usage of player psychographics, how to design tools not solutions, and different design techniques to improve the longevity of a game.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David interview Mark Rosewater, the long-time lead designer of the legendary card game Magic: the Gathering. Mark shares his wisdom on how to make a game that can continue to be designed over time, as well as how games can excite different kinds of players. Topics include how Mark got his start in game design, the usage of player psychographics, how to design tools not solutions, and different design techniques to improve the longevity of a game.</p>]]></content:encoded>
      
      
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      <itunes:duration>54:35</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>293</itunes:episode>
      
      
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      <itunes:author>Mark Rosewater, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David interview Mark Rosewater, the long-time lead designer of the legendary card game Magic: the Gathering. Mark shares his wisdom on how to make a game that can continue to be designed over time, as well as how games can excite different kinds of players. Topics include how Mark got his start in game design, the usage of player psychographics, how to design tools not solutions, and different design techniques to improve the longevity of a game.</itunes:subtitle><itunes:summary>Dirk and David interview Mark Rosewater, the long-time lead designer of the legendary card game Magic: the Gathering. Mark shares his wisdom on how to make a game that can continue to be designed over time, as well as how games can excite different kinds of players. Topics include how Mark got his start in game design, the usage of player psychographics, how to design tools not solutions, and different design techniques to improve the longevity of a game.</itunes:summary></item>
    
    <item>
      <title>#292 TGDRT Roundtable With Dirk and David</title>
      <itunes:title>#292 TGDRT Roundtable With Dirk and David</itunes:title>
      <pubDate>Tue, 06 Jun 2023 16:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/292-tgdrt-roundtable-with-dirk-and-david]]></link>
      <description><![CDATA[<p>Dirk and David take a stroll down memory lane and discuss their personal journeys, as well as the evolution the show has taken. They discuss the process of taking on a leadership role, the influence of the market on the enjoyment of game design, how game design as a practice and industry has changed over the last decade and more, and the future of The Game Design Round Table.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David take a stroll down memory lane and discuss their personal journeys, as well as the evolution the show has taken. They discuss the process of taking on a leadership role, the influence of the market on the enjoyment of game design, how game design as a practice and industry has changed over the last decade and more, and the future of The Game Design Round Table.</p>]]></content:encoded>
      
      
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      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David take a stroll down memory lane and discuss their personal journeys, as well as the evolution the show has taken. They discuss the process of taking on a leadership role, the influence of the market on the enjoyment of game design, how game design as a practice and industry has changed over the last decade and more, and the future of The Game Design Round Table.</itunes:subtitle><itunes:summary>Dirk and David take a stroll down memory lane and discuss their personal journeys, as well as the evolution the show has taken. They discuss the process of taking on a leadership role, the influence of the market on the enjoyment of game design, how game design as a practice and industry has changed over the last decade and more, and the future of The Game Design Round Table.</itunes:summary></item>
    
    <item>
      <title>#291 Tana Tanoi Talks Mini Motorways</title>
      <itunes:title>#291 Tana Tanoi Talks Mini Motorways</itunes:title>
      <pubDate>Tue, 23 May 2023 15:02:50 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/291-tana-tanoi-talks-mini-motorways]]></link>
      <description><![CDATA[<p dir="ltr">Tana Tanoi, technical designer at Dinosaur Polo Club, joins Dirk to discuss designing Mini Motorways and Mini Metro, as well as what goes into designing games that simulate the real world. Topics include the power of simulation, the difficulties in making a realistic yet entertaining city builder, differences in scale between mobile and desktop games, and knowing when a prototype has hit the mark.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Tana Tanoi, technical designer at Dinosaur Polo Club, joins Dirk to discuss designing Mini Motorways and Mini Metro, as well as what goes into designing games that simulate the real world. Topics include the power of simulation, the difficulties in making a realistic yet entertaining city builder, differences in scale between mobile and desktop games, and knowing when a prototype has hit the mark.</p>]]></content:encoded>
      
      
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      <itunes:duration>54:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>291</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, Tana Tanoi</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Tana Tanoi, technical designer at Dinosaur Polo Club, joins Dirk to discuss designing Mini Motorways and Mini Metro, as well as what goes into designing games that simulate the real world. Topics include the power of simulation, the difficulties in making a realistic yet entertaining city builder, differences in scale between mobile and desktop games, and knowing when a prototype has hit the mark.</itunes:subtitle><itunes:summary>Tana Tanoi, technical designer at Dinosaur Polo Club, joins Dirk to discuss designing Mini Motorways and Mini Metro, as well as what goes into designing games that simulate the real world. Topics include the power of simulation, the difficulties in making a realistic yet entertaining city builder, differences in scale between mobile and desktop games, and knowing when a prototype has hit the mark.</itunes:summary></item>
    
    <item>
      <title>#290 Sustainability in Games with Carlos Flores and jess Metheringham</title>
      <itunes:title>#290 Sustainability in Games with Carlos Flores and jess Metheringham</itunes:title>
      <pubDate>Tue, 02 May 2023 15:03:41 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[62de6878-ad98-4c6b-8a1f-3d9ff4c13336]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-290-sustainability-in-games-with-carlos-flores-and-jess-metheringham]]></link>
      <description><![CDATA[<p dir="ltr">Carlos Flores, director of NABERS, and Jess Metherigham, chair of Unlock Democracy, join Dirk in discussing the Green Games Guide, a resource geared towards  sustainability in games, and the reality of what it takes to make a game truly sustainable.  Topics include real-world concerns of environmental policy, what options are available to companies both large and small, the expenses involved with making a sustainable game, and transitioning consumers into new materials and product quality.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Carlos Flores, director of NABERS, and Jess Metherigham, chair of Unlock Democracy, join Dirk in discussing the Green Games Guide, a resource geared towards sustainability in games, and the reality of what it takes to make a game truly sustainable. Topics include real-world concerns of environmental policy, what options are available to companies both large and small, the expenses involved with making a sustainable game, and transitioning consumers into new materials and product quality.</p>]]></content:encoded>
      
      
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      <itunes:duration>57:52</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>290</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Carlos Flores, Jessica Metheringham, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Carlos Flores, director of NABERS, and Jess Metherigham, chair of Unlock Democracy, join Dirk in discussing the Green Games Guide, a resource geared towards  sustainability in games, and the reality of what it takes to make a game truly sustainable.  Topics include real-world concerns of environmental policy, what options are available to companies both large and small, the expenses involved with making a sustainable game, and transitioning consumers into new materials and product quality.</itunes:subtitle><itunes:summary>Carlos Flores, director of NABERS, and Jess Metherigham, chair of Unlock Democracy, join Dirk in discussing the Green Games Guide, a resource geared towards  sustainability in games, and the reality of what it takes to make a game truly sustainable.  Topics include real-world concerns of environmental policy, what options are available to companies both large and small, the expenses involved with making a sustainable game, and transitioning consumers into new materials and product quality.</itunes:summary></item>
    
    <item>
      <title>#289 AI and Generative Content with Matt Kim</title>
      <itunes:title>#289 AI and Generative Content with Matt Kim</itunes:title>
      <pubDate>Wed, 19 Apr 2023 01:00:12 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[a8a926d7-7152-4aea-8966-05d64e96af43]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/289-ai-and-generative-content-with-matt-kim]]></link>
      <description><![CDATA[<p dir="ltr">Matt, Creative Director for Inworld AI, joins Dirk and David to talk about the potential of generative AI to push the boundaries of what games can do. The three discuss how AI has developed, and what possibilities the technology may hold. Topics include the history of AI, how Inworld serves game developers, current practical uses for AI tools, and how player-driven experiences can be created to draw people together.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Matt, Creative Director for Inworld AI, joins Dirk and David to talk about the potential of generative AI to push the boundaries of what games can do. The three discuss how AI has developed, and what possibilities the technology may hold. Topics include the history of AI, how Inworld serves game developers, current practical uses for AI tools, and how player-driven experiences can be created to draw people together.</p>]]></content:encoded>
      
      
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      <itunes:duration>44:32</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>289</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Matt Kim</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Matt, Creative Director for Inworld AI, joins Dirk and David to talk about the potential of generative AI to push the boundaries of what games can do. The three discuss how AI has developed, and what possibilities the technology may hold. Topics include the history of AI, how Inworld serves game developers, current practical uses for AI tools, and how player-driven experiences can be created to draw people together.</itunes:subtitle><itunes:summary>Matt, Creative Director for Inworld AI, joins Dirk and David to talk about the potential of generative AI to push the boundaries of what games can do. The three discuss how AI has developed, and what possibilities the technology may hold. Topics include the history of AI, how Inworld serves game developers, current practical uses for AI tools, and how player-driven experiences can be created to draw people together.</itunes:summary></item>
    
    <item>
      <title>#288 Augmented Reality in Games with Graham Moore</title>
      <itunes:title>#288 Augmented Reality in Games with Graham Moore</itunes:title>
      <pubDate>Tue, 04 Apr 2023 22:14:05 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[fec49de6-6e3d-4411-891a-069df2e76e9d]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/288-augmented-reality-in-games-with-graham-moore]]></link>
      <description><![CDATA[<p dir="ltr">AR game designer Graham Moore joins Dirk and David to talk about his work merging tabletop wargaming with augmented reality technology. Topics discussed include how AR can benefit wargaming, the balance of information clarity and tactical decision making, and how things like variable setup options and additional data can help gamers feel better about victory and defeat. Graham also talks about the experience of working with his son on their game project and offers some advice for game designers.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">AR game designer Graham Moore joins Dirk and David to talk about his work merging tabletop wargaming with augmented reality technology. Topics discussed include how AR can benefit wargaming, the balance of information clarity and tactical decision making, and how things like variable setup options and additional data can help gamers feel better about victory and defeat. Graham also talks about the experience of working with his son on their game project and offers some advice for game designers.</p>]]></content:encoded>
      
      
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      <itunes:duration>53:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>288</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Graham Moore</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>AR game designer Graham Moore joins Dirk and David to talk about his work merging tabletop wargaming with augmented reality technology. Topics discussed include how AR can benefit wargaming, the balance of information clarity and tactical decision making, and how things like variable setup options and additional data can help gamers feel better about victory and defeat. Graham also talks about the experience of working with his son on their game project and offers some advice for game designers.</itunes:subtitle><itunes:summary>AR game designer Graham Moore joins Dirk and David to talk about his work merging tabletop wargaming with augmented reality technology. Topics discussed include how AR can benefit wargaming, the balance of information clarity and tactical decision making, and how things like variable setup options and additional data can help gamers feel better about victory and defeat. Graham also talks about the experience of working with his son on their game project and offers some advice for game designers.</itunes:summary></item>
    
    <item>
      <title>#287 Diving Into Cards With Rob Daviau</title>
      <itunes:title>#287 Diving Into Cards With Rob Daviau</itunes:title>
      <pubDate>Tue, 21 Mar 2023 22:38:49 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[286a87c9-e443-4bf6-84a4-bf524d672ee5]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/287-diving-into-cards-with-rob-daviau]]></link>
      <description><![CDATA[<p dir="ltr">Former cohost Rob Daviau joins Dirk and David to discuss card games in the context of his upcoming game Unmatched Adventures.  After catching up on the state of Rob's company Restoration Games, the trio start their deep dive into the card game Unmatched, including its origins with Star Wars: Epic Duels and what makes the system deep enough for tournament play but simple enough for casual or family play. Rob also talks about adding co-op to the system with Unmatched Adventures, and the challenges that came with making it backwards compatible with previous Unmatched sets. The group ends the show talking about cards as components.</p> <p dir="ltr">Link for crowdfunding campaign: <a href= "https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing"> https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing</a></p> <p dir="ltr"> </p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Former cohost Rob Daviau joins Dirk and David to discuss card games in the context of his upcoming game Unmatched Adventures. After catching up on the state of Rob's company Restoration Games, the trio start their deep dive into the card game Unmatched, including its origins with Star Wars: Epic Duels and what makes the system deep enough for tournament play but simple enough for casual or family play. Rob also talks about adding co-op to the system with Unmatched Adventures, and the challenges that came with making it backwards compatible with previous Unmatched sets. The group ends the show talking about cards as components.</p> <p dir="ltr">Link for crowdfunding campaign: <a href= "https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing"> https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing</a></p> <p dir="ltr"> </p>]]></content:encoded>
      
      
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      <itunes:duration>58:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>287</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Former cohost Rob Daviau joins Dirk and David to discuss card games in the context of his upcoming game Unmatched Adventures.  After catching up on the state of Rob's company Restoration Games, the trio start their deep dive into the card game Unmatched, including its origins with Star Wars: Epic Duels and what makes the system deep enough for tournament play but simple enough for casual or family play. Rob also talks about adding co-op to the system with Unmatched Adventures, and the challenges that came with making it backwards compatible with previous Unmatched sets. The group ends the show talking about cards as components. Link for crowdfunding campaign: https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing  </itunes:subtitle><itunes:summary>Former cohost Rob Daviau joins Dirk and David to discuss card games in the context of his upcoming game Unmatched Adventures.  After catching up on the state of Rob's company Restoration Games, the trio start their deep dive into the card game Unmatched, including its origins with Star Wars: Epic Duels and what makes the system deep enough for tournament play but simple enough for casual or family play. Rob also talks about adding co-op to the system with Unmatched Adventures, and the challenges that came with making it backwards compatible with previous Unmatched sets. The group ends the show talking about cards as components. Link for crowdfunding campaign: https://www.backerkit.com/call_to_action/856d2baa-cefb-4ae3-a7af-09966bf90339/landing  </itunes:summary></item>
    
    <item>
      <title>#286 Listener Questions February 2023</title>
      <itunes:title>#286 Listener Questions February 2023</itunes:title>
      <pubDate>Wed, 01 Mar 2023 01:22:49 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b0443327-78fc-48e1-a2ea-3d5bded74361]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/286-listener-questions-february-2023]]></link>
      <description><![CDATA[<p dir="ltr">Kathryn rejoins Dirk and David to answer several questions from listeners in our Discord channel. Former cohost Rob Daviau also records a bonus answer to a question about legacy games.</p>]]></description>
      
      <content:encoded><![CDATA[<p dir="ltr">Kathryn rejoins Dirk and David to answer several questions from listeners in our Discord channel. Former cohost Rob Daviau also records a bonus answer to a question about legacy games.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:04:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>286</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Kathryn Hymes, Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn rejoins Dirk and David to answer several questions from listeners in our Discord channel. Former cohost Rob Daviau also records a bonus answer to a question about legacy games.</itunes:subtitle><itunes:summary>Kathryn rejoins Dirk and David to answer several questions from listeners in our Discord channel. Former cohost Rob Daviau also records a bonus answer to a question about legacy games.</itunes:summary></item>
    
    <item>
      <title>#285 Round Table on Knowing "When"</title>
      <itunes:title>#285 Round Table on Knowing "When"</itunes:title>
      <pubDate>Wed, 15 Feb 2023 04:32:15 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[dea15dc5-9fd2-4ddc-a45f-fd5627346a4a]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/285-round-table-on-knowing-when]]></link>
      <description><![CDATA[<p id="docs-internal-guid-99e9c74f-7fff-4ef9-33e2-d17a404e3f74" dir="ltr" style= "line-height: 1.38; background-color: #ffffff; margin-top: 0pt; margin-bottom: 0pt;"> <span style= "font-size: 9pt; font-family: Calibri,sans-serif; color: #595959; background-color: transparent; font-weight: 400; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"> In another round table episode, Kathryn joins Dirk and David to discuss three previous episodes on the podcast. The first topic is a discussion on information presentation, specifically how much info to include on cards. The middle topic covers unique types of games that the hosts have always enjoyed and wished they could see more of. Finally, the trio talks at length about the tricky art of knowing when to ship a game and how to set a deadline.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p id="docs-internal-guid-99e9c74f-7fff-4ef9-33e2-d17a404e3f74" dir="ltr" style= "line-height: 1.38; background-color: #ffffff; margin-top: 0pt; margin-bottom: 0pt;"> In another round table episode, Kathryn joins Dirk and David to discuss three previous episodes on the podcast. The first topic is a discussion on information presentation, specifically how much info to include on cards. The middle topic covers unique types of games that the hosts have always enjoyed and wished they could see more of. Finally, the trio talks at length about the tricky art of knowing when to ship a game and how to set a deadline.</p>]]></content:encoded>
      
      
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      <itunes:duration>46:28</itunes:duration>
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      <itunes:episode>285</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In another round table episode, Kathryn joins Dirk and David to discuss three previous episodes on the podcast. The first topic is a discussion on information presentation, specifically how much info to include on cards. The middle topic covers unique types of games that the hosts have always enjoyed and wished they could see more of. Finally, the trio talks at length about the tricky art of knowing when to ship a game and how to set a deadline.</itunes:subtitle><itunes:summary>In another round table episode, Kathryn joins Dirk and David to discuss three previous episodes on the podcast. The first topic is a discussion on information presentation, specifically how much info to include on cards. The middle topic covers unique types of games that the hosts have always enjoyed and wished they could see more of. Finally, the trio talks at length about the tricky art of knowing when to ship a game and how to set a deadline.</itunes:summary></item>
    
    <item>
      <title>#284 Fertessa Allyse Talks Book of Villain</title>
      <itunes:title>#284 Fertessa Allyse Talks Book of Villain</itunes:title>
      <pubDate>Tue, 03 Jan 2023 23:47:23 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/-284-fertessa-allyse-talks-book-of-villain]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Fertessa Allyse joins Dirk and David to talk about her path in the tabletop industry. She talks about the relatively quick progress she made by iterating over and over on her core idea for Book of Villainy. Then the group discusses her other design projects, Wicked and Wise as well as Mansplaining, before moving on to her current role at Funko Games. Fertessa talks at length about how Funko Games' IP-focused designs are handled, and how her work as a producer has helped her become a better designer as well</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Fertessa Allyse joins Dirk and David to talk about her path in the tabletop industry. She talks about the relatively quick progress she made by iterating over and over on her core idea for Book of Villainy. Then the group discusses her other design projects, Wicked and Wise as well as Mansplaining, before moving on to her current role at Funko Games. Fertessa talks at length about how Funko Games' IP-focused designs are handled, and how her work as a producer has helped her become a better designer as well</p>]]></content:encoded>
      
      
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      <itunes:duration>58:04</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>284</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Fertessa Allyse</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Fertessa Allyse joins Dirk and David to talk about her path in the tabletop industry. She talks about the relatively quick progress she made by iterating over and over on her core idea for Book of Villainy. Then the group discusses her other design projects, Wicked and Wise as well as Mansplaining, before moving on to her current role at Funko Games. Fertessa talks at length about how Funko Games' IP-focused designs are handled, and how her work as a producer has helped her become a better designer as well</itunes:subtitle><itunes:summary>Fertessa Allyse joins Dirk and David to talk about her path in the tabletop industry. She talks about the relatively quick progress she made by iterating over and over on her core idea for Book of Villainy. Then the group discusses her other design projects, Wicked and Wise as well as Mansplaining, before moving on to her current role at Funko Games. Fertessa talks at length about how Funko Games' IP-focused designs are handled, and how her work as a producer has helped her become a better designer as well</itunes:summary></item>
    
    <item>
      <title>#283 Nikki Valens Talks Artisans of Splendent Vale</title>
      <itunes:title>#283 Nikki Valens Talks Artisans of Splendent Vale</itunes:title>
      <pubDate>Tue, 29 Nov 2022 00:30:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/283-nikki-valens-talks-artisans-of-splendent-vale]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Designer Nikki Valens joins Dirk and David once again to talk about a couple of Nikki's projects since they were last on the show. The discussion focuses on Artisans of Splendent Vale, a co-op narrative and tactical game coming out this December. The trio also talk about Quirky Circuits, a co-op programming game that came out a few years ago. Other topics include the effect of the pandemic on design and development, as well as Nikki's experience at Fantasy Flight.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Designer Nikki Valens joins Dirk and David once again to talk about a couple of Nikki's projects since they were last on the show. The discussion focuses on Artisans of Splendent Vale, a co-op narrative and tactical game coming out this December. The trio also talk about Quirky Circuits, a co-op programming game that came out a few years ago. Other topics include the effect of the pandemic on design and development, as well as Nikki's experience at Fantasy Flight.</p>]]></content:encoded>
      
      
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      <itunes:duration>51:44</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>283</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Nikki Valens, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Designer Nikki Valens joins Dirk and David once again to talk about a couple of Nikki's projects since they were last on the show. The discussion focuses on Artisans of Splendent Vale, a co-op narrative and tactical game coming out this December. The trio also talk about Quirky Circuits, a co-op programming game that came out a few years ago. Other topics include the effect of the pandemic on design and development, as well as Nikki's experience at Fantasy Flight.</itunes:subtitle><itunes:summary>Designer Nikki Valens joins Dirk and David once again to talk about a couple of Nikki's projects since they were last on the show. The discussion focuses on Artisans of Splendent Vale, a co-op narrative and tactical game coming out this December. The trio also talk about Quirky Circuits, a co-op programming game that came out a few years ago. Other topics include the effect of the pandemic on design and development, as well as Nikki's experience at Fantasy Flight.</itunes:summary></item>
    
    <item>
      <title>#282 Julio Nazario Talks Dulce and More</title>
      <itunes:title>#282 Julio Nazario Talks Dulce and More</itunes:title>
      <pubDate>Tue, 11 Oct 2022 16:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/282-julio-nazario-talks-dulce-and-more]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Board game designer Julio Nazario joins Dirk and David to talk about his success in publishing a variety of distinct games in a relatively short amount of time. The trio talk about the vertical, 3D elements of Ctrl and Holi: Festival of Colors, and then the conversation turns to how layering mechanics makes Dulce a deeper game with a shorter playtime. Then a detailed discussion on pitching to publishers eventually leads to an explanation of Julio's game Borikén: The Taíno Resistance. </span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Board game designer Julio Nazario joins Dirk and David to talk about his success in publishing a variety of distinct games in a relatively short amount of time. The trio talk about the vertical, 3D elements of Ctrl and Holi: Festival of Colors, and then the conversation turns to how layering mechanics makes Dulce a deeper game with a shorter playtime. Then a detailed discussion on pitching to publishers eventually leads to an explanation of Julio's game Borikén: The Taíno Resistance. </p>]]></content:encoded>
      
      
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      <itunes:duration>56:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>282</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron, Julio Nazario</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Board game designer Julio Nazario joins Dirk and David to talk about his success in publishing a variety of distinct games in a relatively short amount of time. The trio talk about the vertical, 3D elements of Ctrl and Holi: Festival of Colors, and then the conversation turns to how layering mechanics makes Dulce a deeper game with a shorter playtime. Then a detailed discussion on pitching to publishers eventually leads to an explanation of Julio's game Borikén: The Taíno Resistance. </itunes:subtitle><itunes:summary>Board game designer Julio Nazario joins Dirk and David to talk about his success in publishing a variety of distinct games in a relatively short amount of time. The trio talk about the vertical, 3D elements of Ctrl and Holi: Festival of Colors, and then the conversation turns to how layering mechanics makes Dulce a deeper game with a shorter playtime. Then a detailed discussion on pitching to publishers eventually leads to an explanation of Julio's game Borikén: The Taíno Resistance. </itunes:summary></item>
    
    <item>
      <title>#281 Diving into Cards as a Simplifier</title>
      <itunes:title>#281 Diving into Cards as a Simplifier</itunes:title>
      <pubDate>Thu, 01 Sep 2022 00:13:42 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/281-diving-into-cards-as-a-simplifier]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Aran Koning joins Dirk and David to talk about his digital card game, Stacklands. Discussions include an in-depth look at how the pack-buying mechanic ended up in a village building game, how progression works while keeping some things as surprises for the player, and why cards were ultimately chosen to drive the game's simple mechanics. Finally Aran discusses his company Sokpop Collective and the business side of being an indie design team that focuses on small, more experimental games.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Aran Koning joins Dirk and David to talk about his digital card game, Stacklands. Discussions include an in-depth look at how the pack-buying mechanic ended up in a village building game, how progression works while keeping some things as surprises for the player, and why cards were ultimately chosen to drive the game's simple mechanics. Finally Aran discusses his company Sokpop Collective and the business side of being an indie design team that focuses on small, more experimental games.</p>]]></content:encoded>
      
      
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      <itunes:duration>55:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>281</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Aran Koning, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Aran Koning joins Dirk and David to talk about his digital card game, Stacklands. Discussions include an in-depth look at how the pack-buying mechanic ended up in a village building game, how progression works while keeping some things as surprises for the player, and why cards were ultimately chosen to drive the game's simple mechanics. Finally Aran discusses his company Sokpop Collective and the business side of being an indie design team that focuses on small, more experimental games.</itunes:subtitle><itunes:summary>Aran Koning joins Dirk and David to talk about his digital card game, Stacklands. Discussions include an in-depth look at how the pack-buying mechanic ended up in a village building game, how progression works while keeping some things as surprises for the player, and why cards were ultimately chosen to drive the game's simple mechanics. Finally Aran discusses his company Sokpop Collective and the business side of being an indie design team that focuses on small, more experimental games.</itunes:summary></item>
    
    <item>
      <title>#280 Bianca Canoza Talks ARC</title>
      <itunes:title>#280 Bianca Canoza Talks ARC</itunes:title>
      <pubDate>Wed, 10 Aug 2022 12:51:44 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/280-bianca-canoza-talks-arc]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she's learned, and the Southeast Asian RPG community. Bianca talks about different games she's worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge of the World.</span></p> <p><span style="font-weight: 400;">Discussion also covers online communities and the Across RPGSEA site, which features Southeast Asian games.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she's learned, and the Southeast Asian RPG community. Bianca talks about different games she's worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge of the World.</p> <p>Discussion also covers online communities and the Across RPGSEA site, which features Southeast Asian games.</p>]]></content:encoded>
      
      
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      <itunes:duration>49:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>280</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Bianca Canoza, David V. Heron, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she's learned, and the Southeast Asian RPG community. Bianca talks about different games she's worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge of the World. Discussion also covers online communities and the Across RPGSEA site, which features Southeast Asian games.</itunes:subtitle><itunes:summary>Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she's learned, and the Southeast Asian RPG community. Bianca talks about different games she's worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge of the World. Discussion also covers online communities and the Across RPGSEA site, which features Southeast Asian games.</itunes:summary></item>
    
    <item>
      <title>#279 Dominique Dickey Talks Plant Girl</title>
      <itunes:title>#279 Dominique Dickey Talks Plant Girl</itunes:title>
      <pubDate>Fri, 29 Jul 2022 03:35:50 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[7c7e8729-1d36-4b65-929f-f96e1ab7d515]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/279-dominique-dickey-talks-plant-girl]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique's pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique's personal connection with many of their games' themes stems from a desire to create specific experiences that aren't common in other TTRPGs.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique's pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique's personal connection with many of their games' themes stems from a desire to create specific experiences that aren't common in other TTRPGs.</p>]]></content:encoded>
      
      
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      <itunes:duration>57:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>279</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dominique Dickey, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique's pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique's personal connection with many of their games' themes stems from a desire to create specific experiences that aren't common in other TTRPGs.</itunes:subtitle><itunes:summary>Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique's pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique's personal connection with many of their games' themes stems from a desire to create specific experiences that aren't common in other TTRPGs.</itunes:summary></item>
    
    <item>
      <title>#278 Listener Questions June 2022</title>
      <itunes:title>#278 Listener Questions June 2022</itunes:title>
      <pubDate>Tue, 07 Jun 2022 23:54:28 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[353b5ec8-0326-4880-a683-5fcf81a80e24]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/278-listener-questions-june-2022]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Kathryn teams up with Dirk and David to tackle another round of listener questions. Topics include microtransactions, free-to-play games, early game design steps, data in game design, and how designers can learn from other mediums. </span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn teams up with Dirk and David to tackle another round of listener questions. Topics include microtransactions, free-to-play games, early game design steps, data in game design, and how designers can learn from other mediums. </p>]]></content:encoded>
      
      
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      <itunes:duration>54:53</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>278</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn teams up with Dirk and David to tackle another round of listener questions. Topics include microtransactions, free-to-play games, early game design steps, data in game design, and how designers can learn from other mediums. </itunes:subtitle><itunes:summary>Kathryn teams up with Dirk and David to tackle another round of listener questions. Topics include microtransactions, free-to-play games, early game design steps, data in game design, and how designers can learn from other mediums. </itunes:summary></item>
    
    <item>
      <title>#277 Diving into Cards as a Crossroads</title>
      <itunes:title>#277 Diving into Cards as a Crossroads</itunes:title>
      <pubDate>Wed, 25 May 2022 14:27:35 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[52126ce7-10a4-4d28-ace9-68bc68f947f2]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/277-diving-into-cards-as-a-crossroads]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Isaac Vega joins Dirk and David to talk about his experiences in the board game industry and how he has used cards in his games. First the trio discuss City of Remnants and how different components fulfill different roles in game design. Next, Dirk and David ask Isaac about his work on Ashes Reborn and some of its more unique systems. Finally, the group continues the discussion of Isaac's games with some questions about Dead of Winter and its crossroads cards.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Isaac Vega joins Dirk and David to talk about his experiences in the board game industry and how he has used cards in his games. First the trio discuss City of Remnants and how different components fulfill different roles in game design. Next, Dirk and David ask Isaac about his work on Ashes Reborn and some of its more unique systems. Finally, the group continues the discussion of Isaac's games with some questions about Dead of Winter and its crossroads cards.</p>]]></content:encoded>
      
      
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      <itunes:duration>59:11</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>277</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Isaac Vega</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Isaac Vega joins Dirk and David to talk about his experiences in the board game industry and how he has used cards in his games. First the trio discuss City of Remnants and how different components fulfill different roles in game design. Next, Dirk and David ask Isaac about his work on Ashes Reborn and some of its more unique systems. Finally, the group continues the discussion of Isaac's games with some questions about Dead of Winter and its crossroads cards.</itunes:subtitle><itunes:summary>Isaac Vega joins Dirk and David to talk about his experiences in the board game industry and how he has used cards in his games. First the trio discuss City of Remnants and how different components fulfill different roles in game design. Next, Dirk and David ask Isaac about his work on Ashes Reborn and some of its more unique systems. Finally, the group continues the discussion of Isaac's games with some questions about Dead of Winter and its crossroads cards.</itunes:summary></item>
    
    <item>
      <title>#276 Round Table on Market Considerations for Game Themes</title>
      <itunes:title>#276 Round Table on Market Considerations for Game Themes</itunes:title>
      <pubDate>Thu, 12 May 2022 01:08:41 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/276-round-table-on-market-considerations-for-game-themes]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Kathryn rejoins Dirk and David for another Round Table discussion of past episodes. First, in reference to the recent episode with Sydney Engelstein, the group talks about card-based expansions. Then the discussion turns to the various Zenobia award finalist guests who have been on the show—topics include unique themes, alternative funding for games, and how to utilize popular IPs while maintaining your own vision for the game. Finally, the group has a conversation about the Dave Scott episode and discusses how they've used customizable experiences in their own games.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn rejoins Dirk and David for another Round Table discussion of past episodes. First, in reference to the recent episode with Sydney Engelstein, the group talks about card-based expansions. Then the discussion turns to the various Zenobia award finalist guests who have been on the show—topics include unique themes, alternative funding for games, and how to utilize popular IPs while maintaining your own vision for the game. Finally, the group has a conversation about the Dave Scott episode and discusses how they've used customizable experiences in their own games.</p>]]></content:encoded>
      
      
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      <itunes:duration>52:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>276</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn rejoins Dirk and David for another Round Table discussion of past episodes. First, in reference to the recent episode with Sydney Engelstein, the group talks about card-based expansions. Then the discussion turns to the various Zenobia award finalist guests who have been on the show—topics include unique themes, alternative funding for games, and how to utilize popular IPs while maintaining your own vision for the game. Finally, the group has a conversation about the Dave Scott episode and discusses how they've used customizable experiences in their own games.</itunes:subtitle><itunes:summary>Kathryn rejoins Dirk and David for another Round Table discussion of past episodes. First, in reference to the recent episode with Sydney Engelstein, the group talks about card-based expansions. Then the discussion turns to the various Zenobia award finalist guests who have been on the show—topics include unique themes, alternative funding for games, and how to utilize popular IPs while maintaining your own vision for the game. Finally, the group has a conversation about the Dave Scott episode and discusses how they've used customizable experiences in their own games.</itunes:summary></item>
    
    <item>
      <title>#275 Diving Into Card-focused Adaptations and Expansions</title>
      <itunes:title>#275 Diving Into Card-focused Adaptations and Expansions</itunes:title>
      <pubDate>Wed, 06 Apr 2022 02:59:39 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[6dae6de1-27e3-4b3d-93f4-7a1846499000]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/275-diving-into-card-focused-adaptations-and-expansions]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Sydney Engelstein joins Dirk and David to talk about her history in game design and her work on multiple card-centric games. After discussing some of her earlier games such as the Space Cadet games, Sydney talks at length about her experience working on some of the popular game series in the Stronghold Games lineup: Aeon's End and Terraforming Mars. The discussion covers what it's like making expansions for the deckbuilder Aeon's End, how the design for Ares Expedition streamlined aspects of Terraforming Mars by focusing in on the card play, and some advice on the more business–oriented side of game acquisitions.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Sydney Engelstein joins Dirk and David to talk about her history in game design and her work on multiple card-centric games. After discussing some of her earlier games such as the Space Cadet games, Sydney talks at length about her experience working on some of the popular game series in the Stronghold Games lineup: Aeon's End and Terraforming Mars. The discussion covers what it's like making expansions for the deckbuilder Aeon's End, how the design for Ares Expedition streamlined aspects of Terraforming Mars by focusing in on the card play, and some advice on the more business–oriented side of game acquisitions.</p>]]></content:encoded>
      
      
      <enclosure length="82999118" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_275.mp3?dest-id=1719626"/>
      <itunes:duration>57:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>275</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Sydney Engelstein</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Sydney Engelstein joins Dirk and David to talk about her history in game design and her work on multiple card-centric games. After discussing some of her earlier games such as the Space Cadet games, Sydney talks at length about her experience working on some of the popular game series in the Stronghold Games lineup: Aeon's End and Terraforming Mars. The discussion covers what it's like making expansions for the deckbuilder Aeon's End, how the design for Ares Expedition streamlined aspects of Terraforming Mars by focusing in on the card play, and some advice on the more business–oriented side of game acquisitions.</itunes:subtitle><itunes:summary>Sydney Engelstein joins Dirk and David to talk about her history in game design and her work on multiple card-centric games. After discussing some of her earlier games such as the Space Cadet games, Sydney talks at length about her experience working on some of the popular game series in the Stronghold Games lineup: Aeon's End and Terraforming Mars. The discussion covers what it's like making expansions for the deckbuilder Aeon's End, how the design for Ares Expedition streamlined aspects of Terraforming Mars by focusing in on the card play, and some advice on the more business–oriented side of game acquisitions.</itunes:summary></item>
    
    <item>
      <title>#274 Damon Stone Talks Liberation Haiti</title>
      <itunes:title>#274 Damon Stone Talks Liberation Haiti</itunes:title>
      <pubDate>Fri, 25 Mar 2022 01:21:03 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[c85d4ab7-4086-498b-9152-25ac814812ee]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/274-damon-stone-talks-liberation-haiti]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Damon Stone joins Dirk and David to discuss his game Liberation Haiti, a historical-themed deckbuilder and a Zenobia Award finalist. First, Damon talks about his experience in game design and development, including how he got started working with Fantasy Flight. Next, Damon talks at length about the historical setting for Liberation Haiti and explains how he mapped different mechanics to that theme. Other topics include how undefined time to prepare for a final confrontation can sometimes sink a game and how Damon chose to handle the random elements of a game that uses both cards and dice.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Damon Stone joins Dirk and David to discuss his game Liberation Haiti, a historical-themed deckbuilder and a Zenobia Award finalist. First, Damon talks about his experience in game design and development, including how he got started working with Fantasy Flight. Next, Damon talks at length about the historical setting for Liberation Haiti and explains how he mapped different mechanics to that theme. Other topics include how undefined time to prepare for a final confrontation can sometimes sink a game and how Damon chose to handle the random elements of a game that uses both cards and dice.</p>]]></content:encoded>
      
      
      <enclosure length="90223830" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_274.mp3?dest-id=1719626"/>
      <itunes:duration>01:02:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>274</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Damon Stone, Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Damon Stone joins Dirk and David to discuss his game Liberation Haiti, a historical-themed deckbuilder and a Zenobia Award finalist. First, Damon talks about his experience in game design and development, including how he got started working with Fantasy Flight. Next, Damon talks at length about the historical setting for Liberation Haiti and explains how he mapped different mechanics to that theme. Other topics include how undefined time to prepare for a final confrontation can sometimes sink a game and how Damon chose to handle the random elements of a game that uses both cards and dice.</itunes:subtitle><itunes:summary>Damon Stone joins Dirk and David to discuss his game Liberation Haiti, a historical-themed deckbuilder and a Zenobia Award finalist. First, Damon talks about his experience in game design and development, including how he got started working with Fantasy Flight. Next, Damon talks at length about the historical setting for Liberation Haiti and explains how he mapped different mechanics to that theme. Other topics include how undefined time to prepare for a final confrontation can sometimes sink a game and how Damon chose to handle the random elements of a game that uses both cards and dice.</itunes:summary></item>
    
    <item>
      <title>#273 Dave Scott Talks Everyday Heroes</title>
      <itunes:title>#273 Dave Scott Talks Everyday Heroes</itunes:title>
      <pubDate>Wed, 09 Mar 2022 02:10:43 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[f5b8e301-1fcf-403f-933d-9313a09a7c09]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/273-dave-scott-talks-everyday-heroes]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Dave Scott joins Dirk and David to discuss the upcoming tabletop roleplaying system Everyday Heroes, a revived and updated version of the old D20 Modern system. Dave discusses how he worked with a team of game designers to create rulesets for a system and roleplaying space that has fascinated Dave for years. One topic is a deep dive into the problems with chase mechanics in RPGs and how those mechanics are handled in Everyday Heroes. Another big discussion point is how Dave and the team decided to give the game a more cinematic feel and capture the action hero stereotypes without straying into superhero status. Finally, Dave talks about what the design process for his team looks like right now and how they utilize a group of hundreds of playtesters effectively.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Dave Scott joins Dirk and David to discuss the upcoming tabletop roleplaying system Everyday Heroes, a revived and updated version of the old D20 Modern system. Dave discusses how he worked with a team of game designers to create rulesets for a system and roleplaying space that has fascinated Dave for years. One topic is a deep dive into the problems with chase mechanics in RPGs and how those mechanics are handled in Everyday Heroes. Another big discussion point is how Dave and the team decided to give the game a more cinematic feel and capture the action hero stereotypes without straying into superhero status. Finally, Dave talks about what the design process for his team looks like right now and how they utilize a group of hundreds of playtesters effectively.</p>]]></content:encoded>
      
      
      <enclosure length="78068967" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_273.mp3?dest-id=1719626"/>
      <itunes:duration>53:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>273</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dave Scott, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dave Scott joins Dirk and David to discuss the upcoming tabletop roleplaying system Everyday Heroes, a revived and updated version of the old D20 Modern system. Dave discusses how he worked with a team of game designers to create rulesets for a system and roleplaying space that has fascinated Dave for years. One topic is a deep dive into the problems with chase mechanics in RPGs and how those mechanics are handled in Everyday Heroes. Another big discussion point is how Dave and the team decided to give the game a more cinematic feel and capture the action hero stereotypes without straying into superhero status. Finally, Dave talks about what the design process for his team looks like right now and how they utilize a group of hundreds of playtesters effectively.</itunes:subtitle><itunes:summary>Dave Scott joins Dirk and David to discuss the upcoming tabletop roleplaying system Everyday Heroes, a revived and updated version of the old D20 Modern system. Dave discusses how he worked with a team of game designers to create rulesets for a system and roleplaying space that has fascinated Dave for years. One topic is a deep dive into the problems with chase mechanics in RPGs and how those mechanics are handled in Everyday Heroes. Another big discussion point is how Dave and the team decided to give the game a more cinematic feel and capture the action hero stereotypes without straying into superhero status. Finally, Dave talks about what the design process for his team looks like right now and how they utilize a group of hundreds of playtesters effectively.</itunes:summary></item>
    
    <item>
      <title>#272 Charlie Cleveland Talks Subnautica</title>
      <itunes:title>#272 Charlie Cleveland Talks Subnautica</itunes:title>
      <pubDate>Tue, 22 Feb 2022 15:47:21 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[5c317756-fce5-4257-8795-58fe7306ea9f]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/272-charlie-cleveland-talks-subnautica]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Charlie Cleveland joins Dirk and David to discuss his work on the underwater survival game Subnautica–an indie hit and a standout in the genre. The trio talk about the game's somewhat unusual theme and the difficulties of making a game set underwater. They also talk about how that theme helped influence the game's mechanics and continually reinforced the core design pillar for the game: thrill of the unknown. Finally, Charlie takes some time to talk about the early access process, aspects of the game that got cut, and a little discussion on the game's frosty followup title, Subnautica: Below Zero.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Charlie Cleveland joins Dirk and David to discuss his work on the underwater survival game Subnautica–an indie hit and a standout in the genre. The trio talk about the game's somewhat unusual theme and the difficulties of making a game set underwater. They also talk about how that theme helped influence the game's mechanics and continually reinforced the core design pillar for the game: thrill of the unknown. Finally, Charlie takes some time to talk about the early access process, aspects of the game that got cut, and a little discussion on the game's frosty followup title, Subnautica: Below Zero.</p>]]></content:encoded>
      
      
      <enclosure length="78259090" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_272.mp3?dest-id=1719626"/>
      <itunes:duration>53:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>272</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Charlie Cleveland, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Charlie Cleveland joins Dirk and David to discuss his work on the underwater survival game Subnautica–an indie hit and a standout in the genre. The trio talk about the game's somewhat unusual theme and the difficulties of making a game set underwater. They also talk about how that theme helped influence the game's mechanics and continually reinforced the core design pillar for the game: thrill of the unknown. Finally, Charlie takes some time to talk about the early access process, aspects of the game that got cut, and a little discussion on the game's frosty followup title, Subnautica: Below Zero.</itunes:subtitle><itunes:summary>Charlie Cleveland joins Dirk and David to discuss his work on the underwater survival game Subnautica–an indie hit and a standout in the genre. The trio talk about the game's somewhat unusual theme and the difficulties of making a game set underwater. They also talk about how that theme helped influence the game's mechanics and continually reinforced the core design pillar for the game: thrill of the unknown. Finally, Charlie takes some time to talk about the early access process, aspects of the game that got cut, and a little discussion on the game's frosty followup title, Subnautica: Below Zero.</itunes:summary></item>
    
    <item>
      <title>#271 Lauren Ino Talks The Season</title>
      <itunes:title>#271 Lauren Ino Talks The Season</itunes:title>
      <pubDate>Wed, 09 Feb 2022 00:53:04 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[c5dc3aed-79aa-4f1b-8af7-a0eaf9af4432]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/271-lauren-ino-talks-the-season]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Lauren talks to Dirk about her Regency era game, The Season. She gives a lot of background on the Regency romance setting and the Georgian Era in general. She explains how elements of her game reflect its historical setting. Lauren also talks about her experience with the Zenobia Awards competition and how it helped inspire her to finally follow through on a design she'd been thinking about for a long time.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Lauren talks to Dirk about her Regency era game, The Season. She gives a lot of background on the Regency romance setting and the Georgian Era in general. She explains how elements of her game reflect its historical setting. Lauren also talks about her experience with the Zenobia Awards competition and how it helped inspire her to finally follow through on a design she'd been thinking about for a long time.</p>]]></content:encoded>
      
      
      <enclosure length="78449379" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_271.mp3?dest-id=1719626"/>
      <itunes:duration>53:51</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>271</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Lauren Ino</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Lauren talks to Dirk about her Regency era game, The Season. She gives a lot of background on the Regency romance setting and the Georgian Era in general. She explains how elements of her game reflect its historical setting. Lauren also talks about her experience with the Zenobia Awards competition and how it helped inspire her to finally follow through on a design she'd been thinking about for a long time.</itunes:subtitle><itunes:summary>Lauren talks to Dirk about her Regency era game, The Season. She gives a lot of background on the Regency romance setting and the Georgian Era in general. She explains how elements of her game reflect its historical setting. Lauren also talks about her experience with the Zenobia Awards competition and how it helped inspire her to finally follow through on a design she'd been thinking about for a long time.</itunes:summary></item>
    
    <item>
      <title>#270 Listener Questions January 2022</title>
      <itunes:title>#270 Listener Questions January 2022</itunes:title>
      <pubDate>Wed, 26 Jan 2022 12:23:58 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[fdee800c-0a97-4aa9-8bb1-202272898561]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/270-listener-questions-january-2022]]></link>
      <description><![CDATA[<p>Once again, Kathryn Hymes joins Dirk and David for another round of listener questions. The discussion starts with a thorough examination of how to best grow an audience for a game when starting at zero. Other conversations cover the new hot genres in games, consent and session zero conversations for board games, and what the cohosts look for with their personal gaming choices. Finally, the talk wraps up with a discussion on purposefully or accidentally toxic players in all gaming mediums and different solutions for those issues.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Once again, Kathryn Hymes joins Dirk and David for another round of listener questions. The discussion starts with a thorough examination of how to best grow an audience for a game when starting at zero. Other conversations cover the new hot genres in games, consent and session zero conversations for board games, and what the cohosts look for with their personal gaming choices. Finally, the talk wraps up with a discussion on purposefully or accidentally toxic players in all gaming mediums and different solutions for those issues.</p>]]></content:encoded>
      
      
      <enclosure length="89054313" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_270.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:50</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>270</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Once again, Kathryn Hymes joins Dirk and David for another round of listener questions. The discussion starts with a thorough examination of how to best grow an audience for a game when starting at zero. Other conversations cover the new hot genres in games, consent and session zero conversations for board games, and what the cohosts look for with their personal gaming choices. Finally, the talk wraps up with a discussion on purposefully or accidentally toxic players in all gaming mediums and different solutions for those issues.</itunes:subtitle><itunes:summary>Once again, Kathryn Hymes joins Dirk and David for another round of listener questions. The discussion starts with a thorough examination of how to best grow an audience for a game when starting at zero. Other conversations cover the new hot genres in games, consent and session zero conversations for board games, and what the cohosts look for with their personal gaming choices. Finally, the talk wraps up with a discussion on purposefully or accidentally toxic players in all gaming mediums and different solutions for those issues.</itunes:summary></item>
    
    <item>
      <title>#269 Joseph Kelly Talks Molly House</title>
      <itunes:title>#269 Joseph Kelly Talks Molly House</itunes:title>
      <pubDate>Tue, 04 Jan 2022 17:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0cd120df-791f-47f4-b078-6dff62bd7507]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/269-joseph-kelly-talks-molly-house]]></link>
      <description><![CDATA[<p>Joseph joins Dirk and David to talk about their game Molly House, which was a Zenobia Award finalist. They discuss the historical theme behind the game, which was the Molly Houses where 18th century queer communities would gather. A major topic is how the game keeps players involved and engaged while including historical setbacks that the queer community faced. Other topics include the hardest aspects to include in the game, which mechanics worked most successfully, and what types of games Joseph might try to tackle in the future.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Joseph joins Dirk and David to talk about their game Molly House, which was a Zenobia Award finalist. They discuss the historical theme behind the game, which was the Molly Houses where 18th century queer communities would gather. A major topic is how the game keeps players involved and engaged while including historical setbacks that the queer community faced. Other topics include the hardest aspects to include in the game, which mechanics worked most successfully, and what types of games Joseph might try to tackle in the future.</p>]]></content:encoded>
      
      
      <enclosure length="69463641" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_269.mp3?dest-id=1719626"/>
      <itunes:duration>47:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>269</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Joseph Kelly</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Joseph joins Dirk and David to talk about their game Molly House, which was a Zenobia Award finalist. They discuss the historical theme behind the game, which was the Molly Houses where 18th century queer communities would gather. A major topic is how the game keeps players involved and engaged while including historical setbacks that the queer community faced. Other topics include the hardest aspects to include in the game, which mechanics worked most successfully, and what types of games Joseph might try to tackle in the future.</itunes:subtitle><itunes:summary>Joseph joins Dirk and David to talk about their game Molly House, which was a Zenobia Award finalist. They discuss the historical theme behind the game, which was the Molly Houses where 18th century queer communities would gather. A major topic is how the game keeps players involved and engaged while including historical setbacks that the queer community faced. Other topics include the hardest aspects to include in the game, which mechanics worked most successfully, and what types of games Joseph might try to tackle in the future.</itunes:summary></item>
    
    <item>
      <title>#268 Sherria Ayuandini Talks From Darkness to Light</title>
      <itunes:title>#268 Sherria Ayuandini Talks From Darkness to Light</itunes:title>
      <pubDate>Wed, 22 Dec 2021 13:32:58 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[96b22f2b-4f78-4c0f-b3b7-b22ffffd523e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/268-sherria-ayuandini-talks-from-darkness-to-light]]></link>
      <description><![CDATA[<p>Sherria joins Dirk and David to talk about her game From Darkness to Light, which explores the intersection between the education of women in Indonesia and the Indonesians' fight for independence. Plenty of historical background is provided as Sherria discusses why the theme is important to her and how her game represents these stories through mechanics. Other topics include the difficulty of publishing games with niche themes and how traditional euro game mechanics might map onto other themes when approached with a new lens.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Sherria joins Dirk and David to talk about her game From Darkness to Light, which explores the intersection between the education of women in Indonesia and the Indonesians' fight for independence. Plenty of historical background is provided as Sherria discusses why the theme is important to her and how her game represents these stories through mechanics. Other topics include the difficulty of publishing games with niche themes and how traditional euro game mechanics might map onto other themes when approached with a new lens.</p>]]></content:encoded>
      
      
      <enclosure length="79098660" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/The_Game_Design_Round_Table_Episode_268.mp3?dest-id=1719626"/>
      <itunes:duration>54:18</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>268</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Sherria Ayunadini,  Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Sherria joins Dirk and David to talk about her game From Darkness to Light, which explores the intersection between the education of women in Indonesia and the Indonesians' fight for independence. Plenty of historical background is provided as Sherria discusses why the theme is important to her and how her game represents these stories through mechanics. Other topics include the difficulty of publishing games with niche themes and how traditional euro game mechanics might map onto other themes when approached with a new lens.</itunes:subtitle><itunes:summary>Sherria joins Dirk and David to talk about her game From Darkness to Light, which explores the intersection between the education of women in Indonesia and the Indonesians' fight for independence. Plenty of historical background is provided as Sherria discusses why the theme is important to her and how her game represents these stories through mechanics. Other topics include the difficulty of publishing games with niche themes and how traditional euro game mechanics might map onto other themes when approached with a new lens.</itunes:summary></item>
    
    <item>
      <title>#267 Crowdfunding on Kickstarter with Anya Combs</title>
      <itunes:title>#267 Crowdfunding on Kickstarter with Anya Combs</itunes:title>
      <pubDate>Wed, 08 Dec 2021 01:56:03 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[2cde29ee-c98b-4e9c-94d2-35860dd93147]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/267-crowdfunding-on-kickstarter-with-anya-combs]]></link>
      <description><![CDATA[<p>Anya, Director of Games for Kickstarter, joins Dirk and David to talk about how the crowdfunding platform works with creatives in the games industry. The three discuss why games, and especially tabletop games, have thrived on the platform and how to make sure a Kickstarter campaign has the best chance of working for your game. Topics covered include game-adjacent products, changes in Kickstarter over the years, community building, and discoverability on the platform.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Anya, Director of Games for Kickstarter, joins Dirk and David to talk about how the crowdfunding platform works with creatives in the games industry. The three discuss why games, and especially tabletop games, have thrived on the platform and how to make sure a Kickstarter campaign has the best chance of working for your game. Topics covered include game-adjacent products, changes in Kickstarter over the years, community building, and discoverability on the platform.</p>]]></content:encoded>
      
      
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      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>267</itunes:episode>
      
      
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      <itunes:author>Anya Combs, Dirk Knemeyer &amp; David V Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Anya, Director of Games for Kickstarter, joins Dirk and David to talk about how the crowdfunding platform works with creatives in the games industry. The three discuss why games, and especially tabletop games, have thrived on the platform and how to make sure a Kickstarter campaign has the best chance of working for your game. Topics covered include game-adjacent products, changes in Kickstarter over the years, community building, and discoverability on the platform.</itunes:subtitle><itunes:summary>Anya, Director of Games for Kickstarter, joins Dirk and David to talk about how the crowdfunding platform works with creatives in the games industry. The three discuss why games, and especially tabletop games, have thrived on the platform and how to make sure a Kickstarter campaign has the best chance of working for your game. Topics covered include game-adjacent products, changes in Kickstarter over the years, community building, and discoverability on the platform.</itunes:summary></item>
    
    <item>
      <title>#266 Banana Chan Talks Suburban Consumption of the Monstrous</title>
      <itunes:title>#266 Banana Chan Talks Suburban Consumption of the Monstrous</itunes:title>
      <pubDate>Wed, 24 Nov 2021 02:14:51 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/266-banana-chan-talks-suburban-consumption-of-the-monstrous]]></link>
      <description><![CDATA[<p>Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tabletop roleplaying games and specifically on how to pick the right system and mechanics for a theme. Finally, Banana shares some thoughts on her current Kickstarter projects, Suburban Consumption of the Monstrous and An Exquisite Crime.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tabletop roleplaying games and specifically on how to pick the right system and mechanics for a theme. Finally, Banana shares some thoughts on her current Kickstarter projects, Suburban Consumption of the Monstrous and An Exquisite Crime.</p>]]></content:encoded>
      
      
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      <itunes:duration>55:11</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>266</itunes:episode>
      
      
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      <itunes:author>Banana Chan, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tabletop roleplaying games and specifically on how to pick the right system and mechanics for a theme. Finally, Banana shares some thoughts on her current Kickstarter projects, Suburban Consumption of the Monstrous and An Exquisite Crime.</itunes:subtitle><itunes:summary>Banana Chan joins Dirk and David to talk about her experience in multiple areas of game design, and how thematic games can be made in each medium. First, Banana discusses live action roleplaying (LARP) design at length, providing tips for a thematic design and explaining how monetization might work as a LARP designer. Next, the trio talks about tabletop roleplaying games and specifically on how to pick the right system and mechanics for a theme. Finally, Banana shares some thoughts on her current Kickstarter projects, Suburban Consumption of the Monstrous and An Exquisite Crime.</itunes:summary></item>
    
    <item>
      <title>#265 Round Table on Past Projects and Untapped Potential</title>
      <itunes:title>#265 Round Table on Past Projects and Untapped Potential</itunes:title>
      <pubDate>Tue, 02 Nov 2021 22:36:44 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/265-round-table-on-past-projects-and-untapped-potential]]></link>
      <description><![CDATA[<p>Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn's perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Thompson. All three hosts have a conversation on past projects that are "the ones that got away," using the episode with Jesse Howard as a starting point. And finally Kathryn, Dirk, and David share their thoughts on video game to board game adaptations, and vice versa.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn's perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Thompson. All three hosts have a conversation on past projects that are "the ones that got away," using the episode with Jesse Howard as a starting point. And finally Kathryn, Dirk, and David share their thoughts on video game to board game adaptations, and vice versa.</p>]]></content:encoded>
      
      
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      <itunes:duration>52:10</itunes:duration>
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      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>265</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn's perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Thompson. All three hosts have a conversation on past projects that are "the ones that got away," using the episode with Jesse Howard as a starting point. And finally Kathryn, Dirk, and David share their thoughts on video game to board game adaptations, and vice versa.</itunes:subtitle><itunes:summary>Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn's perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Thompson. All three hosts have a conversation on past projects that are "the ones that got away," using the episode with Jesse Howard as a starting point. And finally Kathryn, Dirk, and David share their thoughts on video game to board game adaptations, and vice versa.</itunes:summary></item>
    
    <item>
      <title>#264 Will Thompson Talks Winter Rabbit and PaleoVet</title>
      <itunes:title>#264 Will Thompson Talks Winter Rabbit and PaleoVet</itunes:title>
      <pubDate>Thu, 14 Oct 2021 01:29:04 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/264-will-thompson-talks-winter-rabbit-and-paleovet]]></link>
      <description><![CDATA[<p>Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks about how Winter Rabbit was designed from the start to incorporate indigenous themes. The group also discusses the Zenobia Award itself, as well as another design Will is working on: the dice manipulation game PaleoVet, where players help dinosaurs recover from illnesses.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks about how Winter Rabbit was designed from the start to incorporate indigenous themes. The group also discusses the Zenobia Award itself, as well as another design Will is working on: the dice manipulation game PaleoVet, where players help dinosaurs recover from illnesses.</p>]]></content:encoded>
      
      
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      <itunes:duration>50:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>264</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Will Thompson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks about how Winter Rabbit was designed from the start to incorporate indigenous themes. The group also discusses the Zenobia Award itself, as well as another design Will is working on: the dice manipulation game PaleoVet, where players help dinosaurs recover from illnesses.</itunes:subtitle><itunes:summary>Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks about how Winter Rabbit was designed from the start to incorporate indigenous themes. The group also discusses the Zenobia Award itself, as well as another design Will is working on: the dice manipulation game PaleoVet, where players help dinosaurs recover from illnesses.</itunes:summary></item>
    
    <item>
      <title>#263 Old World: Sorting Through Feedback</title>
      <itunes:title>#263 Old World: Sorting Through Feedback</itunes:title>
      <pubDate>Sat, 25 Sep 2021 19:14:09 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/263-old-world-sorting-through-feedback]]></link>
      <description><![CDATA[<p>Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it's been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early access period. Additionally, Soren discusses his relationship with the 4x genre—starting out working on the Civilization series and eventually returning to the genre to make Old World. And finally, the trio briefly talks about the future of 4x games.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it's been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early access period. Additionally, Soren discusses his relationship with the 4x genre—starting out working on the Civilization series and eventually returning to the genre to make Old World. And finally, the trio briefly talks about the future of 4x games.</p>]]></content:encoded>
      
      
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      <itunes:duration>58:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>263</itunes:episode>
      
      
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      <itunes:author>Soren Johnson, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it's been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early access period. Additionally, Soren discusses his relationship with the 4x genre—starting out working on the Civilization series and eventually returning to the genre to make Old World. And finally, the trio briefly talks about the future of 4x games.</itunes:subtitle><itunes:summary>Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it's been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early access period. Additionally, Soren discusses his relationship with the 4x genre—starting out working on the Civilization series and eventually returning to the genre to make Old World. And finally, the trio briefly talks about the future of 4x games.</itunes:summary></item>
    
    <item>
      <title>#262 Diving into Co-op Card Games with MJ Newman</title>
      <itunes:title>#262 Diving into Co-op Card Games with MJ Newman</itunes:title>
      <pubDate>Wed, 08 Sep 2021 13:54:20 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[9e0a55dc-e85f-4438-9673-4deda8d09998]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/262-diving-into-co-op-card-games-with-mj-newman]]></link>
      <description><![CDATA[<p>MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ's love for narrative led to a stronger RPG-like aspect to the games she worked on. Finally, the game discusses some of the considerations when designing a Lovecraftian game—from the question of how to incorporate combat to the question of how to adapt the genre while avoiding the horror author's problematic ideas.</p>]]></description>
      
      <content:encoded><![CDATA[<p>MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ's love for narrative led to a stronger RPG-like aspect to the games she worked on. Finally, the game discusses some of the considerations when designing a Lovecraftian game—from the question of how to incorporate combat to the question of how to adapt the genre while avoiding the horror author's problematic ideas.</p>]]></content:encoded>
      
      
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      <itunes:duration>57:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>262</itunes:episode>
      
      
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      <itunes:author>MJ Newman, David Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ's love for narrative led to a stronger RPG-like aspect to the games she worked on. Finally, the game discusses some of the considerations when designing a Lovecraftian game—from the question of how to incorporate combat to the question of how to adapt the genre while avoiding the horror author's problematic ideas.</itunes:subtitle><itunes:summary>MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ's love for narrative led to a stronger RPG-like aspect to the games she worked on. Finally, the game discusses some of the considerations when designing a Lovecraftian game—from the question of how to incorporate combat to the question of how to adapt the genre while avoiding the horror author's problematic ideas.</itunes:summary></item>
    
    <item>
      <title>#261 Jesse Howard Talks Hype Tag</title>
      <itunes:title>#261 Jesse Howard Talks Hype Tag</itunes:title>
      <pubDate>Fri, 20 Aug 2021 04:41:12 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[19cbeda1-8da0-4910-8fa2-170653515f8a]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/261-jesse-howard-talks-hype-tag]]></link>
      <description/>
      
      <content:encoded/>
      
      
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      <itunes:duration>57:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>261</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Jesse Howard, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
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    <item>
      <title>#260 Diving into LCGs with Andrew Navaro</title>
      <itunes:title>#260 Diving into LCGs with Andrew Navaro</itunes:title>
      <pubDate>Wed, 04 Aug 2021 00:45:25 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/260-diving-into-lcgs-with-andrew-navaro]]></link>
      <description/>
      
      <content:encoded/>
      
      
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      <itunes:duration>01:06:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>260</itunes:episode>
      
      
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      <itunes:author>Andrew Navarro, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
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    <item>
      <title>259 Diving Into Cards as Components</title>
      <itunes:title>#259 Diving Into Cards as Components</itunes:title>
      <pubDate>Sat, 24 Jul 2021 14:03:33 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[2a771d61-bb9a-4122-bf3d-b7ed3d419381]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/259-diving-into-cards-as-components]]></link>
      <description/>
      
      <content:encoded/>
      
      
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      <itunes:duration>01:01:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>259</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#258 Cole Medeiros Talks Stardew Valley: The Board Game</title>
      <itunes:title>#258 Cole Medeiros Talks Stardew Valley: The Board Game</itunes:title>
      <pubDate>Wed, 07 Jul 2021 03:00:04 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0eebc538-32d8-4f66-87dc-20af9b81b5ff]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/258-cole-medeiros-talks-stardew-valley-the-board-game]]></link>
      <description/>
      
      <content:encoded/>
      
      
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      <itunes:duration>42:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>258</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Cole Medeiros, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#257 Diving Into Card Games</title>
      <itunes:title>#257 Diving Into Card Games</itunes:title>
      <pubDate>Wed, 16 Jun 2021 15:28:01 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[d212c3ce-7e39-41fa-ae34-0b23365942cf]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-257-diving-into-card-games]]></link>
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      <itunes:duration>53:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>257</itunes:episode>
      
      
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      <itunes:author>Skye Larsen, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#256 Listener Questions June 2021</title>
      <itunes:title>#256 Listener Questions June 2021</itunes:title>
      <pubDate>Tue, 01 Jun 2021 23:48:21 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[75d3e14a-211e-4454-b7ab-3caa4e6674b7]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-256-listener-questions-june-2021]]></link>
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      <itunes:duration>48:21</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>256</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Kathryn Hymes, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
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    <item>
      <title>#255 First-time Designer Skye Larsen Talks Paperback Adventures</title>
      <itunes:title>#255 First-time Designer Skye Larsen Talks Paperback Adventures</itunes:title>
      <pubDate>Tue, 18 May 2021 22:46:21 +0000</pubDate>
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      <description/>
      
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      <itunes:duration>58:54</itunes:duration>
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      <itunes:episode>255</itunes:episode>
      
      
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      <itunes:author>David V. Heron, Dirk Knemeyer, Skye Larsen</itunes:author>
      
      
      
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    <item>
      <title>#254 Round Table on Representing Unique Player Stories</title>
      <itunes:title>#254 Round Table on Representing Unique Player Stories</itunes:title>
      <pubDate>Wed, 05 May 2021 20:26:40 +0000</pubDate>
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      <itunes:duration>01:02:30</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>254</itunes:episode>
      
      
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    <item>
      <title>#253 Diving Into MOBA Wild Rift with Brian Feeney</title>
      <itunes:title>#253 Diving Into MOBA Wild Rift with Brian Feeney</itunes:title>
      <pubDate>Wed, 21 Apr 2021 01:00:11 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/253-diving-into-moba-wild-rift-with-brian-feeney]]></link>
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      <itunes:duration>01:01:35</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>253</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Brian Feeney, David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
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    <item>
      <title>#252 Board Game Production and Operations with Nicole Cutler</title>
      <itunes:title>#252 Board Game Production and Operations with Nicole Cutler</itunes:title>
      <pubDate>Wed, 24 Feb 2021 00:30:27 +0000</pubDate>
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      <itunes:duration>51:20</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>252</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Heron &amp; Nicole Cutler</itunes:author>
      
      
      
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    <item>
      <title>#251 David McDonough Supports the Player's Story</title>
      <itunes:title>#251 David McDonough Supports the Player's Story</itunes:title>
      <pubDate>Tue, 19 Jan 2021 14:52:27 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/251-david-mcdonough-supports-the-players-story]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Firaxis designer David McDonough joins the show to talk strategy game design with Dirk and David. Topics in their discussion include: player stories vs game stories, the spectrum between full sandbox games and historical simulations, and how immersion in player stories can be encouraged. Along the way many games are covered, including both the Civilization series and the XCOM series.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Firaxis designer David McDonough joins the show to talk strategy game design with Dirk and David. Topics in their discussion include: player stories vs game stories, the spectrum between full sandbox games and historical simulations, and how immersion in player stories can be encouraged. Along the way many games are covered, including both the Civilization series and the XCOM series.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:01:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>251</itunes:episode>
      
      
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      <itunes:author>David McDonough, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
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    <item>
      <title>#250 Alisha Thayer Uses Exceptions in Design Systems</title>
      <itunes:title>#250 Alisha Thayer Uses Exceptions in Design Systems</itunes:title>
      <pubDate>Tue, 05 Jan 2021 23:49:05 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/250-alisha-thayer-uses-exceptions-in-design-systems]]></link>
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      <itunes:duration>53:33</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>250</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron, Alisha Thayer</itunes:author>
      
      
      
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    <item>
      <title>#249 Diving into MOBA Changes and Updates</title>
      <itunes:title>#249 Diving into MOBA Changes and Updates</itunes:title>
      <pubDate>Wed, 09 Dec 2020 00:26:47 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/249-diving-into-moba-changes-and-updates]]></link>
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      <itunes:duration>59:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>249</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#248 Listener Questions October 2020</title>
      <itunes:title>#248 Listener Questions October 2020</itunes:title>
      <pubDate>Wed, 28 Oct 2020 02:00:27 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[61d83283-ba25-4a3d-9aca-3a311250f4cf]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/248-listener-questions-october-2020]]></link>
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      <content:encoded/>
      
      
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      <itunes:duration>56:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>248</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V, Heron, Kathryn Hymes</itunes:author>
      
      
      
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    <item>
      <title>#247 Tabletop Game Development with Brenna Noonan</title>
      <itunes:title>#247 Tabletop Game Development with Brenna Noonan</itunes:title>
      <pubDate>Wed, 14 Oct 2020 22:18:30 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/247-tabletop-game-development-with-brenna-noonan]]></link>
      <description/>
      
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      <itunes:duration>51:52</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>247</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Brenna Noonan, Dirk Knemeyer, David V. Heron,</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#246 Omari Akil Talks Rap Godz</title>
      <itunes:title>#246 Omari Akil Talks Rap Godz</itunes:title>
      <pubDate>Tue, 29 Sep 2020 18:41:21 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/246-omari-akil-talks-rap-godz]]></link>
      <description><![CDATA[<p>Board game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even if it upsets other game design norms, and designing as a sibling team.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Board game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even if it upsets other game design norms, and designing as a sibling team.</p>]]></content:encoded>
      
      
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      <itunes:duration>50:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>246</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Omari Akil</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Board game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even if it upsets other game design norms, and designing as a sibling team.</itunes:subtitle><itunes:summary>Board game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even if it upsets other game design norms, and designing as a sibling team.</itunes:summary></item>
    
    <item>
      <title>#245 Listener Questions August 2020</title>
      <itunes:title>#245 Listener Questions August 2020</itunes:title>
      <pubDate>Tue, 18 Aug 2020 23:46:43 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/245-listener-questions-august-2020]]></link>
      <description><![CDATA[<p>Kathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau's design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners' questions. Those questions include: how to help characters avoid picking a playstyle they'll hate later, whether the hosts plan to work in the VR space, what the exact process is for incorporating an established IP, and how IP affects the character rosters of MOBA games.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau's design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners' questions. Those questions include: how to help characters avoid picking a playstyle they'll hate later, whether the hosts plan to work in the VR space, what the exact process is for incorporating an established IP, and how IP affects the character rosters of MOBA games.</p>]]></content:encoded>
      
      
      <enclosure length="95763179" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/245_Listener_Questions_August_2020.mp3?dest-id=1719626"/>
      <itunes:duration>01:05:52</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>245</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Kathryn Hymes, Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau's design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners' questions. Those questions include: how to help characters avoid picking a playstyle they'll hate later, whether the hosts plan to work in the VR space, what the exact process is for incorporating an established IP, and how IP affects the character rosters of MOBA games.</itunes:subtitle><itunes:summary>Kathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau's design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners' questions. Those questions include: how to help characters avoid picking a playstyle they'll hate later, whether the hosts plan to work in the VR space, what the exact process is for incorporating an established IP, and how IP affects the character rosters of MOBA games.</itunes:summary></item>
    
    <item>
      <title>#244 Round Table on Matching Player Expectations</title>
      <itunes:title>#244 Round Table on Matching Player Expectations</itunes:title>
      <pubDate>Tue, 04 Aug 2020 16:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/244-round-table-on-matching-player-expectations]]></link>
      <description/>
      
      <content:encoded/>
      
      
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      <itunes:duration>55:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>244</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Kathryn Hymes</itunes:author>
      
      
      
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    <item>
      <title>#243 Rob Daviau Minimizes Ongoing Negative Effects</title>
      <itunes:title>#243 Rob Daviau Minimizes Ongoing Negative Effects</itunes:title>
      <pubDate>Tue, 21 Jul 2020 21:28:34 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/243-rob-daviau-minimizes-ongoing-negative-effects]]></link>
      <description/>
      
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      <itunes:duration>58:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>243</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#242 Molly Johnson Talks Point Salad</title>
      <itunes:title>#242 Molly Johnson Talks Point Salad</itunes:title>
      <pubDate>Wed, 08 Jul 2020 16:03:48 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[b469fca5-f71e-4fa1-b880-33d6b7f3251b]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-242-molly-johnson-talks-point-salad]]></link>
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      <itunes:duration>50:34</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>242</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron, Molly Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#241 Diving into MOBA Perspectives and Problems</title>
      <itunes:title>#241 Diving into MOBA Perspectives and Problems</itunes:title>
      <pubDate>Tue, 23 Jun 2020 16:35:39 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[054e797f-8c4a-49da-83a5-b97ef5ee2e1a]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/241-diving-into-moba-perspectives-and-problems]]></link>
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      <itunes:duration>01:11:28</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>241</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#240 Ryan Scott Aims for Balanceable, Not Balanced</title>
      <itunes:title>#240 Ryan Scott Aims for Balanceable, Not Balanced</itunes:title>
      <pubDate>Tue, 09 Jun 2020 16:34:54 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/240-ryan-scott-aims-for-balanceable-not-balanced]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Ryan "Morello" Scott joins Dirk and David on the show to discuss his design axiom: balance isn't important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot's new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Ryan "Morello" Scott joins Dirk and David on the show to discuss his design axiom: balance isn't important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot's new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.</p>]]></content:encoded>
      
      
      <enclosure length="76741652" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/240_Ryan_Scott_Aims_for_Balanceable_Not_Balanced.mp3?dest-id=1719626"/>
      <itunes:duration>52:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>240</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ryan "Morello" Scott joins Dirk and David on the show to discuss his design axiom: balance isn't important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot's new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.</itunes:subtitle><itunes:summary>Ryan "Morello" Scott joins Dirk and David on the show to discuss his design axiom: balance isn't important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot's new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.</itunes:summary></item>
    
    <item>
      <title>#239 Listener Questions May 2020</title>
      <itunes:title>#239 Listener Questions May 2020</itunes:title>
      <pubDate>Wed, 27 May 2020 01:10:21 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[f0e98f72-6e1f-4a05-8bee-322aa43cdd82]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/239-listener-questions-may-2020]]></link>
      <description/>
      
      <content:encoded/>
      
      
      <enclosure length="106274553" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/239_Listener_Questions_May_2020.mp3?dest-id=1719626"/>
      <itunes:duration>01:13:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>239</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator></item>
    
    <item>
      <title>#238 Round Table on How Different Game Mediums Handle Edge Cases</title>
      <itunes:title>#238 Round Table on How Different Game Mediums Handle Edge Cases</itunes:title>
      <pubDate>Tue, 12 May 2020 15:42:39 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[2495aa17-6077-405b-b787-539902906e16]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/238-round-table-on-how-different-game-mediums-handle-edge-cases]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn't see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn't see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.</p>]]></content:encoded>
      
      
      <enclosure length="82838495" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/238_Round_Table_on_How_Different_Game_Mediums_Handle_Edge_Cases.mp3?dest-id=1719626"/>
      <itunes:duration>56:54</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>238</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn't see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.</itunes:subtitle><itunes:summary>Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn't see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.</itunes:summary></item>
    
    <item>
      <title>#237 Old World: Utilizing Playtesters Effectively</title>
      <itunes:title>#237 Old World: Utilizing Playtesters Effectively</itunes:title>
      <pubDate>Tue, 28 Apr 2020 19:02:50 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[062e79d0-38e4-4574-90d7-8904b00148a1]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/237-old-world-utilizing-playtesters-effectively]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Soren rejoins Dirk and David to discuss what's new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Soren rejoins Dirk and David to discuss what's new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.</p>]]></content:encoded>
      
      
      <enclosure length="93903966" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/237_Old_World_Utilizing_Playtesters_Effectively.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>237</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren rejoins Dirk and David to discuss what's new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.</itunes:subtitle><itunes:summary>Soren rejoins Dirk and David to discuss what's new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.</itunes:summary></item>
    
    <item>
      <title>#236 Tanya X. Short Makes Game Systems Obvious</title>
      <itunes:title>#236 Tanya X. Short Makes Game Systems Obvious</itunes:title>
      <pubDate>Wed, 15 Apr 2020 16:35:23 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[cff00631-a026-40aa-bd4d-b98b3f6bf62e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/236-tanya-x-short-makes-game-systems-obvious]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn't see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game's objectives don't align well with the system.  </span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn't see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game's objectives don't align well with the system. </p>]]></content:encoded>
      
      
      <enclosure length="70440382" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/236_Tanya_X._Short_Makes_Game_Systems_Obvious.mp3?dest-id=1719626"/>
      <itunes:duration>48:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>236</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn't see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game's objectives don't align well with the system.  </itunes:subtitle><itunes:summary>Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn't see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game's objectives don't align well with the system.  </itunes:summary></item>
    
    <item>
      <title>#235 Diving Into MOBA Foundations</title>
      <itunes:title>#235 Diving Into MOBA Foundations</itunes:title>
      <pubDate>Tue, 31 Mar 2020 23:55:04 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[179340fc-53b1-48b5-a16d-52bdf1e5220e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/235-diving-into-moba-foundations]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is). </span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is). </p>]]></content:encoded>
      
      
      <enclosure length="96193465" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/235_Diving_Into_MOBA_Foundations.mp3?dest-id=1719626"/>
      <itunes:duration>01:06:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>235</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer,  David V. Heron &amp;  Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is). </itunes:subtitle><itunes:summary>Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is). </itunes:summary></item>
    
    <item>
      <title>#234 Sen-Foong Lim Designs Edge Cases Out of the Game</title>
      <itunes:title>#234 Sen-Foong Lim Designs Edge Cases Out of the Game</itunes:title>
      <pubDate>Tue, 17 Mar 2020 23:22:05 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[c0714d56-23ae-487a-8f6a-545409b35927]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/234-sen-foong-lim-designs-edge-cases-out-of-the-game]]></link>
      <description><![CDATA[<p>Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.</p>]]></content:encoded>
      
      
      <enclosure length="81716088" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/234_Sen-Foong_Lim_Designs_Edge_Cases_Out_of_the_Game.mp3?dest-id=1719626"/>
      <itunes:duration>56:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>234</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Sen-Foong Lim</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.</itunes:subtitle><itunes:summary>Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.</itunes:summary></item>
    
    <item>
      <title>#233 Round Table on the Challenges of Pleasing Customers</title>
      <itunes:title>#233 Round Table on the Challenges of Pleasing Customers</itunes:title>
      <pubDate>Wed, 04 Mar 2020 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0853970a-ed26-47b9-9d56-54f4965d3317]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/233-round-table-on-the-challenges-of-pleasing-customers]]></link>
      <description><![CDATA[<p>Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.</p>]]></content:encoded>
      
      
      <enclosure length="100181200" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/233_Round_Table_on_the_Challenges_of_Pleasing_Customers.mp3?dest-id=1719626"/>
      <itunes:duration>01:08:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>233</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.</itunes:subtitle><itunes:summary>Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.</itunes:summary></item>
    
    <item>
      <title>#232 Chris Bourassa Talks Darkest Dungeon</title>
      <itunes:title>#232 Chris Bourassa Talks Darkest Dungeon</itunes:title>
      <pubDate>Tue, 18 Feb 2020 16:46:05 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[0095c29c-a8af-47ef-bb33-d7b7df3defe9]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/232-chris-bourassa-talks-darkest-dungeon]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.</span></p>]]></description>
      
      <content:encoded><![CDATA[<p>Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.</p>]]></content:encoded>
      
      
      <enclosure length="82278083" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/232_-_Chris_Bourassa_Talks_Darkest_Dungeon.mp3?dest-id=1719626"/>
      <itunes:duration>56:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>232</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Chris Bourassa</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.</itunes:subtitle><itunes:summary>Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.</itunes:summary></item>
    
    <item>
      <title>#231 Tim Fowers Talks Burgle Bros 2</title>
      <itunes:title>#231 Tim Fowers Talks Burgle Bros 2</itunes:title>
      <pubDate>Tue, 28 Jan 2020 19:13:38 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[29aa626e-705d-4f5b-a830-8021f6e8ca5e]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/231-tim-fowers-talks-burgle-bros-2]]></link>
      <description><![CDATA[<p><span style="font-weight: 400;">Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.</span></p> <p> </p>]]></description>
      
      <content:encoded><![CDATA[<p>Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.</p> <p> </p>]]></content:encoded>
      
      
      <enclosure length="79692609" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/231_Tim_Fowers_Talks_Burgle_Bros_2.mp3?dest-id=1719626"/>
      <itunes:duration>54:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>231</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Tim Fowers, Dirk Knemeyer, David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.  </itunes:subtitle><itunes:summary>Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.  </itunes:summary></item>
    
    <item>
      <title>#230 Rob Daviau Talks Return to Dark Tower</title>
      <itunes:title>#230 Rob Daviau Talks Return to Dark Tower</itunes:title>
      <pubDate>Tue, 14 Jan 2020 18:04:21 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[fa3cfb8a-af2e-4854-a726-eaee355b0110]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/230-rob-daviau-talks-return-to-dark-tower]]></link>
      <description><![CDATA[<p>Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.</p>]]></content:encoded>
      
      
      <enclosure length="78207917" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/230_Rob_Daviau_Talks_Return_to_Dark_Tower.mp3?dest-id=1719626"/>
      <itunes:duration>53:41</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
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      <itunes:author>Rob Daviau, Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.</itunes:subtitle><itunes:summary>Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.</itunes:summary></item>
    
    <item>
      <title>#229 Round Table on the Essence of a Theme</title>
      <itunes:title>#229 Round Table on the Essence of a Theme</itunes:title>
      <pubDate>Tue, 24 Dec 2019 17:00:13 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/-229-round-table-on-the-essence-of-a-theme]]></link>
      <description><![CDATA[<p>Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.</p>]]></content:encoded>
      
      
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      <itunes:author>Kathryn Hymes, Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.</itunes:subtitle><itunes:summary>Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.</itunes:summary></item>
    
    <item>
      <title>#228 Shawn Main Talks Legends of Runeterra</title>
      <itunes:title>#228 Shawn Main Talks Legends of Runeterra</itunes:title>
      <pubDate>Wed, 11 Dec 2019 12:15:03 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[d8f3d5b4-4ff3-494b-971e-4b1978718e97]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/228-shawn-main-talks-legends-of-runeterra]]></link>
      <description><![CDATA[<p>Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.</p>]]></content:encoded>
      
      
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      <itunes:duration>57:52</itunes:duration>
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>228</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Heron, Shawn Main</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.</itunes:subtitle><itunes:summary>Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.</itunes:summary></item>
    
    <item>
      <title>#227 Meguey Baker Talks Apocalypse World</title>
      <itunes:title>#227 Meguey Baker Talks Apocalypse World</itunes:title>
      <pubDate>Wed, 27 Nov 2019 23:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-2182697]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/227-meguey-baker-talks-apocalypse-world]]></link>
      <description><![CDATA[<p>Dirk and David chat with Meguey Baker about her tabletop RPG Apocalypse World and writing in general. The discussion covers Apocalypse World's approach to the post-apocalyptic theme and how the writing and mechanical design helps players feel like they are the movers and shakers with a vision to change their post-apocalyptic world.</p> <p><br /> <br /></p>]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David chat with Meguey Baker about her tabletop RPG Apocalypse World and writing in general. The discussion covers Apocalypse World's approach to the post-apocalyptic theme and how the writing and mechanical design helps players feel like they are the movers and shakers with a vision to change their post-apocalyptic world.</p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>53:46</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>227</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron, Meguey Baker</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David chat with Meguey Baker about her tabletop RPG Apocalypse World and writing in general. The discussion covers Apocalypse World's approach to the post-apocalyptic theme and how the writing and mechanical design helps players feel like they are the movers and shakers with a vision to change their post-apocalyptic world.</itunes:subtitle><itunes:summary>Dirk and David chat with Meguey Baker about her tabletop RPG Apocalypse World and writing in general. The discussion covers Apocalypse World's approach to the post-apocalyptic theme and how the writing and mechanical design helps players feel like they are the movers and shakers with a vision to change their post-apocalyptic world.</itunes:summary></item>
    
    <item>
      <title>#226 David Dunham Talks Six Ages</title>
      <itunes:title>#226 David Dunham Talks Six Ages</itunes:title>
      <pubDate>Tue, 12 Nov 2019 19:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-2054028]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/226-david-dunham-talks-six-ages]]></link>
      <description><![CDATA[<p>Dirk speaks with David Dunham, the designer of Six Ages and its predecessor, King of Dragon Pass. These narrative strategy games, built from the Glorantha universe of Greg Stafford, use specific mechanics to invoke the theme of clans and struggling to survive and form a foothold in a mythical world. </p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk speaks with David Dunham, the designer of Six Ages and its predecessor, King of Dragon Pass. These narrative strategy games, built from the Glorantha universe of Greg Stafford, use specific mechanics to invoke the theme of clans and struggling to survive and form a foothold in a mythical world. </p>]]></content:encoded>
      
      
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      <itunes:duration>48:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>226</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David Dunham</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk speaks with David Dunham, the designer of Six Ages and its predecessor, King of Dragon Pass. These narrative strategy games, built from the Glorantha universe of Greg Stafford, use specific mechanics to invoke the theme of clans and struggling to survive and form a foothold in a mythical world. </itunes:subtitle><itunes:summary>Dirk speaks with David Dunham, the designer of Six Ages and its predecessor, King of Dragon Pass. These narrative strategy games, built from the Glorantha universe of Greg Stafford, use specific mechanics to invoke the theme of clans and struggling to survive and form a foothold in a mythical world. </itunes:summary></item>
    
    <item>
      <title>#225 Round Table on Thematic Games #1</title>
      <itunes:title>#225 Round Table on Thematic Games #1</itunes:title>
      <pubDate>Tue, 29 Oct 2019 18:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1955849]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/-225-round-table-on-thematic-games-1]]></link>
      <description><![CDATA[<p>Dirk and David speak with former cohost and friend of the show Kathryn Hymes. Together, the three of them discuss important questions and lessons learned from the first four episodes in the Designing Thematic Games series.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David speak with former cohost and friend of the show Kathryn Hymes. Together, the three of them discuss important questions and lessons learned from the first four episodes in the Designing Thematic Games series.</p>]]></content:encoded>
      
      
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      <itunes:duration>01:00:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>225</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David speak with former cohost and friend of the show Kathryn Hymes. Together, the three of them discuss important questions and lessons learned from the first four episodes in the Designing Thematic Games series.</itunes:subtitle><itunes:summary>Dirk and David speak with former cohost and friend of the show Kathryn Hymes. Together, the three of them discuss important questions and lessons learned from the first four episodes in the Designing Thematic Games series.</itunes:summary></item>
    
    <item>
      <title>#224 Scott Nicholson Talks Escape Rooms</title>
      <itunes:title>#224 Scott Nicholson Talks Escape Rooms</itunes:title>
      <pubDate>Tue, 15 Oct 2019 18:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1873018]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/224-scott-nicholson-talks-escape-rooms]]></link>
      <description><![CDATA[<p>Dirk and David discuss escape room design with Scott Nicholson, a game designer and professor who has studied escape rooms extensively. Scott talks about the predecessors to escape rooms, the thematic threat of ludonarrative dissonance, and the importance of asking "why?" with every component of a game's design.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk and David discuss escape room design with Scott Nicholson, a game designer and professor who has studied escape rooms extensively. Scott talks about the predecessors to escape rooms, the thematic threat of ludonarrative dissonance, and the importance of asking "why?" with every component of a game's design.</p>]]></content:encoded>
      
      
      <enclosure length="46223510" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1873018-224-scott-nicholson-talks-escape-rooms.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>224</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Scott Nicholson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David discuss escape room design with Scott Nicholson, a game designer and professor who has studied escape rooms extensively. Scott talks about the predecessors to escape rooms, the thematic threat of ludonarrative dissonance, and the importance of asking "why?" with every component of a game's design.</itunes:subtitle><itunes:summary>Dirk and David discuss escape room design with Scott Nicholson, a game designer and professor who has studied escape rooms extensively. Scott talks about the predecessors to escape rooms, the thematic threat of ludonarrative dissonance, and the importance of asking "why?" with every component of a game's design.</itunes:summary></item>
    
    <item>
      <title>#223 Kynan Pearson Talks Nintendo Themes</title>
      <itunes:title>#223 Kynan Pearson Talks Nintendo Themes</itunes:title>
      <pubDate>Tue, 01 Oct 2019 16:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1798762]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/223-kynan-pearson-talks-nintendo-themes]]></link>
      <description><![CDATA[<p>Dirk, David, and designer/artist Kynan Pearson discuss what goes into designing games for Nintendo's popular themes. Kynan talks about his role on both the Metroid Prime series as well as Donkey Kong Country Returns, and he also touches on his work with the non-Nintendo property Halo and its differences from fellow sci-fi shooter Metroid Prime.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk, David, and designer/artist Kynan Pearson discuss what goes into designing games for Nintendo's popular themes. Kynan talks about his role on both the Metroid Prime series as well as Donkey Kong Country Returns, and he also touches on his work with the non-Nintendo property Halo and its differences from fellow sci-fi shooter Metroid Prime.</p>]]></content:encoded>
      
      
      <enclosure length="41300466" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1798762-223-kynan-pearson-talks-nintendo-themes.mp3?dest-id=1719626"/>
      <itunes:duration>57:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>223</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron, Kynan Pearson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and designer/artist Kynan Pearson discuss what goes into designing games for Nintendo's popular themes. Kynan talks about his role on both the Metroid Prime series as well as Donkey Kong Country Returns, and he also touches on his work with the non-Nintendo property Halo and its differences from fellow sci-fi shooter Metroid Prime.</itunes:subtitle><itunes:summary>Dirk, David, and designer/artist Kynan Pearson discuss what goes into designing games for Nintendo's popular themes. Kynan talks about his role on both the Metroid Prime series as well as Donkey Kong Country Returns, and he also touches on his work with the non-Nintendo property Halo and its differences from fellow sci-fi shooter Metroid Prime.</itunes:summary></item>
    
    <item>
      <title>#222 Elizabeth Hargrave Talks Wingspan</title>
      <itunes:title>#222 Elizabeth Hargrave Talks Wingspan</itunes:title>
      <pubDate>Tue, 17 Sep 2019 15:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1723579]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/222-elizabeth-hargrave-talks-wingspan]]></link>
      <description><![CDATA[<p>Dirk, David, and designer Elizabeth Hargrave discuss the hit game Wingspan: how she decided on the unique theme, why that theme might have been so successful, and when she had to choose fun or function over thematic fit.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk, David, and designer Elizabeth Hargrave discuss the hit game Wingspan: how she decided on the unique theme, why that theme might have been so successful, and when she had to choose fun or function over thematic fit.</p>]]></content:encoded>
      
      
      <enclosure length="34963387" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1723579-222-elizabeth-hargrave-talks-wingspan.mp3?dest-id=1719626"/>
      <itunes:duration>48:28</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>222</itunes:episode>
      
      
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      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Elizabeth Hargrave</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and designer Elizabeth Hargrave discuss the hit game Wingspan: how she decided on the unique theme, why that theme might have been so successful, and when she had to choose fun or function over thematic fit.</itunes:subtitle><itunes:summary>Dirk, David, and designer Elizabeth Hargrave discuss the hit game Wingspan: how she decided on the unique theme, why that theme might have been so successful, and when she had to choose fun or function over thematic fit.</itunes:summary></item>
    
    <item>
      <title>#221 Nikki Valens Talks Eldritch Horror</title>
      <itunes:title>#221 Nikki Valens Talks Eldritch Horror</itunes:title>
      <pubDate>Tue, 03 Sep 2019 15:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1644091]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/221-nikki-valens-talks-eldritch-horror]]></link>
      <description><![CDATA[<p><em>Dirk, David, and designer Nikki Valens kick off the Designing Thematic Games series with a discussion about the highly thematic games Nikki worked on at Fantasy Flight Games: Eldritch Horror, Arkham Horror, and Mansions of Madness.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk, David, and designer Nikki Valens kick off the Designing Thematic Games series with a discussion about the highly thematic games Nikki worked on at Fantasy Flight Games: Eldritch Horror, Arkham Horror, and Mansions of Madness.</em></p>]]></content:encoded>
      
      
      <enclosure length="39843428" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1644091-221-nikki-valens-talks-eldritch-horror.mp3?dest-id=1719626"/>
      <itunes:duration>55:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>221</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and designer Nikki Valens kick off the Designing Thematic Games series with a discussion about the highly thematic games Nikki worked on at Fantasy Flight Games: Eldritch Horror, Arkham Horror, and Mansions of Madness.</itunes:subtitle><itunes:summary>Dirk, David, and designer Nikki Valens kick off the Designing Thematic Games series with a discussion about the highly thematic games Nikki worked on at Fantasy Flight Games: Eldritch Horror, Arkham Horror, and Mansions of Madness.</itunes:summary></item>
    
    <item>
      <title>#220 New Directions with Dirk and David</title>
      <itunes:title>#220 New Directions with Dirk and David</itunes:title>
      <pubDate>Tue, 20 Aug 2019 23:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1580263]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/220-new-directions-with-dirk-and-david]]></link>
      <description><![CDATA[<p><em>Dirk and David catch up with each other and what's new in their game design careers. They talk about the new direction for the show and announce a new series for the podcast: "Designing Thematic Games."</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk and David catch up with each other and what's new in their game design careers. They talk about the new direction for the show and announce a new series for the podcast: "Designing Thematic Games."</em></p>]]></content:encoded>
      
      
      <enclosure length="37864899" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1580263-220-new-directions-with-dirk-and-david.mp3?dest-id=1719626"/>
      <itunes:duration>52:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>220</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David catch up with each other and what's new in their game design careers. They talk about the new direction for the show and announce a new series for the podcast: "Designing Thematic Games."</itunes:subtitle><itunes:summary>Dirk and David catch up with each other and what's new in their game design careers. They talk about the new direction for the show and announce a new series for the podcast: "Designing Thematic Games."</itunes:summary></item>
    
    <item>
      <title>#219 Cole's Thoughts on Pax Pamir: Second Edition</title>
      <itunes:title>#219 Cole's Thoughts on Pax Pamir: Second Edition</itunes:title>
      <pubDate>Tue, 06 Aug 2019 23:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1514047]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/219-coles-thoughts-on-pax-pamir-second-edition]]></link>
      <description><![CDATA[<p><em>Dirk catches up with Cole Wehrle, designer of Root, and they discuss Cole's latest game Pax Pamir: Second Edition. Cole also talks about starting Wehrlegig Games with his brother while continuing full time with Leder Games.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk catches up with Cole Wehrle, designer of Root, and they discuss Cole's latest game Pax Pamir: Second Edition. Cole also talks about starting Wehrlegig Games with his brother while continuing full time with Leder Games.</em></p>]]></content:encoded>
      
      
      <enclosure length="43788820" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1514047-219-cole-s-thoughts-on-pax-pamir-second-edition.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:44</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>219</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Cole Wehrle</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk catches up with Cole Wehrle, designer of Root, and they discuss Cole's latest game Pax Pamir: Second Edition. Cole also talks about starting Wehrlegig Games with his brother while continuing full time with Leder Games.</itunes:subtitle><itunes:summary>Dirk catches up with Cole Wehrle, designer of Root, and they discuss Cole's latest game Pax Pamir: Second Edition. Cole also talks about starting Wehrlegig Games with his brother while continuing full time with Leder Games.</itunes:summary></item>
    
    <item>
      <title>#218 Geoff Engelstein and Isaac Shalev: Building Blocks of Tabletop Game Design</title>
      <itunes:title>#218 Geoff Engelstein and Isaac Shalev: Building Blocks of Tabletop Game Design</itunes:title>
      <pubDate>Tue, 23 Jul 2019 21:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1449697]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/218-geoff-engelstein-and-isaac-shalev-building-blocks-of-tabletop-game-design]]></link>
      <description><![CDATA[<p><em>Dirk speaks with game designers Geoff Engelstein and Isaac Shalev about their co-authored book, Building Blocks of Tabletop Game Design: an Encyclopedia of Mechanisms.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk speaks with game designers Geoff Engelstein and Isaac Shalev about their co-authored book, Building Blocks of Tabletop Game Design: an Encyclopedia of Mechanisms.</em></p>]]></content:encoded>
      
      
      <enclosure length="30497225" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1449697-218-geoff-engelstein-and-isaac-shalev-building-blocks-of-tabletop-game-design.mp3?dest-id=1719626"/>
      <itunes:duration>42:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>218</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Geoff Engelstein &amp; Isaac Shalev</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk speaks with game designers Geoff Engelstein and Isaac Shalev about their co-authored book, Building Blocks of Tabletop Game Design: an Encyclopedia of Mechanisms.</itunes:subtitle><itunes:summary>Dirk speaks with game designers Geoff Engelstein and Isaac Shalev about their co-authored book, Building Blocks of Tabletop Game Design: an Encyclopedia of Mechanisms.</itunes:summary></item>
    
    <item>
      <title>#217 Soren Johnson and his 4X Game: 10 Crowns</title>
      <itunes:title>#217 Soren Johnson and his 4X Game: 10 Crowns</itunes:title>
      <pubDate>Tue, 09 Jul 2019 21:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1390243]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/217-soren-johnson-and-his-4x-game-10-crowns]]></link>
      <description><![CDATA[<p><em>Dirk speaks with former co-host and former Civilization designer Soren about his next game, 10 Crowns. This episode will be the first in a series with Soren that follows different steps in the game's development.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk speaks with former co-host and former Civilization designer Soren about his next game, 10 Crowns. This episode will be the first in a series with Soren that follows different steps in the game's development.</em></p>]]></content:encoded>
      
      
      <enclosure length="48004667" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1390243-217-soren-johnson-and-his-4x-game-10-crowns.mp3?dest-id=1719626"/>
      <itunes:duration>01:06:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>217</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk speaks with former co-host and former Civilization designer Soren about his next game, 10 Crowns. This episode will be the first in a series with Soren that follows different steps in the game's development.</itunes:subtitle><itunes:summary>Dirk speaks with former co-host and former Civilization designer Soren about his next game, 10 Crowns. This episode will be the first in a series with Soren that follows different steps in the game's development.</itunes:summary></item>
    
    <item>
      <title>#216 Playtest Groups and Guilds with Tony Tran</title>
      <itunes:title>#216 Playtest Groups and Guilds with Tony Tran</itunes:title>
      <pubDate>Tue, 25 Jun 2019 21:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1330495]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/216-playtest-groups-and-guilds-with-tony-tran]]></link>
      <description><![CDATA[<p><em>Dirk speaks with Skye and Tony Tran about their experiences attending and starting local game design guilds and how those groups helped them progress as designers.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk speaks with Skye and Tony Tran about their experiences attending and starting local game design guilds and how those groups helped them progress as designers.</em></p>]]></content:encoded>
      
      
      <enclosure length="26225166" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1330495-216-playtest-groups-and-guilds-with-tony-tran.mp3?dest-id=1719626"/>
      <itunes:duration>36:21</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Skye Larsen &amp; Tony Tran</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk speaks with Skye and Tony Tran about their experiences attending and starting local game design guilds and how those groups helped them progress as designers.</itunes:subtitle><itunes:summary>Dirk speaks with Skye and Tony Tran about their experiences attending and starting local game design guilds and how those groups helped them progress as designers.</itunes:summary></item>
    
    <item>
      <title>#215 Tabletop RPGs and Streaming with Adam Koebel</title>
      <itunes:title>#215 Tabletop RPGs and Streaming with Adam Koebel</itunes:title>
      <pubDate>Wed, 12 Jun 2019 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1268641]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/215-tabletop-rpgs-and-streaming-with-adam-koebel]]></link>
      <description><![CDATA[<p><em>Dirk and David speak with TTRPG game designer and streamer Adam Koebel about how RPGs often influence one another and how to get your TTRPG in front of an audience.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk and David speak with TTRPG game designer and streamer Adam Koebel about how RPGs often influence one another and how to get your TTRPG in front of an audience.</em></p>]]></content:encoded>
      
      
      <enclosure length="20584400" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1268641-215-tabletop-rpgs-and-streaming-with-adam-koebel.mp3?dest-id=1719626"/>
      <itunes:duration>42:46</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, Adam Koebel</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David speak with TTRPG game designer and streamer Adam Koebel about how RPGs often influence one another and how to get your TTRPG in front of an audience.</itunes:subtitle><itunes:summary>Dirk and David speak with TTRPG game designer and streamer Adam Koebel about how RPGs often influence one another and how to get your TTRPG in front of an audience.</itunes:summary></item>
    
    <item>
      <title>#214 Game Themes with Will Thompson</title>
      <itunes:title>#214 Game Themes with Will Thompson</itunes:title>
      <pubDate>Tue, 28 May 2019 20:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1205336]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/214-game-themes-with-will-thompson]]></link>
      <description><![CDATA[<p><em>Dirk talks with digital and tabletop game designer Will Thompson about game themes, including the recent controversy surrounding the game Scramble for Africa. </em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>Dirk talks with digital and tabletop game designer Will Thompson about game themes, including the recent controversy surrounding the game Scramble for Africa. </em></p>]]></content:encoded>
      
      
      <enclosure length="19246442" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1205336-214-game-themes-with-will-thompson.mp3?dest-id=1719626"/>
      <itunes:duration>39:58</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Will Thompson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk talks with digital and tabletop game designer Will Thompson about game themes, including the recent controversy surrounding the game Scramble for Africa. </itunes:subtitle><itunes:summary>Dirk talks with digital and tabletop game designer Will Thompson about game themes, including the recent controversy surrounding the game Scramble for Africa. </itunes:summary></item>
    
    <item>
      <title>#213 Carla Kopp, Kickstarter and Big Easy Busking</title>
      <itunes:title>#213 Carla Kopp, Kickstarter and Big Easy Busking</itunes:title>
      <pubDate>Tue, 14 May 2019 16:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1134665]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/213-carla-kopp-kickstarter-and-big-easy-busking]]></link>
      <description><![CDATA[<p><em>What happens when a Kickstarter doesn't go as planned? Dirk speaks with Carla Kopp from Weird Giraffe games about publishing, Kickstarters, and the game Big Easy Busking.</em></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p><em>What happens when a Kickstarter doesn't go as planned? Dirk speaks with Carla Kopp from Weird Giraffe games about publishing, Kickstarters, and the game Big Easy Busking.</em></p>]]></content:encoded>
      
      
      <enclosure length="13025008" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1134665-213-carla-kopp-kickstarter-and-big-easy-busking.mp3?dest-id=1719626"/>
      <itunes:duration>26:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Carla Kopp</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>What happens when a Kickstarter doesn't go as planned? Dirk speaks with Carla Kopp from Weird Giraffe games about publishing, Kickstarters, and the game Big Easy Busking.</itunes:subtitle><itunes:summary>What happens when a Kickstarter doesn't go as planned? Dirk speaks with Carla Kopp from Weird Giraffe games about publishing, Kickstarters, and the game Big Easy Busking.</itunes:summary></item>
    
    <item>
      <title>#212 Tabletop Prototyping Highlights</title>
      <itunes:title>#212 Tabletop Prototyping Highlights</itunes:title>
      <pubDate>Tue, 30 Apr 2019 20:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1071062]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/212-tabletop-prototyping-highlights]]></link>
      <description><![CDATA[<p>Take a look back at previous TGDRT episodes with a focus on tabletop prototyping. Dirk, David, Kathryn, Harrison, and Isaac Shalev are all featured in this retrospective episode. </p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Take a look back at previous TGDRT episodes with a focus on tabletop prototyping. Dirk, David, Kathryn, Harrison, and Isaac Shalev are all featured in this retrospective episode. </p>]]></content:encoded>
      
      
      <enclosure length="16382372" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1071062-212-tabletop-prototyping-highlights.mp3?dest-id=1719626"/>
      <itunes:duration>34:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Harrison Pink, Kathryn Hymes &amp; Isaac Shalev</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Take a look back at previous TGDRT episodes with a focus on tabletop prototyping. Dirk, David, Kathryn, Harrison, and Isaac Shalev are all featured in this retrospective episode. </itunes:subtitle><itunes:summary>Take a look back at previous TGDRT episodes with a focus on tabletop prototyping. Dirk, David, Kathryn, Harrison, and Isaac Shalev are all featured in this retrospective episode. </itunes:summary></item>
    
    <item>
      <title>#211 Slay The Spire - A Designers Deep Dive with Anthony Giovannetti</title>
      <itunes:title>#211 Slay The Spire - A Designers Deep Dive with Anthony Giovannetti</itunes:title>
      <pubDate>Tue, 09 Apr 2019 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1031699]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/211-slay-the-spire-a-designers-deep-dive-with-anthony-giovannetti]]></link>
      <description><![CDATA[<p>David and Dirk are joined by Anthony Giovannetti, designer of the game Slay The Spire. Together they take a deep dive into the creation and game mechanics of the game.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>David and Dirk are joined by Anthony Giovannetti, designer of the game Slay The Spire. Together they take a deep dive into the creation and game mechanics of the game.</p>]]></content:encoded>
      
      
      <enclosure length="22253960" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1031699-211-slay-the-spire-a-designers-deep-dive-with-anthony-giovannetti.mp3?dest-id=1719626"/>
      <itunes:duration>46:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>211</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Anthony Giovannetti, David Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David and Dirk are joined by Anthony Giovannetti, designer of the game Slay The Spire. Together they take a deep dive into the creation and game mechanics of the game.</itunes:subtitle><itunes:summary>David and Dirk are joined by Anthony Giovannetti, designer of the game Slay The Spire. Together they take a deep dive into the creation and game mechanics of the game.</itunes:summary></item>
    
    <item>
      <title>#210 Listener Questions from SaltCON with Skye Larsen</title>
      <itunes:title>#210 Listener Questions from SaltCON with Skye Larsen</itunes:title>
      <pubDate>Tue, 26 Mar 2019 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-1010764]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/210-listener-questions-from-saltcon-with-skye-larsen]]></link>
      <description><![CDATA[<p>Skye Larsen calls in from SaltCON to answer listener questions with Dirk and Cole about board and video games.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Skye Larsen calls in from SaltCON to answer listener questions with Dirk and Cole about board and video games.</p>]]></content:encoded>
      
      
      <enclosure length="24279216" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/1010764-210-listener-questions-from-saltcon-with-skye-larsen.mp3?dest-id=1719626"/>
      <itunes:duration>50:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, Dirk Knemeyer, Skye Larsen</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Skye Larsen calls in from SaltCON to answer listener questions with Dirk and Cole about board and video games.</itunes:subtitle><itunes:summary>Skye Larsen calls in from SaltCON to answer listener questions with Dirk and Cole about board and video games.</itunes:summary></item>
    
    <item>
      <title>#209 Kevin Kulp - Swords of the Serpentine</title>
      <itunes:title>#209 Kevin Kulp - Swords of the Serpentine</itunes:title>
      <pubDate>Tue, 12 Mar 2019 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-982148]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/209-kevin-kulp-swords-of-the-serpentine]]></link>
      <description><![CDATA[<p>David and Dirk are joined by game designer, Kevin Kulp. They discuss his new game, Swords of the Serpentine and Timewatch. They also discuss how a beta test for a RPG works.<br /> <br /></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>David and Dirk are joined by game designer, Kevin Kulp. They discuss his new game, Swords of the Serpentine and Timewatch. They also discuss how a beta test for a RPG works. </p>]]></content:encoded>
      
      
      <enclosure length="18847486" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/982148-209-kevin-kulp-swords-of-the-serpentine.mp3?dest-id=1719626"/>
      <itunes:duration>39:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>209</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Kevin Kulp</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David and Dirk are joined by game designer, Kevin Kulp. They discuss his new game, Swords of the Serpentine and Timewatch. They also discuss how a beta test for a RPG works.</itunes:subtitle><itunes:summary>David and Dirk are joined by game designer, Kevin Kulp. They discuss his new game, Swords of the Serpentine and Timewatch. They also discuss how a beta test for a RPG works.</itunes:summary></item>
    
    <item>
      <title>#208 Game Designer Jennifer Scheurle</title>
      <itunes:title>#208 Game Designer Jennifer Scheurle</itunes:title>
      <pubDate>Tue, 26 Feb 2019 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-973469]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/208-game-designer-jennifer-scheurle]]></link>
      <description><![CDATA[<p>This week Dirk is joined by Jennifer Scheurle, a multi-award-winning, world-travelling Game Designer and public speaker. They discuss her work, her experience with NASA as well as some tips for game designers.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>This week Dirk is joined by Jennifer Scheurle, a multi-award-winning, world-travelling Game Designer and public speaker. They discuss her work, her experience with NASA as well as some tips for game designers.</p>]]></content:encoded>
      
      
      <enclosure length="18231359" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/973469-208-game-designer-jennifer-scheurle.mp3?dest-id=1719626"/>
      <itunes:duration>37:50</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>208</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jennifer Scheurle</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk is joined by Jennifer Scheurle, a multi-award-winning, world-travelling Game Designer and public speaker. They discuss her work, her experience with NASA as well as some tips for game designers.</itunes:subtitle><itunes:summary>This week Dirk is joined by Jennifer Scheurle, a multi-award-winning, world-travelling Game Designer and public speaker. They discuss her work, her experience with NASA as well as some tips for game designers.</itunes:summary></item>
    
    <item>
      <title>#207 Emily Grace Buck</title>
      <itunes:title>#207 Emily Grace Buck</itunes:title>
      <pubDate>Tue, 12 Feb 2019 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-954872]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/207-emily-grace-buck]]></link>
      <description><![CDATA[<p>This week Dirk is joined by Emily Grace Buck, Creative Director at Buckshot Interactive. They discuss Emily's background in game design and what she is currently working on.<br /> <br /></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>This week Dirk is joined by Emily Grace Buck, Creative Director at Buckshot Interactive. They discuss Emily's background in game design and what she is currently working on. </p>]]></content:encoded>
      
      
      <enclosure length="12795558" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/954872-207-emily-grace-buck.mp3?dest-id=1719626"/>
      <itunes:duration>26:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>207</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Emily Grace Buck, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk is joined by Emily Grace Buck, Creative Director at Buckshot Interactive. They discuss Emily's background in game design and what she is currently working on.</itunes:subtitle><itunes:summary>This week Dirk is joined by Emily Grace Buck, Creative Director at Buckshot Interactive. They discuss Emily's background in game design and what she is currently working on.</itunes:summary></item>
    
    <item>
      <title>#206 Jon Shafer of Conifer Games - At the Gates</title>
      <itunes:title>#206 Jon Shafer of Conifer Games - At the Gates</itunes:title>
      <pubDate>Tue, 29 Jan 2019 05:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/206-jon-shafer-of-conifer-games-at-the-gates]]></link>
      <description><![CDATA[<p>This week David and Dirk are joined by Jon Shafer, a co-founder of The Game Design Round Table. They discuss Jon's game At the Gates and some of the innovative systems designed into the game.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>This week David and Dirk are joined by Jon Shafer, a co-founder of The Game Design Round Table. They discuss Jon's game At the Gates and some of the innovative systems designed into the game.</p>]]></content:encoded>
      
      
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      <itunes:duration>37:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Dirk Knemeyer, Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week David and Dirk are joined by Jon Shafer, a co-founder of The Game Design Round Table. They discuss Jon's game At the Gates and some of the innovative systems designed into the game.</itunes:subtitle><itunes:summary>This week David and Dirk are joined by Jon Shafer, a co-founder of The Game Design Round Table. They discuss Jon's game At the Gates and some of the innovative systems designed into the game.</itunes:summary></item>
    
    <item>
      <title>#205 Deep Dive - Root: A Game of Woodland Might and Right</title>
      <itunes:title>#205 Deep Dive - Root: A Game of Woodland Might and Right</itunes:title>
      <pubDate>Tue, 15 Jan 2019 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-921550]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/205-deep-dive-root-a-game-of-woodland-might-and-right]]></link>
      <description><![CDATA[<p>Cole and Dirk are joined by Kaitie Aidley and take a deep dive into Cole's game Root.<br /> <br /></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Cole and Dirk are joined by Kaitie Aidley and take a deep dive into Cole's game Root. </p>]]></content:encoded>
      
      
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      <itunes:duration>34:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>205</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Cole and Dirk are joined by Kaitie Aidley and take a deep dive into Cole's game Root.</itunes:subtitle><itunes:summary>Cole and Dirk are joined by Kaitie Aidley and take a deep dive into Cole's game Root.</itunes:summary></item>
    
    <item>
      <title>#204 Listener Questionnaire Results and the Future of TGDRT</title>
      <itunes:title>#204 Listener Questionnaire Results and the Future of TGDRT</itunes:title>
      <pubDate>Sat, 05 Jan 2019 19:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-909765]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/204-listener-questionnaire-results-and-the-future-of-tgdrt]]></link>
      <description><![CDATA[<p>Dirk share results from the recent listener questionnaire. He also shares some exciting changes coming up for the show.<br /> <br /></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Dirk share results from the recent listener questionnaire. He also shares some exciting changes coming up for the show. </p>]]></content:encoded>
      
      
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      <itunes:duration>31:44</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>204</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk share results from the recent listener questionnaire. He also shares some exciting changes coming up for the show.</itunes:subtitle><itunes:summary>Dirk share results from the recent listener questionnaire. He also shares some exciting changes coming up for the show.</itunes:summary></item>
    
    <item>
      <title>#203 TL Simons - Bloc by Bloc</title>
      <itunes:title>#203 TL Simons - Bloc by Bloc</itunes:title>
      <pubDate>Fri, 14 Dec 2018 22:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-890080]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/203-tl-simons-bloc-by-bloc]]></link>
      <description><![CDATA[<p>David and Dirk chat with TL Simons of Out of Order Games. They discuss the creation of the game Bloc by Bloc, it's connection to social issues as well as the differences between the first and second editions.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>David and Dirk chat with TL Simons of Out of Order Games. They discuss the creation of the game Bloc by Bloc, it's connection to social issues as well as the differences between the first and second editions.</p>]]></content:encoded>
      
      
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      <itunes:duration>30:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>203</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>TL Simons, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David and Dirk chat with TL Simons of Out of Order Games. They discuss the creation of the game Bloc by Bloc, it's connection to social issues as well as the differences between the first and second editions.</itunes:subtitle><itunes:summary>David and Dirk chat with TL Simons of Out of Order Games. They discuss the creation of the game Bloc by Bloc, it's connection to social issues as well as the differences between the first and second editions.</itunes:summary></item>
    
    <item>
      <title>#202 Listener Questions - Accessibility and Get-Back Mechanics</title>
      <itunes:title>#202 Listener Questions - Accessibility and Get-Back Mechanics</itunes:title>
      <pubDate>Fri, 30 Nov 2018 18:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-875526]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/202-listener-questions-accessibility-and-get-back-mechanics]]></link>
      <description><![CDATA[<p>Cole, Dirk and Kathryn take listener questions. They have a great discussion surrounding the topic of accessibility. Additionally they discuss the topic of 'get-back' mechanics.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Cole, Dirk and Kathryn take listener questions. They have a great discussion surrounding the topic of accessibility. Additionally they discuss the topic of 'get-back' mechanics.</p>]]></content:encoded>
      
      
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      <itunes:duration>39:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Cole, Dirk and Kathryn take listener questions. They have a great discussion surrounding the topic of accessibility. Additionally they discuss the topic of 'get-back' mechanics.</itunes:subtitle><itunes:summary>Cole, Dirk and Kathryn take listener questions. They have a great discussion surrounding the topic of accessibility. Additionally they discuss the topic of 'get-back' mechanics.</itunes:summary></item>
    
    <item>
      <title>#201 Tim Burrell-Saward and Smart Speakers</title>
      <itunes:title>#201 Tim Burrell-Saward and Smart Speakers</itunes:title>
      <pubDate>Thu, 08 Nov 2018 15:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/201-tim-burrell-saward-and-smart-speakers]]></link>
      <description><![CDATA[<p>Tim Burrell-Saward joins The Game Design Roundtable and discusses games that use smart speakers.<br /> <br /></p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>Tim Burrell-Saward joins The Game Design Roundtable and discusses games that use smart speakers. </p>]]></content:encoded>
      
      
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      <itunes:duration>30:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>201</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Tim Burrell-Saward</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Tim Burrell-Saward joins The Game Design Roundtable and discusses games that use smart speakers.</itunes:subtitle><itunes:summary>Tim Burrell-Saward joins The Game Design Roundtable and discusses games that use smart speakers.</itunes:summary></item>
    
    <item>
      <title>#200 Reflections on 200 Episodes of TGDRT</title>
      <itunes:title>#200 Reflections on 200 Episodes of TGDRT</itunes:title>
      <pubDate>Tue, 23 Oct 2018 04:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/200-reflections-on-200-episodes-of-tgdrt]]></link>
      <description><![CDATA[<p>On this 200th episode of The Game Design Roundtable, many members of the team share thier thoughts on the show, the industry and people who have inspired them to be where they are today.<br /> Enjoy!</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>On this 200th episode of The Game Design Roundtable, many members of the team share thier thoughts on the show, the industry and people who have inspired them to be where they are today. Enjoy!</p>]]></content:encoded>
      
      
      <enclosure length="19346927" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/838600-200-reflections-on-200-episodes-of-tgdrt.mp3?dest-id=1719626"/>
      <itunes:duration>40:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>200</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, David Heron, Dirk Knemeyer, Harrison Pink, Kathryn Hymes, Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>On this 200th episode of The Game Design Roundtable, many members of the team share thier thoughts on the show, the industry and people who have inspired them to be where they are today. Enjoy!</itunes:subtitle><itunes:summary>On this 200th episode of The Game Design Roundtable, many members of the team share thier thoughts on the show, the industry and people who have inspired them to be where they are today. Enjoy!</itunes:summary></item>
    
    <item>
      <title>#199  Tabletop Game Designer - Scott Almes</title>
      <itunes:title>#199  Tabletop Game Designer - Scott Almes</itunes:title>
      <pubDate>Fri, 05 Oct 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-822045]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/199-tabletop-game-designer-scott-almes]]></link>
      <description><![CDATA[<p>In this episode, Dirk and Cole have a conversation with tabletop game designer Scott Almes. The discuss tiny box games as well as Scott's experience with a variety of publishers.</p> <br /> <br />]]></description>
      
      <content:encoded><![CDATA[<p>In this episode, Dirk and Cole have a conversation with tabletop game designer Scott Almes. The discuss tiny box games as well as Scott's experience with a variety of publishers.</p>]]></content:encoded>
      
      
      <enclosure length="14904063" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/822045-199-tabletop-game-designer-scott-almes.mp3?dest-id=1719626"/>
      <itunes:duration>30:54</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>199</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Scott Almes, Cole Wehrle, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and Cole have a conversation with tabletop game designer Scott Almes. The discuss tiny box games as well as Scott's experience with a variety of publishers.</itunes:subtitle><itunes:summary>In this episode, Dirk and Cole have a conversation with tabletop game designer Scott Almes. The discuss tiny box games as well as Scott's experience with a variety of publishers.</itunes:summary></item>
    
    <item>
      <title>#198 Michael Woods, 38 Studios and Subatomic Studios</title>
      <itunes:title>#198 Michael Woods, 38 Studios and Subatomic Studios</itunes:title>
      <pubDate>Thu, 23 Aug 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-784086]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/198-michael-woods-38-studios-and-subatomic-studios]]></link>
      <description><![CDATA[In this episode, Dirk and David have a conversation with Michael Woods. Michael previously worked at 38 Studios as well as Subatomic Studios. He shares his experiences with work on games large and small.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk and David have a conversation with Michael Woods. Michael previously worked at 38 Studios as well as Subatomic Studios. He shares his experiences with work on games large and small.]]></content:encoded>
      
      
      <enclosure length="16050560" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/784086-198-michael-woods-38-studios-and-subatomic-studios.mp3?dest-id=1719626"/>
      <itunes:duration>33:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>198</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Michael Woods, Dirk Knemeyer, David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and David have a conversation with Michael Woods. Michael previously worked at 38 Studios as well as Subatomic Studios. He shares his experiences with work on games large and small.</itunes:subtitle><itunes:summary>In this episode, Dirk and David have a conversation with Michael Woods. Michael previously worked at 38 Studios as well as Subatomic Studios. He shares his experiences with work on games large and small.</itunes:summary></item>
    
    <item>
      <title>#197 Megagames with Ben Kanelos and Leslie Loy</title>
      <itunes:title>#197 Megagames with Ben Kanelos and Leslie Loy</itunes:title>
      <pubDate>Fri, 13 Jul 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-749548]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/197-megagames-with-ben-kanelos-and-leslie-loy]]></link>
      <description><![CDATA[In this episode, Dirk is joined by Ben Kanelos and Leslie Loy about megagames, also known as large scale simulation event with up to hundreds of participants.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk is joined by Ben Kanelos and Leslie Loy about megagames, also known as large scale simulation event with up to hundreds of participants.]]></content:encoded>
      
      
      <enclosure length="15598722" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/749548-197-megagames-with-ben-kanelos-and-leslie-loy.mp3?dest-id=1719626"/>
      <itunes:duration>32:21</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>197</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Ben Kanelos, Dirk Knemeyer, Leslie Loy</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk is joined by Ben Kanelos and Leslie Loy about megagames, also known as large scale simulation event with up to hundreds of participants.</itunes:subtitle><itunes:summary>In this episode, Dirk is joined by Ben Kanelos and Leslie Loy about megagames, also known as large scale simulation event with up to hundreds of participants.</itunes:summary></item>
    
    <item>
      <title>#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions</title>
      <itunes:title>#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions</itunes:title>
      <pubDate>Fri, 22 Jun 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-732862]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/196-admired-designers-unlikely-games-enjoyed-and-listener-questions]]></link>
      <description><![CDATA[In this episode, Cole, Dirk and Kathryn name some admired designers, some unlikely games that they enjoy and answer some listener questions.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Cole, Dirk and Kathryn name some admired designers, some unlikely games that they enjoy and answer some listener questions.]]></content:encoded>
      
      
      <enclosure length="18874496" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/732862-196-admired-designers-unlikely-games-enjoyed-and-listener-questions.mp3?dest-id=1719626"/>
      <itunes:duration>38:58</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>196</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, Dirk Knemeyer, Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Cole, Dirk and Kathryn name some admired designers, some unlikely games that they enjoy and answer some listener questions.</itunes:subtitle><itunes:summary>In this episode, Cole, Dirk and Kathryn name some admired designers, some unlikely games that they enjoy and answer some listener questions.</itunes:summary></item>
    
    <item>
      <title>#195 Game Designer Alex Roberts</title>
      <itunes:title>#195 Game Designer Alex Roberts</itunes:title>
      <pubDate>Fri, 15 Jun 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-728108]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/195-game-designer-alex-roberts]]></link>
      <description><![CDATA[In this episode, Dirk and Harrison chat with game designer Alex Roberts. They discuss her recent experience with The Star Crossed Kickstarter as well differences between live action and table top game design.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk and Harrison chat with game designer Alex Roberts. They discuss her recent experience with The Star Crossed Kickstarter as well differences between live action and table top game design.]]></content:encoded>
      
      
      <enclosure length="16191616" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/728108-195-game-designer-alex-roberts.mp3?dest-id=1719626"/>
      <itunes:duration>33:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>195</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Alex Roberts, Dirk Knemeyer, Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and Harrison chat with game designer Alex Roberts. They discuss her recent experience with The Star Crossed Kickstarter as well differences between live action and table top game design.</itunes:subtitle><itunes:summary>In this episode, Dirk and Harrison chat with game designer Alex Roberts. They discuss her recent experience with The Star Crossed Kickstarter as well differences between live action and table top game design.</itunes:summary></item>
    
    <item>
      <title>#194 Kickstarter Results and Listener Questions</title>
      <itunes:title>#194 Kickstarter Results and Listener Questions</itunes:title>
      <pubDate>Fri, 25 May 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-712187]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/194-kickstarter-results-and-listener-questions]]></link>
      <description><![CDATA[In this episode, David, Dirk and Rob get together for a discussion recapping a Kickstarter campaign for Restoration Games' Fireball Island. They also take a couple listener questions and discuss the idea of replayability.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, David, Dirk and Rob get together for a discussion recapping a Kickstarter campaign for Restoration Games' Fireball Island. They also take a couple listener questions and discuss the idea of replayability.]]></content:encoded>
      
      
      <enclosure length="18655360" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/712187-194-kickstarter-results-and-listener-questions.mp3?dest-id=1719626"/>
      <itunes:duration>38:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>194</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, David, Dirk and Rob get together for a discussion recapping a Kickstarter campaign for Restoration Games' Fireball Island. They also take a couple listener questions and discuss the idea of replayability.</itunes:subtitle><itunes:summary>In this episode, David, Dirk and Rob get together for a discussion recapping a Kickstarter campaign for Restoration Games' Fireball Island. They also take a couple listener questions and discuss the idea of replayability.</itunes:summary></item>
    
    <item>
      <title>#193 Game Designer Kellee Santiago</title>
      <itunes:title>#193 Game Designer Kellee Santiago</itunes:title>
      <pubDate>Fri, 11 May 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-701479]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/193-game-designer-kellee-santiago]]></link>
      <description><![CDATA[In this episode, Dirk has a great conversation with video game designer Kellee Santiago. They discuss the game Cloud, the state of VR games and this history of game design.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk has a great conversation with video game designer Kellee Santiago. They discuss the game Cloud, the state of VR games and this history of game design.]]></content:encoded>
      
      
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      <itunes:duration>35:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>193</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk has a great conversation with video game designer Kellee Santiago. They discuss the game Cloud, the state of VR games and this history of game design.</itunes:subtitle><itunes:summary>In this episode, Dirk has a great conversation with video game designer Kellee Santiago. They discuss the game Cloud, the state of VR games and this history of game design.</itunes:summary></item>
    
    <item>
      <title>#192 Engineering Game Design with Aljernon Bolden</title>
      <itunes:title>#192 Engineering Game Design with Aljernon Bolden</itunes:title>
      <pubDate>Fri, 20 Apr 2018 04:00:00 +0000</pubDate>
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      <link><![CDATA[https://tgdrt.libsyn.com/192-engineering-game-design-with-aljernon-bolden]]></link>
      <description><![CDATA[In this episode, Dirk and Harrison welcome Aljernon Bolden to the show. They discuss game design from an engineering approach.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk and Harrison welcome Aljernon Bolden to the show. They discuss game design from an engineering approach.]]></content:encoded>
      
      
      <enclosure length="16507008" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/686098-192-engineering-game-design-with-aljernon-bolden.mp3?dest-id=1719626"/>
      <itunes:duration>34:02</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>192</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Aljernon Bolden,Dirk Knemeyer, Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and Harrison welcome Aljernon Bolden to the show. They discuss game design from an engineering approach.</itunes:subtitle><itunes:summary>In this episode, Dirk and Harrison welcome Aljernon Bolden to the show. They discuss game design from an engineering approach.</itunes:summary></item>
    
    <item>
      <title>#191 Fireball Island</title>
      <itunes:title>#191 Fireball Island</itunes:title>
      <pubDate>Tue, 03 Apr 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-675109]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/191-fireball-island]]></link>
      <description><![CDATA[In this episode, David, Dirk, and Rob get together to answer some listener questions, which turn into a good discussion and a deep dive into a single question about promotion. Also, Rob announces a Kickstarter for Fireball Island.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, David, Dirk, and Rob get together to answer some listener questions, which turn into a good discussion and a deep dive into a single question about promotion. Also, Rob announces a Kickstarter for Fireball Island.]]></content:encoded>
      
      
      <enclosure length="16031872" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/675109-191-fireball-island.mp3?dest-id=1719626"/>
      <itunes:duration>33:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>191</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, David, Dirk, and Rob get together to answer some listener questions, which turn into a good discussion and a deep dive into a single question about promotion. Also, Rob announces a Kickstarter for Fireball Island.</itunes:subtitle><itunes:summary>In this episode, David, Dirk, and Rob get together to answer some listener questions, which turn into a good discussion and a deep dive into a single question about promotion. Also, Rob announces a Kickstarter for Fireball Island.</itunes:summary></item>
    
    <item>
      <title>#190 Listener Questions - Cons, Kids, Games and Names</title>
      <itunes:title>#190 Listener Questions - Cons, Kids, Games and Names</itunes:title>
      <pubDate>Thu, 22 Mar 2018 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-666937]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/190-listener-questions-cons-kids-games-and-names]]></link>
      <description><![CDATA[In this episode, Cole, David, and Dirk get together to answer some listener questions.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Cole, David, and Dirk get together to answer some listener questions.]]></content:encoded>
      
      
      <enclosure length="16638080" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/666937-190-listener-questions-cons-kids-games-and-names.mp3?dest-id=1719626"/>
      <itunes:duration>34:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>190</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Cole Wehrle, David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Cole, David, and Dirk get together to answer some listener questions.</itunes:subtitle><itunes:summary>In this episode, Cole, David, and Dirk get together to answer some listener questions.</itunes:summary></item>
    
    <item>
      <title>#189 Gaming the Past with Jeremiah McCall</title>
      <itunes:title>#189 Gaming the Past with Jeremiah McCall</itunes:title>
      <pubDate>Fri, 23 Feb 2018 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-649064]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/189-gaming-the-past-with-jeremiah-mccall]]></link>
      <description><![CDATA[In this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.]]></content:encoded>
      
      
      <enclosure length="18882688" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/649064-189-gaming-the-past-with-jeremiah-mccall.mp3?dest-id=1719626"/>
      <itunes:duration>39:11</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>189</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Jeremiah McCall, Cole Wehrle &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.</itunes:subtitle><itunes:summary>In this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.</itunes:summary></item>
    
    <item>
      <title>#188 Listener Question - You Don't Blind Test a Painting</title>
      <itunes:title>#188 Listener Question - You Don't Blind Test a Painting</itunes:title>
      <pubDate>Fri, 09 Feb 2018 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-640389]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/188-listener-question-you-dont-blind-test-a-painting]]></link>
      <description><![CDATA[In this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.]]></content:encoded>
      
      
      <enclosure length="13334656" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/640389-188-listener-question-you-don-t-blind-test-a-painting.mp3?dest-id=1719626"/>
      <itunes:duration>27:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>188</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Kathryn Hymes, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.</itunes:subtitle><itunes:summary>In this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.</itunes:summary></item>
    
    <item>
      <title>#187 Listener Question - Acronym Edition</title>
      <itunes:title>#187 Listener Question - Acronym Edition</itunes:title>
      <pubDate>Thu, 18 Jan 2018 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-627126]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/187-listener-question-acronym-edition]]></link>
      <description><![CDATA[Description In this episode, David, Dirk and Harrison get together to answer listener questions. Lots of acronyms and great insights in this episode! JRPG, MUD, MMO ... David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description In this episode, David, Dirk and Harrison get together to answer listener questions. Lots of acronyms and great insights in this episode! JRPG, MUD, MMO ... David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com]]></content:encoded>
      
      
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      <itunes:duration>36:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>187</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description In this episode, David, Dirk and Harrison get together to answer listener questions. Lots of acronyms and great insights in this episode! JRPG, MUD, MMO ... David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com</itunes:subtitle><itunes:summary>Description In this episode, David, Dirk and Harrison get together to answer listener questions. Lots of acronyms and great insights in this episode! JRPG, MUD, MMO ... David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com</itunes:summary></item>
    
    <item>
      <title>#186 Looking forward and back, 2017 to 2018</title>
      <itunes:title>#186 Looking forward and back, 2017 to 2018</itunes:title>
      <pubDate>Fri, 29 Dec 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-616483]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/186-looking-forward-and-back-2017-to-2018]]></link>
      <description><![CDATA[In this final episode of 2017, David, Dirk and Kathryn get together to review 2017 and look forward to 2018.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this final episode of 2017, David, Dirk and Kathryn get together to review 2017 and look forward to 2018.]]></content:encoded>
      
      
      <enclosure length="15409280" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/616483-186-looking-forward-and-back-2017-to-2018.mp3?dest-id=1719626"/>
      <itunes:duration>31:57</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>186</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this final episode of 2017, David, Dirk and Kathryn get together to review 2017 and look forward to 2018.</itunes:subtitle><itunes:summary>In this final episode of 2017, David, Dirk and Kathryn get together to review 2017 and look forward to 2018.</itunes:summary></item>
    
    <item>
      <title>#185 Game Designer Cole Wehrle</title>
      <itunes:title>#185 Game Designer Cole Wehrle</itunes:title>
      <pubDate>Fri, 22 Dec 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-614078]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/185-game-designer-cole-wehrle]]></link>
      <description><![CDATA[In this episode, David and Dirk speak with game designer Cole Wehrle. They discuss Cole's work and how to find balance designing games with deep historical and cultural context.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, David and Dirk speak with game designer Cole Wehrle. They discuss Cole's work and how to find balance designing games with deep historical and cultural context.]]></content:encoded>
      
      
      <enclosure length="19759232" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/614078-185-game-designer-cole-wehrle.mp3?dest-id=1719626"/>
      <itunes:duration>41:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      <itunes:season>1</itunes:season>
      
      
      <itunes:episode>185</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, David and Dirk speak with game designer Cole Wehrle. They discuss Cole's work and how to find balance designing games with deep historical and cultural context.</itunes:subtitle><itunes:summary>In this episode, David and Dirk speak with game designer Cole Wehrle. They discuss Cole's work and how to find balance designing games with deep historical and cultural context.</itunes:summary></item>
    
    <item>
      <title>#184: Narrative Designer Edwin McRae</title>
      <itunes:title>#184: Narrative Designer Edwin McRae</itunes:title>
      <pubDate>Fri, 08 Dec 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-607228]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/184-narrative-designer-edwin-mcrae]]></link>
      <description><![CDATA[In this episode, Harrison and Dirk speak with Edwin McRae, a narrative designer. They discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details. --------------------- Edwin McRae - www.edmcrae.com, edwin@edmcrae.com Harrison Pink - @gilespink, harrisonpink@gmail.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com --------------------- Episode Outline 00:14 Welcome Edwin 00:17 Edwin's background 03:34 What is a narrative designer? 05:48 What processes or tools does Edwin use? 07:04 What is jigsaw storytelling? 08:26 What is Harrison's background in narrative storytelling? 10:54 Information on Edwin's work on Path of Exile 13:40 Edwin's background in school and professionally 17:01 Edwin's book writing on narrative design for indies 20:07 Advice to indies on hiring a narrative designer 23:09 What if someone is part way through developing and feels like the narrative is not right 27:27 How would a young writer get experience in game design?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Harrison and Dirk speak with Edwin McRae, a narrative designer. They discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details. --------------------- Edwin McRae - www.edmcrae.com, edwin@edmcrae.com Harrison Pink - @gilespink, harrisonpink@gmail.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com --------------------- Episode Outline 00:14 Welcome Edwin 00:17 Edwin's background 03:34 What is a narrative designer? 05:48 What processes or tools does Edwin use? 07:04 What is jigsaw storytelling? 08:26 What is Harrison's background in narrative storytelling? 10:54 Information on Edwin's work on Path of Exile 13:40 Edwin's background in school and professionally 17:01 Edwin's book writing on narrative design for indies 20:07 Advice to indies on hiring a narrative designer 23:09 What if someone is part way through developing and feels like the narrative is not right 27:27 How would a young writer get experience in game design?]]></content:encoded>
      
      
      <enclosure length="14758016" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/607228-184-narrative-designer-edwin-mcrae.mp3?dest-id=1719626"/>
      <itunes:duration>30:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Edwin McRae, Harrison Pink &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Harrison and Dirk speak with Edwin McRae, a narrative designer. They discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details. --------------------- Edwin McRae - www.edmcrae.com, edwin@edmcrae.com Harrison Pink - @gilespink, harrisonpink@gmail.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com --------------------- Episode Outline 00:14 Welcome Edwin 00:17 Edwin's background 03:34 What is a narrative designer? 05:48 What processes or tools does Edwin use? 07:04 What is jigsaw storytelling? 08:26 What is Harrison's background in narrative storytelling? 10:54 Information on Edwin's work on Path of Exile 13:40 Edwin's background in school and professionally 17:01 Edwin's book writing on narrative design for indies 20:07 Advice to indies on hiring a narrative designer 23:09 What if someone is part way through developing and feels like the narrative is not right 27:27 How would a young writer get experience in game design?</itunes:subtitle><itunes:summary>In this episode, Harrison and Dirk speak with Edwin McRae, a narrative designer. They discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details. --------------------- Edwin McRae - www.edmcrae.com, edwin@edmcrae.com Harrison Pink - @gilespink, harrisonpink@gmail.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com --------------------- Episode Outline 00:14 Welcome Edwin 00:17 Edwin's background 03:34 What is a narrative designer? 05:48 What processes or tools does Edwin use? 07:04 What is jigsaw storytelling? 08:26 What is Harrison's background in narrative storytelling? 10:54 Information on Edwin's work on Path of Exile 13:40 Edwin's background in school and professionally 17:01 Edwin's book writing on narrative design for indies 20:07 Advice to indies on hiring a narrative designer 23:09 What if someone is part way through developing and feels like the narrative is not right 27:27 How would a young writer get experience in game design?</itunes:summary></item>
    
    <item>
      <title>#183: Listener Questions with David, Dirk and Rob</title>
      <itunes:title>#183: Listener Questions with David, Dirk and Rob</itunes:title>
      <pubDate>Fri, 24 Nov 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-599343]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/183-listener-questions-with-david-dirk-and-rob]]></link>
      <description><![CDATA[In this episode, David, Dirk and Rob finally get back together to catch up on each other's projects and answer listener questions. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Rob Daviau - @robdaviau --------------------- Episode Outline 00:11 The group is back together again - it's been a while. David, Dirk and Rob catch up with what they've all been up to. 07:55 Listener Questions 08:12 Opinions on the rise of game engine marketplaces. 11:49 What is the ideal listener profile where a game engine would be useful? 13:48 Any particular game design books that are recommended? 20:34 David takes the question back to design, in general, and think of philosophy of design. 23:19 Math models and how they are created. Let me know if you have any questions.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, David, Dirk and Rob finally get back together to catch up on each other's projects and answer listener questions. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Rob Daviau - @robdaviau --------------------- Episode Outline 00:11 The group is back together again - it's been a while. David, Dirk and Rob catch up with what they've all been up to. 07:55 Listener Questions 08:12 Opinions on the rise of game engine marketplaces. 11:49 What is the ideal listener profile where a game engine would be useful? 13:48 Any particular game design books that are recommended? 20:34 David takes the question back to design, in general, and think of philosophy of design. 23:19 Math models and how they are created. Let me know if you have any questions.]]></content:encoded>
      
      
      <enclosure length="15888512" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/599343-183-listener-questions-with-david-dirk-and-rob.mp3?dest-id=1719626"/>
      <itunes:duration>32:57</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Rob Daviau &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, David, Dirk and Rob finally get back together to catch up on each other's projects and answer listener questions. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Rob Daviau - @robdaviau --------------------- Episode Outline 00:11 The group is back together again - it's been a while. David, Dirk and Rob catch up with what they've all been up to. 07:55 Listener Questions 08:12 Opinions on the rise of game engine marketplaces. 11:49 What is the ideal listener profile where a game engine would be useful? 13:48 Any particular game design books that are recommended? 20:34 David takes the question back to design, in general, and think of philosophy of design. 23:19 Math models and how they are created. Let me know if you have any questions.</itunes:subtitle><itunes:summary>In this episode, David, Dirk and Rob finally get back together to catch up on each other's projects and answer listener questions. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Rob Daviau - @robdaviau --------------------- Episode Outline 00:11 The group is back together again - it's been a while. David, Dirk and Rob catch up with what they've all been up to. 07:55 Listener Questions 08:12 Opinions on the rise of game engine marketplaces. 11:49 What is the ideal listener profile where a game engine would be useful? 13:48 Any particular game design books that are recommended? 20:34 David takes the question back to design, in general, and think of philosophy of design. 23:19 Math models and how they are created. Let me know if you have any questions.</itunes:summary></item>
    
    <item>
      <title>#182: Game Designer Mike Bithell – Thomas Was Alone</title>
      <itunes:title>#182: Game Designer Mike Bithell – Thomas Was Alone</itunes:title>
      <pubDate>Thu, 19 Oct 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-595615]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/182-game-designer-mike-bithell-thomas-was-alone]]></link>
      <description><![CDATA[In this episode, Dirk and Harrison have a chat with Mike Bithell, designer of games such as Thomas Was Alone, Volume, EarthShape, and Subsurface Circular. They discuss Mike's path to success and how he's been able to make such a variety of games. --------------------- Mike Bithell – @mikebithell, mikebithellgames.com Harrison Pink – @GilesPink, harrisonpink.com, harrisonpink@gmail.com Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:17 Background on Mike 1:23 How did Mike get into games? 3:43 To what does Mike attribute his success? 5:55 Was it really all luck? How about the marketing side? – How Mike ended up on Steam 7:49 For the game, Thomas is Alone, how did narration get added to the game? 11:54 What about games more recent than Thomas is Alone and their great reviews? 15:24 What makes a game, an Bithell company game? 18:46 What's next? 21:11 Did lack of marketing actually help? 22:59 How do you balance making customers happy against sales volume? 25:01 Design process 27:47 Advice for aspiring indie game designers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk and Harrison have a chat with Mike Bithell, designer of games such as Thomas Was Alone, Volume, EarthShape, and Subsurface Circular. They discuss Mike's path to success and how he's been able to make such a variety of games. --------------------- Mike Bithell – @mikebithell, mikebithellgames.com Harrison Pink – @GilesPink, harrisonpink.com, harrisonpink@gmail.com Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:17 Background on Mike 1:23 How did Mike get into games? 3:43 To what does Mike attribute his success? 5:55 Was it really all luck? How about the marketing side? – How Mike ended up on Steam 7:49 For the game, Thomas is Alone, how did narration get added to the game? 11:54 What about games more recent than Thomas is Alone and their great reviews? 15:24 What makes a game, an Bithell company game? 18:46 What's next? 21:11 Did lack of marketing actually help? 22:59 How do you balance making customers happy against sales volume? 25:01 Design process 27:47 Advice for aspiring indie game designers]]></content:encoded>
      
      
      <enclosure length="15286400" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/595615-182-game-designer-mike-bithell-thomas-was-alone.mp3?dest-id=1719626"/>
      <itunes:duration>31:42</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk and Harrison have a chat with Mike Bithell, designer of games such as Thomas Was Alone, Volume, EarthShape, and Subsurface Circular. They discuss Mike's path to success and how he's been able to make such a variety of games. --------------------- Mike Bithell – @mikebithell, mikebithellgames.com Harrison Pink – @GilesPink, harrisonpink.com, harrisonpink@gmail.com Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:17 Background on Mike 1:23 How did Mike get into games? 3:43 To what does Mike attribute his success? 5:55 Was it really all luck? How about the marketing side? – How Mike ended up on Steam 7:49 For the game, Thomas is Alone, how did narration get added to the game? 11:54 What about games more recent than Thomas is Alone and their great reviews? 15:24 What makes a game, an Bithell company game? 18:46 What's next? 21:11 Did lack of marketing actually help? 22:59 How do you balance making customers happy against sales volume? 25:01 Design process 27:47 Advice for aspiring indie game designers</itunes:subtitle><itunes:summary>In this episode, Dirk and Harrison have a chat with Mike Bithell, designer of games such as Thomas Was Alone, Volume, EarthShape, and Subsurface Circular. They discuss Mike's path to success and how he's been able to make such a variety of games. --------------------- Mike Bithell – @mikebithell, mikebithellgames.com Harrison Pink – @GilesPink, harrisonpink.com, harrisonpink@gmail.com Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:17 Background on Mike 1:23 How did Mike get into games? 3:43 To what does Mike attribute his success? 5:55 Was it really all luck? How about the marketing side? – How Mike ended up on Steam 7:49 For the game, Thomas is Alone, how did narration get added to the game? 11:54 What about games more recent than Thomas is Alone and their great reviews? 15:24 What makes a game, an Bithell company game? 18:46 What's next? 21:11 Did lack of marketing actually help? 22:59 How do you balance making customers happy against sales volume? 25:01 Design process 27:47 Advice for aspiring indie game designers</itunes:summary></item>
    
    <item>
      <title>#181: Listener Questions with David and Dirk</title>
      <itunes:title>#181: Listener Questions with David and Dirk</itunes:title>
      <pubDate>Thu, 05 Oct 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-574659]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/181-listener-questions-with-david-and-dirk]]></link>
      <description><![CDATA[Description David and Dirk answer listener questions surrounding game design, board production, 3d printing and play testing. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:13 Listener Questions 0:33 What are the most common mistakes new designers make with blind playtesting? 6:55 What is the current state in board game printing? 8:44 How does it work with games with lots of mini's? 10:56 Will 3D printing change how mini's are handled? 11:46 When you start designing a game, how much research do you do in the genre? 15:00 What are the pros and cons of physical cards vs digital? 21:21 Any advice on identifying broken strategies before taking a game to external testers? 27:03 On a desert island, what games do David and Dirk pick?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description David and Dirk answer listener questions surrounding game design, board production, 3d printing and play testing. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:13 Listener Questions 0:33 What are the most common mistakes new designers make with blind playtesting? 6:55 What is the current state in board game printing? 8:44 How does it work with games with lots of mini's? 10:56 Will 3D printing change how mini's are handled? 11:46 When you start designing a game, how much research do you do in the genre? 15:00 What are the pros and cons of physical cards vs digital? 21:21 Any advice on identifying broken strategies before taking a game to external testers? 27:03 On a desert island, what games do David and Dirk pick?]]></content:encoded>
      
      
      <enclosure length="15286400" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/574659-181-listener-questions-with-david-and-dirk.mp3?dest-id=1719626"/>
      <itunes:duration>31:42</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description David and Dirk answer listener questions surrounding game design, board production, 3d printing and play testing. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:13 Listener Questions 0:33 What are the most common mistakes new designers make with blind playtesting? 6:55 What is the current state in board game printing? 8:44 How does it work with games with lots of mini's? 10:56 Will 3D printing change how mini's are handled? 11:46 When you start designing a game, how much research do you do in the genre? 15:00 What are the pros and cons of physical cards vs digital? 21:21 Any advice on identifying broken strategies before taking a game to external testers? 27:03 On a desert island, what games do David and Dirk pick?</itunes:subtitle><itunes:summary>Description David and Dirk answer listener questions surrounding game design, board production, 3d printing and play testing. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:13 Listener Questions 0:33 What are the most common mistakes new designers make with blind playtesting? 6:55 What is the current state in board game printing? 8:44 How does it work with games with lots of mini's? 10:56 Will 3D printing change how mini's are handled? 11:46 When you start designing a game, how much research do you do in the genre? 15:00 What are the pros and cons of physical cards vs digital? 21:21 Any advice on identifying broken strategies before taking a game to external testers? 27:03 On a desert island, what games do David and Dirk pick?</itunes:summary></item>
    
    <item>
      <title>#180: Spy Club from Foxtrot Games; How Collaboration helped deliver results.</title>
      <itunes:title>#180: Spy Club from Foxtrot Games; How Collaboration helped deliver results.</itunes:title>
      <pubDate>Thu, 28 Sep 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-571467]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/180-spy-club-from-foxtrot-games-how-collaboration-helped-deliver-results]]></link>
      <description><![CDATA[In this episode, Dirk is joined by John Schulter, Sarah Graybill and Randy Hoyt to discuss their work on their new game, Spy Club from Foxtrot Games. They describe how their collaboration works and how Foxtrot Games and Black Straw Games fit into this relationship. --------------------- John Schulter & Sarah Graybill - @BlackStrawGames, blackstrawgames.com Randy Hoyt - @Randyhoyt, @foxtrotgames, foxtrotgames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome John, Sarah and Randy - Background 0:35 Discuss the new game, Spy Club, and how they all started on the team 1:18 It is based on another game by Jason D. Kingsley 2:18 These games have a long and intensive development process 3:05 How did it get from Jason to Foxtrot Games 3:53 How did playtesting turn into participation in the dev process? 6:34 Spy Club - what type of game is it? 7:58 John and Sarah have experience in designing games for children 9:54 Is Foxtrot Games making a directed effort into family friendly games? 11:12 Is this collaboration going into more projects? 13:32 This shows how relationships can pay off 14:53 Sarah and Black Straw Games 16:44 How does the collaboration work between the two companies? 19:35 How would people who are interested in working together do so? 22:44 Foxtrot, is the pace of releases increasing? 26:49 Spy Club the campaign aspect 34:07 What are some challenges of collaboration?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Dirk is joined by John Schulter, Sarah Graybill and Randy Hoyt to discuss their work on their new game, Spy Club from Foxtrot Games. They describe how their collaboration works and how Foxtrot Games and Black Straw Games fit into this relationship. --------------------- John Schulter & Sarah Graybill - @BlackStrawGames, blackstrawgames.com Randy Hoyt - @Randyhoyt, @foxtrotgames, foxtrotgames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome John, Sarah and Randy - Background 0:35 Discuss the new game, Spy Club, and how they all started on the team 1:18 It is based on another game by Jason D. Kingsley 2:18 These games have a long and intensive development process 3:05 How did it get from Jason to Foxtrot Games 3:53 How did playtesting turn into participation in the dev process? 6:34 Spy Club - what type of game is it? 7:58 John and Sarah have experience in designing games for children 9:54 Is Foxtrot Games making a directed effort into family friendly games? 11:12 Is this collaboration going into more projects? 13:32 This shows how relationships can pay off 14:53 Sarah and Black Straw Games 16:44 How does the collaboration work between the two companies? 19:35 How would people who are interested in working together do so? 22:44 Foxtrot, is the pace of releases increasing? 26:49 Spy Club the campaign aspect 34:07 What are some challenges of collaboration?]]></content:encoded>
      
      
      <enclosure length="19343488" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/571467-180-spy-club-from-foxtrot-games-how-collaboration-helped-deliver-results.mp3?dest-id=1719626"/>
      <itunes:duration>40:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      <itunes:episode>180</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Randy Hoyt, John Schulter, Sarah Graybill &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Dirk is joined by John Schulter, Sarah Graybill and Randy Hoyt to discuss their work on their new game, Spy Club from Foxtrot Games. They describe how their collaboration works and how Foxtrot Games and Black Straw Games fit into this relationship. --------------------- John Schulter &amp; Sarah Graybill - @BlackStrawGames, blackstrawgames.com Randy Hoyt - @Randyhoyt, @foxtrotgames, foxtrotgames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome John, Sarah and Randy - Background 0:35 Discuss the new game, Spy Club, and how they all started on the team 1:18 It is based on another game by Jason D. Kingsley 2:18 These games have a long and intensive development process 3:05 How did it get from Jason to Foxtrot Games 3:53 How did playtesting turn into participation in the dev process? 6:34 Spy Club - what type of game is it? 7:58 John and Sarah have experience in designing games for children 9:54 Is Foxtrot Games making a directed effort into family friendly games? 11:12 Is this collaboration going into more projects? 13:32 This shows how relationships can pay off 14:53 Sarah and Black Straw Games 16:44 How does the collaboration work between the two companies? 19:35 How would people who are interested in working together do so? 22:44 Foxtrot, is the pace of releases increasing? 26:49 Spy Club the campaign aspect 34:07 What are some challenges of collaboration?</itunes:subtitle><itunes:summary>In this episode, Dirk is joined by John Schulter, Sarah Graybill and Randy Hoyt to discuss their work on their new game, Spy Club from Foxtrot Games. They describe how their collaboration works and how Foxtrot Games and Black Straw Games fit into this relationship. --------------------- John Schulter &amp; Sarah Graybill - @BlackStrawGames, blackstrawgames.com Randy Hoyt - @Randyhoyt, @foxtrotgames, foxtrotgames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome John, Sarah and Randy - Background 0:35 Discuss the new game, Spy Club, and how they all started on the team 1:18 It is based on another game by Jason D. Kingsley 2:18 These games have a long and intensive development process 3:05 How did it get from Jason to Foxtrot Games 3:53 How did playtesting turn into participation in the dev process? 6:34 Spy Club - what type of game is it? 7:58 John and Sarah have experience in designing games for children 9:54 Is Foxtrot Games making a directed effort into family friendly games? 11:12 Is this collaboration going into more projects? 13:32 This shows how relationships can pay off 14:53 Sarah and Black Straw Games 16:44 How does the collaboration work between the two companies? 19:35 How would people who are interested in working together do so? 22:44 Foxtrot, is the pace of releases increasing? 26:49 Spy Club the campaign aspect 34:07 What are some challenges of collaboration?</itunes:summary></item>
    
    <item>
      <title>#179: Elizabeth LaPensée; indigenous self-determination in game development.</title>
      <itunes:title>#179: Elizabeth LaPensée; indigenous self-determination in game development.</itunes:title>
      <pubDate>Thu, 21 Sep 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-568101]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/179-elizabeth-lapense-indigenous-self-determination-in-game-development]]></link>
      <description><![CDATA[Description In this episode, Elizabeth LaPensée joins Kathryn and Dirk and they discuss indigenous self-determination in game development and how a destructive pattern of colonialism is being addressed. --------------------- Elizabeth LaPensée - elizabethlapensee@gmail.com, elizabethlapensee.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome Elizabeth - Background 1:35 Elizabeth's voice and perspective as a game designer 3:07 Themes of culture; How does this impact Elizabeth's making of games 7:46 In the game Invaders, can a player win? Or is it inevitable that they will die? 9:09 How do Grandmother-mechanics fit into a game like Invaders with indigenous game mechanics? 11:42 Is there a larger message that is being told with these games? 12:36 Why might the holocaust in WWII Europe be see differently than the holocaust that was perpetuated on the native American peoples? 17:45 While there a lot of patterns of colonialism in games today, are there any positive themes to be found? 19:15 Serious Games - What is this about? 22:59 Game development as a form of self determination 27:52 Will games of assassination be seen in the future as smoking on planes is seen today?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description In this episode, Elizabeth LaPensée joins Kathryn and Dirk and they discuss indigenous self-determination in game development and how a destructive pattern of colonialism is being addressed. --------------------- Elizabeth LaPensée - elizabethlapensee@gmail.com, elizabethlapensee.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome Elizabeth - Background 1:35 Elizabeth's voice and perspective as a game designer 3:07 Themes of culture; How does this impact Elizabeth's making of games 7:46 In the game Invaders, can a player win? Or is it inevitable that they will die? 9:09 How do Grandmother-mechanics fit into a game like Invaders with indigenous game mechanics? 11:42 Is there a larger message that is being told with these games? 12:36 Why might the holocaust in WWII Europe be see differently than the holocaust that was perpetuated on the native American peoples? 17:45 While there a lot of patterns of colonialism in games today, are there any positive themes to be found? 19:15 Serious Games - What is this about? 22:59 Game development as a form of self determination 27:52 Will games of assassination be seen in the future as smoking on planes is seen today?]]></content:encoded>
      
      
      <enclosure length="17637504" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/568101-179-elizabeth-lapensee-indigenous-self-determination-in-game-development.mp3?dest-id=1719626"/>
      <itunes:duration>36:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      <itunes:episode>179</itunes:episode>
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Elizabeth LaPensée, &amp; Kathryn Hymes &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description In this episode, Elizabeth LaPensée joins Kathryn and Dirk and they discuss indigenous self-determination in game development and how a destructive pattern of colonialism is being addressed. --------------------- Elizabeth LaPensée - elizabethlapensee@gmail.com, elizabethlapensee.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome Elizabeth - Background 1:35 Elizabeth's voice and perspective as a game designer 3:07 Themes of culture; How does this impact Elizabeth's making of games 7:46 In the game Invaders, can a player win? Or is it inevitable that they will die? 9:09 How do Grandmother-mechanics fit into a game like Invaders with indigenous game mechanics? 11:42 Is there a larger message that is being told with these games? 12:36 Why might the holocaust in WWII Europe be see differently than the holocaust that was perpetuated on the native American peoples? 17:45 While there a lot of patterns of colonialism in games today, are there any positive themes to be found? 19:15 Serious Games - What is this about? 22:59 Game development as a form of self determination 27:52 Will games of assassination be seen in the future as smoking on planes is seen today?</itunes:subtitle><itunes:summary>Description In this episode, Elizabeth LaPensée joins Kathryn and Dirk and they discuss indigenous self-determination in game development and how a destructive pattern of colonialism is being addressed. --------------------- Elizabeth LaPensée - elizabethlapensee@gmail.com, elizabethlapensee.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome Elizabeth - Background 1:35 Elizabeth's voice and perspective as a game designer 3:07 Themes of culture; How does this impact Elizabeth's making of games 7:46 In the game Invaders, can a player win? Or is it inevitable that they will die? 9:09 How do Grandmother-mechanics fit into a game like Invaders with indigenous game mechanics? 11:42 Is there a larger message that is being told with these games? 12:36 Why might the holocaust in WWII Europe be see differently than the holocaust that was perpetuated on the native American peoples? 17:45 While there a lot of patterns of colonialism in games today, are there any positive themes to be found? 19:15 Serious Games - What is this about? 22:59 Game development as a form of self determination 27:52 Will games of assassination be seen in the future as smoking on planes is seen today?</itunes:summary></item>
    
    <item>
      <title>#178: Niki Crisci, Will Glow the Wisp</title>
      <itunes:title>#178: Niki Crisci, Will Glow the Wisp</itunes:title>
      <pubDate>Thu, 14 Sep 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-564954]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/178-niki-crisci-will-glow-the-wisp]]></link>
      <description><![CDATA[In this episode, Niki Crisci calls in from Germany and chats with David and Dirk about his recently release game, Will Glow the Wisp. They discuss his inspiration for the game and how he's found the time to work on it. --------------------- Niki Crisci - @KeyboardSamuray , parttimeindie.com, store.steampowered.com/app/640890/Will_Glow_the_Wisp/ David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:16 Welcome Niki- Background 0:50 Overview of Niki's new game, Will Glow the Wisp 2:59 Niki's day-job 3:26 Nike's art background and his relationship to making games 6:57 When did Niki get started on Will Glow the Wisp? 14:13 What is the indie game scene like in Germany? 15:58 How has Niki dealt with a smaller supporting community during development? 19:09 Working alone vs working with a team 22:24 What is the hope for this or future games for Niki? 24:02 Advice for beginners<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Niki Crisci calls in from Germany and chats with David and Dirk about his recently release game, Will Glow the Wisp. They discuss his inspiration for the game and how he's found the time to work on it. --------------------- Niki Crisci - @KeyboardSamuray , parttimeindie.com, store.steampowered.com/app/640890/Will_Glow_the_Wisp/ David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:16 Welcome Niki- Background 0:50 Overview of Niki's new game, Will Glow the Wisp 2:59 Niki's day-job 3:26 Nike's art background and his relationship to making games 6:57 When did Niki get started on Will Glow the Wisp? 14:13 What is the indie game scene like in Germany? 15:58 How has Niki dealt with a smaller supporting community during development? 19:09 Working alone vs working with a team 22:24 What is the hope for this or future games for Niki? 24:02 Advice for beginners]]></content:encoded>
      
      
      <enclosure length="13703296" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/564954-178-niki-crisci-will-glow-the-wisp.mp3?dest-id=1719626"/>
      <itunes:duration>28:24</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Niki Crisci &amp; David V. Heron, Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Niki Crisci calls in from Germany and chats with David and Dirk about his recently release game, Will Glow the Wisp. They discuss his inspiration for the game and how he's found the time to work on it. --------------------- Niki Crisci - @KeyboardSamuray , parttimeindie.com, store.steampowered.com/app/640890/Will_Glow_the_Wisp/ David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:16 Welcome Niki- Background 0:50 Overview of Niki's new game, Will Glow the Wisp 2:59 Niki's day-job 3:26 Nike's art background and his relationship to making games 6:57 When did Niki get started on Will Glow the Wisp? 14:13 What is the indie game scene like in Germany? 15:58 How has Niki dealt with a smaller supporting community during development? 19:09 Working alone vs working with a team 22:24 What is the hope for this or future games for Niki? 24:02 Advice for beginners</itunes:subtitle><itunes:summary>In this episode, Niki Crisci calls in from Germany and chats with David and Dirk about his recently release game, Will Glow the Wisp. They discuss his inspiration for the game and how he's found the time to work on it. --------------------- Niki Crisci - @KeyboardSamuray , parttimeindie.com, store.steampowered.com/app/640890/Will_Glow_the_Wisp/ David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:16 Welcome Niki- Background 0:50 Overview of Niki's new game, Will Glow the Wisp 2:59 Niki's day-job 3:26 Nike's art background and his relationship to making games 6:57 When did Niki get started on Will Glow the Wisp? 14:13 What is the indie game scene like in Germany? 15:58 How has Niki dealt with a smaller supporting community during development? 19:09 Working alone vs working with a team 22:24 What is the hope for this or future games for Niki? 24:02 Advice for beginners</itunes:summary></item>
    
    <item>
      <title>#177: Tomer Perry, Ethics and Political Theory</title>
      <itunes:title>#177: Tomer Perry, Ethics and Political Theory</itunes:title>
      <pubDate>Thu, 07 Sep 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-562062]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/177-tomer-perry-ethics-and-political-theory]]></link>
      <description><![CDATA[In this episode, Tomer Perry, political theorists, avid board and table gamer from Harvard University joins David and Dirk. They discuss how games are used to teach ethics and political theory. --------------------- Tomer Perry - @Perrytom6, ethics.harvard.edu, politicalgamer.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:14 Welcome Tomer - Background 2:45 What impact, is what you're doing, having for people who are teaching? 3:53 Are great opportunity to also explore questions of ethics 7:44 Book: The Art of Losing 10:37 What can be learned from traditional game design? 12:13 What is the innovation that is breaking new ground? 15:31 Are there other fields besides IR that could benefit? 16:52 Tabletop games are easier to reproduce 19:37 Where does this all go moving forward?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Tomer Perry, political theorists, avid board and table gamer from Harvard University joins David and Dirk. They discuss how games are used to teach ethics and political theory. --------------------- Tomer Perry - @Perrytom6, ethics.harvard.edu, politicalgamer.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:14 Welcome Tomer - Background 2:45 What impact, is what you're doing, having for people who are teaching? 3:53 Are great opportunity to also explore questions of ethics 7:44 Book: The Art of Losing 10:37 What can be learned from traditional game design? 12:13 What is the innovation that is breaking new ground? 15:31 Are there other fields besides IR that could benefit? 16:52 Tabletop games are easier to reproduce 19:37 Where does this all go moving forward?]]></content:encoded>
      
      
      <enclosure length="11114624" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/562062-177-tomer-perry-ethics-and-political-theory.mp3?dest-id=1719626"/>
      <itunes:duration>23:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
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      <itunes:author>Tomer Perry, David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Tomer Perry, political theorists, avid board and table gamer from Harvard University joins David and Dirk. They discuss how games are used to teach ethics and political theory. --------------------- Tomer Perry - @Perrytom6, ethics.harvard.edu, politicalgamer.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:14 Welcome Tomer - Background 2:45 What impact, is what you're doing, having for people who are teaching? 3:53 Are great opportunity to also explore questions of ethics 7:44 Book: The Art of Losing 10:37 What can be learned from traditional game design? 12:13 What is the innovation that is breaking new ground? 15:31 Are there other fields besides IR that could benefit? 16:52 Tabletop games are easier to reproduce 19:37 Where does this all go moving forward?</itunes:subtitle><itunes:summary>In this episode, Tomer Perry, political theorists, avid board and table gamer from Harvard University joins David and Dirk. They discuss how games are used to teach ethics and political theory. --------------------- Tomer Perry - @Perrytom6, ethics.harvard.edu, politicalgamer.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:14 Welcome Tomer - Background 2:45 What impact, is what you're doing, having for people who are teaching? 3:53 Are great opportunity to also explore questions of ethics 7:44 Book: The Art of Losing 10:37 What can be learned from traditional game design? 12:13 What is the innovation that is breaking new ground? 15:31 Are there other fields besides IR that could benefit? 16:52 Tabletop games are easier to reproduce 19:37 Where does this all go moving forward?</itunes:summary></item>
    
    <item>
      <title>#176: Methodology and Management</title>
      <itunes:title>#176: Methodology and Management</itunes:title>
      <pubDate>Thu, 24 Aug 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-555958]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/176-methodology-and-management]]></link>
      <description><![CDATA[David and Dirk catch up and talk about David's new work. They discuss some of the different ways he's found this new studio operates organizationally and how he thinks it may be a growing trend across the industry. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:38 What is David doing now in terms of job roles and companies? It's not quite what he expected 3:29 What is David's new project? 5:14 David discusses that this is the first time he's run a project from the very beginning. 7:32 Lean Engineering 9:13 How decisions are distributed across a team 12:14 How are the new ideas of developing a game applied in his new environment? 14:42 Where is the design happening? 18:02 What does the team look like? 20:50 What is the impressive part of the way this team is assembled and the game is being developed? 27:07 Is this new way of team design unique to the new company or is it something that is happening across the industry?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[David and Dirk catch up and talk about David's new work. They discuss some of the different ways he's found this new studio operates organizationally and how he thinks it may be a growing trend across the industry. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:38 What is David doing now in terms of job roles and companies? It's not quite what he expected 3:29 What is David's new project? 5:14 David discusses that this is the first time he's run a project from the very beginning. 7:32 Lean Engineering 9:13 How decisions are distributed across a team 12:14 How are the new ideas of developing a game applied in his new environment? 14:42 Where is the design happening? 18:02 What does the team look like? 20:50 What is the impressive part of the way this team is assembled and the game is being developed? 27:07 Is this new way of team design unique to the new company or is it something that is happening across the industry?]]></content:encoded>
      
      
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      <itunes:duration>31:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David and Dirk catch up and talk about David's new work. They discuss some of the different ways he's found this new studio operates organizationally and how he thinks it may be a growing trend across the industry. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:38 What is David doing now in terms of job roles and companies? It's not quite what he expected 3:29 What is David's new project? 5:14 David discusses that this is the first time he's run a project from the very beginning. 7:32 Lean Engineering 9:13 How decisions are distributed across a team 12:14 How are the new ideas of developing a game applied in his new environment? 14:42 Where is the design happening? 18:02 What does the team look like? 20:50 What is the impressive part of the way this team is assembled and the game is being developed? 27:07 Is this new way of team design unique to the new company or is it something that is happening across the industry?</itunes:subtitle><itunes:summary>David and Dirk catch up and talk about David's new work. They discuss some of the different ways he's found this new studio operates organizationally and how he thinks it may be a growing trend across the industry. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:38 What is David doing now in terms of job roles and companies? It's not quite what he expected 3:29 What is David's new project? 5:14 David discusses that this is the first time he's run a project from the very beginning. 7:32 Lean Engineering 9:13 How decisions are distributed across a team 12:14 How are the new ideas of developing a game applied in his new environment? 14:42 Where is the design happening? 18:02 What does the team look like? 20:50 What is the impressive part of the way this team is assembled and the game is being developed? 27:07 Is this new way of team design unique to the new company or is it something that is happening across the industry?</itunes:summary></item>
    
    <item>
      <title>#175: Listener Mail August 2017</title>
      <itunes:title>#175: Listener Mail August 2017</itunes:title>
      <pubDate>Thu, 17 Aug 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-553048]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/175-listener-mail-august-2017]]></link>
      <description><![CDATA[David, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions. Topics include Kickstarter Cancellations, design organization and ways to pitch a game. --------------------- Kathryn Hymes - @chicalashaw, thornygames.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:20 Everyone thinks it has been a good week. 0:26 Some listener comments 0:36 Listener Michael Hopkins - Kickstarter Cancellations 3:18 Q: Glen Slagel - Do you go back through old notes? 7:17 Q: Tristen Angeles & Ryan Sumo - How do you organize your design? 15:02 Q: Aaron Wilson & Trevor Willis - Pitching a game by video vs. at a convention? 18:15 Q: Tristen & Ryan - How do you organize play tests? 22:53 Art Quality of prototypes - How does high vs. low fidelity impact testing? 26:06 Events for designers 27:00 Q: Derek Tocaz - Score keeping mechanisms - what do you like? 34:23 Kathryn got some cool games while in Japan<br /> <br />]]></description>
      
      <content:encoded><![CDATA[David, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions. Topics include Kickstarter Cancellations, design organization and ways to pitch a game. --------------------- Kathryn Hymes - @chicalashaw, thornygames.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:20 Everyone thinks it has been a good week. 0:26 Some listener comments 0:36 Listener Michael Hopkins - Kickstarter Cancellations 3:18 Q: Glen Slagel - Do you go back through old notes? 7:17 Q: Tristen Angeles & Ryan Sumo - How do you organize your design? 15:02 Q: Aaron Wilson & Trevor Willis - Pitching a game by video vs. at a convention? 18:15 Q: Tristen & Ryan - How do you organize play tests? 22:53 Art Quality of prototypes - How does high vs. low fidelity impact testing? 26:06 Events for designers 27:00 Q: Derek Tocaz - Score keeping mechanisms - what do you like? 34:23 Kathryn got some cool games while in Japan]]></content:encoded>
      
      
      <enclosure length="17451136" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/553048-175-listener-mail-august-2017.mp3?dest-id=1719626"/>
      <itunes:duration>36:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Kathryn Hymes &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions. Topics include Kickstarter Cancellations, design organization and ways to pitch a game. --------------------- Kathryn Hymes - @chicalashaw, thornygames.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:20 Everyone thinks it has been a good week. 0:26 Some listener comments 0:36 Listener Michael Hopkins - Kickstarter Cancellations 3:18 Q: Glen Slagel - Do you go back through old notes? 7:17 Q: Tristen Angeles &amp; Ryan Sumo - How do you organize your design? 15:02 Q: Aaron Wilson &amp; Trevor Willis - Pitching a game by video vs. at a convention? 18:15 Q: Tristen &amp; Ryan - How do you organize play tests? 22:53 Art Quality of prototypes - How does high vs. low fidelity impact testing? 26:06 Events for designers 27:00 Q: Derek Tocaz - Score keeping mechanisms - what do you like? 34:23 Kathryn got some cool games while in Japan</itunes:subtitle><itunes:summary>David, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions. Topics include Kickstarter Cancellations, design organization and ways to pitch a game. --------------------- Kathryn Hymes - @chicalashaw, thornygames.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:20 Everyone thinks it has been a good week. 0:26 Some listener comments 0:36 Listener Michael Hopkins - Kickstarter Cancellations 3:18 Q: Glen Slagel - Do you go back through old notes? 7:17 Q: Tristen Angeles &amp; Ryan Sumo - How do you organize your design? 15:02 Q: Aaron Wilson &amp; Trevor Willis - Pitching a game by video vs. at a convention? 18:15 Q: Tristen &amp; Ryan - How do you organize play tests? 22:53 Art Quality of prototypes - How does high vs. low fidelity impact testing? 26:06 Events for designers 27:00 Q: Derek Tocaz - Score keeping mechanisms - what do you like? 34:23 Kathryn got some cool games while in Japan</itunes:summary></item>
    
    <item>
      <title>#174: Mo Turkington and LARPs</title>
      <itunes:title>#174: Mo Turkington and LARPs</itunes:title>
      <pubDate>Fri, 04 Aug 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-547202]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/174-mo-turkington-and-larps]]></link>
      <description><![CDATA[In this episode, Mo Turkington from Unruly Designs joins Dirk and Kathryn to discuss LARPs and specifically chamber LARPs focused on women in WWII. The conversation also touches on the roles LARPs can have in understanding social privilege. --------------------- Mo Turkington - unrulydesigns.com, moyra@unrulydesigns.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com --------------------- Episode Outline 0:14 Mo introduced and background 0:49 What is a LARP? 2:02 How does the idea of a LARP fit into Nightingales? 4:18 What attracts Mo to the subject of historical LARP? 8:53 As a designer how do you approach the historical details? 11:43 What are the concrete goals a LARP player has? 17:20 Are LARP games meant to be replayed? 19:51 Differences between LARP and tabletop games 20:40 Onboarding and Offboarding mechanics 25:54 Privilege Lines 29:51 Debreifs 35:12 The changing narratives of LARP, RPG and tabletop games 40:17 What's the right way to play a LARP for the uninitiated? 44:00 Wrap up and contact information<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this episode, Mo Turkington from Unruly Designs joins Dirk and Kathryn to discuss LARPs and specifically chamber LARPs focused on women in WWII. The conversation also touches on the roles LARPs can have in understanding social privilege. --------------------- Mo Turkington - unrulydesigns.com, moyra@unrulydesigns.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com --------------------- Episode Outline 0:14 Mo introduced and background 0:49 What is a LARP? 2:02 How does the idea of a LARP fit into Nightingales? 4:18 What attracts Mo to the subject of historical LARP? 8:53 As a designer how do you approach the historical details? 11:43 What are the concrete goals a LARP player has? 17:20 Are LARP games meant to be replayed? 19:51 Differences between LARP and tabletop games 20:40 Onboarding and Offboarding mechanics 25:54 Privilege Lines 29:51 Debreifs 35:12 The changing narratives of LARP, RPG and tabletop games 40:17 What's the right way to play a LARP for the uninitiated? 44:00 Wrap up and contact information]]></content:encoded>
      
      
      <enclosure length="21428352" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/547202-174-mo-turkington-and-larps.mp3?dest-id=1719626"/>
      <itunes:duration>44:29</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Mo Turkington, Kathryn Hymes, &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this episode, Mo Turkington from Unruly Designs joins Dirk and Kathryn to discuss LARPs and specifically chamber LARPs focused on women in WWII. The conversation also touches on the roles LARPs can have in understanding social privilege. --------------------- Mo Turkington - unrulydesigns.com, moyra@unrulydesigns.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com --------------------- Episode Outline 0:14 Mo introduced and background 0:49 What is a LARP? 2:02 How does the idea of a LARP fit into Nightingales? 4:18 What attracts Mo to the subject of historical LARP? 8:53 As a designer how do you approach the historical details? 11:43 What are the concrete goals a LARP player has? 17:20 Are LARP games meant to be replayed? 19:51 Differences between LARP and tabletop games 20:40 Onboarding and Offboarding mechanics 25:54 Privilege Lines 29:51 Debreifs 35:12 The changing narratives of LARP, RPG and tabletop games 40:17 What's the right way to play a LARP for the uninitiated? 44:00 Wrap up and contact information</itunes:subtitle><itunes:summary>In this episode, Mo Turkington from Unruly Designs joins Dirk and Kathryn to discuss LARPs and specifically chamber LARPs focused on women in WWII. The conversation also touches on the roles LARPs can have in understanding social privilege. --------------------- Mo Turkington - unrulydesigns.com, moyra@unrulydesigns.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com --------------------- Episode Outline 0:14 Mo introduced and background 0:49 What is a LARP? 2:02 How does the idea of a LARP fit into Nightingales? 4:18 What attracts Mo to the subject of historical LARP? 8:53 As a designer how do you approach the historical details? 11:43 What are the concrete goals a LARP player has? 17:20 Are LARP games meant to be replayed? 19:51 Differences between LARP and tabletop games 20:40 Onboarding and Offboarding mechanics 25:54 Privilege Lines 29:51 Debreifs 35:12 The changing narratives of LARP, RPG and tabletop games 40:17 What's the right way to play a LARP for the uninitiated? 44:00 Wrap up and contact information</itunes:summary></item>
    
    <item>
      <title>#173: Game Design Axioms</title>
      <itunes:title>#173: Game Design Axioms</itunes:title>
      <pubDate>Fri, 28 Jul 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-543052]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/173-game-design-axioms]]></link>
      <description><![CDATA[Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com Rob Daviau - @robdaviau---------------------Episode Outline 0:06 Greetings 0:22 Rob has a sultry voice 0:41 Kathryn and Rob are on the show together for the first time 0:57 Game design axioms 1:23 Axiom - Rob - Never make a person lose a turn 5:26 How Rob's experience at Hasbro contributed 6:45 Axiom - Kathryn - Design for the Human Animal 8:20 Heuristics - Group info and decisions in 3's 8:58 What are humans great at? 10:47 Insight - The Friction Is The Game 11:57 Flout Axioms with purpose 12:19 Kathryn background for her axiom 13:01 Axiom - Dirk - Know who you are designing for 16:29 User testing is core to knowing your audience 17:59 Tips for getting the right play testers 20:37 Axiom - Rob - Experience is more important than the rules 24:17 Rule design - people will do what they will do 25:19 Axiom - Kathryn - Rules relate to emotion 28:11 How to draw an emotional map 29:22 Axiom - Dirk - If you want them to like it, make sure they succeed. 34:12 Design Nuggets from the internet 34:37 Nugget - Design to guide for the right use 35:27 Nugget - Your politics or someone else's 35:52 Nugget - Be specific 36:21 Nugget - Tell me why to play your game 36:48 Nugget - Prioritize projects that are exciting to you 37:38 Nugget - People value what you make them work for<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com Rob Daviau - @robdaviau---------------------Episode Outline 0:06 Greetings 0:22 Rob has a sultry voice 0:41 Kathryn and Rob are on the show together for the first time 0:57 Game design axioms 1:23 Axiom - Rob - Never make a person lose a turn 5:26 How Rob's experience at Hasbro contributed 6:45 Axiom - Kathryn - Design for the Human Animal 8:20 Heuristics - Group info and decisions in 3's 8:58 What are humans great at? 10:47 Insight - The Friction Is The Game 11:57 Flout Axioms with purpose 12:19 Kathryn background for her axiom 13:01 Axiom - Dirk - Know who you are designing for 16:29 User testing is core to knowing your audience 17:59 Tips for getting the right play testers 20:37 Axiom - Rob - Experience is more important than the rules 24:17 Rule design - people will do what they will do 25:19 Axiom - Kathryn - Rules relate to emotion 28:11 How to draw an emotional map 29:22 Axiom - Dirk - If you want them to like it, make sure they succeed. 34:12 Design Nuggets from the internet 34:37 Nugget - Design to guide for the right use 35:27 Nugget - Your politics or someone else's 35:52 Nugget - Be specific 36:21 Nugget - Tell me why to play your game 36:48 Nugget - Prioritize projects that are exciting to you 37:38 Nugget - People value what you make them work for]]></content:encoded>
      
      
      <enclosure length="18948224" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/543052-173-game-design-axioms.mp3?dest-id=1719626"/>
      <itunes:duration>39:19</itunes:duration>
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      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Kathryn Hymes, Rob Daviau &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com Rob Daviau - @robdaviau---------------------Episode Outline 0:06 Greetings 0:22 Rob has a sultry voice 0:41 Kathryn and Rob are on the show together for the first time 0:57 Game design axioms 1:23 Axiom - Rob - Never make a person lose a turn 5:26 How Rob's experience at Hasbro contributed 6:45 Axiom - Kathryn - Design for the Human Animal 8:20 Heuristics - Group info and decisions in 3's 8:58 What are humans great at? 10:47 Insight - The Friction Is The Game 11:57 Flout Axioms with purpose 12:19 Kathryn background for her axiom 13:01 Axiom - Dirk - Know who you are designing for 16:29 User testing is core to knowing your audience 17:59 Tips for getting the right play testers 20:37 Axiom - Rob - Experience is more important than the rules 24:17 Rule design - people will do what they will do 25:19 Axiom - Kathryn - Rules relate to emotion 28:11 How to draw an emotional map 29:22 Axiom - Dirk - If you want them to like it, make sure they succeed. 34:12 Design Nuggets from the internet 34:37 Nugget - Design to guide for the right use 35:27 Nugget - Your politics or someone else's 35:52 Nugget - Be specific 36:21 Nugget - Tell me why to play your game 36:48 Nugget - Prioritize projects that are exciting to you 37:38 Nugget - People value what you make them work for</itunes:subtitle><itunes:summary>Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com Rob Daviau - @robdaviau---------------------Episode Outline 0:06 Greetings 0:22 Rob has a sultry voice 0:41 Kathryn and Rob are on the show together for the first time 0:57 Game design axioms 1:23 Axiom - Rob - Never make a person lose a turn 5:26 How Rob's experience at Hasbro contributed 6:45 Axiom - Kathryn - Design for the Human Animal 8:20 Heuristics - Group info and decisions in 3's 8:58 What are humans great at? 10:47 Insight - The Friction Is The Game 11:57 Flout Axioms with purpose 12:19 Kathryn background for her axiom 13:01 Axiom - Dirk - Know who you are designing for 16:29 User testing is core to knowing your audience 17:59 Tips for getting the right play testers 20:37 Axiom - Rob - Experience is more important than the rules 24:17 Rule design - people will do what they will do 25:19 Axiom - Kathryn - Rules relate to emotion 28:11 How to draw an emotional map 29:22 Axiom - Dirk - If you want them to like it, make sure they succeed. 34:12 Design Nuggets from the internet 34:37 Nugget - Design to guide for the right use 35:27 Nugget - Your politics or someone else's 35:52 Nugget - Be specific 36:21 Nugget - Tell me why to play your game 36:48 Nugget - Prioritize projects that are exciting to you 37:38 Nugget - People value what you make them work for</itunes:summary></item>
    
    <item>
      <title>#172: Mode 7's Paul Kilduff-Taylor</title>
      <itunes:title>#172: Mode 7's Paul Kilduff-Taylor</itunes:title>
      <pubDate>Fri, 14 Jul 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-536698]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/172-mode-7s-paul-kilduff-taylor]]></link>
      <description><![CDATA[Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul's thought provoking article on Medium, "Playing With Toys While People are Dying"---------------------Paul Kilduff-Taylor - @mode7games, www.mode7games.com David Heron - @DavidVHeron---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:17 - Paul's Background in the games industry 1:14 - What is the game Tokyo 42 about? 2:26 - Is the amount of killing in the game intentional? 3:48 - Frozen Synapse has a smaller scope, why? 5:55 - Discussion on the 'Charm' between Tokyo 42 and Frozen Synapse 8:13 - Is frustration and simultaneous turn design a conscious decision in your games? 10:21 - Frozen Synapse 2; why make another? 12:55 - Buy a game, get a give away; how does that work? 15:30 - What are the challenges with indie develops getting visibility 18:56 - What was going on in 2005 that brought the company together? 19:59 - Torque game engine history 21:48 - Introversion as a factor 22:44 - British game industry; how has the scene changed? 24:58 - Larger North American studios shutting down and its impact 26:44 - Procedural content generation 28:07 - Article in Medium "Playing With Toys While People are Dying" 31:19 - Any new projects coming?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul's thought provoking article on Medium, "Playing With Toys While People are Dying"---------------------Paul Kilduff-Taylor - @mode7games, www.mode7games.com David Heron - @DavidVHeron---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:17 - Paul's Background in the games industry 1:14 - What is the game Tokyo 42 about? 2:26 - Is the amount of killing in the game intentional? 3:48 - Frozen Synapse has a smaller scope, why? 5:55 - Discussion on the 'Charm' between Tokyo 42 and Frozen Synapse 8:13 - Is frustration and simultaneous turn design a conscious decision in your games? 10:21 - Frozen Synapse 2; why make another? 12:55 - Buy a game, get a give away; how does that work? 15:30 - What are the challenges with indie develops getting visibility 18:56 - What was going on in 2005 that brought the company together? 19:59 - Torque game engine history 21:48 - Introversion as a factor 22:44 - British game industry; how has the scene changed? 24:58 - Larger North American studios shutting down and its impact 26:44 - Procedural content generation 28:07 - Article in Medium "Playing With Toys While People are Dying" 31:19 - Any new projects coming?]]></content:encoded>
      
      
      <enclosure length="16097408" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/536698-172-mode-7-s-paul-kilduff-taylor.mp3?dest-id=1719626"/>
      <itunes:duration>33:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Paul Kilduff-Taylor, David V. Heron &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul's thought provoking article on Medium, "Playing With Toys While People are Dying"---------------------Paul Kilduff-Taylor - @mode7games, www.mode7games.com David Heron - @DavidVHeron---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:17 - Paul's Background in the games industry 1:14 - What is the game Tokyo 42 about? 2:26 - Is the amount of killing in the game intentional? 3:48 - Frozen Synapse has a smaller scope, why? 5:55 - Discussion on the 'Charm' between Tokyo 42 and Frozen Synapse 8:13 - Is frustration and simultaneous turn design a conscious decision in your games? 10:21 - Frozen Synapse 2; why make another? 12:55 - Buy a game, get a give away; how does that work? 15:30 - What are the challenges with indie develops getting visibility 18:56 - What was going on in 2005 that brought the company together? 19:59 - Torque game engine history 21:48 - Introversion as a factor 22:44 - British game industry; how has the scene changed? 24:58 - Larger North American studios shutting down and its impact 26:44 - Procedural content generation 28:07 - Article in Medium "Playing With Toys While People are Dying" 31:19 - Any new projects coming?</itunes:subtitle><itunes:summary>Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul's thought provoking article on Medium, "Playing With Toys While People are Dying"---------------------Paul Kilduff-Taylor - @mode7games, www.mode7games.com David Heron - @DavidVHeron---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:17 - Paul's Background in the games industry 1:14 - What is the game Tokyo 42 about? 2:26 - Is the amount of killing in the game intentional? 3:48 - Frozen Synapse has a smaller scope, why? 5:55 - Discussion on the 'Charm' between Tokyo 42 and Frozen Synapse 8:13 - Is frustration and simultaneous turn design a conscious decision in your games? 10:21 - Frozen Synapse 2; why make another? 12:55 - Buy a game, get a give away; how does that work? 15:30 - What are the challenges with indie develops getting visibility 18:56 - What was going on in 2005 that brought the company together? 19:59 - Torque game engine history 21:48 - Introversion as a factor 22:44 - British game industry; how has the scene changed? 24:58 - Larger North American studios shutting down and its impact 26:44 - Procedural content generation 28:07 - Article in Medium "Playing With Toys While People are Dying" 31:19 - Any new projects coming?</itunes:summary></item>
    
    <item>
      <title>#171: Gunpoint's Tom Francis</title>
      <itunes:title>#171: Gunpoint's Tom Francis</itunes:title>
      <pubDate>Fri, 30 Jun 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-531051]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/171-gunpoints-tom-francis]]></link>
      <description><![CDATA[This week Tom Francis, creator of the game Gunpoint, joins Harrison and Dirk to discuss the state of games journalism, how Gunpoint came about and what to expect next.---------------------Tom Francis - @pentadact, www.spaceships.cool Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com---------------------Episode Outline 0:16 - Tom's Background 1:29 - What Motivated Tom to make his own games? 3:13 - Tom's programming background 4:15 - What brought Tom into the gaming industry 6:42 - Is games journalism shrinking? 11:51 - What drives games journalism traffic? 12:50 - What inspired the format of Gunpoint? 14:49 - Gunpoint did well especially for a first release. 17:35 - Why the name Gunpoint? 21:41 - Blogging during the development of Gunpoint. 28:42 - How do you stay motivated during the dark times?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Tom Francis, creator of the game Gunpoint, joins Harrison and Dirk to discuss the state of games journalism, how Gunpoint came about and what to expect next.---------------------Tom Francis - @pentadact, www.spaceships.cool Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com---------------------Episode Outline 0:16 - Tom's Background 1:29 - What Motivated Tom to make his own games? 3:13 - Tom's programming background 4:15 - What brought Tom into the gaming industry 6:42 - Is games journalism shrinking? 11:51 - What drives games journalism traffic? 12:50 - What inspired the format of Gunpoint? 14:49 - Gunpoint did well especially for a first release. 17:35 - Why the name Gunpoint? 21:41 - Blogging during the development of Gunpoint. 28:42 - How do you stay motivated during the dark times?]]></content:encoded>
      
      
      <enclosure length="16703616" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/531051-171-gunpoint-s-tom-francis.mp3?dest-id=1719626"/>
      <itunes:duration>34:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Tom Francis, Harrison Pink, &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Tom Francis, creator of the game Gunpoint, joins Harrison and Dirk to discuss the state of games journalism, how Gunpoint came about and what to expect next.---------------------Tom Francis - @pentadact, www.spaceships.cool Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com---------------------Episode Outline 0:16 - Tom's Background 1:29 - What Motivated Tom to make his own games? 3:13 - Tom's programming background 4:15 - What brought Tom into the gaming industry 6:42 - Is games journalism shrinking? 11:51 - What drives games journalism traffic? 12:50 - What inspired the format of Gunpoint? 14:49 - Gunpoint did well especially for a first release. 17:35 - Why the name Gunpoint? 21:41 - Blogging during the development of Gunpoint. 28:42 - How do you stay motivated during the dark times?</itunes:subtitle><itunes:summary>This week Tom Francis, creator of the game Gunpoint, joins Harrison and Dirk to discuss the state of games journalism, how Gunpoint came about and what to expect next.---------------------Tom Francis - @pentadact, www.spaceships.cool Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com---------------------Episode Outline 0:16 - Tom's Background 1:29 - What Motivated Tom to make his own games? 3:13 - Tom's programming background 4:15 - What brought Tom into the gaming industry 6:42 - Is games journalism shrinking? 11:51 - What drives games journalism traffic? 12:50 - What inspired the format of Gunpoint? 14:49 - Gunpoint did well especially for a first release. 17:35 - Why the name Gunpoint? 21:41 - Blogging during the development of Gunpoint. 28:42 - How do you stay motivated during the dark times?</itunes:summary></item>
    
    <item>
      <title>#170: Ross Cowman</title>
      <itunes:title>#170: Ross Cowman</itunes:title>
      <pubDate>Thu, 15 Jun 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-525642]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/170-ross-cowman]]></link>
      <description><![CDATA[This week, Dirk and Kathryn talk with Ross Cowman, owner of game design studio Heart of the Deernicorn. They discuss the game Fall of Magic.---------------------Ross Cowman- @rosscowman, www.heartofthedeernicorn.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com.---------------------Episode Outline 0:00:19 - Ross' background 0:01.08 - Origin of company name 0:02:22 - company name SEO 0:02:57 - Origin of Fall of Magic 0:10:40 - Talking about a turn of the game 0:22:37 - What opportunities and difficulties have come from the game? 0:27:16 - What's next? 0:29:16 - Overseas reception of the game 0:33:22 - Translation of the game<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week, Dirk and Kathryn talk with Ross Cowman, owner of game design studio Heart of the Deernicorn. They discuss the game Fall of Magic.---------------------Ross Cowman- @rosscowman, www.heartofthedeernicorn.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com.---------------------Episode Outline 0:00:19 - Ross' background 0:01.08 - Origin of company name 0:02:22 - company name SEO 0:02:57 - Origin of Fall of Magic 0:10:40 - Talking about a turn of the game 0:22:37 - What opportunities and difficulties have come from the game? 0:27:16 - What's next? 0:29:16 - Overseas reception of the game 0:33:22 - Translation of the game]]></content:encoded>
      
      
      <enclosure length="18495616" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/525642-170-ross-cowman.mp3?dest-id=1719626"/>
      <itunes:duration>38:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Ross Cowman, Kathryn Hymes &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, Dirk and Kathryn talk with Ross Cowman, owner of game design studio Heart of the Deernicorn. They discuss the game Fall of Magic.---------------------Ross Cowman- @rosscowman, www.heartofthedeernicorn.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com.---------------------Episode Outline 0:00:19 - Ross' background 0:01.08 - Origin of company name 0:02:22 - company name SEO 0:02:57 - Origin of Fall of Magic 0:10:40 - Talking about a turn of the game 0:22:37 - What opportunities and difficulties have come from the game? 0:27:16 - What's next? 0:29:16 - Overseas reception of the game 0:33:22 - Translation of the game</itunes:subtitle><itunes:summary>This week, Dirk and Kathryn talk with Ross Cowman, owner of game design studio Heart of the Deernicorn. They discuss the game Fall of Magic.---------------------Ross Cowman- @rosscowman, www.heartofthedeernicorn.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com.---------------------Episode Outline 0:00:19 - Ross' background 0:01.08 - Origin of company name 0:02:22 - company name SEO 0:02:57 - Origin of Fall of Magic 0:10:40 - Talking about a turn of the game 0:22:37 - What opportunities and difficulties have come from the game? 0:27:16 - What's next? 0:29:16 - Overseas reception of the game 0:33:22 - Translation of the game</itunes:summary></item>
    
    <item>
      <title>#169: Listener Mail June 2017</title>
      <itunes:title>#169: Listener Mail June 2017</itunes:title>
      <pubDate>Thu, 08 Jun 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-522974]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/169-listener-mail-june-2017]]></link>
      <description><![CDATA[This week, David, Rob and Dirk get together to catch up and answer listener questions. Ice cubes are involved.---------------------David Heron - @DavidVHeron Rob Daviau - @robdaviau Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:26 - What's David been up to 0:03.37 - Update from Dirk on the Tesla vs Edison Dual kickstarter 0:05:18 - Rob got a haircut 0:07:27 - Listener Steve asks about cancelled kickstarter backers 0:10:43 - Listener Steve asks about the 'Winner Effect' 0:15:18 - Listener Doug asks about Escape Rooms 0:23:27 - Listener JC asks about revealing key information in a game 0:26:04 - Listener Glen asks a question regarding an idea you can't get off the ground, when do you shelve it or keep going? 0:28:48 - The Little Zen Handbook<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week, David, Rob and Dirk get together to catch up and answer listener questions. Ice cubes are involved.---------------------David Heron - @DavidVHeron Rob Daviau - @robdaviau Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:26 - What's David been up to 0:03.37 - Update from Dirk on the Tesla vs Edison Dual kickstarter 0:05:18 - Rob got a haircut 0:07:27 - Listener Steve asks about cancelled kickstarter backers 0:10:43 - Listener Steve asks about the 'Winner Effect' 0:15:18 - Listener Doug asks about Escape Rooms 0:23:27 - Listener JC asks about revealing key information in a game 0:26:04 - Listener Glen asks a question regarding an idea you can't get off the ground, when do you shelve it or keep going? 0:28:48 - The Little Zen Handbook]]></content:encoded>
      
      
      <enclosure length="15538304" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/522974-169-listener-mail-june-2017.mp3?dest-id=1719626"/>
      <itunes:duration>32:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>David V. Heron, Rob Daviau &amp; Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, David, Rob and Dirk get together to catch up and answer listener questions. Ice cubes are involved.---------------------David Heron - @DavidVHeron Rob Daviau - @robdaviau Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:26 - What's David been up to 0:03.37 - Update from Dirk on the Tesla vs Edison Dual kickstarter 0:05:18 - Rob got a haircut 0:07:27 - Listener Steve asks about cancelled kickstarter backers 0:10:43 - Listener Steve asks about the 'Winner Effect' 0:15:18 - Listener Doug asks about Escape Rooms 0:23:27 - Listener JC asks about revealing key information in a game 0:26:04 - Listener Glen asks a question regarding an idea you can't get off the ground, when do you shelve it or keep going? 0:28:48 - The Little Zen Handbook</itunes:subtitle><itunes:summary>This week, David, Rob and Dirk get together to catch up and answer listener questions. Ice cubes are involved.---------------------David Heron - @DavidVHeron Rob Daviau - @robdaviau Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:26 - What's David been up to 0:03.37 - Update from Dirk on the Tesla vs Edison Dual kickstarter 0:05:18 - Rob got a haircut 0:07:27 - Listener Steve asks about cancelled kickstarter backers 0:10:43 - Listener Steve asks about the 'Winner Effect' 0:15:18 - Listener Doug asks about Escape Rooms 0:23:27 - Listener JC asks about revealing key information in a game 0:26:04 - Listener Glen asks a question regarding an idea you can't get off the ground, when do you shelve it or keep going? 0:28:48 - The Little Zen Handbook</itunes:summary></item>
    
    <item>
      <title>#168: Emily Care Boss</title>
      <itunes:title>#168: Emily Care Boss</itunes:title>
      <pubDate>Thu, 25 May 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-517538]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/168-emily-care-boss]]></link>
      <description><![CDATA[This week, Dirk and Kathryn welcome veteran game designer Emily Care Boss to the show. Emily has a long history in designing RPG games and making tools available to players to challenge their views and expand their gaming horizons. Some of her games encourage players to examine uncommonly represented topics, such as romance and sexuality.--------------------- Emily Care Boss - @emilycare, www.blackgreengame.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:19 - Emily's background 0:03:25 - Tabletop games and sexuality 0:15:40 - Emily's catalog 0:25:56 - RPG and game theory<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week, Dirk and Kathryn welcome veteran game designer Emily Care Boss to the show. Emily has a long history in designing RPG games and making tools available to players to challenge their views and expand their gaming horizons. Some of her games encourage players to examine uncommonly represented topics, such as romance and sexuality.--------------------- Emily Care Boss - @emilycare, www.blackgreengame.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:19 - Emily's background 0:03:25 - Tabletop games and sexuality 0:15:40 - Emily's catalog 0:25:56 - RPG and game theory]]></content:encoded>
      
      
      <enclosure length="18923648" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/517538-168-emily-care-boss.mp3?dest-id=1719626"/>
      <itunes:duration>39:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Kathryn Hymes &amp; Emily Care Boss</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, Dirk and Kathryn welcome veteran game designer Emily Care Boss to the show. Emily has a long history in designing RPG games and making tools available to players to challenge their views and expand their gaming horizons. Some of her games encourage players to examine uncommonly represented topics, such as romance and sexuality.--------------------- Emily Care Boss - @emilycare, www.blackgreengame.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:19 - Emily's background 0:03:25 - Tabletop games and sexuality 0:15:40 - Emily's catalog 0:25:56 - RPG and game theory</itunes:subtitle><itunes:summary>This week, Dirk and Kathryn welcome veteran game designer Emily Care Boss to the show. Emily has a long history in designing RPG games and making tools available to players to challenge their views and expand their gaming horizons. Some of her games encourage players to examine uncommonly represented topics, such as romance and sexuality.--------------------- Emily Care Boss - @emilycare, www.blackgreengame.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:00:19 - Emily's background 0:03:25 - Tabletop games and sexuality 0:15:40 - Emily's catalog 0:25:56 - RPG and game theory</itunes:summary></item>
    
    <item>
      <title>#167: Chelsea Howe and VR</title>
      <itunes:title>#167: Chelsea Howe and VR</itunes:title>
      <pubDate>Thu, 11 May 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-512079]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/167-chelsea-howe-and-vr]]></link>
      <description><![CDATA[Dirk and David are joined by Owlchemy Labs' Chelsea Howe to talk about Virtual Rick-Ality and the new frontier of VR. Chelsea's involvement with VR goes back to her days at EA and she continues to be on the forefront of development for this new platform. Chelsea describes what it's like to develop and port games for VR and gives Dirk a pop culture lesson on Rick and Morty.--------------------- Chelsea Howe - @manojalpa David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:01:14 - VR and Virtual Rick-Ality 0:09:03 - VR 101 0:13:39 - Augmented Reality 0:17:28 - Virtual communities 0:19:35 - New tech and novelty 0:22:21 - Dirk learns about Rick and Morty<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by Owlchemy Labs' Chelsea Howe to talk about Virtual Rick-Ality and the new frontier of VR. Chelsea's involvement with VR goes back to her days at EA and she continues to be on the forefront of development for this new platform. Chelsea describes what it's like to develop and port games for VR and gives Dirk a pop culture lesson on Rick and Morty.--------------------- Chelsea Howe - @manojalpa David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:01:14 - VR and Virtual Rick-Ality 0:09:03 - VR 101 0:13:39 - Augmented Reality 0:17:28 - Virtual communities 0:19:35 - New tech and novelty 0:22:21 - Dirk learns about Rick and Morty]]></content:encoded>
      
      
      <enclosure length="13793408" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/512079-167-chelsea-howe-and-vr.mp3?dest-id=1719626"/>
      <itunes:duration>28:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Chelsea Howe</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Owlchemy Labs' Chelsea Howe to talk about Virtual Rick-Ality and the new frontier of VR. Chelsea's involvement with VR goes back to her days at EA and she continues to be on the forefront of development for this new platform. Chelsea describes what it's like to develop and port games for VR and gives Dirk a pop culture lesson on Rick and Morty.--------------------- Chelsea Howe - @manojalpa David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:01:14 - VR and Virtual Rick-Ality 0:09:03 - VR 101 0:13:39 - Augmented Reality 0:17:28 - Virtual communities 0:19:35 - New tech and novelty 0:22:21 - Dirk learns about Rick and Morty</itunes:subtitle><itunes:summary>Dirk and David are joined by Owlchemy Labs' Chelsea Howe to talk about Virtual Rick-Ality and the new frontier of VR. Chelsea's involvement with VR goes back to her days at EA and she continues to be on the forefront of development for this new platform. Chelsea describes what it's like to develop and port games for VR and gives Dirk a pop culture lesson on Rick and Morty.--------------------- Chelsea Howe - @manojalpa David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:01:14 - VR and Virtual Rick-Ality 0:09:03 - VR 101 0:13:39 - Augmented Reality 0:17:28 - Virtual communities 0:19:35 - New tech and novelty 0:22:21 - Dirk learns about Rick and Morty</itunes:summary></item>
    
    <item>
      <title>#166: John Harper</title>
      <itunes:title>#166: John Harper</itunes:title>
      <pubDate>Fri, 05 May 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-509111]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/166-john-harper]]></link>
      <description><![CDATA[Dirk and Kathryn are joined this week by designer John Harper, the mind behind Blades in the Dark. John's transition to full-time developer has been helped by his fans that support him via Kickstarter and Patreon - this following allows him to fully concentrate on his multi-disciplinary craft and continue to release free, hackable material.---------------------John Harper - onesevendesign.com, @john_harper---------------------Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Episode Outline 0:01:41 - Blades in the Dark 0:10:51 - Growing in tastes as a designer 0:20:49 - Supporting yourself with indie work 0:27:34 - Game development over several disciplines 0:32:19 - Hackable game designs 0:35:13 - Upcoming designs<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Kathryn are joined this week by designer John Harper, the mind behind Blades in the Dark. John's transition to full-time developer has been helped by his fans that support him via Kickstarter and Patreon - this following allows him to fully concentrate on his multi-disciplinary craft and continue to release free, hackable material.---------------------John Harper - onesevendesign.com, @john_harper---------------------Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Episode Outline 0:01:41 - Blades in the Dark 0:10:51 - Growing in tastes as a designer 0:20:49 - Supporting yourself with indie work 0:27:34 - Game development over several disciplines 0:32:19 - Hackable game designs 0:35:13 - Upcoming designs]]></content:encoded>
      
      
      <enclosure length="19071104" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/509111-166-john-harper.mp3?dest-id=1719626"/>
      <itunes:duration>39:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Kathryn Hymes &amp; John Harper</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Kathryn are joined this week by designer John Harper, the mind behind Blades in the Dark. John's transition to full-time developer has been helped by his fans that support him via Kickstarter and Patreon - this following allows him to fully concentrate on his multi-disciplinary craft and continue to release free, hackable material.---------------------John Harper - onesevendesign.com, @john_harper---------------------Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Episode Outline 0:01:41 - Blades in the Dark 0:10:51 - Growing in tastes as a designer 0:20:49 - Supporting yourself with indie work 0:27:34 - Game development over several disciplines 0:32:19 - Hackable game designs 0:35:13 - Upcoming designs</itunes:subtitle><itunes:summary>Dirk and Kathryn are joined this week by designer John Harper, the mind behind Blades in the Dark. John's transition to full-time developer has been helped by his fans that support him via Kickstarter and Patreon - this following allows him to fully concentrate on his multi-disciplinary craft and continue to release free, hackable material.---------------------John Harper - onesevendesign.com, @john_harper---------------------Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Episode Outline 0:01:41 - Blades in the Dark 0:10:51 - Growing in tastes as a designer 0:20:49 - Supporting yourself with indie work 0:27:34 - Game development over several disciplines 0:32:19 - Hackable game designs 0:35:13 - Upcoming designs</itunes:summary></item>
    
    <item>
      <title>#165: Listener Mail April 2017</title>
      <itunes:title>#165: Listener Mail April 2017</itunes:title>
      <pubDate>Thu, 20 Apr 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-503200]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/165-listener-mail-april-2017]]></link>
      <description><![CDATA[Dirk, Harrison, and Kathryn dive into the mailbag once again to answer your game design questions. Is it really that difficult to get published in North America from other markets? What's life on the digital side like when it comes to publishing? And what can you do when you (inevitably) get stuck?.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com, harrisonpink.com Kathryn Hymes - @chicalashaw, thornygames.com.---------------------0:00:24 - The difference between design and development and getting stuck 0:06:05 - Publishing from non-American or European markets 0:10:04 - Linear narratives 0:16:03 - Game design and budget 0:21:53 - Self-publishing and digital games 0:26:02 - Players vs. The Game<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, Harrison, and Kathryn dive into the mailbag once again to answer your game design questions. Is it really that difficult to get published in North America from other markets? What's life on the digital side like when it comes to publishing? And what can you do when you (inevitably) get stuck?.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com, harrisonpink.com Kathryn Hymes - @chicalashaw, thornygames.com.---------------------0:00:24 - The difference between design and development and getting stuck 0:06:05 - Publishing from non-American or European markets 0:10:04 - Linear narratives 0:16:03 - Game design and budget 0:21:53 - Self-publishing and digital games 0:26:02 - Players vs. The Game]]></content:encoded>
      
      
      <enclosure length="16375936" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/503200-165-listener-mail-april-2017.mp3?dest-id=1719626"/>
      <itunes:duration>33:51</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Harrison Pink, &amp; Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, Harrison, and Kathryn dive into the mailbag once again to answer your game design questions. Is it really that difficult to get published in North America from other markets? What's life on the digital side like when it comes to publishing? And what can you do when you (inevitably) get stuck?.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com, harrisonpink.com Kathryn Hymes - @chicalashaw, thornygames.com.---------------------0:00:24 - The difference between design and development and getting stuck 0:06:05 - Publishing from non-American or European markets 0:10:04 - Linear narratives 0:16:03 - Game design and budget 0:21:53 - Self-publishing and digital games 0:26:02 - Players vs. The Game</itunes:subtitle><itunes:summary>Dirk, Harrison, and Kathryn dive into the mailbag once again to answer your game design questions. Is it really that difficult to get published in North America from other markets? What's life on the digital side like when it comes to publishing? And what can you do when you (inevitably) get stuck?.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com, harrisonpink.com Kathryn Hymes - @chicalashaw, thornygames.com.---------------------0:00:24 - The difference between design and development and getting stuck 0:06:05 - Publishing from non-American or European markets 0:10:04 - Linear narratives 0:16:03 - Game design and budget 0:21:53 - Self-publishing and digital games 0:26:02 - Players vs. The Game</itunes:summary></item>
    
    <item>
      <title>#164: Nels Anderson and Firewatch</title>
      <itunes:title>#164: Nels Anderson and Firewatch</itunes:title>
      <pubDate>Thu, 13 Apr 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-500480]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/164-nels-anderson-and-firewatch]]></link>
      <description><![CDATA[Designer Nels Anderson stops by to talk to Dirk and Harrison about his work on 2016's hit Firewatch. Nels worked with a small team at Campo Santo studios to create a unique storytelling adventure that was a critically acclaimed success. Nels describes the pros and cons of working with a small team of core developers and the lessons he learned from working on a team that was birthing their first game together.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Nels Anderson - @nelsormench, above49.ca---------------------Episode Outline 0:00:58 - Firewatch 0:08:00 - Getting started 0:11:53 - Narrative and level design 0:15:14 - Working with a small team 0:18:42 - Firewatch as a first game 0:23:14 - Current projects 0:26:13 - Design lessons learned<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Designer Nels Anderson stops by to talk to Dirk and Harrison about his work on 2016's hit Firewatch. Nels worked with a small team at Campo Santo studios to create a unique storytelling adventure that was a critically acclaimed success. Nels describes the pros and cons of working with a small team of core developers and the lessons he learned from working on a team that was birthing their first game together.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Nels Anderson - @nelsormench, above49.ca---------------------Episode Outline 0:00:58 - Firewatch 0:08:00 - Getting started 0:11:53 - Narrative and level design 0:15:14 - Working with a small team 0:18:42 - Firewatch as a first game 0:23:14 - Current projects 0:26:13 - Design lessons learned]]></content:encoded>
      
      
      <enclosure length="16464000" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/500480-164-nels-anderson-and-firewatch.mp3?dest-id=1719626"/>
      <itunes:duration>34:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Harrison Pink &amp; Nels Anderson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Designer Nels Anderson stops by to talk to Dirk and Harrison about his work on 2016's hit Firewatch. Nels worked with a small team at Campo Santo studios to create a unique storytelling adventure that was a critically acclaimed success. Nels describes the pros and cons of working with a small team of core developers and the lessons he learned from working on a team that was birthing their first game together.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Nels Anderson - @nelsormench, above49.ca---------------------Episode Outline 0:00:58 - Firewatch 0:08:00 - Getting started 0:11:53 - Narrative and level design 0:15:14 - Working with a small team 0:18:42 - Firewatch as a first game 0:23:14 - Current projects 0:26:13 - Design lessons learned</itunes:subtitle><itunes:summary>Designer Nels Anderson stops by to talk to Dirk and Harrison about his work on 2016's hit Firewatch. Nels worked with a small team at Campo Santo studios to create a unique storytelling adventure that was a critically acclaimed success. Nels describes the pros and cons of working with a small team of core developers and the lessons he learned from working on a team that was birthing their first game together.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, harrisonpink.com Nels Anderson - @nelsormench, above49.ca---------------------Episode Outline 0:00:58 - Firewatch 0:08:00 - Getting started 0:11:53 - Narrative and level design 0:15:14 - Working with a small team 0:18:42 - Firewatch as a first game 0:23:14 - Current projects 0:26:13 - Design lessons learned</itunes:summary></item>
    
    <item>
      <title>#163: Jason Thompson</title>
      <itunes:title>#163: Jason Thompson</itunes:title>
      <pubDate>Sat, 01 Apr 2017 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-495404]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/163-jason-thompson]]></link>
      <description><![CDATA[Dirk and Rob are joined by writer, artist, and game designer Jason Thompson to talk about his innovative drawing game "Mangaka: The Fast & Furious Game of Drawing Comics", co-published by Mock Man Press and Japanime Games. Jason talks about his background in manga and writing as well as the process that caused Mangaka to evolve over the course of several years into the game it is today.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Jason Thompson - @mockman---------------------0:01:33 - Mangaka 0:09:15 - Early ideas 0:15:48 - How the stories unfold 0:17:48 - From writing to game design 0:21:48 - Jason's future plans<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Rob are joined by writer, artist, and game designer Jason Thompson to talk about his innovative drawing game "Mangaka: The Fast & Furious Game of Drawing Comics", co-published by Mock Man Press and Japanime Games. Jason talks about his background in manga and writing as well as the process that caused Mangaka to evolve over the course of several years into the game it is today.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Jason Thompson - @mockman---------------------0:01:33 - Mangaka 0:09:15 - Early ideas 0:15:48 - How the stories unfold 0:17:48 - From writing to game design 0:21:48 - Jason's future plans]]></content:encoded>
      
      
      <enclosure length="13127808" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/495404-163-jason-thompson.mp3?dest-id=1719626"/>
      <itunes:duration>27:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Rob Daviau &amp; Jason Thompson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Rob are joined by writer, artist, and game designer Jason Thompson to talk about his innovative drawing game "Mangaka: The Fast &amp; Furious Game of Drawing Comics", co-published by Mock Man Press and Japanime Games. Jason talks about his background in manga and writing as well as the process that caused Mangaka to evolve over the course of several years into the game it is today.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Jason Thompson - @mockman---------------------0:01:33 - Mangaka 0:09:15 - Early ideas 0:15:48 - How the stories unfold 0:17:48 - From writing to game design 0:21:48 - Jason's future plans</itunes:subtitle><itunes:summary>Dirk and Rob are joined by writer, artist, and game designer Jason Thompson to talk about his innovative drawing game "Mangaka: The Fast &amp; Furious Game of Drawing Comics", co-published by Mock Man Press and Japanime Games. Jason talks about his background in manga and writing as well as the process that caused Mangaka to evolve over the course of several years into the game it is today.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Jason Thompson - @mockman---------------------0:01:33 - Mangaka 0:09:15 - Early ideas 0:15:48 - How the stories unfold 0:17:48 - From writing to game design 0:21:48 - Jason's future plans</itunes:summary></item>
    
    <item>
      <title>#162: Listener Mail February 2017</title>
      <itunes:title>#162: Listener Mail February 2017</itunes:title>
      <pubDate>Thu, 09 Mar 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-486680]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/162-listener-mail-february-2017]]></link>
      <description><![CDATA[Dirk, David, and Kathryn Hymes are here to answer your questions. This week they go over replayability, ambitious ideas, and the differences between design and development.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Kathryn Hymes - www.thornygames.com.---------------------0:01:04 - Replayability and value 0:16:06 - Trimming game length 0:26:39 - IP creation and long-term goals 0:31:19 - The difference between design and development<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Kathryn Hymes are here to answer your questions. This week they go over replayability, ambitious ideas, and the differences between design and development.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Kathryn Hymes - www.thornygames.com.---------------------0:01:04 - Replayability and value 0:16:06 - Trimming game length 0:26:39 - IP creation and long-term goals 0:31:19 - The difference between design and development]]></content:encoded>
      
      
      <enclosure length="17614976" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/486680-162-listener-mail-february-2017.mp3?dest-id=1719626"/>
      <itunes:duration>36:28</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Kathryn Hymes are here to answer your questions. This week they go over replayability, ambitious ideas, and the differences between design and development.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Kathryn Hymes - www.thornygames.com.---------------------0:01:04 - Replayability and value 0:16:06 - Trimming game length 0:26:39 - IP creation and long-term goals 0:31:19 - The difference between design and development</itunes:subtitle><itunes:summary>Dirk, David, and Kathryn Hymes are here to answer your questions. This week they go over replayability, ambitious ideas, and the differences between design and development.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Kathryn Hymes - www.thornygames.com.---------------------0:01:04 - Replayability and value 0:16:06 - Trimming game length 0:26:39 - IP creation and long-term goals 0:31:19 - The difference between design and development</itunes:summary></item>
    
    <item>
      <title>#161: Paizo Games</title>
      <itunes:title>#161: Paizo Games</itunes:title>
      <pubDate>Thu, 02 Mar 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-483374]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/161-paizo-games]]></link>
      <description><![CDATA[Dirk and Harrison are joined by Jessica Price and Wes Schneider from Paizo games to talk about their voluminous tabletop roleplaying library. Paizo is best known for their Pathfinder roleplaying system, a successor to Dungeons and Dragons Version 3.5. Wes and Jess talk about their paths into game development as well as the highly anticipated new RPG, --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Jessica Price - @delafina777 Wes Scneider - @fwesschneider --------------------- Starfinder. 0:00:21 - Paizo Games 0:09:00 - Backgrounds before Paizo 0:18:10 - Creating tabletop modules 0:29:40 - Starfinder RPG<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Harrison are joined by Jessica Price and Wes Schneider from Paizo games to talk about their voluminous tabletop roleplaying library. Paizo is best known for their Pathfinder roleplaying system, a successor to Dungeons and Dragons Version 3.5. Wes and Jess talk about their paths into game development as well as the highly anticipated new RPG, --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Jessica Price - @delafina777 Wes Scneider - @fwesschneider --------------------- Starfinder. 0:00:21 - Paizo Games 0:09:00 - Backgrounds before Paizo 0:18:10 - Creating tabletop modules 0:29:40 - Starfinder RPG]]></content:encoded>
      
      
      <enclosure length="21225600" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/483374-161-paizo-games.mp3?dest-id=1719626"/>
      <itunes:duration>43:57</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Harrison Pink, Jessica Price &amp; Wes Scneider</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Harrison are joined by Jessica Price and Wes Schneider from Paizo games to talk about their voluminous tabletop roleplaying library. Paizo is best known for their Pathfinder roleplaying system, a successor to Dungeons and Dragons Version 3.5. Wes and Jess talk about their paths into game development as well as the highly anticipated new RPG, --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Jessica Price - @delafina777 Wes Scneider - @fwesschneider --------------------- Starfinder. 0:00:21 - Paizo Games 0:09:00 - Backgrounds before Paizo 0:18:10 - Creating tabletop modules 0:29:40 - Starfinder RPG</itunes:subtitle><itunes:summary>Dirk and Harrison are joined by Jessica Price and Wes Schneider from Paizo games to talk about their voluminous tabletop roleplaying library. Paizo is best known for their Pathfinder roleplaying system, a successor to Dungeons and Dragons Version 3.5. Wes and Jess talk about their paths into game development as well as the highly anticipated new RPG, --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Jessica Price - @delafina777 Wes Scneider - @fwesschneider --------------------- Starfinder. 0:00:21 - Paizo Games 0:09:00 - Backgrounds before Paizo 0:18:10 - Creating tabletop modules 0:29:40 - Starfinder RPG</itunes:summary></item>
    
    <item>
      <title>#160: Dominic Crapuchettes and North Star Games</title>
      <itunes:title>#160: Dominic Crapuchettes and North Star Games</itunes:title>
      <pubDate>Fri, 17 Feb 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-478313]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/160-dominic-crapuchettes-and-north-star-games]]></link>
      <description><![CDATA[Dirk and David are joined by Dominic Crapuchettes of North Star Games to talk about their breakout hits and the process of creating mass market games. North Star Games is most well known for their widely-available games Wits and Wagers and Say Anything but also their educational Evolution series that is used by teachers across the country. Dominic shares what it's like balancing creating games using a winning formula and branching out into something new. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dominic Crapuchettes - www.northstargames.com, dominic@northstargames.com --------------------- Episode Outline 0:00:30 - The beginnings of North Star Games 0:01:59 - Wits and Wagers and Say Anything 0:06:17 - Business partners 0:10:20 - Evolution: Climate 0:19:44 - Managing success and aspirations 0:22:29 - The Evolution series 0:30:48 - New and upcoming games<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by Dominic Crapuchettes of North Star Games to talk about their breakout hits and the process of creating mass market games. North Star Games is most well known for their widely-available games Wits and Wagers and Say Anything but also their educational Evolution series that is used by teachers across the country. Dominic shares what it's like balancing creating games using a winning formula and branching out into something new. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dominic Crapuchettes - www.northstargames.com, dominic@northstargames.com --------------------- Episode Outline 0:00:30 - The beginnings of North Star Games 0:01:59 - Wits and Wagers and Say Anything 0:06:17 - Business partners 0:10:20 - Evolution: Climate 0:19:44 - Managing success and aspirations 0:22:29 - The Evolution series 0:30:48 - New and upcoming games]]></content:encoded>
      
      
      <enclosure length="17037440" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/478313-160-dominic-crapuchettes-and-north-star-games.mp3?dest-id=1719626"/>
      <itunes:duration>35:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Dominic Crapuchettes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Dominic Crapuchettes of North Star Games to talk about their breakout hits and the process of creating mass market games. North Star Games is most well known for their widely-available games Wits and Wagers and Say Anything but also their educational Evolution series that is used by teachers across the country. Dominic shares what it's like balancing creating games using a winning formula and branching out into something new. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dominic Crapuchettes - www.northstargames.com, dominic@northstargames.com --------------------- Episode Outline 0:00:30 - The beginnings of North Star Games 0:01:59 - Wits and Wagers and Say Anything 0:06:17 - Business partners 0:10:20 - Evolution: Climate 0:19:44 - Managing success and aspirations 0:22:29 - The Evolution series 0:30:48 - New and upcoming games</itunes:subtitle><itunes:summary>Dirk and David are joined by Dominic Crapuchettes of North Star Games to talk about their breakout hits and the process of creating mass market games. North Star Games is most well known for their widely-available games Wits and Wagers and Say Anything but also their educational Evolution series that is used by teachers across the country. Dominic shares what it's like balancing creating games using a winning formula and branching out into something new. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dominic Crapuchettes - www.northstargames.com, dominic@northstargames.com --------------------- Episode Outline 0:00:30 - The beginnings of North Star Games 0:01:59 - Wits and Wagers and Say Anything 0:06:17 - Business partners 0:10:20 - Evolution: Climate 0:19:44 - Managing success and aspirations 0:22:29 - The Evolution series 0:30:48 - New and upcoming games</itunes:summary></item>
    
    <item>
      <title>#159: Guess Who's Back, Back Again</title>
      <itunes:title>#159: Guess Who's Back, Back Again</itunes:title>
      <pubDate>Tue, 31 Jan 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-469620]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/159-guess-whos-back-back-again]]></link>
      <description><![CDATA[Description David makes his return to the show after a brief absence and fills us in with what's been going on in his world. We're also happy to announce a new half-hour format that will hopefully yield shorter shows that are posted more often. Dirk, David, and Rob take on more listener questions as they settle back into their old routine. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:01:16 - Where did David go? 0:05:14 - Designing a game to be more than mechanics 0:10:26 - Women in game design 0:16:49 - What pre-existing IP would you pick to work on? 0:20:32 - Choose ONE game design axiom 0:24:45 - Kickstarter advice 0:26:35 - How has crowdsourcing impacted replayability?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description David makes his return to the show after a brief absence and fills us in with what's been going on in his world. We're also happy to announce a new half-hour format that will hopefully yield shorter shows that are posted more often. Dirk, David, and Rob take on more listener questions as they settle back into their old routine. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:01:16 - Where did David go? 0:05:14 - Designing a game to be more than mechanics 0:10:26 - Women in game design 0:16:49 - What pre-existing IP would you pick to work on? 0:20:32 - Choose ONE game design axiom 0:24:45 - Kickstarter advice 0:26:35 - How has crowdsourcing impacted replayability?]]></content:encoded>
      
      
      <enclosure length="16799872" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/469620-159-guess-who-s-back-back-again.mp3?dest-id=1719626"/>
      <itunes:duration>34:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description David makes his return to the show after a brief absence and fills us in with what's been going on in his world. We're also happy to announce a new half-hour format that will hopefully yield shorter shows that are posted more often. Dirk, David, and Rob take on more listener questions as they settle back into their old routine. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:01:16 - Where did David go? 0:05:14 - Designing a game to be more than mechanics 0:10:26 - Women in game design 0:16:49 - What pre-existing IP would you pick to work on? 0:20:32 - Choose ONE game design axiom 0:24:45 - Kickstarter advice 0:26:35 - How has crowdsourcing impacted replayability?</itunes:subtitle><itunes:summary>Description David makes his return to the show after a brief absence and fills us in with what's been going on in his world. We're also happy to announce a new half-hour format that will hopefully yield shorter shows that are posted more often. Dirk, David, and Rob take on more listener questions as they settle back into their old routine. --------------------- Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:01:16 - Where did David go? 0:05:14 - Designing a game to be more than mechanics 0:10:26 - Women in game design 0:16:49 - What pre-existing IP would you pick to work on? 0:20:32 - Choose ONE game design axiom 0:24:45 - Kickstarter advice 0:26:35 - How has crowdsourcing impacted replayability?</itunes:summary></item>
    
    <item>
      <title>#158: Suzanne Zinsli and Cardboard Edison</title>
      <itunes:title>#158: Suzanne Zinsli and Cardboard Edison</itunes:title>
      <pubDate>Wed, 25 Jan 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-467573]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/158-suzanne-zinsli-and-cardboard-edison]]></link>
      <description><![CDATA[Dirk and Harrison are joined by Suzanne Zinsli of Cardboard Edison to talk about game design, publishing, and running their amazing resource for game designers. Cardboard Edison is a gather of best practices, tips for designers, and information about publishers. Their Cardboard Edison Award also helps grow and develop designers through the submittal process. Suzanne covers their own games like Cobra and Dubai and goes over what you should (and really shouldn't do) to submit a game for the Cardboard Edison Award. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Suzanne - @cardboardedison, cardboardedison@gmail.com --------------------- Episode Outline 0:00:46 - Cardboard Edison and other jobs 0:08:05 - Publishers vs. self-publishing 0:11:47 - Firewalling your own games 0:14:06 - Cobras 0:19:06 - Cardboard Edison Awards 0:32:16 - Having three partners 0:40:59 - Dubai 0:44:02 - Managing a large amount of projects 0:47:58 - Potential upcoming games 0:51:14 - Advice for designers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Harrison are joined by Suzanne Zinsli of Cardboard Edison to talk about game design, publishing, and running their amazing resource for game designers. Cardboard Edison is a gather of best practices, tips for designers, and information about publishers. Their Cardboard Edison Award also helps grow and develop designers through the submittal process. Suzanne covers their own games like Cobra and Dubai and goes over what you should (and really shouldn't do) to submit a game for the Cardboard Edison Award. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Suzanne - @cardboardedison, cardboardedison@gmail.com --------------------- Episode Outline 0:00:46 - Cardboard Edison and other jobs 0:08:05 - Publishers vs. self-publishing 0:11:47 - Firewalling your own games 0:14:06 - Cobras 0:19:06 - Cardboard Edison Awards 0:32:16 - Having three partners 0:40:59 - Dubai 0:44:02 - Managing a large amount of projects 0:47:58 - Potential upcoming games 0:51:14 - Advice for designers]]></content:encoded>
      
      
      <enclosure length="26763392" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/467573-158-suzanne-zinsli-and-cardboard-edison.mp3?dest-id=1719626"/>
      <itunes:duration>55:29</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Harrison Pink, &amp; Suzanne Zinsli</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Harrison are joined by Suzanne Zinsli of Cardboard Edison to talk about game design, publishing, and running their amazing resource for game designers. Cardboard Edison is a gather of best practices, tips for designers, and information about publishers. Their Cardboard Edison Award also helps grow and develop designers through the submittal process. Suzanne covers their own games like Cobra and Dubai and goes over what you should (and really shouldn't do) to submit a game for the Cardboard Edison Award. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Suzanne - @cardboardedison, cardboardedison@gmail.com --------------------- Episode Outline 0:00:46 - Cardboard Edison and other jobs 0:08:05 - Publishers vs. self-publishing 0:11:47 - Firewalling your own games 0:14:06 - Cobras 0:19:06 - Cardboard Edison Awards 0:32:16 - Having three partners 0:40:59 - Dubai 0:44:02 - Managing a large amount of projects 0:47:58 - Potential upcoming games 0:51:14 - Advice for designers</itunes:subtitle><itunes:summary>Dirk and Harrison are joined by Suzanne Zinsli of Cardboard Edison to talk about game design, publishing, and running their amazing resource for game designers. Cardboard Edison is a gather of best practices, tips for designers, and information about publishers. Their Cardboard Edison Award also helps grow and develop designers through the submittal process. Suzanne covers their own games like Cobra and Dubai and goes over what you should (and really shouldn't do) to submit a game for the Cardboard Edison Award. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Suzanne - @cardboardedison, cardboardedison@gmail.com --------------------- Episode Outline 0:00:46 - Cardboard Edison and other jobs 0:08:05 - Publishers vs. self-publishing 0:11:47 - Firewalling your own games 0:14:06 - Cobras 0:19:06 - Cardboard Edison Awards 0:32:16 - Having three partners 0:40:59 - Dubai 0:44:02 - Managing a large amount of projects 0:47:58 - Potential upcoming games 0:51:14 - Advice for designers</itunes:summary></item>
    
    <item>
      <title>#157: Harrison Joins the Mail Crew</title>
      <itunes:title>#157: Harrison Joins the Mail Crew</itunes:title>
      <pubDate>Wed, 04 Jan 2017 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-458484]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/157-harrison-joins-the-mail-crew]]></link>
      <description><![CDATA[Dirk, David, and Harrison tackle the mail bag after an exciting announcement about Rob's new company, Restoration Games. Restoration's goal is to reprint and modernize classic games that are no longer available. Our hosts go on to talk about games that are overproduced (as well as micro games), the concept of player choice vs. direction, and where to get all the shiny bits needed for prototyping. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Harrison Pink - harrisonpink@gmail.com, @colonialpink --------------------- Episode Outline 0:00:32 - Harrison's status 0:03:03 - Rob and Restoration Games 0:07:37 - When is game setup part of the game? 0:11:40 - Number of decision points in a game 0:18:57 - The incremental idle genre 0:25:19 - Overproduced games and micro games 0:31:47 - Where can you draw inspiration from? 0:34:35 - Forcing interactions or letting players choose 0:40:33 - Using real locations in games 0:44:39 - Should rules always place setup first? 0:54:44 - What parts are you attracted to for prototypes?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Harrison tackle the mail bag after an exciting announcement about Rob's new company, Restoration Games. Restoration's goal is to reprint and modernize classic games that are no longer available. Our hosts go on to talk about games that are overproduced (as well as micro games), the concept of player choice vs. direction, and where to get all the shiny bits needed for prototyping. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Harrison Pink - harrisonpink@gmail.com, @colonialpink --------------------- Episode Outline 0:00:32 - Harrison's status 0:03:03 - Rob and Restoration Games 0:07:37 - When is game setup part of the game? 0:11:40 - Number of decision points in a game 0:18:57 - The incremental idle genre 0:25:19 - Overproduced games and micro games 0:31:47 - Where can you draw inspiration from? 0:34:35 - Forcing interactions or letting players choose 0:40:33 - Using real locations in games 0:44:39 - Should rules always place setup first? 0:54:44 - What parts are you attracted to for prototypes?]]></content:encoded>
      
      
      <enclosure length="28780672" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/458484-157-harrison-joins-the-mail-crew.mp3?dest-id=1719626"/>
      <itunes:duration>59:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Rob Daviau, &amp; Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Harrison tackle the mail bag after an exciting announcement about Rob's new company, Restoration Games. Restoration's goal is to reprint and modernize classic games that are no longer available. Our hosts go on to talk about games that are overproduced (as well as micro games), the concept of player choice vs. direction, and where to get all the shiny bits needed for prototyping. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Harrison Pink - harrisonpink@gmail.com, @colonialpink --------------------- Episode Outline 0:00:32 - Harrison's status 0:03:03 - Rob and Restoration Games 0:07:37 - When is game setup part of the game? 0:11:40 - Number of decision points in a game 0:18:57 - The incremental idle genre 0:25:19 - Overproduced games and micro games 0:31:47 - Where can you draw inspiration from? 0:34:35 - Forcing interactions or letting players choose 0:40:33 - Using real locations in games 0:44:39 - Should rules always place setup first? 0:54:44 - What parts are you attracted to for prototypes?</itunes:subtitle><itunes:summary>Dirk, David, and Harrison tackle the mail bag after an exciting announcement about Rob's new company, Restoration Games. Restoration's goal is to reprint and modernize classic games that are no longer available. Our hosts go on to talk about games that are overproduced (as well as micro games), the concept of player choice vs. direction, and where to get all the shiny bits needed for prototyping. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Rob Daviau - @robdaviau Harrison Pink - harrisonpink@gmail.com, @colonialpink --------------------- Episode Outline 0:00:32 - Harrison's status 0:03:03 - Rob and Restoration Games 0:07:37 - When is game setup part of the game? 0:11:40 - Number of decision points in a game 0:18:57 - The incremental idle genre 0:25:19 - Overproduced games and micro games 0:31:47 - Where can you draw inspiration from? 0:34:35 - Forcing interactions or letting players choose 0:40:33 - Using real locations in games 0:44:39 - Should rules always place setup first? 0:54:44 - What parts are you attracted to for prototypes?</itunes:summary></item>
    
    <item>
      <title>#156: Kathryn Hymes and Thorny Games</title>
      <itunes:title>#156: Kathryn Hymes and Thorny Games</itunes:title>
      <pubDate>Mon, 05 Dec 2016 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-449275]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/156-kathryn-hymes-and-thorny-games]]></link>
      <description><![CDATA[This week Dirk is joined by new co-host Harrison Pink and guest Kathryn Hymes of Thorny Games. Kathryn brings a unique perspective to the tabletop world with games that take on the challenges of linguistics and the evolution (and death) of languages. She explains how Thorny Games takes on the challenge of games light on mechanics and heavy on intellectual stimulation. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Kathryn Hymes - @chicalashaw, www.thornygames.com --------------------- Episode Outline 0:03:31 - Sign 0:14:34 - Dialect 0:28:32 - Games light on mechanics 0:33:56 - Games vs. experiences 0:36:23 - The design process 0:53:37 - Games design and a day job<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk is joined by new co-host Harrison Pink and guest Kathryn Hymes of Thorny Games. Kathryn brings a unique perspective to the tabletop world with games that take on the challenges of linguistics and the evolution (and death) of languages. She explains how Thorny Games takes on the challenge of games light on mechanics and heavy on intellectual stimulation. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Kathryn Hymes - @chicalashaw, www.thornygames.com --------------------- Episode Outline 0:03:31 - Sign 0:14:34 - Dialect 0:28:32 - Games light on mechanics 0:33:56 - Games vs. experiences 0:36:23 - The design process 0:53:37 - Games design and a day job]]></content:encoded>
      
      
      <enclosure length="27816064" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/449275-156-kathryn-hymes-and-thorny-games.mp3?dest-id=1719626"/>
      <itunes:duration>57:39</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Harrison Pink, &amp; Kathryn Hymes</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk is joined by new co-host Harrison Pink and guest Kathryn Hymes of Thorny Games. Kathryn brings a unique perspective to the tabletop world with games that take on the challenges of linguistics and the evolution (and death) of languages. She explains how Thorny Games takes on the challenge of games light on mechanics and heavy on intellectual stimulation. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Kathryn Hymes - @chicalashaw, www.thornygames.com --------------------- Episode Outline 0:03:31 - Sign 0:14:34 - Dialect 0:28:32 - Games light on mechanics 0:33:56 - Games vs. experiences 0:36:23 - The design process 0:53:37 - Games design and a day job</itunes:subtitle><itunes:summary>This week Dirk is joined by new co-host Harrison Pink and guest Kathryn Hymes of Thorny Games. Kathryn brings a unique perspective to the tabletop world with games that take on the challenges of linguistics and the evolution (and death) of languages. She explains how Thorny Games takes on the challenge of games light on mechanics and heavy on intellectual stimulation. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Harrison Pink - harrisonpink@gmail.com, @colonialpink Kathryn Hymes - @chicalashaw, www.thornygames.com --------------------- Episode Outline 0:03:31 - Sign 0:14:34 - Dialect 0:28:32 - Games light on mechanics 0:33:56 - Games vs. experiences 0:36:23 - The design process 0:53:37 - Games design and a day job</itunes:summary></item>
    
    <item>
      <title>#154: Essen and Listener Mail</title>
      <itunes:title>#154: Essen and Listener Mail</itunes:title>
      <pubDate>Mon, 31 Oct 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-438221]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/154-essen-and-listener-mail]]></link>
      <description><![CDATA[Dirk, David, and Rob are back again to talk about what's going on in their worlds and to answer more listener mail. Rob is back from Europe after attending the Essen (SPIEL) game convention and has stories to tell about where cultural stereotypes come from. Dirk's Einstein game is doing well on Kickstarter and is available for purchase at that site. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com ---------------------Episode Outline 0:01:02 - Essen 0:08:07 - Einstein 0:12:44 - 504 0:18:31 - Designing a Legacy game 0:30:37 - When is good "good enough"? 0:37:07 - Companion apps for games 0:43:26 - Incorporating setup and takedown 0:46:16 - Patreon vs. Kickstarter<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are back again to talk about what's going on in their worlds and to answer more listener mail. Rob is back from Europe after attending the Essen (SPIEL) game convention and has stories to tell about where cultural stereotypes come from. Dirk's Einstein game is doing well on Kickstarter and is available for purchase at that site. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com ---------------------Episode Outline 0:01:02 - Essen 0:08:07 - Einstein 0:12:44 - 504 0:18:31 - Designing a Legacy game 0:30:37 - When is good "good enough"? 0:37:07 - Companion apps for games 0:43:26 - Incorporating setup and takedown 0:46:16 - Patreon vs. Kickstarter]]></content:encoded>
      
      
      <enclosure length="25419904" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/438221-154-essen-and-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>52:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are back again to talk about what's going on in their worlds and to answer more listener mail. Rob is back from Europe after attending the Essen (SPIEL) game convention and has stories to tell about where cultural stereotypes come from. Dirk's Einstein game is doing well on Kickstarter and is available for purchase at that site. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com ---------------------Episode Outline 0:01:02 - Essen 0:08:07 - Einstein 0:12:44 - 504 0:18:31 - Designing a Legacy game 0:30:37 - When is good "good enough"? 0:37:07 - Companion apps for games 0:43:26 - Incorporating setup and takedown 0:46:16 - Patreon vs. Kickstarter</itunes:subtitle><itunes:summary>Dirk, David, and Rob are back again to talk about what's going on in their worlds and to answer more listener mail. Rob is back from Europe after attending the Essen (SPIEL) game convention and has stories to tell about where cultural stereotypes come from. Dirk's Einstein game is doing well on Kickstarter and is available for purchase at that site. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com ---------------------Episode Outline 0:01:02 - Essen 0:08:07 - Einstein 0:12:44 - 504 0:18:31 - Designing a Legacy game 0:30:37 - When is good "good enough"? 0:37:07 - Companion apps for games 0:43:26 - Incorporating setup and takedown 0:46:16 - Patreon vs. Kickstarter</itunes:summary></item>
    
    <item>
      <title>#153: Riot Games</title>
      <itunes:title>#153: Riot Games</itunes:title>
      <pubDate>Thu, 13 Oct 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-431614]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/153-riot-games]]></link>
      <description><![CDATA[Description Dirk and David are joined by Rick Ernst and Chris Cantrell of Riot Games to talk about their upcoming board game Mechs vs. Minions. Riot Games is best known for their wildly successful PC game League of Legends. Riot is taking that universe and condensing a part of it down into a board game that focuses on team play and cooperative strategy. Rick and Chris talk about how the game came about and what it's like to capture the MOBA magic on the tabletop.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rick Ernst Chris Cantrell www.mechsvsminions.com --------------------- Episode Outline 0:00:51 - Mechs vs. Minions 0:04:30 - League of Legends 0:07:30 - Condensing a MOBA to tabletop 0:14:27 - Handling quarterbacking 0:18:34 - The early game 0:24:30 - Complexity vs. accessibility 0:28:13 - Build quality 0:37:37 - How the game came about 0:43:30 - Playtesting 0:47:31 - The design process<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description Dirk and David are joined by Rick Ernst and Chris Cantrell of Riot Games to talk about their upcoming board game Mechs vs. Minions. Riot Games is best known for their wildly successful PC game League of Legends. Riot is taking that universe and condensing a part of it down into a board game that focuses on team play and cooperative strategy. Rick and Chris talk about how the game came about and what it's like to capture the MOBA magic on the tabletop.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rick Ernst Chris Cantrell www.mechsvsminions.com --------------------- Episode Outline 0:00:51 - Mechs vs. Minions 0:04:30 - League of Legends 0:07:30 - Condensing a MOBA to tabletop 0:14:27 - Handling quarterbacking 0:18:34 - The early game 0:24:30 - Complexity vs. accessibility 0:28:13 - Build quality 0:37:37 - How the game came about 0:43:30 - Playtesting 0:47:31 - The design process]]></content:encoded>
      
      
      <enclosure length="30300288" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/431614-153-riot-games.mp3?dest-id=1719626"/>
      <itunes:duration>01:02:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, Rick Ernst, Chris Cantrell</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description Dirk and David are joined by Rick Ernst and Chris Cantrell of Riot Games to talk about their upcoming board game Mechs vs. Minions. Riot Games is best known for their wildly successful PC game League of Legends. Riot is taking that universe and condensing a part of it down into a board game that focuses on team play and cooperative strategy. Rick and Chris talk about how the game came about and what it's like to capture the MOBA magic on the tabletop.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rick Ernst Chris Cantrell www.mechsvsminions.com --------------------- Episode Outline 0:00:51 - Mechs vs. Minions 0:04:30 - League of Legends 0:07:30 - Condensing a MOBA to tabletop 0:14:27 - Handling quarterbacking 0:18:34 - The early game 0:24:30 - Complexity vs. accessibility 0:28:13 - Build quality 0:37:37 - How the game came about 0:43:30 - Playtesting 0:47:31 - The design process</itunes:subtitle><itunes:summary>Description Dirk and David are joined by Rick Ernst and Chris Cantrell of Riot Games to talk about their upcoming board game Mechs vs. Minions. Riot Games is best known for their wildly successful PC game League of Legends. Riot is taking that universe and condensing a part of it down into a board game that focuses on team play and cooperative strategy. Rick and Chris talk about how the game came about and what it's like to capture the MOBA magic on the tabletop.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rick Ernst Chris Cantrell www.mechsvsminions.com --------------------- Episode Outline 0:00:51 - Mechs vs. Minions 0:04:30 - League of Legends 0:07:30 - Condensing a MOBA to tabletop 0:14:27 - Handling quarterbacking 0:18:34 - The early game 0:24:30 - Complexity vs. accessibility 0:28:13 - Build quality 0:37:37 - How the game came about 0:43:30 - Playtesting 0:47:31 - The design process</itunes:summary></item>
    
    <item>
      <title>#152: Professor Rob's Mailbag</title>
      <itunes:title>#152: Professor Rob's Mailbag</itunes:title>
      <pubDate>Wed, 28 Sep 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-426662]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/152-professor-robs-mailbag]]></link>
      <description><![CDATA[Description Dirk, David, and Rob get together to answer more of your questions. The Game Design Roundtable audience continues to provide poignant and intriguing questions, and our trio of hosts is ready to help.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:12:08 - Anti-quarterbacking 0:21:33 - Creativity and inspiration 0:33:53 - Witnessing playtesting 0:41:41 - Emergence in boardgames 0:50:57 - Design and marketing<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description Dirk, David, and Rob get together to answer more of your questions. The Game Design Roundtable audience continues to provide poignant and intriguing questions, and our trio of hosts is ready to help.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:12:08 - Anti-quarterbacking 0:21:33 - Creativity and inspiration 0:33:53 - Witnessing playtesting 0:41:41 - Emergence in boardgames 0:50:57 - Design and marketing]]></content:encoded>
      
      
      <enclosure length="29331584" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/426662-152-professor-rob-s-mailbag.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:49</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description Dirk, David, and Rob get together to answer more of your questions. The Game Design Roundtable audience continues to provide poignant and intriguing questions, and our trio of hosts is ready to help.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:12:08 - Anti-quarterbacking 0:21:33 - Creativity and inspiration 0:33:53 - Witnessing playtesting 0:41:41 - Emergence in boardgames 0:50:57 - Design and marketing</itunes:subtitle><itunes:summary>Description Dirk, David, and Rob get together to answer more of your questions. The Game Design Roundtable audience continues to provide poignant and intriguing questions, and our trio of hosts is ready to help.--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:12:08 - Anti-quarterbacking 0:21:33 - Creativity and inspiration 0:33:53 - Witnessing playtesting 0:41:41 - Emergence in boardgames 0:50:57 - Design and marketing</itunes:summary></item>
    
    <item>
      <title>#151: Isaac Shalev and Kind Fortress</title>
      <itunes:title>#151: Isaac Shalev and Kind Fortress</itunes:title>
      <pubDate>Fri, 09 Sep 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-420168]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/151-isaac-shalev-and-kind-fortress]]></link>
      <description><![CDATA[Dirk and David get together with Isaac Shalev to talk about the fast-paced development at Kind Fortress. Since his last time on the show Isaac has had several games designed and put into print, and he talks about importance of artwork as well as designing a wide variety of games rather than a special niche. He also talks about the usefulness of Tabletop Simulator as a prototyping and presentation tool. You can check out his own podcast at Onboardgames.net. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Isaac Shalev -@KindFortress, www.kindfortress.com, onboardgames.net ---------------------Episode Outline 0:00:43 - Isaac's recent developments 0:09:36 - Artwork 0:18:23 - Working with a partner 0:23:35 - Broad vs niche design 0:27:43 - Business acumen 0:31:22 - Prototyping 0:35:35 - Tabletop Simulator<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David get together with Isaac Shalev to talk about the fast-paced development at Kind Fortress. Since his last time on the show Isaac has had several games designed and put into print, and he talks about importance of artwork as well as designing a wide variety of games rather than a special niche. He also talks about the usefulness of Tabletop Simulator as a prototyping and presentation tool. You can check out his own podcast at Onboardgames.net. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Isaac Shalev -@KindFortress, www.kindfortress.com, onboardgames.net ---------------------Episode Outline 0:00:43 - Isaac's recent developments 0:09:36 - Artwork 0:18:23 - Working with a partner 0:23:35 - Broad vs niche design 0:27:43 - Business acumen 0:31:22 - Prototyping 0:35:35 - Tabletop Simulator]]></content:encoded>
      
      
      <enclosure length="25356416" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/420168-151-isaac-shalev-and-kind-fortress.mp3?dest-id=1719626"/>
      <itunes:duration>52:33</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Isaac Shalev</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David get together with Isaac Shalev to talk about the fast-paced development at Kind Fortress. Since his last time on the show Isaac has had several games designed and put into print, and he talks about importance of artwork as well as designing a wide variety of games rather than a special niche. He also talks about the usefulness of Tabletop Simulator as a prototyping and presentation tool. You can check out his own podcast at Onboardgames.net. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Isaac Shalev -@KindFortress, www.kindfortress.com, onboardgames.net ---------------------Episode Outline 0:00:43 - Isaac's recent developments 0:09:36 - Artwork 0:18:23 - Working with a partner 0:23:35 - Broad vs niche design 0:27:43 - Business acumen 0:31:22 - Prototyping 0:35:35 - Tabletop Simulator</itunes:subtitle><itunes:summary>Dirk and David get together with Isaac Shalev to talk about the fast-paced development at Kind Fortress. Since his last time on the show Isaac has had several games designed and put into print, and he talks about importance of artwork as well as designing a wide variety of games rather than a special niche. He also talks about the usefulness of Tabletop Simulator as a prototyping and presentation tool. You can check out his own podcast at Onboardgames.net. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Isaac Shalev -@KindFortress, www.kindfortress.com, onboardgames.net ---------------------Episode Outline 0:00:43 - Isaac's recent developments 0:09:36 - Artwork 0:18:23 - Working with a partner 0:23:35 - Broad vs niche design 0:27:43 - Business acumen 0:31:22 - Prototyping 0:35:35 - Tabletop Simulator</itunes:summary></item>
    
    <item>
      <title>#150: Travel Catch-up and Listener Mail</title>
      <itunes:title>#150: Travel Catch-up and Listener Mail</itunes:title>
      <pubDate>Thu, 11 Aug 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-409861]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/150-travel-catch-up-and-listener-mail]]></link>
      <description><![CDATA[Dirk, David, and Rob are here on the momentous 150th episode of the Game Design Roundtable to talk about their recent travels. David is traveling the globe to support his game studio and Rob returns from the prestigious Spiel des Jahres awards in Germany. They also tackle some more of your insightful questions. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:00:58 - Star Trek Conventions 0:09:02 - Spiel des Jahres 0:20:49 - Prototype Cards and nanDECK 0:23:16 - Bidding mechanics 0:32:01 - Abstract games 0:40:50 - Well-written rules 0:49:13 - Designer credits<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are here on the momentous 150th episode of the Game Design Roundtable to talk about their recent travels. David is traveling the globe to support his game studio and Rob returns from the prestigious Spiel des Jahres awards in Germany. They also tackle some more of your insightful questions. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:00:58 - Star Trek Conventions 0:09:02 - Spiel des Jahres 0:20:49 - Prototype Cards and nanDECK 0:23:16 - Bidding mechanics 0:32:01 - Abstract games 0:40:50 - Well-written rules 0:49:13 - Designer credits]]></content:encoded>
      
      
      <enclosure length="31375488" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/409861-150-travel-catch-up-and-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>01:05:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are here on the momentous 150th episode of the Game Design Roundtable to talk about their recent travels. David is traveling the globe to support his game studio and Rob returns from the prestigious Spiel des Jahres awards in Germany. They also tackle some more of your insightful questions. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:00:58 - Star Trek Conventions 0:09:02 - Spiel des Jahres 0:20:49 - Prototype Cards and nanDECK 0:23:16 - Bidding mechanics 0:32:01 - Abstract games 0:40:50 - Well-written rules 0:49:13 - Designer credits</itunes:subtitle><itunes:summary>Dirk, David, and Rob are here on the momentous 150th episode of the Game Design Roundtable to talk about their recent travels. David is traveling the globe to support his game studio and Rob returns from the prestigious Spiel des Jahres awards in Germany. They also tackle some more of your insightful questions. --------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com --------------------- Episode Outline 0:00:58 - Star Trek Conventions 0:09:02 - Spiel des Jahres 0:20:49 - Prototype Cards and nanDECK 0:23:16 - Bidding mechanics 0:32:01 - Abstract games 0:40:50 - Well-written rules 0:49:13 - Designer credits</itunes:summary></item>
    
    <item>
      <title>#149: Jellybean Games</title>
      <itunes:title>#149: Jellybean Games</itunes:title>
      <pubDate>Fri, 22 Jul 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-403698]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/149-jellybean-games]]></link>
      <description><![CDATA[Dirk brings on guests Peter Hayward and Tania Walker to talk about their work at Jellybean Games. Jellybean places an emphasis on family-friendly games that can still be enjoyed by adults. Peter talks about his role at the company and what prompted him to start in the family game space and Tania shares her experience as an artist and art director. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Peter Hayward - @PeterHayward Tania Walker -@TaniaWalker, taniawalker.com ---------------------Episode Outline 0:01:34 - Jellybean Games 0:12:22 - Scuttle 0:16:05 - The first Kickstarter 0:19:59 - Dracula's Feast 0:30:31 - Upcoming games 0:48:23 - Future plans for Jellybean 0:52:28 - Advice for Designers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk brings on guests Peter Hayward and Tania Walker to talk about their work at Jellybean Games. Jellybean places an emphasis on family-friendly games that can still be enjoyed by adults. Peter talks about his role at the company and what prompted him to start in the family game space and Tania shares her experience as an artist and art director. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Peter Hayward - @PeterHayward Tania Walker -@TaniaWalker, taniawalker.com ---------------------Episode Outline 0:01:34 - Jellybean Games 0:12:22 - Scuttle 0:16:05 - The first Kickstarter 0:19:59 - Dracula's Feast 0:30:31 - Upcoming games 0:48:23 - Future plans for Jellybean 0:52:28 - Advice for Designers]]></content:encoded>
      
      
      <enclosure length="27971712" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/403698-149-jellybean-games.mp3?dest-id=1719626"/>
      <itunes:duration>57:58</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Peter Hayward, &amp; Tania Walker</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk brings on guests Peter Hayward and Tania Walker to talk about their work at Jellybean Games. Jellybean places an emphasis on family-friendly games that can still be enjoyed by adults. Peter talks about his role at the company and what prompted him to start in the family game space and Tania shares her experience as an artist and art director. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Peter Hayward - @PeterHayward Tania Walker -@TaniaWalker, taniawalker.com ---------------------Episode Outline 0:01:34 - Jellybean Games 0:12:22 - Scuttle 0:16:05 - The first Kickstarter 0:19:59 - Dracula's Feast 0:30:31 - Upcoming games 0:48:23 - Future plans for Jellybean 0:52:28 - Advice for Designers</itunes:subtitle><itunes:summary>Dirk brings on guests Peter Hayward and Tania Walker to talk about their work at Jellybean Games. Jellybean places an emphasis on family-friendly games that can still be enjoyed by adults. Peter talks about his role at the company and what prompted him to start in the family game space and Tania shares her experience as an artist and art director. ---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Peter Hayward - @PeterHayward Tania Walker -@TaniaWalker, taniawalker.com ---------------------Episode Outline 0:01:34 - Jellybean Games 0:12:22 - Scuttle 0:16:05 - The first Kickstarter 0:19:59 - Dracula's Feast 0:30:31 - Upcoming games 0:48:23 - Future plans for Jellybean 0:52:28 - Advice for Designers</itunes:summary></item>
    
    <item>
      <title>#148: More Listener Mail</title>
      <itunes:title>#148: More Listener Mail</itunes:title>
      <pubDate>Tue, 28 Jun 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-395978]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/148-more-listener-mail]]></link>
      <description><![CDATA[Dirk, David, and Rob are back to answer more of your questions. How viable is it to break into the market and make a decent salary? Is high-quality art worth it? And just how do you get cards printed?---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com.---------------------Episode Outline 0:00:41 - Games that use memory as a resource 0:14:04 - How to print cards and prototypes 0:25:39 - Art and artists 0:37:43 - Hobby market vs mass market 0:56:31 - The value of IP<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are back to answer more of your questions. How viable is it to break into the market and make a decent salary? Is high-quality art worth it? And just how do you get cards printed?---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com.---------------------Episode Outline 0:00:41 - Games that use memory as a resource 0:14:04 - How to print cards and prototypes 0:25:39 - Art and artists 0:37:43 - Hobby market vs mass market 0:56:31 - The value of IP]]></content:encoded>
      
      
      <enclosure length="29384832" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/395978-148-more-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are back to answer more of your questions. How viable is it to break into the market and make a decent salary? Is high-quality art worth it? And just how do you get cards printed?---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com.---------------------Episode Outline 0:00:41 - Games that use memory as a resource 0:14:04 - How to print cards and prototypes 0:25:39 - Art and artists 0:37:43 - Hobby market vs mass market 0:56:31 - The value of IP</itunes:subtitle><itunes:summary>Dirk, David, and Rob are back to answer more of your questions. How viable is it to break into the market and make a decent salary? Is high-quality art worth it? And just how do you get cards printed?---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviau, rob.daviau@ironwallgames.com.---------------------Episode Outline 0:00:41 - Games that use memory as a resource 0:14:04 - How to print cards and prototypes 0:25:39 - Art and artists 0:37:43 - Hobby market vs mass market 0:56:31 - The value of IP</itunes:summary></item>
    
    <item>
      <title>#147: Black Straw Games</title>
      <itunes:title>#147: Black Straw Games</itunes:title>
      <pubDate>Tue, 14 Jun 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-391567]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/147-black-straw-games]]></link>
      <description><![CDATA[Dirk and David welcome designer Sarah Graybill of Black Straw Games to the show to talk about their unique brand of games. Black Straw have developed a collection of abstract and family friendly games while also working to foster the game development community..--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Sarah Graybill - @blackstrawgames, blackstrawgames.com ---------------------Episode Outline 0:00:58 - Black Straw Games 0:04:30 - Abstract games 0:11:37 - Rocket Squad 0:15:32 - Publishers 0:18:17 - The design process 0:22:55 - Oolong 0:28:41 - Community development 0:36:59 - Goals for the company 0:44:27 - Oblique<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David welcome designer Sarah Graybill of Black Straw Games to the show to talk about their unique brand of games. Black Straw have developed a collection of abstract and family friendly games while also working to foster the game development community..--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Sarah Graybill - @blackstrawgames, blackstrawgames.com ---------------------Episode Outline 0:00:58 - Black Straw Games 0:04:30 - Abstract games 0:11:37 - Rocket Squad 0:15:32 - Publishers 0:18:17 - The design process 0:22:55 - Oolong 0:28:41 - Community development 0:36:59 - Goals for the company 0:44:27 - Oblique]]></content:encoded>
      
      
      <enclosure length="27631744" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/391567-147-black-straw-games.mp3?dest-id=1719626"/>
      <itunes:duration>57:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David welcome designer Sarah Graybill of Black Straw Games to the show to talk about their unique brand of games. Black Straw have developed a collection of abstract and family friendly games while also working to foster the game development community..--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Sarah Graybill - @blackstrawgames, blackstrawgames.com ---------------------Episode Outline 0:00:58 - Black Straw Games 0:04:30 - Abstract games 0:11:37 - Rocket Squad 0:15:32 - Publishers 0:18:17 - The design process 0:22:55 - Oolong 0:28:41 - Community development 0:36:59 - Goals for the company 0:44:27 - Oblique</itunes:subtitle><itunes:summary>Dirk and David welcome designer Sarah Graybill of Black Straw Games to the show to talk about their unique brand of games. Black Straw have developed a collection of abstract and family friendly games while also working to foster the game development community..--------------------- Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Sarah Graybill - @blackstrawgames, blackstrawgames.com ---------------------Episode Outline 0:00:58 - Black Straw Games 0:04:30 - Abstract games 0:11:37 - Rocket Squad 0:15:32 - Publishers 0:18:17 - The design process 0:22:55 - Oolong 0:28:41 - Community development 0:36:59 - Goals for the company 0:44:27 - Oblique</itunes:summary></item>
    
    <item>
      <title>#146: Soren Johnson and Offworld Trading Company</title>
      <itunes:title>#146: Soren Johnson and Offworld Trading Company</itunes:title>
      <pubDate>Tue, 31 May 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-386920]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/146-soren-johnson-and-offworld-trading-company]]></link>
      <description><![CDATA[Soren Johnson is back to talk to Dirk and David about his new game, Offworld Trading Company. Offworld is the product of Soren's own game development studio, Mohawk Games. He dives deep into the development process and the early access model and shares how the game has evolved over time.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com---------------------0:02:20 - The development process 0:16:48 - Tutorials and concepts 0:21:01 - The campaign 0:33:04 - The daily challenge 0:37:15 - Black markets and goon squads 0:45:25 - Refining the campaign 0:47:05 - Early access and launch 0:55:47 - "Lessons learned"<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Soren Johnson is back to talk to Dirk and David about his new game, Offworld Trading Company. Offworld is the product of Soren's own game development studio, Mohawk Games. He dives deep into the development process and the early access model and shares how the game has evolved over time.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com---------------------0:02:20 - The development process 0:16:48 - Tutorials and concepts 0:21:01 - The campaign 0:33:04 - The daily challenge 0:37:15 - Black markets and goon squads 0:45:25 - Refining the campaign 0:47:05 - Early access and launch 0:55:47 - "Lessons learned"]]></content:encoded>
      
      
      <enclosure length="31078528" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/386920-146-soren-johnson-and-offworld-trading-company.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren Johnson is back to talk to Dirk and David about his new game, Offworld Trading Company. Offworld is the product of Soren's own game development studio, Mohawk Games. He dives deep into the development process and the early access model and shares how the game has evolved over time.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com---------------------0:02:20 - The development process 0:16:48 - Tutorials and concepts 0:21:01 - The campaign 0:33:04 - The daily challenge 0:37:15 - Black markets and goon squads 0:45:25 - Refining the campaign 0:47:05 - Early access and launch 0:55:47 - "Lessons learned"</itunes:subtitle><itunes:summary>Soren Johnson is back to talk to Dirk and David about his new game, Offworld Trading Company. Offworld is the product of Soren's own game development studio, Mohawk Games. He dives deep into the development process and the early access model and shares how the game has evolved over time.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com---------------------0:02:20 - The development process 0:16:48 - Tutorials and concepts 0:21:01 - The campaign 0:33:04 - The daily challenge 0:37:15 - Black markets and goon squads 0:45:25 - Refining the campaign 0:47:05 - Early access and launch 0:55:47 - "Lessons learned"</itunes:summary></item>
    
    <item>
      <title>#145: Seafall, Powering Up, and Listener Mail</title>
      <itunes:title>#145: Seafall, Powering Up, and Listener Mail</itunes:title>
      <pubDate>Wed, 04 May 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-378677]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/145-seafall-powering-up-and-listener-mail]]></link>
      <description><![CDATA[It's a celebratory show as Dirk, David, and Rob talk about the latest releases from the crew. Rob's Legacy game Seafall is finally ready for preorder after many years of hard work and Dirk is also pleased to share that his expansion for Tesla vs. Edison - Powering Up - is up on Kickstarter and exceeding his expectations. Our always-curious listeners have provided yet more questions for the panel, and they delve into a variety of topics on digital game implementations and why Rob wants to be a cardboard screen.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com---------------------Episode Outline 0:00:32 - Seafall 0:06:30 - Tesla vs. Edison - Powering Up 0:14:39 - Games in both tabletop and digital format 0:20:19 - App first before Kickstarter? 0:34:13 - Turn length on apps and tabletop 0:39:42 - When are you truly a game designer? 0:45:06 - What physical game component do you most identify with? 0:48:49 - Playing a bad game with a good group 0:53:24 - Memory as a resource<br /> <br />]]></description>
      
      <content:encoded><![CDATA[It's a celebratory show as Dirk, David, and Rob talk about the latest releases from the crew. Rob's Legacy game Seafall is finally ready for preorder after many years of hard work and Dirk is also pleased to share that his expansion for Tesla vs. Edison - Powering Up - is up on Kickstarter and exceeding his expectations. Our always-curious listeners have provided yet more questions for the panel, and they delve into a variety of topics on digital game implementations and why Rob wants to be a cardboard screen.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com---------------------Episode Outline 0:00:32 - Seafall 0:06:30 - Tesla vs. Edison - Powering Up 0:14:39 - Games in both tabletop and digital format 0:20:19 - App first before Kickstarter? 0:34:13 - Turn length on apps and tabletop 0:39:42 - When are you truly a game designer? 0:45:06 - What physical game component do you most identify with? 0:48:49 - Playing a bad game with a good group 0:53:24 - Memory as a resource]]></content:encoded>
      
      
      <enclosure length="27578496" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/378677-145-seafall-powering-up-and-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>57:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron, &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>It's a celebratory show as Dirk, David, and Rob talk about the latest releases from the crew. Rob's Legacy game Seafall is finally ready for preorder after many years of hard work and Dirk is also pleased to share that his expansion for Tesla vs. Edison - Powering Up - is up on Kickstarter and exceeding his expectations. Our always-curious listeners have provided yet more questions for the panel, and they delve into a variety of topics on digital game implementations and why Rob wants to be a cardboard screen.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com---------------------Episode Outline 0:00:32 - Seafall 0:06:30 - Tesla vs. Edison - Powering Up 0:14:39 - Games in both tabletop and digital format 0:20:19 - App first before Kickstarter? 0:34:13 - Turn length on apps and tabletop 0:39:42 - When are you truly a game designer? 0:45:06 - What physical game component do you most identify with? 0:48:49 - Playing a bad game with a good group 0:53:24 - Memory as a resource</itunes:subtitle><itunes:summary>It's a celebratory show as Dirk, David, and Rob talk about the latest releases from the crew. Rob's Legacy game Seafall is finally ready for preorder after many years of hard work and Dirk is also pleased to share that his expansion for Tesla vs. Edison - Powering Up - is up on Kickstarter and exceeding his expectations. Our always-curious listeners have provided yet more questions for the panel, and they delve into a variety of topics on digital game implementations and why Rob wants to be a cardboard screen.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com---------------------Episode Outline 0:00:32 - Seafall 0:06:30 - Tesla vs. Edison - Powering Up 0:14:39 - Games in both tabletop and digital format 0:20:19 - App first before Kickstarter? 0:34:13 - Turn length on apps and tabletop 0:39:42 - When are you truly a game designer? 0:45:06 - What physical game component do you most identify with? 0:48:49 - Playing a bad game with a good group 0:53:24 - Memory as a resource</itunes:summary></item>
    
    <item>
      <title>#144: Chris Zinsli and Cardboard Edison</title>
      <itunes:title>#144: Chris Zinsli and Cardboard Edison</itunes:title>
      <pubDate>Tue, 19 Apr 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-373872]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/144-chris-zinsli-and-cardboard-edison]]></link>
      <description><![CDATA[Dirk and David are joined by designer and board game community member Chris Zinsli. Chris and his wife Suzanne are the founders of Cardboard Edison, a resource for designers of board games. Their blog and other media have helped countless designers get their ideas into production. They also co-design and publish a slew of their own games that touch on a wide variety of topics.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Chris - @cardboardedison, www.cardboardedison.com---------------------Episode Outline 0:00:18 - Cardboard Edison 0:06:23 - The Process 0:09:58 - Cardboard Edison award-winner "Blood of an Englishman" 0:19:17 - Building the business and publishing 0:25:57 - Tessen 0:33:30 - Dubai 0:40:11 - Sultana 0:42:13 - Working with other publishers 0:45:43 - Co-designing with your spouse 0:49:27 - Pitching to publishers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by designer and board game community member Chris Zinsli. Chris and his wife Suzanne are the founders of Cardboard Edison, a resource for designers of board games. Their blog and other media have helped countless designers get their ideas into production. They also co-design and publish a slew of their own games that touch on a wide variety of topics.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Chris - @cardboardedison, www.cardboardedison.com---------------------Episode Outline 0:00:18 - Cardboard Edison 0:06:23 - The Process 0:09:58 - Cardboard Edison award-winner "Blood of an Englishman" 0:19:17 - Building the business and publishing 0:25:57 - Tessen 0:33:30 - Dubai 0:40:11 - Sultana 0:42:13 - Working with other publishers 0:45:43 - Co-designing with your spouse 0:49:27 - Pitching to publishers]]></content:encoded>
      
      
      <enclosure length="26130560" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/373872-144-chris-zinsli-and-cardboard-edison.mp3?dest-id=1719626"/>
      <itunes:duration>54:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by designer and board game community member Chris Zinsli. Chris and his wife Suzanne are the founders of Cardboard Edison, a resource for designers of board games. Their blog and other media have helped countless designers get their ideas into production. They also co-design and publish a slew of their own games that touch on a wide variety of topics.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Chris - @cardboardedison, www.cardboardedison.com---------------------Episode Outline 0:00:18 - Cardboard Edison 0:06:23 - The Process 0:09:58 - Cardboard Edison award-winner "Blood of an Englishman" 0:19:17 - Building the business and publishing 0:25:57 - Tessen 0:33:30 - Dubai 0:40:11 - Sultana 0:42:13 - Working with other publishers 0:45:43 - Co-designing with your spouse 0:49:27 - Pitching to publishers</itunes:subtitle><itunes:summary>Dirk and David are joined by designer and board game community member Chris Zinsli. Chris and his wife Suzanne are the founders of Cardboard Edison, a resource for designers of board games. Their blog and other media have helped countless designers get their ideas into production. They also co-design and publish a slew of their own games that touch on a wide variety of topics.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Chris - @cardboardedison, www.cardboardedison.com---------------------Episode Outline 0:00:18 - Cardboard Edison 0:06:23 - The Process 0:09:58 - Cardboard Edison award-winner "Blood of an Englishman" 0:19:17 - Building the business and publishing 0:25:57 - Tessen 0:33:30 - Dubai 0:40:11 - Sultana 0:42:13 - Working with other publishers 0:45:43 - Co-designing with your spouse 0:49:27 - Pitching to publishers</itunes:summary></item>
    
    <item>
      <title>#143: The Mailbag Tolls for Thee</title>
      <itunes:title>#143: The Mailbag Tolls for Thee</itunes:title>
      <pubDate>Wed, 30 Mar 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-367605]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/143-the-mailbag-tolls-for-thee]]></link>
      <description><![CDATA[Dirk, David, and Rob peek into the mailbag once again and answer your questions. After a brief celebration over the recent success of Pandemic Legacy, the trio talk about design-driven narrative and a few questions about the dirty details of rules.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:04:41 - Tools for design-driven narrative 0:22:38 - Errata and updates for tabletop games 0:39:22 - Handling obscure or difficult rules 0:49:00 - Game design vocabulary<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob peek into the mailbag once again and answer your questions. After a brief celebration over the recent success of Pandemic Legacy, the trio talk about design-driven narrative and a few questions about the dirty details of rules.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:04:41 - Tools for design-driven narrative 0:22:38 - Errata and updates for tabletop games 0:39:22 - Handling obscure or difficult rules 0:49:00 - Game design vocabulary]]></content:encoded>
      
      
      <enclosure length="31756416" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/367605-143-the-mailbag-tolls-for-thee.mp3?dest-id=1719626"/>
      <itunes:duration>01:05:53</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob peek into the mailbag once again and answer your questions. After a brief celebration over the recent success of Pandemic Legacy, the trio talk about design-driven narrative and a few questions about the dirty details of rules.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:04:41 - Tools for design-driven narrative 0:22:38 - Errata and updates for tabletop games 0:39:22 - Handling obscure or difficult rules 0:49:00 - Game design vocabulary</itunes:subtitle><itunes:summary>Dirk, David, and Rob peek into the mailbag once again and answer your questions. After a brief celebration over the recent success of Pandemic Legacy, the trio talk about design-driven narrative and a few questions about the dirty details of rules.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:04:41 - Tools for design-driven narrative 0:22:38 - Errata and updates for tabletop games 0:39:22 - Handling obscure or difficult rules 0:49:00 - Game design vocabulary</itunes:summary></item>
    
    <item>
      <title>#142: Tim Fowers</title>
      <itunes:title>#142: Tim Fowers</itunes:title>
      <pubDate>Thu, 17 Mar 2016 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[Buzzsprout-363678]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/142-tim-fowers]]></link>
      <description><![CDATA[Dirk and David sit down this week with game designer Tim Fowers. A physics major gone rogue in the world of game design, Tim has experience in both board games and the digital space. His games Burgle Bros, Wok Star, and Paperback have allowed him to make the transition to full-time independent game designer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Tim Fowers - @tfowers, www.fowers.net---------------------Episode Outline 0:00:18 - Tim's background 0:03:42 - From indie to big game studio 0:11:02 - Simplicity: the route to success 0:19:22 - Full time and part time 0:25:02 - Burgle Bros 0:45:03 - Direct sales numbers 0:49:03 - Current and future projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David sit down this week with game designer Tim Fowers. A physics major gone rogue in the world of game design, Tim has experience in both board games and the digital space. His games Burgle Bros, Wok Star, and Paperback have allowed him to make the transition to full-time independent game designer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Tim Fowers - @tfowers, www.fowers.net---------------------Episode Outline 0:00:18 - Tim's background 0:03:42 - From indie to big game studio 0:11:02 - Simplicity: the route to success 0:19:22 - Full time and part time 0:25:02 - Burgle Bros 0:45:03 - Direct sales numbers 0:49:03 - Current and future projects]]></content:encoded>
      
      
      <enclosure length="27818112" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/363678-142-tim-fowers.mp3?dest-id=1719626"/>
      <itunes:duration>57:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David sit down this week with game designer Tim Fowers. A physics major gone rogue in the world of game design, Tim has experience in both board games and the digital space. His games Burgle Bros, Wok Star, and Paperback have allowed him to make the transition to full-time independent game designer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Tim Fowers - @tfowers, www.fowers.net---------------------Episode Outline 0:00:18 - Tim's background 0:03:42 - From indie to big game studio 0:11:02 - Simplicity: the route to success 0:19:22 - Full time and part time 0:25:02 - Burgle Bros 0:45:03 - Direct sales numbers 0:49:03 - Current and future projects</itunes:subtitle><itunes:summary>Dirk and David sit down this week with game designer Tim Fowers. A physics major gone rogue in the world of game design, Tim has experience in both board games and the digital space. His games Burgle Bros, Wok Star, and Paperback have allowed him to make the transition to full-time independent game designer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Tim Fowers - @tfowers, www.fowers.net---------------------Episode Outline 0:00:18 - Tim's background 0:03:42 - From indie to big game studio 0:11:02 - Simplicity: the route to success 0:19:22 - Full time and part time 0:25:02 - Burgle Bros 0:45:03 - Direct sales numbers 0:49:03 - Current and future projects</itunes:summary></item>
    
    <item>
      <title>#141: Star Trek Timelines</title>
      <itunes:title>#141: Star Trek Timelines</itunes:title>
      <pubDate>Thu, 25 Feb 2016 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[356130]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/141-star-trek-timelines]]></link>
      <description><![CDATA[Description Dirk and Rob help David celebrate the launch of his company's game: Star Trek Timelines. Timelines was a long time in the making and is an extremely ambitious game for the mobile platform. David reviews the development process and how the team is stretching the Unity engine to its limits. We also have several listener mail questions to answer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com ------------------------- Episode Outline 0:01:25 - Star Trek Timelines 0:08:35 - Blending different crews 0:21:51 - Board game genres 0:32:27 - Rapid prototyping 0:50:55 - How to price mobile transactions 1:00:24 - Win condition terminology<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Description Dirk and Rob help David celebrate the launch of his company's game: Star Trek Timelines. Timelines was a long time in the making and is an extremely ambitious game for the mobile platform. David reviews the development process and how the team is stretching the Unity engine to its limits. We also have several listener mail questions to answer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com ------------------------- Episode Outline 0:01:25 - Star Trek Timelines 0:08:35 - Blending different crews 0:21:51 - Board game genres 0:32:27 - Rapid prototyping 0:50:55 - How to price mobile transactions 1:00:24 - Win condition terminology]]></content:encoded>
      
      
      <enclosure length="31985792" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/356130-141-star-trek-timelines.mp3?dest-id=1719626"/>
      <itunes:duration>01:06:29</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Description Dirk and Rob help David celebrate the launch of his company's game: Star Trek Timelines. Timelines was a long time in the making and is an extremely ambitious game for the mobile platform. David reviews the development process and how the team is stretching the Unity engine to its limits. We also have several listener mail questions to answer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com ------------------------- Episode Outline 0:01:25 - Star Trek Timelines 0:08:35 - Blending different crews 0:21:51 - Board game genres 0:32:27 - Rapid prototyping 0:50:55 - How to price mobile transactions 1:00:24 - Win condition terminology</itunes:subtitle><itunes:summary>Description Dirk and Rob help David celebrate the launch of his company's game: Star Trek Timelines. Timelines was a long time in the making and is an extremely ambitious game for the mobile platform. David reviews the development process and how the team is stretching the Unity engine to its limits. We also have several listener mail questions to answer.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com ------------------------- Episode Outline 0:01:25 - Star Trek Timelines 0:08:35 - Blending different crews 0:21:51 - Board game genres 0:32:27 - Rapid prototyping 0:50:55 - How to price mobile transactions 1:00:24 - Win condition terminology</itunes:summary></item>
    
    <item>
      <title>#140: Daniel Doan and Black Shell Media</title>
      <itunes:title>#140: Daniel Doan and Black Shell Media</itunes:title>
      <pubDate>Tue, 09 Feb 2016 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[350864]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/140-daniel-doan-and-black-shell-media]]></link>
      <description><![CDATA[This week Dirk and David are joined by Daniel Doan of Black Shell Media. Daniel's career in games started with mods for the original Starcraft and grew into his breakout game, Sanctuary RPG. He then moved on to publishing and working with other designers on getting their games to market. Daniel offers advice on how to keep game designs focused and work with focus testing in order to deliver a final product that sells.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Daniel Doan - @doandanial, www.blackshellmedia.com ------------------------- Episode Outline 0:00:16 - Daniel's background 0:03:14 - Starcraft mods 0:04:55 - Sanctuary RPG 0:09:42 - Development and publishing 0:12:55 - Overture 0:20:47 - The rewards in company building 0:25:03 - Black Shell Media 0:31:53 - Influences 0:35:45 - Future platforms 0:40:10 - Future of BSM 0:46:14 - Board game design 0:49:32 - Focus testing<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk and David are joined by Daniel Doan of Black Shell Media. Daniel's career in games started with mods for the original Starcraft and grew into his breakout game, Sanctuary RPG. He then moved on to publishing and working with other designers on getting their games to market. Daniel offers advice on how to keep game designs focused and work with focus testing in order to deliver a final product that sells.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Daniel Doan - @doandanial, www.blackshellmedia.com ------------------------- Episode Outline 0:00:16 - Daniel's background 0:03:14 - Starcraft mods 0:04:55 - Sanctuary RPG 0:09:42 - Development and publishing 0:12:55 - Overture 0:20:47 - The rewards in company building 0:25:03 - Black Shell Media 0:31:53 - Influences 0:35:45 - Future platforms 0:40:10 - Future of BSM 0:46:14 - Board game design 0:49:32 - Focus testing]]></content:encoded>
      
      
      <enclosure length="26679424" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/350864-140-daniel-doan-and-black-shell-media.mp3?dest-id=1719626"/>
      <itunes:duration>55:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk and David are joined by Daniel Doan of Black Shell Media. Daniel's career in games started with mods for the original Starcraft and grew into his breakout game, Sanctuary RPG. He then moved on to publishing and working with other designers on getting their games to market. Daniel offers advice on how to keep game designs focused and work with focus testing in order to deliver a final product that sells.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Daniel Doan - @doandanial, www.blackshellmedia.com ------------------------- Episode Outline 0:00:16 - Daniel's background 0:03:14 - Starcraft mods 0:04:55 - Sanctuary RPG 0:09:42 - Development and publishing 0:12:55 - Overture 0:20:47 - The rewards in company building 0:25:03 - Black Shell Media 0:31:53 - Influences 0:35:45 - Future platforms 0:40:10 - Future of BSM 0:46:14 - Board game design 0:49:32 - Focus testing</itunes:subtitle><itunes:summary>This week Dirk and David are joined by Daniel Doan of Black Shell Media. Daniel's career in games started with mods for the original Starcraft and grew into his breakout game, Sanctuary RPG. He then moved on to publishing and working with other designers on getting their games to market. Daniel offers advice on how to keep game designs focused and work with focus testing in order to deliver a final product that sells.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com David Heron - @DavidVHeron Daniel Doan - @doandanial, www.blackshellmedia.com ------------------------- Episode Outline 0:00:16 - Daniel's background 0:03:14 - Starcraft mods 0:04:55 - Sanctuary RPG 0:09:42 - Development and publishing 0:12:55 - Overture 0:20:47 - The rewards in company building 0:25:03 - Black Shell Media 0:31:53 - Influences 0:35:45 - Future platforms 0:40:10 - Future of BSM 0:46:14 - Board game design 0:49:32 - Focus testing</itunes:summary></item>
    
    <item>
      <title>#139: Justin Gary</title>
      <itunes:title>#139: Justin Gary</itunes:title>
      <pubDate>Tue, 26 Jan 2016 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[346322]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/139-justin-gary]]></link>
      <description><![CDATA[Dirk and David are joined by guest Justin Gary, accomplished game designer of many deckbuilding games. Justin's career started as a professional, award-winning player of Magic: the Gathering and has continued with several successful designs. His creations include Ascension: Chronicle of the Godslayer, and Solforge. He and David talk shop this week about deckbuilding games, including communication to players and strategies for expansions.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Justin Gary - @justin_gary, www.justingary.com-------------------------Episode Outline 0:00:22 - Justin's background 0:01:50 - Ascension 0:13:34 - Expansions and mechanics 0:19:14 - Influence of Magic: the Gathering 0:21:27 - Early projects 0:26:05 - Law school 0:29:27 - Current projects 0:32:56 - Kickstarter 0:37:07 - Deckbuilding mechanics 0:48:33 - Game design process 0:54:37 - Future goals<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by guest Justin Gary, accomplished game designer of many deckbuilding games. Justin's career started as a professional, award-winning player of Magic: the Gathering and has continued with several successful designs. His creations include Ascension: Chronicle of the Godslayer, and Solforge. He and David talk shop this week about deckbuilding games, including communication to players and strategies for expansions.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Justin Gary - @justin_gary, www.justingary.com-------------------------Episode Outline 0:00:22 - Justin's background 0:01:50 - Ascension 0:13:34 - Expansions and mechanics 0:19:14 - Influence of Magic: the Gathering 0:21:27 - Early projects 0:26:05 - Law school 0:29:27 - Current projects 0:32:56 - Kickstarter 0:37:07 - Deckbuilding mechanics 0:48:33 - Game design process 0:54:37 - Future goals]]></content:encoded>
      
      
      <enclosure length="28686464" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/346322-139-justin-gary.mp3?dest-id=1719626"/>
      <itunes:duration>59:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by guest Justin Gary, accomplished game designer of many deckbuilding games. Justin's career started as a professional, award-winning player of Magic: the Gathering and has continued with several successful designs. His creations include Ascension: Chronicle of the Godslayer, and Solforge. He and David talk shop this week about deckbuilding games, including communication to players and strategies for expansions.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Justin Gary - @justin_gary, www.justingary.com-------------------------Episode Outline 0:00:22 - Justin's background 0:01:50 - Ascension 0:13:34 - Expansions and mechanics 0:19:14 - Influence of Magic: the Gathering 0:21:27 - Early projects 0:26:05 - Law school 0:29:27 - Current projects 0:32:56 - Kickstarter 0:37:07 - Deckbuilding mechanics 0:48:33 - Game design process 0:54:37 - Future goals</itunes:subtitle><itunes:summary>Dirk and David are joined by guest Justin Gary, accomplished game designer of many deckbuilding games. Justin's career started as a professional, award-winning player of Magic: the Gathering and has continued with several successful designs. His creations include Ascension: Chronicle of the Godslayer, and Solforge. He and David talk shop this week about deckbuilding games, including communication to players and strategies for expansions.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.CQGames.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Justin Gary - @justin_gary, www.justingary.com-------------------------Episode Outline 0:00:22 - Justin's background 0:01:50 - Ascension 0:13:34 - Expansions and mechanics 0:19:14 - Influence of Magic: the Gathering 0:21:27 - Early projects 0:26:05 - Law school 0:29:27 - Current projects 0:32:56 - Kickstarter 0:37:07 - Deckbuilding mechanics 0:48:33 - Game design process 0:54:37 - Future goals</itunes:summary></item>
    
    <item>
      <title>#138: Checking in with Harrison Pink</title>
      <itunes:title>#138: Checking in with Harrison Pink</itunes:title>
      <pubDate>Tue, 12 Jan 2016 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[341842]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/138-checking-in-with-harrison-pink]]></link>
      <description><![CDATA[Return guest Harrison Pink stops by to catch up with Dirk and David and let us know what he's been up to. Harrison recently moved to a new studio and is working as a world designer on the next Mafia game. He also had the opportunity to travel to China to talk at their GDC conference. He talks about designing for open world games, lessons he's learned about what players want, and his international travels. Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com Episode Outline 0:00:37 - Harrison's new digs 0:02:56 - World designing 0:08:10 - Team culture 0:14:47 - The Mafia series 0:27:42 - Lessons learned 0:30:20 - Other activities 0:36:51 - Talking at GDC China<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Return guest Harrison Pink stops by to catch up with Dirk and David and let us know what he's been up to. Harrison recently moved to a new studio and is working as a world designer on the next Mafia game. He also had the opportunity to travel to China to talk at their GDC conference. He talks about designing for open world games, lessons he's learned about what players want, and his international travels. Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com Episode Outline 0:00:37 - Harrison's new digs 0:02:56 - World designing 0:08:10 - Team culture 0:14:47 - The Mafia series 0:27:42 - Lessons learned 0:30:20 - Other activities 0:36:51 - Talking at GDC China]]></content:encoded>
      
      
      <enclosure length="25071744" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/341842-138-checking-in-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>52:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Return guest Harrison Pink stops by to catch up with Dirk and David and let us know what he's been up to. Harrison recently moved to a new studio and is working as a world designer on the next Mafia game. He also had the opportunity to travel to China to talk at their GDC conference. He talks about designing for open world games, lessons he's learned about what players want, and his international travels. Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com Episode Outline 0:00:37 - Harrison's new digs 0:02:56 - World designing 0:08:10 - Team culture 0:14:47 - The Mafia series 0:27:42 - Lessons learned 0:30:20 - Other activities 0:36:51 - Talking at GDC China</itunes:subtitle><itunes:summary>Return guest Harrison Pink stops by to catch up with Dirk and David and let us know what he's been up to. Harrison recently moved to a new studio and is working as a world designer on the next Mafia game. He also had the opportunity to travel to China to talk at their GDC conference. He talks about designing for open world games, lessons he's learned about what players want, and his international travels. Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com Episode Outline 0:00:37 - Harrison's new digs 0:02:56 - World designing 0:08:10 - Team culture 0:14:47 - The Mafia series 0:27:42 - Lessons learned 0:30:20 - Other activities 0:36:51 - Talking at GDC China</itunes:summary></item>
    
    <item>
      <title>#137: Once More Into the Mailbag</title>
      <itunes:title>#137: Once More Into the Mailbag</itunes:title>
      <pubDate>Mon, 07 Dec 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[331995]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/137-once-more-into-the-mailbag]]></link>
      <description><![CDATA[Dirk, David, and Rob tackle more listener mail in this week's episode. We had a lot of great questions come in from our listeners that cover royalty free assets, distribution for board games, and some more from Dirk on Tesla and Edison.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:01:11 - How do you know when the mechanics are done? 0:10:53 - Not using regular distribution 0:22:25 - Using royalty free assets? 0:33:01 - Do you have any recommendations on finding royalty free assets? 0:41:37 - What are some clever design decisions that were used to cover up flaws? 0:45:50 - Can you comment some more on Tesla and Edison as people? 0:51:12 - Asymmetric design between two players 0:59:40 - Rules-based programming<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob tackle more listener mail in this week's episode. We had a lot of great questions come in from our listeners that cover royalty free assets, distribution for board games, and some more from Dirk on Tesla and Edison.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:01:11 - How do you know when the mechanics are done? 0:10:53 - Not using regular distribution 0:22:25 - Using royalty free assets? 0:33:01 - Do you have any recommendations on finding royalty free assets? 0:41:37 - What are some clever design decisions that were used to cover up flaws? 0:45:50 - Can you comment some more on Tesla and Edison as people? 0:51:12 - Asymmetric design between two players 0:59:40 - Rules-based programming]]></content:encoded>
      
      
      <enclosure length="32749696" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/331995-137-once-more-into-the-mailbag.mp3?dest-id=1719626"/>
      <itunes:duration>01:08:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob tackle more listener mail in this week's episode. We had a lot of great questions come in from our listeners that cover royalty free assets, distribution for board games, and some more from Dirk on Tesla and Edison.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:01:11 - How do you know when the mechanics are done? 0:10:53 - Not using regular distribution 0:22:25 - Using royalty free assets? 0:33:01 - Do you have any recommendations on finding royalty free assets? 0:41:37 - What are some clever design decisions that were used to cover up flaws? 0:45:50 - Can you comment some more on Tesla and Edison as people? 0:51:12 - Asymmetric design between two players 0:59:40 - Rules-based programming</itunes:subtitle><itunes:summary>Dirk, David, and Rob tackle more listener mail in this week's episode. We had a lot of great questions come in from our listeners that cover royalty free assets, distribution for board games, and some more from Dirk on Tesla and Edison.---------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:01:11 - How do you know when the mechanics are done? 0:10:53 - Not using regular distribution 0:22:25 - Using royalty free assets? 0:33:01 - Do you have any recommendations on finding royalty free assets? 0:41:37 - What are some clever design decisions that were used to cover up flaws? 0:45:50 - Can you comment some more on Tesla and Edison as people? 0:51:12 - Asymmetric design between two players 0:59:40 - Rules-based programming</itunes:summary></item>
    
    <item>
      <title>#136: Playing Catch-up</title>
      <itunes:title>#136: Playing Catch-up</itunes:title>
      <pubDate>Wed, 11 Nov 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[324322]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/136-playing-catch-up]]></link>
      <description><![CDATA[We're back! Dirk, David, and Rob are here again to talk about game design after a flurry of activity and travel. David is knee-deep in Star Trek Timelines and Rob is pleased with the success of Pandemic Legacy. Meanwhile, Dirk was invited to the laboratory of Thomas Edison thanks to the work he did with his game Tesla vs. Edison.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:00:34 - Star Trek Timelines 0:07:02 - Game pacing 0:17:49 - Risk Legacy and Pandemic Legacy 0:27:48 - Expertise, failure, and learning 0:35:53 - Edison Innovation Foundation 0:47:59 Chronicles 0:48:00 - Disruptor Beam<br /> <br />]]></description>
      
      <content:encoded><![CDATA[We're back! Dirk, David, and Rob are here again to talk about game design after a flurry of activity and travel. David is knee-deep in Star Trek Timelines and Rob is pleased with the success of Pandemic Legacy. Meanwhile, Dirk was invited to the laboratory of Thomas Edison thanks to the work he did with his game Tesla vs. Edison.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:00:34 - Star Trek Timelines 0:07:02 - Game pacing 0:17:49 - Risk Legacy and Pandemic Legacy 0:27:48 - Expertise, failure, and learning 0:35:53 - Edison Innovation Foundation 0:47:59 Chronicles 0:48:00 - Disruptor Beam]]></content:encoded>
      
      
      <enclosure length="28076160" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/324322-136-playing-catch-up.mp3?dest-id=1719626"/>
      <itunes:duration>58:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David V. Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>We're back! Dirk, David, and Rob are here again to talk about game design after a flurry of activity and travel. David is knee-deep in Star Trek Timelines and Rob is pleased with the success of Pandemic Legacy. Meanwhile, Dirk was invited to the laboratory of Thomas Edison thanks to the work he did with his game Tesla vs. Edison.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:00:34 - Star Trek Timelines 0:07:02 - Game pacing 0:17:49 - Risk Legacy and Pandemic Legacy 0:27:48 - Expertise, failure, and learning 0:35:53 - Edison Innovation Foundation 0:47:59 Chronicles 0:48:00 - Disruptor Beam</itunes:subtitle><itunes:summary>We're back! Dirk, David, and Rob are here again to talk about game design after a flurry of activity and travel. David is knee-deep in Star Trek Timelines and Rob is pleased with the success of Pandemic Legacy. Meanwhile, Dirk was invited to the laboratory of Thomas Edison thanks to the work he did with his game Tesla vs. Edison.---------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-------------------------Episode Outline 0:00:34 - Star Trek Timelines 0:07:02 - Game pacing 0:17:49 - Risk Legacy and Pandemic Legacy 0:27:48 - Expertise, failure, and learning 0:35:53 - Edison Innovation Foundation 0:47:59 Chronicles 0:48:00 - Disruptor Beam</itunes:summary></item>
    
    <item>
      <title>#135: Isaac Childres and Gloomhaven</title>
      <itunes:title>#135: Isaac Childres and Gloomhaven</itunes:title>
      <pubDate>Thu, 22 Oct 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[318034]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/135-isaac-childres-and-gloomhaven]]></link>
      <description><![CDATA[Dirk and Rob sit down with game designer Isaac Childres to talk about his self-published and Kickstarted game Gloomhaven. Rob seems to have found the game he's been looking for all along and has plenty of questions for Isaac, who has published several games on his own and appears to be looking at a hit with Gloomhaven.--------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Isaac Childres - @cephalofair, cephalofair.com--------------------------------------------------------------------------------Episode Outline 0:00:19 - Gloomhaven 0:06:43 - Retirement mechanic 0:14:06 - Inspirations for Gloomhaven 0:27:40 - Publishing 0:33:12 - Previous games 0:42:51 - Publishing lessons learned 0:50:23 - Upcoming games<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Rob sit down with game designer Isaac Childres to talk about his self-published and Kickstarted game Gloomhaven. Rob seems to have found the game he's been looking for all along and has plenty of questions for Isaac, who has published several games on his own and appears to be looking at a hit with Gloomhaven.--------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Isaac Childres - @cephalofair, cephalofair.com--------------------------------------------------------------------------------Episode Outline 0:00:19 - Gloomhaven 0:06:43 - Retirement mechanic 0:14:06 - Inspirations for Gloomhaven 0:27:40 - Publishing 0:33:12 - Previous games 0:42:51 - Publishing lessons learned 0:50:23 - Upcoming games]]></content:encoded>
      
      
      <enclosure length="28602496" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/318034-135-isaac-childres-and-gloomhaven.mp3?dest-id=1719626"/>
      <itunes:duration>59:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Rob Daviau &amp; Isaac Childres</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Rob sit down with game designer Isaac Childres to talk about his self-published and Kickstarted game Gloomhaven. Rob seems to have found the game he's been looking for all along and has plenty of questions for Isaac, who has published several games on his own and appears to be looking at a hit with Gloomhaven.--------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Isaac Childres - @cephalofair, cephalofair.com--------------------------------------------------------------------------------Episode Outline 0:00:19 - Gloomhaven 0:06:43 - Retirement mechanic 0:14:06 - Inspirations for Gloomhaven 0:27:40 - Publishing 0:33:12 - Previous games 0:42:51 - Publishing lessons learned 0:50:23 - Upcoming games</itunes:subtitle><itunes:summary>Dirk and Rob sit down with game designer Isaac Childres to talk about his self-published and Kickstarted game Gloomhaven. Rob seems to have found the game he's been looking for all along and has plenty of questions for Isaac, who has published several games on his own and appears to be looking at a hit with Gloomhaven.--------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Isaac Childres - @cephalofair, cephalofair.com--------------------------------------------------------------------------------Episode Outline 0:00:19 - Gloomhaven 0:06:43 - Retirement mechanic 0:14:06 - Inspirations for Gloomhaven 0:27:40 - Publishing 0:33:12 - Previous games 0:42:51 - Publishing lessons learned 0:50:23 - Upcoming games</itunes:summary></item>
    
    <item>
      <title>#134: Expansions and Post-Launch Support</title>
      <itunes:title>#134: Expansions and Post-Launch Support</itunes:title>
      <pubDate>Tue, 29 Sep 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[311381]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/134-expansions-and-post-launch-support]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to talk about what happens when the game has shipped and there's still more to do. Post-launch support can come in the form of features that were originally left on the cutting room floor, expansions to existing content, or continuations of a line with new product. All three of our panelists have experience with expansion content across different industries and share their insights with the listeners.-----------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:51 - Content at the end of the game design 0:08:03 - Business models and design 0:23:51 - Expansion design for tabletop 0:31:51 - Who's doing expansions right? 0:38:27 - Map expansions<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to talk about what happens when the game has shipped and there's still more to do. Post-launch support can come in the form of features that were originally left on the cutting room floor, expansions to existing content, or continuations of a line with new product. All three of our panelists have experience with expansion content across different industries and share their insights with the listeners.-----------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:51 - Content at the end of the game design 0:08:03 - Business models and design 0:23:51 - Expansion design for tabletop 0:31:51 - Who's doing expansions right? 0:38:27 - Map expansions]]></content:encoded>
      
      
      <enclosure length="27725952" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/311381-134-expansions-and-post-launch-support.mp3?dest-id=1719626"/>
      <itunes:duration>57:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to talk about what happens when the game has shipped and there's still more to do. Post-launch support can come in the form of features that were originally left on the cutting room floor, expansions to existing content, or continuations of a line with new product. All three of our panelists have experience with expansion content across different industries and share their insights with the listeners.-----------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:51 - Content at the end of the game design 0:08:03 - Business models and design 0:23:51 - Expansion design for tabletop 0:31:51 - Who's doing expansions right? 0:38:27 - Map expansions</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to talk about what happens when the game has shipped and there's still more to do. Post-launch support can come in the form of features that were originally left on the cutting room floor, expansions to existing content, or continuations of a line with new product. All three of our panelists have experience with expansion content across different industries and share their insights with the listeners.-----------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:51 - Content at the end of the game design 0:08:03 - Business models and design 0:23:51 - Expansion design for tabletop 0:31:51 - Who's doing expansions right? 0:38:27 - Map expansions</itunes:summary></item>
    
    <item>
      <title>#133: Designer Alex Kevern</title>
      <itunes:title>#133: Designer Alex Kevern</itunes:title>
      <pubDate>Thu, 17 Sep 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[307914]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/133-designer-alex-kevern]]></link>
      <description><![CDATA[This week Dirk and David are joined by game designer Alex Kevern. Alex has followed the path from gamer to designer and brought several different games to market with a myriad of publishers. He offers his experiences dealing with different publishers as well as modifying themes for games and working on Kickstarter.-----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Alex Kevern -@alexwithideas--------------------------------------------------------------------------------Episode Outline 0:00:16 - Alex's background 0:03:54 - Daxu 0:11:17 - Changing themes 0:16:05 - World's Fair 0:24:50 - Kickstarter 0:27:45 - Expansions 0:34:01 - Gold West 0:39:46 - Working with publishers 0:46:12 - Future projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk and David are joined by game designer Alex Kevern. Alex has followed the path from gamer to designer and brought several different games to market with a myriad of publishers. He offers his experiences dealing with different publishers as well as modifying themes for games and working on Kickstarter.-----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Alex Kevern -@alexwithideas--------------------------------------------------------------------------------Episode Outline 0:00:16 - Alex's background 0:03:54 - Daxu 0:11:17 - Changing themes 0:16:05 - World's Fair 0:24:50 - Kickstarter 0:27:45 - Expansions 0:34:01 - Gold West 0:39:46 - Working with publishers 0:46:12 - Future projects]]></content:encoded>
      
      
      <enclosure length="27472000" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/307914-133-designer-alex-kevern.mp3?dest-id=1719626"/>
      <itunes:duration>57:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, DavidHeron &amp; Alex Kevern</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk and David are joined by game designer Alex Kevern. Alex has followed the path from gamer to designer and brought several different games to market with a myriad of publishers. He offers his experiences dealing with different publishers as well as modifying themes for games and working on Kickstarter.-----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Alex Kevern -@alexwithideas--------------------------------------------------------------------------------Episode Outline 0:00:16 - Alex's background 0:03:54 - Daxu 0:11:17 - Changing themes 0:16:05 - World's Fair 0:24:50 - Kickstarter 0:27:45 - Expansions 0:34:01 - Gold West 0:39:46 - Working with publishers 0:46:12 - Future projects</itunes:subtitle><itunes:summary>This week Dirk and David are joined by game designer Alex Kevern. Alex has followed the path from gamer to designer and brought several different games to market with a myriad of publishers. He offers his experiences dealing with different publishers as well as modifying themes for games and working on Kickstarter.-----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Alex Kevern -@alexwithideas--------------------------------------------------------------------------------Episode Outline 0:00:16 - Alex's background 0:03:54 - Daxu 0:11:17 - Changing themes 0:16:05 - World's Fair 0:24:50 - Kickstarter 0:27:45 - Expansions 0:34:01 - Gold West 0:39:46 - Working with publishers 0:46:12 - Future projects</itunes:summary></item>
    
    <item>
      <title>#132: Rob's Back, Time for Listener Mail</title>
      <itunes:title>#132: Rob's Back, Time for Listener Mail</itunes:title>
      <pubDate>Sun, 06 Sep 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[304098]]></guid>
      <link><![CDATA[https://tgdrt.libsyn.com/132-robs-back-time-for-listener-mail]]></link>
      <description><![CDATA[Rob is back from vacation and it's time for some more listener mail. Is it possible to play a game that is fun but not good? Should you share your ideas with people before publishing your game?-------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:36 - Pitching to publishers 0:16:52 - Fun games that aren't good 0:25:44 - The goals of game design 0:32:18 - How much do you share an idea before publishing? 0:40:47 - How do you take on choices in design?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Rob is back from vacation and it's time for some more listener mail. Is it possible to play a game that is fun but not good? Should you share your ideas with people before publishing your game?-------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:36 - Pitching to publishers 0:16:52 - Fun games that aren't good 0:25:44 - The goals of game design 0:32:18 - How much do you share an idea before publishing? 0:40:47 - How do you take on choices in design?]]></content:encoded>
      
      
      <enclosure length="26673280" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/304098-132-rob-s-back-time-for-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>55:25</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Rob is back from vacation and it's time for some more listener mail. Is it possible to play a game that is fun but not good? Should you share your ideas with people before publishing your game?-------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:36 - Pitching to publishers 0:16:52 - Fun games that aren't good 0:25:44 - The goals of game design 0:32:18 - How much do you share an idea before publishing? 0:40:47 - How do you take on choices in design?</itunes:subtitle><itunes:summary>Rob is back from vacation and it's time for some more listener mail. Is it possible to play a game that is fun but not good? Should you share your ideas with people before publishing your game?-------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:36 - Pitching to publishers 0:16:52 - Fun games that aren't good 0:25:44 - The goals of game design 0:32:18 - How much do you share an idea before publishing? 0:40:47 - How do you take on choices in design?</itunes:summary></item>
    
    <item>
      <title>#131: David Somerville and Trove</title>
      <itunes:title>#131: David Somerville and Trove</itunes:title>
      <pubDate>Fri, 21 Aug 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/299648-131-david-somerville-and-trove.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/299648-131-david-somerville-and-trove.mp3]]></link>
      <description><![CDATA[Dirk and David talk to game designer David Somerville about his game Trove and experiences publishing his first game. David shares his insights as far as community management, how to hand things over, and pitching your games. Other David shares that he really, really wants to be a cave.----Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron David Somerville - @thisistrove------------------------------------------------------------------------------------Episode Outline 0:00:18 - Dave's background 0:02:31 - Trove: The Crystal Caverns 0:13:04 - Staying current while designing 0:15:21 - Getting set up with a publisher 0:26:20 - Earlier games 0:39:18 - Advice 0:51:28 - Pitching your game<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David talk to game designer David Somerville about his game Trove and experiences publishing his first game. David shares his insights as far as community management, how to hand things over, and pitching your games. Other David shares that he really, really wants to be a cave.----Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron David Somerville - @thisistrove------------------------------------------------------------------------------------Episode Outline 0:00:18 - Dave's background 0:02:31 - Trove: The Crystal Caverns 0:13:04 - Staying current while designing 0:15:21 - Getting set up with a publisher 0:26:20 - Earlier games 0:39:18 - Advice 0:51:28 - Pitching your game]]></content:encoded>
      
      
      <enclosure length="29950080" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/299648-131-david-somerville-and-trove.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:33</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; David Somerville</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David talk to game designer David Somerville about his game Trove and experiences publishing his first game. David shares his insights as far as community management, how to hand things over, and pitching your games. Other David shares that he really, really wants to be a cave.----Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron David Somerville - @thisistrove------------------------------------------------------------------------------------Episode Outline 0:00:18 - Dave's background 0:02:31 - Trove: The Crystal Caverns 0:13:04 - Staying current while designing 0:15:21 - Getting set up with a publisher 0:26:20 - Earlier games 0:39:18 - Advice 0:51:28 - Pitching your game</itunes:subtitle><itunes:summary>Dirk and David talk to game designer David Somerville about his game Trove and experiences publishing his first game. David shares his insights as far as community management, how to hand things over, and pitching your games. Other David shares that he really, really wants to be a cave.----Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron David Somerville - @thisistrove------------------------------------------------------------------------------------Episode Outline 0:00:18 - Dave's background 0:02:31 - Trove: The Crystal Caverns 0:13:04 - Staying current while designing 0:15:21 - Getting set up with a publisher 0:26:20 - Earlier games 0:39:18 - Advice 0:51:28 - Pitching your game</itunes:summary></item>
    
    <item>
      <title>#130: Catching up and Some Listener Mail</title>
      <itunes:title>#130: Catching up and Some Listener Mail</itunes:title>
      <pubDate>Wed, 05 Aug 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/295392-130-catching-up-and-some-listener-mail.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/295392-130-catching-up-and-some-listener-mail.mp3]]></link>
      <description><![CDATA[We're back! After a brief hiatus due to the craziness of Gen Con the crew is back to tell their stories and get caught up on all the new developments. Dirk, David, and Rob talk about Gen Con, the new collaboration between Dirk and David, and answer a little bit of listener mail.------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:05:48 - Seafall update 0:09:16 - Chronicles 0:22:51 - Star Trek 0:30:26 - Gen Con 0:40:09 - Return on investment vs artistic statement<br /> <br />]]></description>
      
      <content:encoded><![CDATA[We're back! After a brief hiatus due to the craziness of Gen Con the crew is back to tell their stories and get caught up on all the new developments. Dirk, David, and Rob talk about Gen Con, the new collaboration between Dirk and David, and answer a little bit of listener mail.------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:05:48 - Seafall update 0:09:16 - Chronicles 0:22:51 - Star Trek 0:30:26 - Gen Con 0:40:09 - Return on investment vs artistic statement]]></content:encoded>
      
      
      <enclosure length="30810240" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/295392-130-catching-up-and-some-listener-mail.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>We're back! After a brief hiatus due to the craziness of Gen Con the crew is back to tell their stories and get caught up on all the new developments. Dirk, David, and Rob talk about Gen Con, the new collaboration between Dirk and David, and answer a little bit of listener mail.------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:05:48 - Seafall update 0:09:16 - Chronicles 0:22:51 - Star Trek 0:30:26 - Gen Con 0:40:09 - Return on investment vs artistic statement</itunes:subtitle><itunes:summary>We're back! After a brief hiatus due to the craziness of Gen Con the crew is back to tell their stories and get caught up on all the new developments. Dirk, David, and Rob talk about Gen Con, the new collaboration between Dirk and David, and answer a little bit of listener mail.------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:05:48 - Seafall update 0:09:16 - Chronicles 0:22:51 - Star Trek 0:30:26 - Gen Con 0:40:09 - Return on investment vs artistic statement</itunes:summary></item>
    
    <item>
      <title>#129 Daniel Solis</title>
      <itunes:title>#129 Daniel Solis</itunes:title>
      <pubDate>Tue, 14 Jul 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/289575-129-daniel-solis.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/289575-129-daniel-solis.mp3]]></link>
      <description><![CDATA[Dirk and Rob sit down with game designer Daniel Solis to talk about his background with card and microgames. Daniel's games can be played all over the world and he shares his experiences with international publishers as well as crowdfunding and print-on-demand.---------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Daniel Solis - @DanielSolis, http://danielsolisblog.blogspot.com/------------------------------------------------------Episode Outline 0:00:26 - Daniel's background 0:07:01 - Card counts 0:11:10 - Sharing ideas 0:15:27 - Playtesting 0:18:31 - Kigi 0:22:04 - Publishers in different regions 0:33:39 - International legal matters 0:39:49 - Royalties and crowdfunding 0:53:58 - Upcoming projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Rob sit down with game designer Daniel Solis to talk about his background with card and microgames. Daniel's games can be played all over the world and he shares his experiences with international publishers as well as crowdfunding and print-on-demand.---------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Daniel Solis - @DanielSolis, http://danielsolisblog.blogspot.com/------------------------------------------------------Episode Outline 0:00:26 - Daniel's background 0:07:01 - Card counts 0:11:10 - Sharing ideas 0:15:27 - Playtesting 0:18:31 - Kigi 0:22:04 - Publishers in different regions 0:33:39 - International legal matters 0:39:49 - Royalties and crowdfunding 0:53:58 - Upcoming projects]]></content:encoded>
      
      
      <enclosure length="29270144" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/289575-129-daniel-solis.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Rob Daviau &amp; Daniel Solis</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Rob sit down with game designer Daniel Solis to talk about his background with card and microgames. Daniel's games can be played all over the world and he shares his experiences with international publishers as well as crowdfunding and print-on-demand.---------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Daniel Solis - @DanielSolis, http://danielsolisblog.blogspot.com/------------------------------------------------------Episode Outline 0:00:26 - Daniel's background 0:07:01 - Card counts 0:11:10 - Sharing ideas 0:15:27 - Playtesting 0:18:31 - Kigi 0:22:04 - Publishers in different regions 0:33:39 - International legal matters 0:39:49 - Royalties and crowdfunding 0:53:58 - Upcoming projects</itunes:subtitle><itunes:summary>Dirk and Rob sit down with game designer Daniel Solis to talk about his background with card and microgames. Daniel's games can be played all over the world and he shares his experiences with international publishers as well as crowdfunding and print-on-demand.---------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Daniel Solis - @DanielSolis, http://danielsolisblog.blogspot.com/------------------------------------------------------Episode Outline 0:00:26 - Daniel's background 0:07:01 - Card counts 0:11:10 - Sharing ideas 0:15:27 - Playtesting 0:18:31 - Kigi 0:22:04 - Publishers in different regions 0:33:39 - International legal matters 0:39:49 - Royalties and crowdfunding 0:53:58 - Upcoming projects</itunes:summary></item>
    
    <item>
      <title>#128: Listener Mail 5</title>
      <itunes:title>#128: Listener Mail 5</itunes:title>
      <pubDate>Tue, 30 Jun 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/285728-128-listener-mail-5.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/285728-128-listener-mail-5.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob are back to answer more listener questions about budget, toolsets, and more.------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:02:12 - Budget for art and assets 0:06:29 - Marketing and Kickstarter 0:21:18 - Meaningful early game moves 0:40:17 - Toolsets for game development 0:49:13 - Feedback for feedback<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are back to answer more listener questions about budget, toolsets, and more.------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:02:12 - Budget for art and assets 0:06:29 - Marketing and Kickstarter 0:21:18 - Meaningful early game moves 0:40:17 - Toolsets for game development 0:49:13 - Feedback for feedback]]></content:encoded>
      
      
      <enclosure length="28414080" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/285728-128-listener-mail-5.mp3?dest-id=1719626"/>
      <itunes:duration>58:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are back to answer more listener questions about budget, toolsets, and more.------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:02:12 - Budget for art and assets 0:06:29 - Marketing and Kickstarter 0:21:18 - Meaningful early game moves 0:40:17 - Toolsets for game development 0:49:13 - Feedback for feedback</itunes:subtitle><itunes:summary>Dirk, David, and Rob are back to answer more listener questions about budget, toolsets, and more.------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:02:12 - Budget for art and assets 0:06:29 - Marketing and Kickstarter 0:21:18 - Meaningful early game moves 0:40:17 - Toolsets for game development 0:49:13 - Feedback for feedback</itunes:summary></item>
    
    <item>
      <title>#127: Meg Jayanth and Games Writing</title>
      <itunes:title>#127: Meg Jayanth and Games Writing</itunes:title>
      <pubDate>Thu, 18 Jun 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/282500-127-meg-jayanth-and-games-writing.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/282500-127-meg-jayanth-and-games-writing.mp3]]></link>
      <description><![CDATA[This week, Dirk and David chat with Meg Jayanth to talk about her experiences as a writer in the games industry. Meg's prose is probably most well known in the story-heavy gameplay of 80 Days on mobile devices and Sunless Sea on the PC. Meg shares her background, what it's like to create oodles of content characters may never see, and the benefits of working in pajamas.-----------------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Meg Jayanth -@betterthemask, www.megjayanth.com------------------------------------------------Episode Outline 0:00:18 - Meg's background 0:08:17 - Samsara game 0:15:14 - Content that characters may or may not see 0:36:18 - Writing processes 0:42:41 - Working remotely 0:47:16 - Current projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week, Dirk and David chat with Meg Jayanth to talk about her experiences as a writer in the games industry. Meg's prose is probably most well known in the story-heavy gameplay of 80 Days on mobile devices and Sunless Sea on the PC. Meg shares her background, what it's like to create oodles of content characters may never see, and the benefits of working in pajamas.-----------------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Meg Jayanth -@betterthemask, www.megjayanth.com------------------------------------------------Episode Outline 0:00:18 - Meg's background 0:08:17 - Samsara game 0:15:14 - Content that characters may or may not see 0:36:18 - Writing processes 0:42:41 - Working remotely 0:47:16 - Current projects]]></content:encoded>
      
      
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      <itunes:duration>01:01:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Meg Jayanth</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week, Dirk and David chat with Meg Jayanth to talk about her experiences as a writer in the games industry. Meg's prose is probably most well known in the story-heavy gameplay of 80 Days on mobile devices and Sunless Sea on the PC. Meg shares her background, what it's like to create oodles of content characters may never see, and the benefits of working in pajamas.-----------------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Meg Jayanth -@betterthemask, www.megjayanth.com------------------------------------------------Episode Outline 0:00:18 - Meg's background 0:08:17 - Samsara game 0:15:14 - Content that characters may or may not see 0:36:18 - Writing processes 0:42:41 - Working remotely 0:47:16 - Current projects</itunes:subtitle><itunes:summary>This week, Dirk and David chat with Meg Jayanth to talk about her experiences as a writer in the games industry. Meg's prose is probably most well known in the story-heavy gameplay of 80 Days on mobile devices and Sunless Sea on the PC. Meg shares her background, what it's like to create oodles of content characters may never see, and the benefits of working in pajamas.-----------------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Meg Jayanth -@betterthemask, www.megjayanth.com------------------------------------------------Episode Outline 0:00:18 - Meg's background 0:08:17 - Samsara game 0:15:14 - Content that characters may or may not see 0:36:18 - Writing processes 0:42:41 - Working remotely 0:47:16 - Current projects</itunes:summary></item>
    
    <item>
      <title>#126: Collaboration</title>
      <itunes:title>#126: Collaboration</itunes:title>
      <pubDate>Wed, 03 Jun 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/278210-126-collaboration.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/278210-126-collaboration.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to confirm that no person is an island, especially when it comes to game design. Collaborating with others can be challenging but also rewarding, sometimes allowing partners to bring out the best in each other. David describes his collaborations at work while Dirk and Rob talk about collaborating with others and the importance of eating with your coworkers.----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:18 - Collaboration 0:08:10 - Opinions on interface design 0:13:30 - A Dirk/Rob case study 0:22:24 - Working on your own 0:27:10 - Collaboration tools 0:38:42 - Equality in collaborations 0:49:28 - Types of projects that work well with collaboration<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to confirm that no person is an island, especially when it comes to game design. Collaborating with others can be challenging but also rewarding, sometimes allowing partners to bring out the best in each other. David describes his collaborations at work while Dirk and Rob talk about collaborating with others and the importance of eating with your coworkers.----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:18 - Collaboration 0:08:10 - Opinions on interface design 0:13:30 - A Dirk/Rob case study 0:22:24 - Working on your own 0:27:10 - Collaboration tools 0:38:42 - Equality in collaborations 0:49:28 - Types of projects that work well with collaboration]]></content:encoded>
      
      
      <enclosure length="29642880" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/278210-126-collaboration.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to confirm that no person is an island, especially when it comes to game design. Collaborating with others can be challenging but also rewarding, sometimes allowing partners to bring out the best in each other. David describes his collaborations at work while Dirk and Rob talk about collaborating with others and the importance of eating with your coworkers.----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:18 - Collaboration 0:08:10 - Opinions on interface design 0:13:30 - A Dirk/Rob case study 0:22:24 - Working on your own 0:27:10 - Collaboration tools 0:38:42 - Equality in collaborations 0:49:28 - Types of projects that work well with collaboration</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to confirm that no person is an island, especially when it comes to game design. Collaborating with others can be challenging but also rewarding, sometimes allowing partners to bring out the best in each other. David describes his collaborations at work while Dirk and Rob talk about collaborating with others and the importance of eating with your coworkers.----------------------------------------------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:18 - Collaboration 0:08:10 - Opinions on interface design 0:13:30 - A Dirk/Rob case study 0:22:24 - Working on your own 0:27:10 - Collaboration tools 0:38:42 - Equality in collaborations 0:49:28 - Types of projects that work well with collaboration</itunes:summary></item>
    
    <item>
      <title>#125: Stonemaier Games and Scythe with Jamey Stegmaier</title>
      <itunes:title>#125: Stonemaier Games and Scythe with Jamey Stegmaier</itunes:title>
      <pubDate>Fri, 22 May 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/274877-125-stonemaier-games-and-scythe-with-jamey-stegmaier.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/274877-125-stonemaier-games-and-scythe-with-jamey-stegmaier.mp3]]></link>
      <description><![CDATA[Jamey Stegmaier stops by to talk to Dirk and David about his previous games as well as the upcoming and hotly anticipated Scythe. Scythe's evocative art and theme have piqued the interest of the boardgaming community. Jamey fills us in on how the game came about and what the players can expect in terms of mechanics and gameplay.-------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jamey Stegmaier - http://stonemaiergames.com/, kickstarterlessons.com, @jameystegmaier----Episode Outline 0:01:18 - Making the jump to full-time game designer 0:06:18 - Viticulture 0:14:48 - Kickstarter and content 0:18:09 - Kickstarter and non-US customers 0:21:31 - Treasure chests 0:24:54 - Scythe 0:31:51 - Scythe's art 0:36:58 - New players and describing actions 0:50:22 - Game length 0:56:27 - Combat in Scythe<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jamey Stegmaier stops by to talk to Dirk and David about his previous games as well as the upcoming and hotly anticipated Scythe. Scythe's evocative art and theme have piqued the interest of the boardgaming community. Jamey fills us in on how the game came about and what the players can expect in terms of mechanics and gameplay.-------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jamey Stegmaier - http://stonemaiergames.com/, kickstarterlessons.com, @jameystegmaier----Episode Outline 0:01:18 - Making the jump to full-time game designer 0:06:18 - Viticulture 0:14:48 - Kickstarter and content 0:18:09 - Kickstarter and non-US customers 0:21:31 - Treasure chests 0:24:54 - Scythe 0:31:51 - Scythe's art 0:36:58 - New players and describing actions 0:50:22 - Game length 0:56:27 - Combat in Scythe]]></content:encoded>
      
      
      <enclosure length="32612480" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/274877-125-stonemaier-games-and-scythe-with-jamey-stegmaier.mp3?dest-id=1719626"/>
      <itunes:duration>01:07:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Jamey Stegmaier</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jamey Stegmaier stops by to talk to Dirk and David about his previous games as well as the upcoming and hotly anticipated Scythe. Scythe's evocative art and theme have piqued the interest of the boardgaming community. Jamey fills us in on how the game came about and what the players can expect in terms of mechanics and gameplay.-------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jamey Stegmaier - http://stonemaiergames.com/, kickstarterlessons.com, @jameystegmaier----Episode Outline 0:01:18 - Making the jump to full-time game designer 0:06:18 - Viticulture 0:14:48 - Kickstarter and content 0:18:09 - Kickstarter and non-US customers 0:21:31 - Treasure chests 0:24:54 - Scythe 0:31:51 - Scythe's art 0:36:58 - New players and describing actions 0:50:22 - Game length 0:56:27 - Combat in Scythe</itunes:subtitle><itunes:summary>Jamey Stegmaier stops by to talk to Dirk and David about his previous games as well as the upcoming and hotly anticipated Scythe. Scythe's evocative art and theme have piqued the interest of the boardgaming community. Jamey fills us in on how the game came about and what the players can expect in terms of mechanics and gameplay.-------------------------Contact Info Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jamey Stegmaier - http://stonemaiergames.com/, kickstarterlessons.com, @jameystegmaier----Episode Outline 0:01:18 - Making the jump to full-time game designer 0:06:18 - Viticulture 0:14:48 - Kickstarter and content 0:18:09 - Kickstarter and non-US customers 0:21:31 - Treasure chests 0:24:54 - Scythe 0:31:51 - Scythe's art 0:36:58 - New players and describing actions 0:50:22 - Game length 0:56:27 - Combat in Scythe</itunes:summary></item>
    
    <item>
      <title>#124: Listener Questions</title>
      <itunes:title>#124: Listener Questions</itunes:title>
      <pubDate>Tue, 05 May 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/270376-124-listener-questions.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/270376-124-listener-questions.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to answer questions sent in by you, the listeners!-----------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - What are your thoughts on the 4X genre and game length? 0:06:51 - Have sculpts become a commercial crutch for poor game design? 0:12:38 - Is the popularity of tabletop gaming related to the rise of digital games? 0:17:41 - What board game has replaced another game for you? 0:21:01 - What game has lost its luster as time went on? 0:24:02 - What game do you wish had never been released? 0:27:45 - What's the most glaring flaw you've seen in a game? 0:33:10 - What other podcasts do you listen to? 0:37:01 - What game do you wish you could play more often? 0:38:39 - What are you thoughts on paid beta programs? 0:41:02 - What do you think about game company mergers? 0:42:40 - Dirk, why the new company? 0:44:34 - How have your designs changed through playtesting? 0:51:14 - Should asymmetrical games be clearly marked as such?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to answer questions sent in by you, the listeners!-----------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - What are your thoughts on the 4X genre and game length? 0:06:51 - Have sculpts become a commercial crutch for poor game design? 0:12:38 - Is the popularity of tabletop gaming related to the rise of digital games? 0:17:41 - What board game has replaced another game for you? 0:21:01 - What game has lost its luster as time went on? 0:24:02 - What game do you wish had never been released? 0:27:45 - What's the most glaring flaw you've seen in a game? 0:33:10 - What other podcasts do you listen to? 0:37:01 - What game do you wish you could play more often? 0:38:39 - What are you thoughts on paid beta programs? 0:41:02 - What do you think about game company mergers? 0:42:40 - Dirk, why the new company? 0:44:34 - How have your designs changed through playtesting? 0:51:14 - Should asymmetrical games be clearly marked as such?]]></content:encoded>
      
      
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      <itunes:duration>01:00:47</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to answer questions sent in by you, the listeners!-----------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - What are your thoughts on the 4X genre and game length? 0:06:51 - Have sculpts become a commercial crutch for poor game design? 0:12:38 - Is the popularity of tabletop gaming related to the rise of digital games? 0:17:41 - What board game has replaced another game for you? 0:21:01 - What game has lost its luster as time went on? 0:24:02 - What game do you wish had never been released? 0:27:45 - What's the most glaring flaw you've seen in a game? 0:33:10 - What other podcasts do you listen to? 0:37:01 - What game do you wish you could play more often? 0:38:39 - What are you thoughts on paid beta programs? 0:41:02 - What do you think about game company mergers? 0:42:40 - Dirk, why the new company? 0:44:34 - How have your designs changed through playtesting? 0:51:14 - Should asymmetrical games be clearly marked as such?</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to answer questions sent in by you, the listeners!-----------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - What are your thoughts on the 4X genre and game length? 0:06:51 - Have sculpts become a commercial crutch for poor game design? 0:12:38 - Is the popularity of tabletop gaming related to the rise of digital games? 0:17:41 - What board game has replaced another game for you? 0:21:01 - What game has lost its luster as time went on? 0:24:02 - What game do you wish had never been released? 0:27:45 - What's the most glaring flaw you've seen in a game? 0:33:10 - What other podcasts do you listen to? 0:37:01 - What game do you wish you could play more often? 0:38:39 - What are you thoughts on paid beta programs? 0:41:02 - What do you think about game company mergers? 0:42:40 - Dirk, why the new company? 0:44:34 - How have your designs changed through playtesting? 0:51:14 - Should asymmetrical games be clearly marked as such?</itunes:summary></item>
    
    <item>
      <title>#123: Isaac Shalev and On Board Games</title>
      <itunes:title>#123: Isaac Shalev and On Board Games</itunes:title>
      <pubDate>Wed, 22 Apr 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/265732-123-isaac-shalev-and-on-board-games.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/265732-123-isaac-shalev-and-on-board-games.mp3]]></link>
      <description><![CDATA[Dirk and David are joined by game designer Isaac Shalev of Kind Fortress Games and the podcast On Board Games. Isaac shares some of the insight he has gleaned about the Kickstarter process, publishing games with a cultural story to tell, and how to make players attack each other.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by game designer Isaac Shalev of Kind Fortress Games and the podcast On Board Games. Isaac shares some of the insight he has gleaned about the Kickstarter process, publishing games with a cultural story to tell, and how to make players attack each other.]]></content:encoded>
      
      
      <enclosure length="30357632" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/265732-123-isaac-shalev-and-on-board-games.mp3?dest-id=1719626"/>
      <itunes:duration>01:02:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by game designer Isaac Shalev of Kind Fortress Games and the podcast On Board Games. Isaac shares some of the insight he has gleaned about the Kickstarter process, publishing games with a cultural story to tell, and how to make players attack each other.</itunes:subtitle><itunes:summary>Dirk and David are joined by game designer Isaac Shalev of Kind Fortress Games and the podcast On Board Games. Isaac shares some of the insight he has gleaned about the Kickstarter process, publishing games with a cultural story to tell, and how to make players attack each other.</itunes:summary></item>
    
    <item>
      <title>#122: Feedback</title>
      <itunes:title>#122: Feedback</itunes:title>
      <pubDate>Tue, 07 Apr 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/261438-122-feedback.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/261438-122-feedback.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob talk about all of the primary forms of feedback that developers have at their disposal. Reviews can be educational, helpful, or downright depressing. Playtesters can offer amazing insight or unwanted suggestions. Listen in to find out how to balance the good with the bad.------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Feedback and reviews 0:15:57 - The context of reviews 0:21:39 - Previous game reviews 0:27:35 - Guided recommendations 0:33:06 - Feedback from playtesters 0:47:00 - What makes a good playtester<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob talk about all of the primary forms of feedback that developers have at their disposal. Reviews can be educational, helpful, or downright depressing. Playtesters can offer amazing insight or unwanted suggestions. Listen in to find out how to balance the good with the bad.------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Feedback and reviews 0:15:57 - The context of reviews 0:21:39 - Previous game reviews 0:27:35 - Guided recommendations 0:33:06 - Feedback from playtesters 0:47:00 - What makes a good playtester]]></content:encoded>
      
      
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      <itunes:duration>01:03:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob talk about all of the primary forms of feedback that developers have at their disposal. Reviews can be educational, helpful, or downright depressing. Playtesters can offer amazing insight or unwanted suggestions. Listen in to find out how to balance the good with the bad.------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Feedback and reviews 0:15:57 - The context of reviews 0:21:39 - Previous game reviews 0:27:35 - Guided recommendations 0:33:06 - Feedback from playtesters 0:47:00 - What makes a good playtester</itunes:subtitle><itunes:summary>Dirk, David, and Rob talk about all of the primary forms of feedback that developers have at their disposal. Reviews can be educational, helpful, or downright depressing. Playtesters can offer amazing insight or unwanted suggestions. Listen in to find out how to balance the good with the bad.------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Feedback and reviews 0:15:57 - The context of reviews 0:21:39 - Previous game reviews 0:27:35 - Guided recommendations 0:33:06 - Feedback from playtesters 0:47:00 - What makes a good playtester</itunes:summary></item>
    
    <item>
      <title>#121: At the Gates Update with Jon Shafer</title>
      <itunes:title>#121: At the Gates Update with Jon Shafer</itunes:title>
      <pubDate>Tue, 24 Mar 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/257362-121-at-the-gates-update-with-jon-shafer.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/257362-121-at-the-gates-update-with-jon-shafer.mp3]]></link>
      <description><![CDATA[Former host and Game Design Roundtable co-founder Jon Shafer stops in to talk about At the Gates. Jon's been hard at work adding features, taking out features, and polishing the game. Progress moves ever forward as the game becomes the game that Jon set out to make.---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - www.atthegatesgame.com, @jonshaferdesign, jonshaferondesign.com, jon.shafer@conifergames.com------------------------------------------------------------Episode Outline 0:01:58 - Making changes in development 0:06:56 - Clans 0:11:57 - Developing the clan mechanic 0:14:36 - Other changes to the game's original design 0:19:44 - Storytelling 0:22:57 - Diplomacy 0:26:46 - Romanization 0:36:08 - Test groups 0:39:51 - Food and player pressure<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Former host and Game Design Roundtable co-founder Jon Shafer stops in to talk about At the Gates. Jon's been hard at work adding features, taking out features, and polishing the game. Progress moves ever forward as the game becomes the game that Jon set out to make.---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - www.atthegatesgame.com, @jonshaferdesign, jonshaferondesign.com, jon.shafer@conifergames.com------------------------------------------------------------Episode Outline 0:01:58 - Making changes in development 0:06:56 - Clans 0:11:57 - Developing the clan mechanic 0:14:36 - Other changes to the game's original design 0:19:44 - Storytelling 0:22:57 - Diplomacy 0:26:46 - Romanization 0:36:08 - Test groups 0:39:51 - Food and player pressure]]></content:encoded>
      
      
      <enclosure length="28414080" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/257362-121-at-the-gates-update-with-jon-shafer.mp3?dest-id=1719626"/>
      <itunes:duration>58:24</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Former host and Game Design Roundtable co-founder Jon Shafer stops in to talk about At the Gates. Jon's been hard at work adding features, taking out features, and polishing the game. Progress moves ever forward as the game becomes the game that Jon set out to make.---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - www.atthegatesgame.com, @jonshaferdesign, jonshaferondesign.com, jon.shafer@conifergames.com------------------------------------------------------------Episode Outline 0:01:58 - Making changes in development 0:06:56 - Clans 0:11:57 - Developing the clan mechanic 0:14:36 - Other changes to the game's original design 0:19:44 - Storytelling 0:22:57 - Diplomacy 0:26:46 - Romanization 0:36:08 - Test groups 0:39:51 - Food and player pressure</itunes:subtitle><itunes:summary>Former host and Game Design Roundtable co-founder Jon Shafer stops in to talk about At the Gates. Jon's been hard at work adding features, taking out features, and polishing the game. Progress moves ever forward as the game becomes the game that Jon set out to make.---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - www.atthegatesgame.com, @jonshaferdesign, jonshaferondesign.com, jon.shafer@conifergames.com------------------------------------------------------------Episode Outline 0:01:58 - Making changes in development 0:06:56 - Clans 0:11:57 - Developing the clan mechanic 0:14:36 - Other changes to the game's original design 0:19:44 - Storytelling 0:22:57 - Diplomacy 0:26:46 - Romanization 0:36:08 - Test groups 0:39:51 - Food and player pressure</itunes:summary></item>
    
    <item>
      <title>#120: Project Check-in</title>
      <itunes:title>#120: Project Check-in</itunes:title>
      <pubDate>Wed, 11 Mar 2015 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/253567-120-project-check-in.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/253567-120-project-check-in.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob take a moment to check in on their respective projects. Rob details his long and illustrious career as the head of marketing for his game company while David checks in with an update on Star Trek Timelines. Meanwhile, Dirk's Kickstarter for Tesla vs. Edison is ready to go live and the question of shipping costs rears its ugly head.--------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:33 - New York Toy Fair 0:08:22 - New roles and marketing 0:14:38 - PAX and Star Trek Timelines 0:23:24 - Star Trek Timelines demo 0:43:47 - Tesla vs. Edison<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob take a moment to check in on their respective projects. Rob details his long and illustrious career as the head of marketing for his game company while David checks in with an update on Star Trek Timelines. Meanwhile, Dirk's Kickstarter for Tesla vs. Edison is ready to go live and the question of shipping costs rears its ugly head.--------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:33 - New York Toy Fair 0:08:22 - New roles and marketing 0:14:38 - PAX and Star Trek Timelines 0:23:24 - Star Trek Timelines demo 0:43:47 - Tesla vs. Edison]]></content:encoded>
      
      
      <enclosure length="30238848" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/253567-120-project-check-in.mp3?dest-id=1719626"/>
      <itunes:duration>01:02:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob take a moment to check in on their respective projects. Rob details his long and illustrious career as the head of marketing for his game company while David checks in with an update on Star Trek Timelines. Meanwhile, Dirk's Kickstarter for Tesla vs. Edison is ready to go live and the question of shipping costs rears its ugly head.--------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:33 - New York Toy Fair 0:08:22 - New roles and marketing 0:14:38 - PAX and Star Trek Timelines 0:23:24 - Star Trek Timelines demo 0:43:47 - Tesla vs. Edison</itunes:subtitle><itunes:summary>Dirk, David, and Rob take a moment to check in on their respective projects. Rob details his long and illustrious career as the head of marketing for his game company while David checks in with an update on Star Trek Timelines. Meanwhile, Dirk's Kickstarter for Tesla vs. Edison is ready to go live and the question of shipping costs rears its ugly head.--------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:33 - New York Toy Fair 0:08:22 - New roles and marketing 0:14:38 - PAX and Star Trek Timelines 0:23:24 - Star Trek Timelines demo 0:43:47 - Tesla vs. Edison</itunes:summary></item>
    
    <item>
      <title>#119: Foxtrot Games with Randy Hoyt</title>
      <itunes:title>#119: Foxtrot Games with Randy Hoyt</itunes:title>
      <pubDate>Tue, 24 Feb 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/249064-119-foxtrot-games-with-randy-hoyt.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/249064-119-foxtrot-games-with-randy-hoyt.mp3]]></link>
      <description><![CDATA[Dirk and David talk to Randy Hoyt of Foxtrot games about the art of publishing board games. Randy talks about his preference of publishing over designing, the role a good publisher can play in the success of a board game, and the releases of Foxtrot games.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Randy Hoyt -@foxtrotgames, www.foxtrotgames.com, contact@foxtrotgames.com, @randyhoyt------------------------------------------------------------------------------------Episode Outline 0:00:15 - Foxtrot Games 0:08:14 - Refining a game's design 0:10:09 - Themes 0:13:01 - Publishing vs designing 0:27:42 - Changing a game's theme 0:32:25 - Getting designs to publishers 0:47:36 - Where Foxtrot fits 0:56:05 - Future projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David talk to Randy Hoyt of Foxtrot games about the art of publishing board games. Randy talks about his preference of publishing over designing, the role a good publisher can play in the success of a board game, and the releases of Foxtrot games.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Randy Hoyt -@foxtrotgames, www.foxtrotgames.com, contact@foxtrotgames.com, @randyhoyt------------------------------------------------------------------------------------Episode Outline 0:00:15 - Foxtrot Games 0:08:14 - Refining a game's design 0:10:09 - Themes 0:13:01 - Publishing vs designing 0:27:42 - Changing a game's theme 0:32:25 - Getting designs to publishers 0:47:36 - Where Foxtrot fits 0:56:05 - Future projects]]></content:encoded>
      
      
      <enclosure length="29524096" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/249064-119-foxtrot-games-with-randy-hoyt.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:44</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Randy Hoyt</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David talk to Randy Hoyt of Foxtrot games about the art of publishing board games. Randy talks about his preference of publishing over designing, the role a good publisher can play in the success of a board game, and the releases of Foxtrot games.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Randy Hoyt -@foxtrotgames, www.foxtrotgames.com, contact@foxtrotgames.com, @randyhoyt------------------------------------------------------------------------------------Episode Outline 0:00:15 - Foxtrot Games 0:08:14 - Refining a game's design 0:10:09 - Themes 0:13:01 - Publishing vs designing 0:27:42 - Changing a game's theme 0:32:25 - Getting designs to publishers 0:47:36 - Where Foxtrot fits 0:56:05 - Future projects</itunes:subtitle><itunes:summary>Dirk and David talk to Randy Hoyt of Foxtrot games about the art of publishing board games. Randy talks about his preference of publishing over designing, the role a good publisher can play in the success of a board game, and the releases of Foxtrot games.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Randy Hoyt -@foxtrotgames, www.foxtrotgames.com, contact@foxtrotgames.com, @randyhoyt------------------------------------------------------------------------------------Episode Outline 0:00:15 - Foxtrot Games 0:08:14 - Refining a game's design 0:10:09 - Themes 0:13:01 - Publishing vs designing 0:27:42 - Changing a game's theme 0:32:25 - Getting designs to publishers 0:47:36 - Where Foxtrot fits 0:56:05 - Future projects</itunes:summary></item>
    
    <item>
      <title>#118: A Seafall Review</title>
      <itunes:title>#118: A Seafall Review</itunes:title>
      <pubDate>Tue, 10 Feb 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/244931-118-a-seafall-review.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/244931-118-a-seafall-review.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob talk about the current state of Seafall and its latest strides toward completion. Rob is excited about the progress of the game and shares a look at what can happen during a player's turn as the details of the game come into focus.--------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com------------Episode Outline 0:01:33 - Bill of materials and sizing 0:11:46 - Changes along the way 0:16:46 - A turn in Seafall 0:29:36 - A reader question<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob talk about the current state of Seafall and its latest strides toward completion. Rob is excited about the progress of the game and shares a look at what can happen during a player's turn as the details of the game come into focus.--------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com------------Episode Outline 0:01:33 - Bill of materials and sizing 0:11:46 - Changes along the way 0:16:46 - A turn in Seafall 0:29:36 - A reader question]]></content:encoded>
      
      
      <enclosure length="26660992" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/244931-118-a-seafall-review.mp3?dest-id=1719626"/>
      <itunes:duration>54:45</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob talk about the current state of Seafall and its latest strides toward completion. Rob is excited about the progress of the game and shares a look at what can happen during a player's turn as the details of the game come into focus.--------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com------------Episode Outline 0:01:33 - Bill of materials and sizing 0:11:46 - Changes along the way 0:16:46 - A turn in Seafall 0:29:36 - A reader question</itunes:subtitle><itunes:summary>Dirk, David, and Rob talk about the current state of Seafall and its latest strides toward completion. Rob is excited about the progress of the game and shares a look at what can happen during a player's turn as the details of the game come into focus.--------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com------------Episode Outline 0:01:33 - Bill of materials and sizing 0:11:46 - Changes along the way 0:16:46 - A turn in Seafall 0:29:36 - A reader question</itunes:summary></item>
    
    <item>
      <title>#117: Chatting with Robin D. Laws</title>
      <itunes:title>#117: Chatting with Robin D. Laws</itunes:title>
      <pubDate>Thu, 05 Feb 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/243259-117-chatting-with-robin-d-laws.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/243259-117-chatting-with-robin-d-laws.mp3]]></link>
      <description><![CDATA[Roleplaying game and novel writer Robin D. Laws joins Dirk and David to share his experience as a designer and writer in the gaming industry. Robin shares his methodology, how writing for the two media compares, and his upcoming work.---------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Robin D. Laws - @robindlaws, kenandrobintalkaboutstuff.com------------------Episode Outline 0:00:24 - Robin's background 0:03:11 - The Gumshoe system 0:11:59 - Establishing a voice 0:20:20 - Gumshoe licensing 0:26:03 - Recommendations on systems 0:28:46 - Robin's novels 0:36:26 - Design process 0:38:59 - King of Dragon Pass 0:44:38 - The future of D&D<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Roleplaying game and novel writer Robin D. Laws joins Dirk and David to share his experience as a designer and writer in the gaming industry. Robin shares his methodology, how writing for the two media compares, and his upcoming work.---------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Robin D. Laws - @robindlaws, kenandrobintalkaboutstuff.com------------------Episode Outline 0:00:24 - Robin's background 0:03:11 - The Gumshoe system 0:11:59 - Establishing a voice 0:20:20 - Gumshoe licensing 0:26:03 - Recommendations on systems 0:28:46 - Robin's novels 0:36:26 - Design process 0:38:59 - King of Dragon Pass 0:44:38 - The future of D&D]]></content:encoded>
      
      
      <enclosure length="26798208" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/243259-117-chatting-with-robin-d-laws.mp3?dest-id=1719626"/>
      <itunes:duration>55:02</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Roleplaying game and novel writer Robin D. Laws joins Dirk and David to share his experience as a designer and writer in the gaming industry. Robin shares his methodology, how writing for the two media compares, and his upcoming work.---------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Robin D. Laws - @robindlaws, kenandrobintalkaboutstuff.com------------------Episode Outline 0:00:24 - Robin's background 0:03:11 - The Gumshoe system 0:11:59 - Establishing a voice 0:20:20 - Gumshoe licensing 0:26:03 - Recommendations on systems 0:28:46 - Robin's novels 0:36:26 - Design process 0:38:59 - King of Dragon Pass 0:44:38 - The future of D&amp;D</itunes:subtitle><itunes:summary>Roleplaying game and novel writer Robin D. Laws joins Dirk and David to share his experience as a designer and writer in the gaming industry. Robin shares his methodology, how writing for the two media compares, and his upcoming work.---------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Robin D. Laws - @robindlaws, kenandrobintalkaboutstuff.com------------------Episode Outline 0:00:24 - Robin's background 0:03:11 - The Gumshoe system 0:11:59 - Establishing a voice 0:20:20 - Gumshoe licensing 0:26:03 - Recommendations on systems 0:28:46 - Robin's novels 0:36:26 - Design process 0:38:59 - King of Dragon Pass 0:44:38 - The future of D&amp;D</itunes:summary></item>
    
    <item>
      <title>#116: Buying and Selling with Soren Johnson &amp; Scott Hamden</title>
      <itunes:title>#116: Buying and Selling with Soren Johnson &amp;amp; Scott Hamden</itunes:title>
      <pubDate>Tue, 27 Jan 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/240543-116-buying-and-selling-with-soren-johnson-scott-hamden.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/240543-116-buying-and-selling-with-soren-johnson-scott-hamden.mp3]]></link>
      <description><![CDATA[Soren is back with forum member and early Offworld Trading Company playtester Scott Hamden to talk with Dirk about the current state of the game. Offworld Trading Company is taking form as it prepares for early access on Steam and a wider user base for even more feedback.--------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com, idlethumbs.net/designernotes Scott Hamden - indczn@gmail.com------------------------------------------------------------- Episode Outline 0:00:22 - Current state of the game 0:03:04 - Scott's experience with OTC 0:05:38 - Stages of alpha and graphics 0:09:31 - Soren's involvement in the art process 0:13:59 - Watching the process as a fan 0:20:15 - Tweaking game values 0:34:53 - Buying and selling of stocks 0:42:39 - Multiplayer games 0:48:38 - Feature count 0:57:13 - Playtesters and forum interaction 1:04:19 - Upcoming milestones<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Soren is back with forum member and early Offworld Trading Company playtester Scott Hamden to talk with Dirk about the current state of the game. Offworld Trading Company is taking form as it prepares for early access on Steam and a wider user base for even more feedback.--------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com, idlethumbs.net/designernotes Scott Hamden - indczn@gmail.com------------------------------------------------------------- Episode Outline 0:00:22 - Current state of the game 0:03:04 - Scott's experience with OTC 0:05:38 - Stages of alpha and graphics 0:09:31 - Soren's involvement in the art process 0:13:59 - Watching the process as a fan 0:20:15 - Tweaking game values 0:34:53 - Buying and selling of stocks 0:42:39 - Multiplayer games 0:48:38 - Feature count 0:57:13 - Playtesters and forum interaction 1:04:19 - Upcoming milestones]]></content:encoded>
      
      
      <enclosure length="32864384" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/240543-116-buying-and-selling-with-soren-johnson-scott-hamden.mp3?dest-id=1719626"/>
      <itunes:duration>01:07:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Soren Johnson and Scott Hamden</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren is back with forum member and early Offworld Trading Company playtester Scott Hamden to talk with Dirk about the current state of the game. Offworld Trading Company is taking form as it prepares for early access on Steam and a wider user base for even more feedback.--------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com, idlethumbs.net/designernotes Scott Hamden - indczn@gmail.com------------------------------------------------------------- Episode Outline 0:00:22 - Current state of the game 0:03:04 - Scott's experience with OTC 0:05:38 - Stages of alpha and graphics 0:09:31 - Soren's involvement in the art process 0:13:59 - Watching the process as a fan 0:20:15 - Tweaking game values 0:34:53 - Buying and selling of stocks 0:42:39 - Multiplayer games 0:48:38 - Feature count 0:57:13 - Playtesters and forum interaction 1:04:19 - Upcoming milestones</itunes:subtitle><itunes:summary>Soren is back with forum member and early Offworld Trading Company playtester Scott Hamden to talk with Dirk about the current state of the game. Offworld Trading Company is taking form as it prepares for early access on Steam and a wider user base for even more feedback.--------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com, idlethumbs.net/designernotes Scott Hamden - indczn@gmail.com------------------------------------------------------------- Episode Outline 0:00:22 - Current state of the game 0:03:04 - Scott's experience with OTC 0:05:38 - Stages of alpha and graphics 0:09:31 - Soren's involvement in the art process 0:13:59 - Watching the process as a fan 0:20:15 - Tweaking game values 0:34:53 - Buying and selling of stocks 0:42:39 - Multiplayer games 0:48:38 - Feature count 0:57:13 - Playtesters and forum interaction 1:04:19 - Upcoming milestones</itunes:summary></item>
    
    <item>
      <title>#115: Talking with Chelsea Howe</title>
      <itunes:title>#115: Talking with Chelsea Howe</itunes:title>
      <pubDate>Thu, 22 Jan 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/238989-115-talking-with-chelsea-howe.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/238989-115-talking-with-chelsea-howe.mp3]]></link>
      <description><![CDATA[Dirk and David are joined this week by Chelsea Howe, game design veteran and current employee at EA. Chelsea brings her experience to the show after working in a wide range of environments from large publishers to small game jams and independent projects.---------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chelsea Howe - @manojalpa, www.manojalpa.net--------------------------------------------------------Episode Outline 0:00:17 - Chelsea's background 0:08:16 - The mechanics of humor 0:10:52 - IP opportunities 0:13:43 - Why F2P big license games may not work 0:29:37 - Video gaming demographics 0:31:29 - Game james 0:34:50 - Quality and quantity of games 0:40:04 - Working at different sized companies 0:48:37 - Are we all designers?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined this week by Chelsea Howe, game design veteran and current employee at EA. Chelsea brings her experience to the show after working in a wide range of environments from large publishers to small game jams and independent projects.---------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chelsea Howe - @manojalpa, www.manojalpa.net--------------------------------------------------------Episode Outline 0:00:17 - Chelsea's background 0:08:16 - The mechanics of humor 0:10:52 - IP opportunities 0:13:43 - Why F2P big license games may not work 0:29:37 - Video gaming demographics 0:31:29 - Game james 0:34:50 - Quality and quantity of games 0:40:04 - Working at different sized companies 0:48:37 - Are we all designers?]]></content:encoded>
      
      
      <enclosure length="28092544" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/238989-115-talking-with-chelsea-howe.mp3?dest-id=1719626"/>
      <itunes:duration>57:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Chelsea Howe</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined this week by Chelsea Howe, game design veteran and current employee at EA. Chelsea brings her experience to the show after working in a wide range of environments from large publishers to small game jams and independent projects.---------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chelsea Howe - @manojalpa, www.manojalpa.net--------------------------------------------------------Episode Outline 0:00:17 - Chelsea's background 0:08:16 - The mechanics of humor 0:10:52 - IP opportunities 0:13:43 - Why F2P big license games may not work 0:29:37 - Video gaming demographics 0:31:29 - Game james 0:34:50 - Quality and quantity of games 0:40:04 - Working at different sized companies 0:48:37 - Are we all designers?</itunes:subtitle><itunes:summary>Dirk and David are joined this week by Chelsea Howe, game design veteran and current employee at EA. Chelsea brings her experience to the show after working in a wide range of environments from large publishers to small game jams and independent projects.---------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chelsea Howe - @manojalpa, www.manojalpa.net--------------------------------------------------------Episode Outline 0:00:17 - Chelsea's background 0:08:16 - The mechanics of humor 0:10:52 - IP opportunities 0:13:43 - Why F2P big license games may not work 0:29:37 - Video gaming demographics 0:31:29 - Game james 0:34:50 - Quality and quantity of games 0:40:04 - Working at different sized companies 0:48:37 - Are we all designers?</itunes:summary></item>
    
    <item>
      <title>#114: Back to the Mail Bag</title>
      <itunes:title>#114: Back to the Mail Bag</itunes:title>
      <pubDate>Tue, 13 Jan 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/236676-114-back-to-the-mail-bag.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/236676-114-back-to-the-mail-bag.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob are back to answer more of your questions! This week's questions cover digital integration, international design decisions, and the role of 3D printing.-----------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:52 - How do you feel about apps integrated with board games? 0:19:50 - What possibilities would you like to see in those games? 0:22:33 - Will this lead to un-playtested games? 0:29:08 - What about a hybrid microgame? 0:33:44 - What roles will exist for people with international experience? 0:42:18 - Do you think game companies will become more global? 0:43:45 - What impact do you think 3D printing will have on tabletop? 0:49:44 - How have you seen asymmetry done in games?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are back to answer more of your questions! This week's questions cover digital integration, international design decisions, and the role of 3D printing.-----------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:52 - How do you feel about apps integrated with board games? 0:19:50 - What possibilities would you like to see in those games? 0:22:33 - Will this lead to un-playtested games? 0:29:08 - What about a hybrid microgame? 0:33:44 - What roles will exist for people with international experience? 0:42:18 - Do you think game companies will become more global? 0:43:45 - What impact do you think 3D printing will have on tabletop? 0:49:44 - How have you seen asymmetry done in games?]]></content:encoded>
      
      
      <enclosure length="29468800" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/236676-114-back-to-the-mail-bag.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:27</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are back to answer more of your questions! This week's questions cover digital integration, international design decisions, and the role of 3D printing.-----------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:52 - How do you feel about apps integrated with board games? 0:19:50 - What possibilities would you like to see in those games? 0:22:33 - Will this lead to un-playtested games? 0:29:08 - What about a hybrid microgame? 0:33:44 - What roles will exist for people with international experience? 0:42:18 - Do you think game companies will become more global? 0:43:45 - What impact do you think 3D printing will have on tabletop? 0:49:44 - How have you seen asymmetry done in games?</itunes:subtitle><itunes:summary>Dirk, David, and Rob are back to answer more of your questions! This week's questions cover digital integration, international design decisions, and the role of 3D printing.-----------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:52 - How do you feel about apps integrated with board games? 0:19:50 - What possibilities would you like to see in those games? 0:22:33 - Will this lead to un-playtested games? 0:29:08 - What about a hybrid microgame? 0:33:44 - What roles will exist for people with international experience? 0:42:18 - Do you think game companies will become more global? 0:43:45 - What impact do you think 3D printing will have on tabletop? 0:49:44 - How have you seen asymmetry done in games?</itunes:summary></item>
    
    <item>
      <title>#113: Trekking Along</title>
      <itunes:title>#113: Trekking Along</itunes:title>
      <pubDate>Tue, 06 Jan 2015 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/234562-113-trekking-along.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/234562-113-trekking-along.mp3]]></link>
      <description><![CDATA[Dirk and David are at the helm this week to talk about all things Star Trek. David's upcoming game uses the Star Trek universe to tell a wide variety of stories with a wide cast of characters. But with a fan base as enthusiastic and demanding as Trekkies (or Trekkers), how do you respect the source material while making a game fun?------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron--Episode Outline 0:00:45 - Star Trek roots 0:06:23 - Differing Trek series and fans 0:19:28 - Building a game for every captain 0:32:38 - The Star Trek story 0:39:39 - User research 0:53:18 - Alpha testing 0:56:02 - Star Trek appeal<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are at the helm this week to talk about all things Star Trek. David's upcoming game uses the Star Trek universe to tell a wide variety of stories with a wide cast of characters. But with a fan base as enthusiastic and demanding as Trekkies (or Trekkers), how do you respect the source material while making a game fun?------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron--Episode Outline 0:00:45 - Star Trek roots 0:06:23 - Differing Trek series and fans 0:19:28 - Building a game for every captain 0:32:38 - The Star Trek story 0:39:39 - User research 0:53:18 - Alpha testing 0:56:02 - Star Trek appeal]]></content:encoded>
      
      
      <enclosure length="29665408" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/234562-113-trekking-along.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:54</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are at the helm this week to talk about all things Star Trek. David's upcoming game uses the Star Trek universe to tell a wide variety of stories with a wide cast of characters. But with a fan base as enthusiastic and demanding as Trekkies (or Trekkers), how do you respect the source material while making a game fun?------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron--Episode Outline 0:00:45 - Star Trek roots 0:06:23 - Differing Trek series and fans 0:19:28 - Building a game for every captain 0:32:38 - The Star Trek story 0:39:39 - User research 0:53:18 - Alpha testing 0:56:02 - Star Trek appeal</itunes:subtitle><itunes:summary>Dirk and David are at the helm this week to talk about all things Star Trek. David's upcoming game uses the Star Trek universe to tell a wide variety of stories with a wide cast of characters. But with a fan base as enthusiastic and demanding as Trekkies (or Trekkers), how do you respect the source material while making a game fun?------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron--Episode Outline 0:00:45 - Star Trek roots 0:06:23 - Differing Trek series and fans 0:19:28 - Building a game for every captain 0:32:38 - The Star Trek story 0:39:39 - User research 0:53:18 - Alpha testing 0:56:02 - Star Trek appeal</itunes:summary></item>
    
    <item>
      <title>#112: 2014 in Review</title>
      <itunes:title>#112: 2014 in Review</itunes:title>
      <pubDate>Tue, 30 Dec 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/232776-112-2014-in-review.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/232776-112-2014-in-review.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob look back at 2014. Rob's Kickstarter leads the way with a great success story and a view into just how crazy his life became this year. Dirk and David share their big moves from the year and look ahead to what's coming. Finally, Dirk says some nice things about Michael Hermes, who may or may not be writing these show notes (and sounds like a swell guy).------------------------------------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Rob's Kickstarter 0:08:10 - Dirk's Kickstarter 0:15:19 - David's move 0:27:16 - Dirk's year in review 0:35:10 - Seafall 0:41:07 - David's board games 0:45:21 - Rob's teaching 0:50:03 - Conquistador Games 0:51:54 - The Game Design Roundtable<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob look back at 2014. Rob's Kickstarter leads the way with a great success story and a view into just how crazy his life became this year. Dirk and David share their big moves from the year and look ahead to what's coming. Finally, Dirk says some nice things about Michael Hermes, who may or may not be writing these show notes (and sounds like a swell guy).------------------------------------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Rob's Kickstarter 0:08:10 - Dirk's Kickstarter 0:15:19 - David's move 0:27:16 - Dirk's year in review 0:35:10 - Seafall 0:41:07 - David's board games 0:45:21 - Rob's teaching 0:50:03 - Conquistador Games 0:51:54 - The Game Design Roundtable]]></content:encoded>
      
      
      <enclosure length="28254336" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/232776-112-2014-in-review.mp3?dest-id=1719626"/>
      <itunes:duration>57:54</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob look back at 2014. Rob's Kickstarter leads the way with a great success story and a view into just how crazy his life became this year. Dirk and David share their big moves from the year and look ahead to what's coming. Finally, Dirk says some nice things about Michael Hermes, who may or may not be writing these show notes (and sounds like a swell guy).------------------------------------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Rob's Kickstarter 0:08:10 - Dirk's Kickstarter 0:15:19 - David's move 0:27:16 - Dirk's year in review 0:35:10 - Seafall 0:41:07 - David's board games 0:45:21 - Rob's teaching 0:50:03 - Conquistador Games 0:51:54 - The Game Design Roundtable</itunes:subtitle><itunes:summary>Dirk, David, and Rob look back at 2014. Rob's Kickstarter leads the way with a great success story and a view into just how crazy his life became this year. Dirk and David share their big moves from the year and look ahead to what's coming. Finally, Dirk says some nice things about Michael Hermes, who may or may not be writing these show notes (and sounds like a swell guy).------------------------------------------------------------------------------------Contact information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Rob's Kickstarter 0:08:10 - Dirk's Kickstarter 0:15:19 - David's move 0:27:16 - Dirk's year in review 0:35:10 - Seafall 0:41:07 - David's board games 0:45:21 - Rob's teaching 0:50:03 - Conquistador Games 0:51:54 - The Game Design Roundtable</itunes:summary></item>
    
    <item>
      <title>#111: Game Design and Education with Erin Hoffman</title>
      <itunes:title>#111: Game Design and Education with Erin Hoffman</itunes:title>
      <pubDate>Tue, 23 Dec 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/231401-111-game-design-and-education-with-erin-hoffman.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/231401-111-game-design-and-education-with-erin-hoffman.mp3]]></link>
      <description><![CDATA[Dirk and David sit down with game designer and writer Erin Hoffman to talk about her extensive background in game design for education,interacting with the users, and some deep talks on the role of art in games.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Erin Hoffman - erin@makingwonder.com, @gryphoness--------------------------Episode Outline 0:00:17 - Erin's background 0:01:50 - Umberto Eco and art 0:16:44 - Interfacing with users 0:20:59 - Staying connected 0:28:34 - Designing for kids 0:33:56 - Lessons learned 0:41:05 - Learning styles 0:48:59 - Sense of Wonder<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David sit down with game designer and writer Erin Hoffman to talk about her extensive background in game design for education,interacting with the users, and some deep talks on the role of art in games.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Erin Hoffman - erin@makingwonder.com, @gryphoness--------------------------Episode Outline 0:00:17 - Erin's background 0:01:50 - Umberto Eco and art 0:16:44 - Interfacing with users 0:20:59 - Staying connected 0:28:34 - Designing for kids 0:33:56 - Lessons learned 0:41:05 - Learning styles 0:48:59 - Sense of Wonder]]></content:encoded>
      
      
      <enclosure length="26673280" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/231401-111-game-design-and-education-with-erin-hoffman.mp3?dest-id=1719626"/>
      <itunes:duration>54:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau and Erin Hoffman</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David sit down with game designer and writer Erin Hoffman to talk about her extensive background in game design for education,interacting with the users, and some deep talks on the role of art in games.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Erin Hoffman - erin@makingwonder.com, @gryphoness--------------------------Episode Outline 0:00:17 - Erin's background 0:01:50 - Umberto Eco and art 0:16:44 - Interfacing with users 0:20:59 - Staying connected 0:28:34 - Designing for kids 0:33:56 - Lessons learned 0:41:05 - Learning styles 0:48:59 - Sense of Wonder</itunes:subtitle><itunes:summary>Dirk and David sit down with game designer and writer Erin Hoffman to talk about her extensive background in game design for education,interacting with the users, and some deep talks on the role of art in games.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Erin Hoffman - erin@makingwonder.com, @gryphoness--------------------------Episode Outline 0:00:17 - Erin's background 0:01:50 - Umberto Eco and art 0:16:44 - Interfacing with users 0:20:59 - Staying connected 0:28:34 - Designing for kids 0:33:56 - Lessons learned 0:41:05 - Learning styles 0:48:59 - Sense of Wonder</itunes:summary></item>
    
    <item>
      <title>#110: The Science of fun with Nicole Lazzaro</title>
      <itunes:title>#110: The Science of fun with Nicole Lazzaro</itunes:title>
      <pubDate>Tue, 16 Dec 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/229605-110-the-science-of-fun-with-nicole-lazzaro.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/229605-110-the-science-of-fun-with-nicole-lazzaro.mp3]]></link>
      <description><![CDATA[Is there a formula for fun? Nicole Lazzaro joins Dirk and David to talk about what makes games fun, deliver a brief dive into neuroscience, and compare the concept of fun and gaming addiction.----------------------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nicole Lazzaro - @nicolelazzaro, www.4k2f.com-----------------------------------------------------------Episode Outline 0:01:34 - The four keys to fun 0:13:18 - Depth 0:29:22 - Tabletop 0:39:32 - A primer on neurology 0:50:50 - Free to play<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Is there a formula for fun? Nicole Lazzaro joins Dirk and David to talk about what makes games fun, deliver a brief dive into neuroscience, and compare the concept of fun and gaming addiction.----------------------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nicole Lazzaro - @nicolelazzaro, www.4k2f.com-----------------------------------------------------------Episode Outline 0:01:34 - The four keys to fun 0:13:18 - Depth 0:29:22 - Tabletop 0:39:32 - A primer on neurology 0:50:50 - Free to play]]></content:encoded>
      
      
      <enclosure length="31309952" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/229605-110-the-science-of-fun-with-nicole-lazzaro.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:18</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Nicole Lazzaro</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Is there a formula for fun? Nicole Lazzaro joins Dirk and David to talk about what makes games fun, deliver a brief dive into neuroscience, and compare the concept of fun and gaming addiction.----------------------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nicole Lazzaro - @nicolelazzaro, www.4k2f.com-----------------------------------------------------------Episode Outline 0:01:34 - The four keys to fun 0:13:18 - Depth 0:29:22 - Tabletop 0:39:32 - A primer on neurology 0:50:50 - Free to play</itunes:subtitle><itunes:summary>Is there a formula for fun? Nicole Lazzaro joins Dirk and David to talk about what makes games fun, deliver a brief dive into neuroscience, and compare the concept of fun and gaming addiction.----------------------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nicole Lazzaro - @nicolelazzaro, www.4k2f.com-----------------------------------------------------------Episode Outline 0:01:34 - The four keys to fun 0:13:18 - Depth 0:29:22 - Tabletop 0:39:32 - A primer on neurology 0:50:50 - Free to play</itunes:summary></item>
    
    <item>
      <title># 109: Susan McKinley Ross and Idea Duck</title>
      <itunes:title># 109: Susan McKinley Ross and Idea Duck</itunes:title>
      <pubDate>Tue, 09 Dec 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/227831-109-susan-mckinley-ross-and-idea-duck.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/227831-109-susan-mckinley-ross-and-idea-duck.mp3]]></link>
      <description><![CDATA[Dirk and David are joined by game designer Susan McKinley Ross, creator of Qwirkle and other well-received board games. Susan shares her expertise in color and tactile game design, the process of writing rules, and how she came to be an award-winning designer.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Susan McKinley Ross - @ideaduck, www.ideaduck.com--------------------------------------------------------Episode Outline 0:00:15 - Susan's background 0:01:54 - Tactile elements and color 0:07:15 - Qwirkle 0:24:55 - Design and development 0:39:22 - Illustrations and rules 0:41:40 - Susan's process 0:49:30 - Other projects 0:54:16 - Working with a spouse<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by game designer Susan McKinley Ross, creator of Qwirkle and other well-received board games. Susan shares her expertise in color and tactile game design, the process of writing rules, and how she came to be an award-winning designer.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Susan McKinley Ross - @ideaduck, www.ideaduck.com--------------------------------------------------------Episode Outline 0:00:15 - Susan's background 0:01:54 - Tactile elements and color 0:07:15 - Qwirkle 0:24:55 - Design and development 0:39:22 - Illustrations and rules 0:41:40 - Susan's process 0:49:30 - Other projects 0:54:16 - Working with a spouse]]></content:encoded>
      
      
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      <itunes:duration>01:01:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Susan McKinley Ross</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by game designer Susan McKinley Ross, creator of Qwirkle and other well-received board games. Susan shares her expertise in color and tactile game design, the process of writing rules, and how she came to be an award-winning designer.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Susan McKinley Ross - @ideaduck, www.ideaduck.com--------------------------------------------------------Episode Outline 0:00:15 - Susan's background 0:01:54 - Tactile elements and color 0:07:15 - Qwirkle 0:24:55 - Design and development 0:39:22 - Illustrations and rules 0:41:40 - Susan's process 0:49:30 - Other projects 0:54:16 - Working with a spouse</itunes:subtitle><itunes:summary>Dirk and David are joined by game designer Susan McKinley Ross, creator of Qwirkle and other well-received board games. Susan shares her expertise in color and tactile game design, the process of writing rules, and how she came to be an award-winning designer.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Susan McKinley Ross - @ideaduck, www.ideaduck.com--------------------------------------------------------Episode Outline 0:00:15 - Susan's background 0:01:54 - Tactile elements and color 0:07:15 - Qwirkle 0:24:55 - Design and development 0:39:22 - Illustrations and rules 0:41:40 - Susan's process 0:49:30 - Other projects 0:54:16 - Working with a spouse</itunes:summary></item>
    
    <item>
      <title>#108: Funemployed and Boardgamegeekcon</title>
      <itunes:title>#108: Funemployed and Boardgamegeekcon</itunes:title>
      <pubDate>Tue, 02 Dec 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/225841-108-funemployed-and-boardgamegeekcon.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/225841-108-funemployed-and-boardgamegeekcon.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob are on hand to talk about two topics this week. First, the progress of Rob's current Kickstarter: Funemployed 2nd Edition. He reviews how the Kickstarter is going as well as steps he took on the front end. Next, Dirk and Rob talk about their time at Boardgamegeekcon, a convention put on by the website of the same name. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:00:13 - Rob's Kickstarter 0:09:12 - Setting up a Kickstarter 0:14:26 - Boardgamegeekcon 0:21:58 - Acquire 0:27:47 - Red7 0:34:15 - Hypoborea 0:38:47 - Tragedy Looper 0:45:57 - Mysterium 0:49:33 - Tesla vs Edison 0:56:27 - Artemis<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob are on hand to talk about two topics this week. First, the progress of Rob's current Kickstarter: Funemployed 2nd Edition. He reviews how the Kickstarter is going as well as steps he took on the front end. Next, Dirk and Rob talk about their time at Boardgamegeekcon, a convention put on by the website of the same name. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:00:13 - Rob's Kickstarter 0:09:12 - Setting up a Kickstarter 0:14:26 - Boardgamegeekcon 0:21:58 - Acquire 0:27:47 - Red7 0:34:15 - Hypoborea 0:38:47 - Tragedy Looper 0:45:57 - Mysterium 0:49:33 - Tesla vs Edison 0:56:27 - Artemis]]></content:encoded>
      
      
      <enclosure length="29780096" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/225841-108-funemployed-and-boardgamegeekcon.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob are on hand to talk about two topics this week. First, the progress of Rob's current Kickstarter: Funemployed 2nd Edition. He reviews how the Kickstarter is going as well as steps he took on the front end. Next, Dirk and Rob talk about their time at Boardgamegeekcon, a convention put on by the website of the same name. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:00:13 - Rob's Kickstarter 0:09:12 - Setting up a Kickstarter 0:14:26 - Boardgamegeekcon 0:21:58 - Acquire 0:27:47 - Red7 0:34:15 - Hypoborea 0:38:47 - Tragedy Looper 0:45:57 - Mysterium 0:49:33 - Tesla vs Edison 0:56:27 - Artemis</itunes:subtitle><itunes:summary>Dirk, David, and Rob are on hand to talk about two topics this week. First, the progress of Rob's current Kickstarter: Funemployed 2nd Edition. He reviews how the Kickstarter is going as well as steps he took on the front end. Next, Dirk and Rob talk about their time at Boardgamegeekcon, a convention put on by the website of the same name. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com Episode Outline 0:00:13 - Rob's Kickstarter 0:09:12 - Setting up a Kickstarter 0:14:26 - Boardgamegeekcon 0:21:58 - Acquire 0:27:47 - Red7 0:34:15 - Hypoborea 0:38:47 - Tragedy Looper 0:45:57 - Mysterium 0:49:33 - Tesla vs Edison 0:56:27 - Artemis</itunes:summary></item>
    
    <item>
      <title>#107: Cooperative Gaming with Amy Jo Kim</title>
      <itunes:title>#107: Cooperative Gaming with Amy Jo Kim</itunes:title>
      <pubDate>Sat, 29 Nov 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/224793-107-cooperative-gaming-with-amy-jo-kim.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/224793-107-cooperative-gaming-with-amy-jo-kim.mp3]]></link>
      <description><![CDATA[Amy Jo Kim joins Dirk and David to talk about cooperative gaming and the move away from zero-sum game mechanics. Social and online gaming have shown time and again that players want to cooperate and work together rather than kill each other and constantly compete. Amy Jo offers her experience and insight into what makes cooperative fun, and how designers can make it compelling.-------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Amy Jo Kim - @amyjokim, www.shufflebrain.com, www.mvpdesignhacks.com----------------Episode Outline 0:00:26 - The cooperative revolution 0:04:35 - Amy Jo's background 0:13:14 - Zero-sum games 0:23:28 - Mobile and free to play 0:35:48 - Balancing feeling special and teamwork 0:54:43 - Powerful mechanics in co-op 0:57:10 - Steps for a new designer<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Amy Jo Kim joins Dirk and David to talk about cooperative gaming and the move away from zero-sum game mechanics. Social and online gaming have shown time and again that players want to cooperate and work together rather than kill each other and constantly compete. Amy Jo offers her experience and insight into what makes cooperative fun, and how designers can make it compelling.-------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Amy Jo Kim - @amyjokim, www.shufflebrain.com, www.mvpdesignhacks.com----------------Episode Outline 0:00:26 - The cooperative revolution 0:04:35 - Amy Jo's background 0:13:14 - Zero-sum games 0:23:28 - Mobile and free to play 0:35:48 - Balancing feeling special and teamwork 0:54:43 - Powerful mechanics in co-op 0:57:10 - Steps for a new designer]]></content:encoded>
      
      
      <enclosure length="29730944" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/224793-107-cooperative-gaming-with-amy-jo-kim.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Amy Jo Kim joins Dirk and David to talk about cooperative gaming and the move away from zero-sum game mechanics. Social and online gaming have shown time and again that players want to cooperate and work together rather than kill each other and constantly compete. Amy Jo offers her experience and insight into what makes cooperative fun, and how designers can make it compelling.-------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Amy Jo Kim - @amyjokim, www.shufflebrain.com, www.mvpdesignhacks.com----------------Episode Outline 0:00:26 - The cooperative revolution 0:04:35 - Amy Jo's background 0:13:14 - Zero-sum games 0:23:28 - Mobile and free to play 0:35:48 - Balancing feeling special and teamwork 0:54:43 - Powerful mechanics in co-op 0:57:10 - Steps for a new designer</itunes:subtitle><itunes:summary>Amy Jo Kim joins Dirk and David to talk about cooperative gaming and the move away from zero-sum game mechanics. Social and online gaming have shown time and again that players want to cooperate and work together rather than kill each other and constantly compete. Amy Jo offers her experience and insight into what makes cooperative fun, and how designers can make it compelling.-------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Amy Jo Kim - @amyjokim, www.shufflebrain.com, www.mvpdesignhacks.com----------------Episode Outline 0:00:26 - The cooperative revolution 0:04:35 - Amy Jo's background 0:13:14 - Zero-sum games 0:23:28 - Mobile and free to play 0:35:48 - Balancing feeling special and teamwork 0:54:43 - Powerful mechanics in co-op 0:57:10 - Steps for a new designer</itunes:summary></item>
    
    <item>
      <title>#106: Micro Games with Chris Handy</title>
      <itunes:title>#106: Micro Games with Chris Handy</itunes:title>
      <pubDate>Thu, 20 Nov 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/222531-106-micro-games-with-chris-handy.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/222531-106-micro-games-with-chris-handy.mp3]]></link>
      <description><![CDATA[This week it's a regular-sized show about micro-sized games when designer Chris Handy comes on to talk about his foray into the micro games market.--------------------------------------------------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chris Handy - @ChrisHandy, packogame.com---------------------------------------Episode Outline 0:01:05 - Micro games 0:07:54 - 20 Themes 0:14:10 - Traditional and Euro games 0:16:00 - Mobile and social games 0:30:00 - Trends in micro games 0:35:47 - Business aspects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week it's a regular-sized show about micro-sized games when designer Chris Handy comes on to talk about his foray into the micro games market.--------------------------------------------------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chris Handy - @ChrisHandy, packogame.com---------------------------------------Episode Outline 0:01:05 - Micro games 0:07:54 - 20 Themes 0:14:10 - Traditional and Euro games 0:16:00 - Mobile and social games 0:30:00 - Trends in micro games 0:35:47 - Business aspects]]></content:encoded>
      
      
      <enclosure length="24809600" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/222531-106-micro-games-with-chris-handy.mp3?dest-id=1719626"/>
      <itunes:duration>50:44</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Chris Handy</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week it's a regular-sized show about micro-sized games when designer Chris Handy comes on to talk about his foray into the micro games market.--------------------------------------------------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chris Handy - @ChrisHandy, packogame.com---------------------------------------Episode Outline 0:01:05 - Micro games 0:07:54 - 20 Themes 0:14:10 - Traditional and Euro games 0:16:00 - Mobile and social games 0:30:00 - Trends in micro games 0:35:47 - Business aspects</itunes:subtitle><itunes:summary>This week it's a regular-sized show about micro-sized games when designer Chris Handy comes on to talk about his foray into the micro games market.--------------------------------------------------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Chris Handy - @ChrisHandy, packogame.com---------------------------------------Episode Outline 0:01:05 - Micro games 0:07:54 - 20 Themes 0:14:10 - Traditional and Euro games 0:16:00 - Mobile and social games 0:30:00 - Trends in micro games 0:35:47 - Business aspects</itunes:summary></item>
    
    <item>
      <title>#105: Mail Call</title>
      <itunes:title>#105: Mail Call</itunes:title>
      <pubDate>Thu, 13 Nov 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/220581-105-mail-call.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/220581-105-mail-call.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob Daviau are answering questions this week on topics about board game design, publishing, translations, and more!-------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:43 - What existing game do you wish you had designed? 0:04:02 - What can Eastern and Western developers learn from each other? 0:09:37 - What game design phrases make you cringe 0:15:48 - How will designers grow if creators are not from the dominant culture 0:19:31 - Can you expand on the concept of player empowerment? 0:24:31 - Should I sell my game to a publisher? 0:32:36 - What are some examples of board games with great digital versions? 0:40:45 - How do you find the right artist at the right rate? 0:44:52 - Should I be worried about someone stealing my idea? 0:47:48 - When is the right time to reach out to a big-name developer? 0:50:59 - At what point do you translate your game?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob Daviau are answering questions this week on topics about board game design, publishing, translations, and more!-------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:43 - What existing game do you wish you had designed? 0:04:02 - What can Eastern and Western developers learn from each other? 0:09:37 - What game design phrases make you cringe 0:15:48 - How will designers grow if creators are not from the dominant culture 0:19:31 - Can you expand on the concept of player empowerment? 0:24:31 - Should I sell my game to a publisher? 0:32:36 - What are some examples of board games with great digital versions? 0:40:45 - How do you find the right artist at the right rate? 0:44:52 - Should I be worried about someone stealing my idea? 0:47:48 - When is the right time to reach out to a big-name developer? 0:50:59 - At what point do you translate your game?]]></content:encoded>
      
      
      <enclosure length="28276864" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/220581-105-mail-call.mp3?dest-id=1719626"/>
      <itunes:duration>58:04</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob Daviau are answering questions this week on topics about board game design, publishing, translations, and more!-------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:43 - What existing game do you wish you had designed? 0:04:02 - What can Eastern and Western developers learn from each other? 0:09:37 - What game design phrases make you cringe 0:15:48 - How will designers grow if creators are not from the dominant culture 0:19:31 - Can you expand on the concept of player empowerment? 0:24:31 - Should I sell my game to a publisher? 0:32:36 - What are some examples of board games with great digital versions? 0:40:45 - How do you find the right artist at the right rate? 0:44:52 - Should I be worried about someone stealing my idea? 0:47:48 - When is the right time to reach out to a big-name developer? 0:50:59 - At what point do you translate your game?</itunes:subtitle><itunes:summary>Dirk, David, and Rob Daviau are answering questions this week on topics about board game design, publishing, translations, and more!-------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:43 - What existing game do you wish you had designed? 0:04:02 - What can Eastern and Western developers learn from each other? 0:09:37 - What game design phrases make you cringe 0:15:48 - How will designers grow if creators are not from the dominant culture 0:19:31 - Can you expand on the concept of player empowerment? 0:24:31 - Should I sell my game to a publisher? 0:32:36 - What are some examples of board games with great digital versions? 0:40:45 - How do you find the right artist at the right rate? 0:44:52 - Should I be worried about someone stealing my idea? 0:47:48 - When is the right time to reach out to a big-name developer? 0:50:59 - At what point do you translate your game?</itunes:summary></item>
    
    <item>
      <title>104: Trading Mission to Mars with Julian Murdoch and Dr. Bruce Geryk</title>
      <itunes:title>104: Trading Mission to Mars with Julian Murdoch and Dr. Bruce Geryk</itunes:title>
      <pubDate>Sat, 08 Nov 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/219008-104-trading-mission-to-mars-with-julian-murdoch-and-dr-bruce-geryk.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/219008-104-trading-mission-to-mars-with-julian-murdoch-and-dr-bruce-geryk.mp3]]></link>
      <description><![CDATA[Dirk and Soren are joined by strategy games enthusiasts Julian Murdoch and Dr. Bruce Geryk to talk about the current state of Offworld Trading Company. Julian, Bruce, and Dirk have all had time with the game and offer Soren feedback, ask a few questions, and figure out just what that robot voice is saying.-------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Bruce Geryk - @spacerumsfeld, www.wargamespace.com-------------------------------------------------------------------Episode Outline 0:00:33 - The latest changes in OTC 0:03:44 - Impressions from Bruce and Julian 0:11:31 - Competition and fun 0:21:44 - The wargamer's perspective 0:27:13 - New influences 0:31:34 - Belter 0:40:38 - Speed and the endgame 0:47:44 - Early access 0:50:39 - Innovative games 1:06:19 - Dates<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Soren are joined by strategy games enthusiasts Julian Murdoch and Dr. Bruce Geryk to talk about the current state of Offworld Trading Company. Julian, Bruce, and Dirk have all had time with the game and offer Soren feedback, ask a few questions, and figure out just what that robot voice is saying.-------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Bruce Geryk - @spacerumsfeld, www.wargamespace.com-------------------------------------------------------------------Episode Outline 0:00:33 - The latest changes in OTC 0:03:44 - Impressions from Bruce and Julian 0:11:31 - Competition and fun 0:21:44 - The wargamer's perspective 0:27:13 - New influences 0:31:34 - Belter 0:40:38 - Speed and the endgame 0:47:44 - Early access 0:50:39 - Innovative games 1:06:19 - Dates]]></content:encoded>
      
      
      <enclosure length="35281024" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/219008-104-trading-mission-to-mars-with-julian-murdoch-and-dr-bruce-geryk.mp3?dest-id=1719626"/>
      <itunes:duration>01:12:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Soren are joined by strategy games enthusiasts Julian Murdoch and Dr. Bruce Geryk to talk about the current state of Offworld Trading Company. Julian, Bruce, and Dirk have all had time with the game and offer Soren feedback, ask a few questions, and figure out just what that robot voice is saying.-------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Bruce Geryk - @spacerumsfeld, www.wargamespace.com-------------------------------------------------------------------Episode Outline 0:00:33 - The latest changes in OTC 0:03:44 - Impressions from Bruce and Julian 0:11:31 - Competition and fun 0:21:44 - The wargamer's perspective 0:27:13 - New influences 0:31:34 - Belter 0:40:38 - Speed and the endgame 0:47:44 - Early access 0:50:39 - Innovative games 1:06:19 - Dates</itunes:subtitle><itunes:summary>Dirk and Soren are joined by strategy games enthusiasts Julian Murdoch and Dr. Bruce Geryk to talk about the current state of Offworld Trading Company. Julian, Bruce, and Dirk have all had time with the game and offer Soren feedback, ask a few questions, and figure out just what that robot voice is saying.-------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Bruce Geryk - @spacerumsfeld, www.wargamespace.com-------------------------------------------------------------------Episode Outline 0:00:33 - The latest changes in OTC 0:03:44 - Impressions from Bruce and Julian 0:11:31 - Competition and fun 0:21:44 - The wargamer's perspective 0:27:13 - New influences 0:31:34 - Belter 0:40:38 - Speed and the endgame 0:47:44 - Early access 0:50:39 - Innovative games 1:06:19 - Dates</itunes:summary></item>
    
    <item>
      <title>103: Catching Up</title>
      <itunes:title>103: Catching Up</itunes:title>
      <pubDate>Wed, 29 Oct 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/216490-103-catching-up.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/216490-103-catching-up.mp3]]></link>
      <description><![CDATA[It's just Dirk and David today as the hosts catch up on each of their own projects. David has made some big changes and moved on to a new company in a new town, and Dirk details all of the different irons he has in the fire. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Episode Outline 0:00:25 - David's big changes 0:09:35 - Future plans 0:18:05 - Working face to face 0:21:34 - Moving to Boston 0:33:37 - War Stories 0:42:48 - Fútbol Strategy 0:55:05 - Tesla vs Edison 0:56:31 - Dirk's mystery projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[It's just Dirk and David today as the hosts catch up on each of their own projects. David has made some big changes and moved on to a new company in a new town, and Dirk details all of the different irons he has in the fire. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Episode Outline 0:00:25 - David's big changes 0:09:35 - Future plans 0:18:05 - Working face to face 0:21:34 - Moving to Boston 0:33:37 - War Stories 0:42:48 - Fútbol Strategy 0:55:05 - Tesla vs Edison 0:56:31 - Dirk's mystery projects]]></content:encoded>
      
      
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      <itunes:duration>01:01:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David V. Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>It's just Dirk and David today as the hosts catch up on each of their own projects. David has made some big changes and moved on to a new company in a new town, and Dirk details all of the different irons he has in the fire. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Episode Outline 0:00:25 - David's big changes 0:09:35 - Future plans 0:18:05 - Working face to face 0:21:34 - Moving to Boston 0:33:37 - War Stories 0:42:48 - Fútbol Strategy 0:55:05 - Tesla vs Edison 0:56:31 - Dirk's mystery projects</itunes:subtitle><itunes:summary>It's just Dirk and David today as the hosts catch up on each of their own projects. David has made some big changes and moved on to a new company in a new town, and Dirk details all of the different irons he has in the fire. Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Episode Outline 0:00:25 - David's big changes 0:09:35 - Future plans 0:18:05 - Working face to face 0:21:34 - Moving to Boston 0:33:37 - War Stories 0:42:48 - Fútbol Strategy 0:55:05 - Tesla vs Edison 0:56:31 - Dirk's mystery projects</itunes:summary></item>
    
    <item>
      <title>102: Get Off My Lawn</title>
      <itunes:title>102: Get Off My Lawn</itunes:title>
      <pubDate>Tue, 21 Oct 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/214339-102-get-off-my-lawn.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/214339-102-get-off-my-lawn.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to talk about things that bug them. Whether is the interplay of turns, the depth of a game, or the wine served at a chain restaurant, some things just aren't fun.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:08 - Rob's adventures 0:03:03 - First person shooters 0:09:55 - Simultaneous play board games 0:18:58 - Asymmetrical turn lengths 0:23:51 - Light games 0:34:07 - New games in a group setting 0:36:19 - Backing up a turn 0:42:17 - Failure, loading screens, and tutorials 0:54:36 - Staying organized 0:57:04 - The need for persuasion<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to talk about things that bug them. Whether is the interplay of turns, the depth of a game, or the wine served at a chain restaurant, some things just aren't fun.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:08 - Rob's adventures 0:03:03 - First person shooters 0:09:55 - Simultaneous play board games 0:18:58 - Asymmetrical turn lengths 0:23:51 - Light games 0:34:07 - New games in a group setting 0:36:19 - Backing up a turn 0:42:17 - Failure, loading screens, and tutorials 0:54:36 - Staying organized 0:57:04 - The need for persuasion]]></content:encoded>
      
      
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      <itunes:duration>01:01:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to talk about things that bug them. Whether is the interplay of turns, the depth of a game, or the wine served at a chain restaurant, some things just aren't fun.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:08 - Rob's adventures 0:03:03 - First person shooters 0:09:55 - Simultaneous play board games 0:18:58 - Asymmetrical turn lengths 0:23:51 - Light games 0:34:07 - New games in a group setting 0:36:19 - Backing up a turn 0:42:17 - Failure, loading screens, and tutorials 0:54:36 - Staying organized 0:57:04 - The need for persuasion</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to talk about things that bug them. Whether is the interplay of turns, the depth of a game, or the wine served at a chain restaurant, some things just aren't fun.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:08 - Rob's adventures 0:03:03 - First person shooters 0:09:55 - Simultaneous play board games 0:18:58 - Asymmetrical turn lengths 0:23:51 - Light games 0:34:07 - New games in a group setting 0:36:19 - Backing up a turn 0:42:17 - Failure, loading screens, and tutorials 0:54:36 - Staying organized 0:57:04 - The need for persuasion</itunes:summary></item>
    
    <item>
      <title>#101: Kvasir Games with Kristín Guðmundsdóttir</title>
      <itunes:title>#101: Kvasir Games with Kristín Guðmundsdóttir</itunes:title>
      <pubDate>Tue, 14 Oct 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/212385-101-kvasir-games-with-kristin-gudmundsdottir.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/212385-101-kvasir-games-with-kristin-gudmundsdottir.mp3]]></link>
      <description><![CDATA[Dirk and David are joined by Kristín Guðmundsdóttir of Kvasir Games to talk about board and digital game development. Kvasir is a team of developers based in Denmark but pulled together from across Europe to build unique games designed in a game jam-style environment.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Kristín Guðmundsdóttir - @kristingud, @Kvasirgames, www.kvasirgames.com------Episode Outline 0:01:30 - The Nordic Game Jam 0:08:38 - Forming Kvasir Games 0:13:22 - Flexible game rules 0:23:43 - Other games and Wanted Igor 0:27:15 - Team talents and resolving conflicts 0:31:31 - Hulder 0:35:17 - Kristín's day job and freelancing 0:47:45 - Marketing<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by Kristín Guðmundsdóttir of Kvasir Games to talk about board and digital game development. Kvasir is a team of developers based in Denmark but pulled together from across Europe to build unique games designed in a game jam-style environment.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Kristín Guðmundsdóttir - @kristingud, @Kvasirgames, www.kvasirgames.com------Episode Outline 0:01:30 - The Nordic Game Jam 0:08:38 - Forming Kvasir Games 0:13:22 - Flexible game rules 0:23:43 - Other games and Wanted Igor 0:27:15 - Team talents and resolving conflicts 0:31:31 - Hulder 0:35:17 - Kristín's day job and freelancing 0:47:45 - Marketing]]></content:encoded>
      
      
      <enclosure length="27031680" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/212385-101-kvasir-games-with-kristin-gudmundsdottir.mp3?dest-id=1719626"/>
      <itunes:duration>55:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Dave Heron &amp; Kristin Guomundsdottir</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Kristín Guðmundsdóttir of Kvasir Games to talk about board and digital game development. Kvasir is a team of developers based in Denmark but pulled together from across Europe to build unique games designed in a game jam-style environment.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Kristín Guðmundsdóttir - @kristingud, @Kvasirgames, www.kvasirgames.com------Episode Outline 0:01:30 - The Nordic Game Jam 0:08:38 - Forming Kvasir Games 0:13:22 - Flexible game rules 0:23:43 - Other games and Wanted Igor 0:27:15 - Team talents and resolving conflicts 0:31:31 - Hulder 0:35:17 - Kristín's day job and freelancing 0:47:45 - Marketing</itunes:subtitle><itunes:summary>Dirk and David are joined by Kristín Guðmundsdóttir of Kvasir Games to talk about board and digital game development. Kvasir is a team of developers based in Denmark but pulled together from across Europe to build unique games designed in a game jam-style environment.----------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Kristín Guðmundsdóttir - @kristingud, @Kvasirgames, www.kvasirgames.com------Episode Outline 0:01:30 - The Nordic Game Jam 0:08:38 - Forming Kvasir Games 0:13:22 - Flexible game rules 0:23:43 - Other games and Wanted Igor 0:27:15 - Team talents and resolving conflicts 0:31:31 - Hulder 0:35:17 - Kristín's day job and freelancing 0:47:45 - Marketing</itunes:summary></item>
    
    <item>
      <title>#100: Failbetter Games and Fallen London with Alexis Kennedy and Liam Welton</title>
      <itunes:title>#100: Failbetter Games and Fallen London with Alexis Kennedy and Liam Welton</itunes:title>
      <pubDate>Tue, 07 Oct 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/210496-100-failbetter-games-and-fallen-london-with-alexis-kennedy-and-liam-welton.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/210496-100-failbetter-games-and-fallen-london-with-alexis-kennedy-and-liam-welton.mp3]]></link>
      <description><![CDATA[Alexis Kennedy and Liam Welton from Failbetter games join Dirk to talk about their dark games set in the world of Fallen London. With a background that goes from free-to-play web games to more traditional PC games, Failbetter has learned many lessons on design and business on their way to their latest game, Sunless Sea.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Liam Welton - @LiamWelton, liam@failbettergames.com Alexis Kennedy - @alexiskennedy, alexis@failbetter.com------------------------------------------------------------------------Episode Outline 0:00:26 - Failbetter Games 0:06:24 - The world of Fallen London 0:25:22 - Fallen London development 0:40:18 - Design challenges 0:52:39 - Business models 0:54:31 - Failbetter's design process 1:01:24 - Future projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Alexis Kennedy and Liam Welton from Failbetter games join Dirk to talk about their dark games set in the world of Fallen London. With a background that goes from free-to-play web games to more traditional PC games, Failbetter has learned many lessons on design and business on their way to their latest game, Sunless Sea.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Liam Welton - @LiamWelton, liam@failbettergames.com Alexis Kennedy - @alexiskennedy, alexis@failbetter.com------------------------------------------------------------------------Episode Outline 0:00:26 - Failbetter Games 0:06:24 - The world of Fallen London 0:25:22 - Fallen London development 0:40:18 - Design challenges 0:52:39 - Business models 0:54:31 - Failbetter's design process 1:01:24 - Future projects]]></content:encoded>
      
      
      <enclosure length="31711360" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/210496-100-failbetter-games-and-fallen-london-with-alexis-kennedy-and-liam-welton.mp3?dest-id=1719626"/>
      <itunes:duration>01:05:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Liam Welton &amp; Alexis Kennedy</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Alexis Kennedy and Liam Welton from Failbetter games join Dirk to talk about their dark games set in the world of Fallen London. With a background that goes from free-to-play web games to more traditional PC games, Failbetter has learned many lessons on design and business on their way to their latest game, Sunless Sea.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Liam Welton - @LiamWelton, liam@failbettergames.com Alexis Kennedy - @alexiskennedy, alexis@failbetter.com------------------------------------------------------------------------Episode Outline 0:00:26 - Failbetter Games 0:06:24 - The world of Fallen London 0:25:22 - Fallen London development 0:40:18 - Design challenges 0:52:39 - Business models 0:54:31 - Failbetter's design process 1:01:24 - Future projects</itunes:subtitle><itunes:summary>Alexis Kennedy and Liam Welton from Failbetter games join Dirk to talk about their dark games set in the world of Fallen London. With a background that goes from free-to-play web games to more traditional PC games, Failbetter has learned many lessons on design and business on their way to their latest game, Sunless Sea.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Liam Welton - @LiamWelton, liam@failbettergames.com Alexis Kennedy - @alexiskennedy, alexis@failbetter.com------------------------------------------------------------------------Episode Outline 0:00:26 - Failbetter Games 0:06:24 - The world of Fallen London 0:25:22 - Fallen London development 0:40:18 - Design challenges 0:52:39 - Business models 0:54:31 - Failbetter's design process 1:01:24 - Future projects</itunes:summary></item>
    
    <item>
      <title>#99: Stuck in the Ditch</title>
      <itunes:title>#99: Stuck in the Ditch</itunes:title>
      <pubDate>Tue, 30 Sep 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/208686-99-stuck-in-the-ditch.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/208686-99-stuck-in-the-ditch.mp3]]></link>
      <description><![CDATA[Sometimes a game design just goes off the rails. Scope creep, overly-ambitious ideas, a loss of focus… these can be devastating to any project. Dirk, David, and Rob Daviau talk about how a game can get off the right path and what can be done to get it back on track.----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Seafall 0:03:38 - Design by committee 0:18-14 - Assessing the state of a game 0:32:25 - Big games vs small games 0:42:23 - Patching and hot fixes 0:50:38 - Examples 1:00:03 - Advice for getting out of the ditch<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Sometimes a game design just goes off the rails. Scope creep, overly-ambitious ideas, a loss of focus… these can be devastating to any project. Dirk, David, and Rob Daviau talk about how a game can get off the right path and what can be done to get it back on track.----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Seafall 0:03:38 - Design by committee 0:18-14 - Assessing the state of a game 0:32:25 - Big games vs small games 0:42:23 - Patching and hot fixes 0:50:38 - Examples 1:00:03 - Advice for getting out of the ditch]]></content:encoded>
      
      
      <enclosure length="31146112" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/208686-99-stuck-in-the-ditch.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Sometimes a game design just goes off the rails. Scope creep, overly-ambitious ideas, a loss of focus… these can be devastating to any project. Dirk, David, and Rob Daviau talk about how a game can get off the right path and what can be done to get it back on track.----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Seafall 0:03:38 - Design by committee 0:18-14 - Assessing the state of a game 0:32:25 - Big games vs small games 0:42:23 - Patching and hot fixes 0:50:38 - Examples 1:00:03 - Advice for getting out of the ditch</itunes:subtitle><itunes:summary>Sometimes a game design just goes off the rails. Scope creep, overly-ambitious ideas, a loss of focus… these can be devastating to any project. Dirk, David, and Rob Daviau talk about how a game can get off the right path and what can be done to get it back on track.----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:17 - Seafall 0:03:38 - Design by committee 0:18-14 - Assessing the state of a game 0:32:25 - Big games vs small games 0:42:23 - Patching and hot fixes 0:50:38 - Examples 1:00:03 - Advice for getting out of the ditch</itunes:summary></item>
    
    <item>
      <title>#98: On Writing....Video Games with Harrison Pink</title>
      <itunes:title>#98: On Writing....Video Games with Harrison Pink</itunes:title>
      <pubDate>Tue, 23 Sep 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/206788-98-on-writing-video-games-with-harrison-pink.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/206788-98-on-writing-video-games-with-harrison-pink.mp3]]></link>
      <description><![CDATA[The title of "writer" can span from creating conceptual direction to creating dozens of iterations of the same lines of character dialog. Guest developer Harrison Pink joins Dirk and David to talk about the role in the gaming world.---------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:55 - The role of a writer 0:14:54 - Expectations of game writers 0:26:29 - Writing for tabletop 0:37:56 - Writing a pitch 0:47:20 - Writers and marketing 0:52:58 - Board games<br /> <br />]]></description>
      
      <content:encoded><![CDATA[The title of "writer" can span from creating conceptual direction to creating dozens of iterations of the same lines of character dialog. Guest developer Harrison Pink joins Dirk and David to talk about the role in the gaming world.---------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:55 - The role of a writer 0:14:54 - Expectations of game writers 0:26:29 - Writing for tabletop 0:37:56 - Writing a pitch 0:47:20 - Writers and marketing 0:52:58 - Board games]]></content:encoded>
      
      
      <enclosure length="29591680" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/206788-98-on-writing-video-games-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The title of "writer" can span from creating conceptual direction to creating dozens of iterations of the same lines of character dialog. Guest developer Harrison Pink joins Dirk and David to talk about the role in the gaming world.---------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:55 - The role of a writer 0:14:54 - Expectations of game writers 0:26:29 - Writing for tabletop 0:37:56 - Writing a pitch 0:47:20 - Writers and marketing 0:52:58 - Board games</itunes:subtitle><itunes:summary>The title of "writer" can span from creating conceptual direction to creating dozens of iterations of the same lines of character dialog. Guest developer Harrison Pink joins Dirk and David to talk about the role in the gaming world.---------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:55 - The role of a writer 0:14:54 - Expectations of game writers 0:26:29 - Writing for tabletop 0:37:56 - Writing a pitch 0:47:20 - Writers and marketing 0:52:58 - Board games</itunes:summary></item>
    
    <item>
      <title>#97: Karla Zimonja and the Fullbright Company</title>
      <itunes:title>#97: Karla Zimonja and the Fullbright Company</itunes:title>
      <pubDate>Tue, 16 Sep 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/204910-97-karla-zimonja-and-the-fullbright-company.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/204910-97-karla-zimonja-and-the-fullbright-company.mp3]]></link>
      <description><![CDATA[Dirk and David are joined by Karla Zimonja of the Fullbright Company to talk about Gone Home, the challenges and benefits of working on a small team, and the transition of going from AAA game development to a small, independent studio.--------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Karla Zimonja - @zusty, www.fullbright.company----------------------------------------------------------Episode Outline 0:00:31 - Fullbright Company history 0:02:51 - Gone Home development 0:09:59 - Plot and setting decisions 0:20:58 - Karla's background 0:38:14 - Gone Home's team 0:42:50 - Workflow<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by Karla Zimonja of the Fullbright Company to talk about Gone Home, the challenges and benefits of working on a small team, and the transition of going from AAA game development to a small, independent studio.--------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Karla Zimonja - @zusty, www.fullbright.company----------------------------------------------------------Episode Outline 0:00:31 - Fullbright Company history 0:02:51 - Gone Home development 0:09:59 - Plot and setting decisions 0:20:58 - Karla's background 0:38:14 - Gone Home's team 0:42:50 - Workflow]]></content:encoded>
      
      
      <enclosure length="25442432" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/204910-97-karla-zimonja-and-the-fullbright-company.mp3?dest-id=1719626"/>
      <itunes:duration>52:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Karla Zimonja</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by Karla Zimonja of the Fullbright Company to talk about Gone Home, the challenges and benefits of working on a small team, and the transition of going from AAA game development to a small, independent studio.--------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Karla Zimonja - @zusty, www.fullbright.company----------------------------------------------------------Episode Outline 0:00:31 - Fullbright Company history 0:02:51 - Gone Home development 0:09:59 - Plot and setting decisions 0:20:58 - Karla's background 0:38:14 - Gone Home's team 0:42:50 - Workflow</itunes:subtitle><itunes:summary>Dirk and David are joined by Karla Zimonja of the Fullbright Company to talk about Gone Home, the challenges and benefits of working on a small team, and the transition of going from AAA game development to a small, independent studio.--------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Karla Zimonja - @zusty, www.fullbright.company----------------------------------------------------------Episode Outline 0:00:31 - Fullbright Company history 0:02:51 - Gone Home development 0:09:59 - Plot and setting decisions 0:20:58 - Karla's background 0:38:14 - Gone Home's team 0:42:50 - Workflow</itunes:summary></item>
    
    <item>
      <title>#96: The Conventions of Conventions</title>
      <itunes:title>#96: The Conventions of Conventions</itunes:title>
      <pubDate>Tue, 09 Sep 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/203158-96-the-conventions-of-conventions.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/203158-96-the-conventions-of-conventions.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to talk about conventions. Gen Con is the star of the show as the trio talk about tips for both gamers and game designers. Everything is covered from talking with publishers to packing your bags the smart way.-------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:12 - Gen Con 0:23:55 - Tips for attending conventions 0:41:45 - The big hits at Gen Con 0:53:41 - Favorite conventions<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to talk about conventions. Gen Con is the star of the show as the trio talk about tips for both gamers and game designers. Everything is covered from talking with publishers to packing your bags the smart way.-------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:12 - Gen Con 0:23:55 - Tips for attending conventions 0:41:45 - The big hits at Gen Con 0:53:41 - Favorite conventions]]></content:encoded>
      
      
      <enclosure length="30900352" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/203158-96-the-conventions-of-conventions.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to talk about conventions. Gen Con is the star of the show as the trio talk about tips for both gamers and game designers. Everything is covered from talking with publishers to packing your bags the smart way.-------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:12 - Gen Con 0:23:55 - Tips for attending conventions 0:41:45 - The big hits at Gen Con 0:53:41 - Favorite conventions</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to talk about conventions. Gen Con is the star of the show as the trio talk about tips for both gamers and game designers. Everything is covered from talking with publishers to packing your bags the smart way.-------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:01:12 - Gen Con 0:23:55 - Tips for attending conventions 0:41:45 - The big hits at Gen Con 0:53:41 - Favorite conventions</itunes:summary></item>
    
    <item>
      <title>#95: Listeners Mail Q&amp;A</title>
      <itunes:title>#95: Listeners Mail Q&amp;amp;A</itunes:title>
      <pubDate>Wed, 03 Sep 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/201591-95-listeners-mail-q-a.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/201591-95-listeners-mail-q-a.mp3]]></link>
      <description><![CDATA[This show is all about the listeners! The mail bag is full and it's time for Dirk and David to answer your questions on game design, the industry, and the types of games they love the most.------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron @DavidVHeron--Episode Outline 0:00:46 - Do you see Eurocentric themes as a problem in game design? 0:09:27 - What games have made you feel empowered? 0:13:54 - What are the advantages and disadvantages of fantasy themes? 0:18:46 - What are you top five games to play? 0:25:25 - Do you consider player action rate during design? 0:31:54 - What is the status of female game designers? 0:54:42 - What's your ideal, unlimited-budget game? 0:56:58 - Should I patent my rules?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This show is all about the listeners! The mail bag is full and it's time for Dirk and David to answer your questions on game design, the industry, and the types of games they love the most.------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron @DavidVHeron--Episode Outline 0:00:46 - Do you see Eurocentric themes as a problem in game design? 0:09:27 - What games have made you feel empowered? 0:13:54 - What are the advantages and disadvantages of fantasy themes? 0:18:46 - What are you top five games to play? 0:25:25 - Do you consider player action rate during design? 0:31:54 - What is the status of female game designers? 0:54:42 - What's your ideal, unlimited-budget game? 0:56:58 - Should I patent my rules?]]></content:encoded>
      
      
      <enclosure length="29857920" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/201591-95-listeners-mail-q-a.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This show is all about the listeners! The mail bag is full and it's time for Dirk and David to answer your questions on game design, the industry, and the types of games they love the most.------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron @DavidVHeron--Episode Outline 0:00:46 - Do you see Eurocentric themes as a problem in game design? 0:09:27 - What games have made you feel empowered? 0:13:54 - What are the advantages and disadvantages of fantasy themes? 0:18:46 - What are you top five games to play? 0:25:25 - Do you consider player action rate during design? 0:31:54 - What is the status of female game designers? 0:54:42 - What's your ideal, unlimited-budget game? 0:56:58 - Should I patent my rules?</itunes:subtitle><itunes:summary>This show is all about the listeners! The mail bag is full and it's time for Dirk and David to answer your questions on game design, the industry, and the types of games they love the most.------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron @DavidVHeron--Episode Outline 0:00:46 - Do you see Eurocentric themes as a problem in game design? 0:09:27 - What games have made you feel empowered? 0:13:54 - What are the advantages and disadvantages of fantasy themes? 0:18:46 - What are you top five games to play? 0:25:25 - Do you consider player action rate during design? 0:31:54 - What is the status of female game designers? 0:54:42 - What's your ideal, unlimited-budget game? 0:56:58 - Should I patent my rules?</itunes:summary></item>
    
    <item>
      <title>#94: Offworld Trading Company with Soren Johnson and Jon Shafer</title>
      <itunes:title>#94: Offworld Trading Company with Soren Johnson and Jon Shafer</itunes:title>
      <pubDate>Tue, 26 Aug 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/199632-94-offworld-trading-company-with-soren-johnson-and-jon-shafer.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/199632-94-offworld-trading-company-with-soren-johnson-and-jon-shafer.mp3]]></link>
      <description><![CDATA[Jon and Dirk talk to game designer and TGDRT regular Soren Johnson about his upcoming game, Offworld Trading Company. His real time strategy economic game is currently in beta. Soren talks about the state of the game and the challenges he has in front of him.--------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign-------------------------------------Episode Outline 0:02:56 - "The Sid Way" 0:08:59 - The inspiration for OTC 0:20:41 - Gameplay 0:35:35 - Sound design 0:39:15 - The exploration phase 0:47:04 - Current challenges<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk talk to game designer and TGDRT regular Soren Johnson about his upcoming game, Offworld Trading Company. His real time strategy economic game is currently in beta. Soren talks about the state of the game and the challenges he has in front of him.--------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign-------------------------------------Episode Outline 0:02:56 - "The Sid Way" 0:08:59 - The inspiration for OTC 0:20:41 - Gameplay 0:35:35 - Sound design 0:39:15 - The exploration phase 0:47:04 - Current challenges]]></content:encoded>
      
      
      <enclosure length="31006848" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/199632-94-offworld-trading-company-with-soren-johnson-and-jon-shafer.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:45</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Soren Johnson &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk talk to game designer and TGDRT regular Soren Johnson about his upcoming game, Offworld Trading Company. His real time strategy economic game is currently in beta. Soren talks about the state of the game and the challenges he has in front of him.--------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign-------------------------------------Episode Outline 0:02:56 - "The Sid Way" 0:08:59 - The inspiration for OTC 0:20:41 - Gameplay 0:35:35 - Sound design 0:39:15 - The exploration phase 0:47:04 - Current challenges</itunes:subtitle><itunes:summary>Jon and Dirk talk to game designer and TGDRT regular Soren Johnson about his upcoming game, Offworld Trading Company. His real time strategy economic game is currently in beta. Soren talks about the state of the game and the challenges he has in front of him.--------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer-notes.com, offworldgame.com Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign-------------------------------------Episode Outline 0:02:56 - "The Sid Way" 0:08:59 - The inspiration for OTC 0:20:41 - Gameplay 0:35:35 - Sound design 0:39:15 - The exploration phase 0:47:04 - Current challenges</itunes:summary></item>
    
    <item>
      <title>#93: Dynamic Campaigns with Ananda Gupta</title>
      <itunes:title>#93: Dynamic Campaigns with Ananda Gupta</itunes:title>
      <pubDate>Tue, 19 Aug 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/197965-93-dynamic-campaigns-with-ananda-gupta.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/197965-93-dynamic-campaigns-with-ananda-gupta.mp3]]></link>
      <description><![CDATA[Ananda Gupta joins Dirk and Soren to talk about Dynamic campaigns. Series like Total War and XCOM merge tactical battles with larger strategic campaigns - what do these games do well, and what challenges seem to be omnipresent?------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer notes.com, offworldgame.com Ananda Gupta - @agauntpanda-----------------Episode Outline 0:00:28 - Ananda's background 0:04:38 - Dynamic Campaigns 0:08:05 - Crusader Kings II 0:10:35 - Pacing 0:15:40 - XCOM 0:31:54 - Wargame 0:35:57 - Rise of Nations 0:46:49 - Offworld Trading Company 0:52:11 - Rise of Legends 1:06:34 - Imperial Struggle<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Ananda Gupta joins Dirk and Soren to talk about Dynamic campaigns. Series like Total War and XCOM merge tactical battles with larger strategic campaigns - what do these games do well, and what challenges seem to be omnipresent?------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer notes.com, offworldgame.com Ananda Gupta - @agauntpanda-----------------Episode Outline 0:00:28 - Ananda's background 0:04:38 - Dynamic Campaigns 0:08:05 - Crusader Kings II 0:10:35 - Pacing 0:15:40 - XCOM 0:31:54 - Wargame 0:35:57 - Rise of Nations 0:46:49 - Offworld Trading Company 0:52:11 - Rise of Legends 1:06:34 - Imperial Struggle]]></content:encoded>
      
      
      <enclosure length="33814656" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/197965-93-dynamic-campaigns-with-ananda-gupta.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:36</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Soren Johnson and Ananda Gupta</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ananda Gupta joins Dirk and Soren to talk about Dynamic campaigns. Series like Total War and XCOM merge tactical battles with larger strategic campaigns - what do these games do well, and what challenges seem to be omnipresent?------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer notes.com, offworldgame.com Ananda Gupta - @agauntpanda-----------------Episode Outline 0:00:28 - Ananda's background 0:04:38 - Dynamic Campaigns 0:08:05 - Crusader Kings II 0:10:35 - Pacing 0:15:40 - XCOM 0:31:54 - Wargame 0:35:57 - Rise of Nations 0:46:49 - Offworld Trading Company 0:52:11 - Rise of Legends 1:06:34 - Imperial Struggle</itunes:subtitle><itunes:summary>Ananda Gupta joins Dirk and Soren to talk about Dynamic campaigns. Series like Total War and XCOM merge tactical battles with larger strategic campaigns - what do these games do well, and what challenges seem to be omnipresent?------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - @sorenjohnson, designer notes.com, offworldgame.com Ananda Gupta - @agauntpanda-----------------Episode Outline 0:00:28 - Ananda's background 0:04:38 - Dynamic Campaigns 0:08:05 - Crusader Kings II 0:10:35 - Pacing 0:15:40 - XCOM 0:31:54 - Wargame 0:35:57 - Rise of Nations 0:46:49 - Offworld Trading Company 0:52:11 - Rise of Legends 1:06:34 - Imperial Struggle</itunes:summary></item>
    
    <item>
      <title>#92: Et tu, Brute?</title>
      <itunes:title>#92: Et tu, Brute?</itunes:title>
      <pubDate>Tue, 12 Aug 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/196073-92-et-tu-brute.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/196073-92-et-tu-brute.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to talk about the betrayal as a game mechanic. Betrayal can bring out the worst in people - yelling, table flipping, and even physical violence. So why does it still get into so many games, and what makes it a compelling mechanic?---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:28 - Betrayal! 0:04:41 - The mechanics 0:12:34 - Betrayal at House on the Hill 0:29:46 - Risk 0:36:36 - The most dastardly of betrayals 0:43:39 - Bang! and Werewolf 0:54:40 - Seafall<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to talk about the betrayal as a game mechanic. Betrayal can bring out the worst in people - yelling, table flipping, and even physical violence. So why does it still get into so many games, and what makes it a compelling mechanic?---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:28 - Betrayal! 0:04:41 - The mechanics 0:12:34 - Betrayal at House on the Hill 0:29:46 - Risk 0:36:36 - The most dastardly of betrayals 0:43:39 - Bang! and Werewolf 0:54:40 - Seafall]]></content:encoded>
      
      
      <enclosure length="29792384" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/196073-92-et-tu-brute.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to talk about the betrayal as a game mechanic. Betrayal can bring out the worst in people - yelling, table flipping, and even physical violence. So why does it still get into so many games, and what makes it a compelling mechanic?---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:28 - Betrayal! 0:04:41 - The mechanics 0:12:34 - Betrayal at House on the Hill 0:29:46 - Risk 0:36:36 - The most dastardly of betrayals 0:43:39 - Bang! and Werewolf 0:54:40 - Seafall</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to talk about the betrayal as a game mechanic. Betrayal can bring out the worst in people - yelling, table flipping, and even physical violence. So why does it still get into so many games, and what makes it a compelling mechanic?---------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:28 - Betrayal! 0:04:41 - The mechanics 0:12:34 - Betrayal at House on the Hill 0:29:46 - Risk 0:36:36 - The most dastardly of betrayals 0:43:39 - Bang! and Werewolf 0:54:40 - Seafall</itunes:summary></item>
    
    <item>
      <title>#91: At The Gates Progress Report with Jon Shafer</title>
      <itunes:title>#91: At The Gates Progress Report with Jon Shafer</itunes:title>
      <pubDate>Wed, 06 Aug 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/194501-91-at-the-gates-progress-report-with-jon-shafer.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/194501-91-at-the-gates-progress-report-with-jon-shafer.mp3]]></link>
      <description><![CDATA[Friend and co-founder of The Game Design Roundtable Jon Shafer stops by to talk about the status of his game At the Gates. Learn about the importance of tribes, one of Jon's new features that adds replayability and personality to the game. Dirk, David, and Jon talk about how far the game has come and what's coming up in the future.----------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign--------Episode Outline 0:01:15 - Impressions of At the Gates 0:03:58 - Recent changes 0:17:16 - Player choice and game duration 0:21:16 - Clans 0:34:44 - Unit health and healing 0:43:01 - Personality 0:50:23 - Migration<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Friend and co-founder of The Game Design Roundtable Jon Shafer stops by to talk about the status of his game At the Gates. Learn about the importance of tribes, one of Jon's new features that adds replayability and personality to the game. Dirk, David, and Jon talk about how far the game has come and what's coming up in the future.----------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign--------Episode Outline 0:01:15 - Impressions of At the Gates 0:03:58 - Recent changes 0:17:16 - Player choice and game duration 0:21:16 - Clans 0:34:44 - Unit health and healing 0:43:01 - Personality 0:50:23 - Migration]]></content:encoded>
      
      
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      <itunes:duration>01:10:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Friend and co-founder of The Game Design Roundtable Jon Shafer stops by to talk about the status of his game At the Gates. Learn about the importance of tribes, one of Jon's new features that adds replayability and personality to the game. Dirk, David, and Jon talk about how far the game has come and what's coming up in the future.----------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign--------Episode Outline 0:01:15 - Impressions of At the Gates 0:03:58 - Recent changes 0:17:16 - Player choice and game duration 0:21:16 - Clans 0:34:44 - Unit health and healing 0:43:01 - Personality 0:50:23 - Migration</itunes:subtitle><itunes:summary>Friend and co-founder of The Game Design Roundtable Jon Shafer stops by to talk about the status of his game At the Gates. Learn about the importance of tribes, one of Jon's new features that adds replayability and personality to the game. Dirk, David, and Jon talk about how far the game has come and what's coming up in the future.----------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Jon Shafer - atthegatesgame.com, contact@conifergames.com, @jonshaferdesign--------Episode Outline 0:01:15 - Impressions of At the Gates 0:03:58 - Recent changes 0:17:16 - Player choice and game duration 0:21:16 - Clans 0:34:44 - Unit health and healing 0:43:01 - Personality 0:50:23 - Migration</itunes:summary></item>
    
    <item>
      <title>#90: A Trip Down Memory Lane with Harrison Pink</title>
      <itunes:title>#90: A Trip Down Memory Lane with Harrison Pink</itunes:title>
      <pubDate>Tue, 29 Jul 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/192666-90-a-trip-down-memory-lane-with-harrison-pink.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/192666-90-a-trip-down-memory-lane-with-harrison-pink.mp3]]></link>
      <description><![CDATA[Dirk, David, and Harrison Pink get together to reminisce about the games that they enjoyed in their youth. Check out the extensive list below - how many did you play?---------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:37 - Monopoly 0:08:56 - The Game of Life 0:13:18 - Risk 0:23:11 - Crazy Eights 0:26:03 - Clue 0:30:14 - Scotland Yard 0:35:40 - Mastermind 0:39:25 - Mousetrap 0:41:50 - Fireball Island 0:47:27 - Dark Tower 0:48:54 - Trivial Pursuit 0:52:24 - King's Quest 0:59:19 - Ultima Online<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Harrison Pink get together to reminisce about the games that they enjoyed in their youth. Check out the extensive list below - how many did you play?---------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:37 - Monopoly 0:08:56 - The Game of Life 0:13:18 - Risk 0:23:11 - Crazy Eights 0:26:03 - Clue 0:30:14 - Scotland Yard 0:35:40 - Mastermind 0:39:25 - Mousetrap 0:41:50 - Fireball Island 0:47:27 - Dark Tower 0:48:54 - Trivial Pursuit 0:52:24 - King's Quest 0:59:19 - Ultima Online]]></content:encoded>
      
      
      <enclosure length="31090816" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/192666-90-a-trip-down-memory-lane-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron and Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Harrison Pink get together to reminisce about the games that they enjoyed in their youth. Check out the extensive list below - how many did you play?---------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:37 - Monopoly 0:08:56 - The Game of Life 0:13:18 - Risk 0:23:11 - Crazy Eights 0:26:03 - Clue 0:30:14 - Scotland Yard 0:35:40 - Mastermind 0:39:25 - Mousetrap 0:41:50 - Fireball Island 0:47:27 - Dark Tower 0:48:54 - Trivial Pursuit 0:52:24 - King's Quest 0:59:19 - Ultima Online</itunes:subtitle><itunes:summary>Dirk, David, and Harrison Pink get together to reminisce about the games that they enjoyed in their youth. Check out the extensive list below - how many did you play?---------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - @colonialpink, harrisonpink@gmail.com, blog.harrisonpink.com----------------Episode Outline 0:00:37 - Monopoly 0:08:56 - The Game of Life 0:13:18 - Risk 0:23:11 - Crazy Eights 0:26:03 - Clue 0:30:14 - Scotland Yard 0:35:40 - Mastermind 0:39:25 - Mousetrap 0:41:50 - Fireball Island 0:47:27 - Dark Tower 0:48:54 - Trivial Pursuit 0:52:24 - King's Quest 0:59:19 - Ultima Online</itunes:summary></item>
    
    <item>
      <title>#89: Pandemic with Matt Leacock</title>
      <itunes:title>#89: Pandemic with Matt Leacock</itunes:title>
      <pubDate>Tue, 22 Jul 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/190969-89-pandemic-with-matt-leacock.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/190969-89-pandemic-with-matt-leacock.mp3]]></link>
      <description><![CDATA[Dirk and David are joined by game designer Matt Leacock of Pandemic fame. Cooperative games are the topic of the day as Matt goes through his experiences building on the Pandemic franchise.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Matt Leacock - www.leacock.com-----------------------------------------------------------------------------Episode Outline 0:00:32 - Matt's Background 0:06:43 - Gaming with the family 0:11:43 - Pandemic as a brand 0:19:27 - The future of Pandemic 0:30:36 - Playing with power gamers 0:45:45 - Thunderbirds 0:51:19 - Going full time<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David are joined by game designer Matt Leacock of Pandemic fame. Cooperative games are the topic of the day as Matt goes through his experiences building on the Pandemic franchise.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Matt Leacock - www.leacock.com-----------------------------------------------------------------------------Episode Outline 0:00:32 - Matt's Background 0:06:43 - Gaming with the family 0:11:43 - Pandemic as a brand 0:19:27 - The future of Pandemic 0:30:36 - Playing with power gamers 0:45:45 - Thunderbirds 0:51:19 - Going full time]]></content:encoded>
      
      
      <enclosure length="27183232" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/190969-89-pandemic-with-matt-leacock.mp3?dest-id=1719626"/>
      <itunes:duration>55:47</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron and Matt Leacock</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David are joined by game designer Matt Leacock of Pandemic fame. Cooperative games are the topic of the day as Matt goes through his experiences building on the Pandemic franchise.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Matt Leacock - www.leacock.com-----------------------------------------------------------------------------Episode Outline 0:00:32 - Matt's Background 0:06:43 - Gaming with the family 0:11:43 - Pandemic as a brand 0:19:27 - The future of Pandemic 0:30:36 - Playing with power gamers 0:45:45 - Thunderbirds 0:51:19 - Going full time</itunes:subtitle><itunes:summary>Dirk and David are joined by game designer Matt Leacock of Pandemic fame. Cooperative games are the topic of the day as Matt goes through his experiences building on the Pandemic franchise.------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Matt Leacock - www.leacock.com-----------------------------------------------------------------------------Episode Outline 0:00:32 - Matt's Background 0:06:43 - Gaming with the family 0:11:43 - Pandemic as a brand 0:19:27 - The future of Pandemic 0:30:36 - Playing with power gamers 0:45:45 - Thunderbirds 0:51:19 - Going full time</itunes:summary></item>
    
    <item>
      <title>#88: What You Don't Know Can Hurt You</title>
      <itunes:title>#88: What You Don't Know Can Hurt You</itunes:title>
      <pubDate>Tue, 15 Jul 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/189334-88-what-you-don-t-know-can-hurt-you.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/189334-88-what-you-don-t-know-can-hurt-you.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to talk about information. What are the advantages and disadvantages of perfect information games? How much is "enough" for each player to know? And how does Monopoly cause fist fights?--------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Fog of war and limited information 0:05:31 - Information and scoring 0:14:23 - Game length 0:33:07 - Seafall 0:37:40 - Good examples of hidden information 0:45:50 - War Stories<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to talk about information. What are the advantages and disadvantages of perfect information games? How much is "enough" for each player to know? And how does Monopoly cause fist fights?--------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Fog of war and limited information 0:05:31 - Information and scoring 0:14:23 - Game length 0:33:07 - Seafall 0:37:40 - Good examples of hidden information 0:45:50 - War Stories]]></content:encoded>
      
      
      <enclosure length="31336576" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/189334-88-what-you-don-t-know-can-hurt-you.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron and Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to talk about information. What are the advantages and disadvantages of perfect information games? How much is "enough" for each player to know? And how does Monopoly cause fist fights?--------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Fog of war and limited information 0:05:31 - Information and scoring 0:14:23 - Game length 0:33:07 - Seafall 0:37:40 - Good examples of hidden information 0:45:50 - War Stories</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to talk about information. What are the advantages and disadvantages of perfect information games? How much is "enough" for each player to know? And how does Monopoly cause fist fights?--------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:53 - Fog of war and limited information 0:05:31 - Information and scoring 0:14:23 - Game length 0:33:07 - Seafall 0:37:40 - Good examples of hidden information 0:45:50 - War Stories</itunes:summary></item>
    
    <item>
      <title>#87: Working on the Pile</title>
      <itunes:title>#87: Working on the Pile</itunes:title>
      <pubDate>Tue, 08 Jul 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/187672-87-working-on-the-pile.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/187672-87-working-on-the-pile.mp3]]></link>
      <description><![CDATA[Dirk and David take a brief respite from interviewing developers to talk about the games they've been playing. An extensive discussion on Europa Universalis IV eventually morphs into why people are fascinated by trains.----Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron---Episode Outline 0:01:01 - Europa Universalis IV 0:33:04 - Empire Builder 0:41:13 - Trains!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David take a brief respite from interviewing developers to talk about the games they've been playing. An extensive discussion on Europa Universalis IV eventually morphs into why people are fascinated by trains.----Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron---Episode Outline 0:01:01 - Europa Universalis IV 0:33:04 - Empire Builder 0:41:13 - Trains!]]></content:encoded>
      
      
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      <itunes:duration>01:03:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David take a brief respite from interviewing developers to talk about the games they've been playing. An extensive discussion on Europa Universalis IV eventually morphs into why people are fascinated by trains.----Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron---Episode Outline 0:01:01 - Europa Universalis IV 0:33:04 - Empire Builder 0:41:13 - Trains!</itunes:subtitle><itunes:summary>Dirk and David take a brief respite from interviewing developers to talk about the games they've been playing. An extensive discussion on Europa Universalis IV eventually morphs into why people are fascinated by trains.----Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron---Episode Outline 0:01:01 - Europa Universalis IV 0:33:04 - Empire Builder 0:41:13 - Trains!</itunes:summary></item>
    
    <item>
      <title>#86: Choice of Games with Dan Fabulich</title>
      <itunes:title>#86: Choice of Games with Dan Fabulich</itunes:title>
      <pubDate>Wed, 02 Jul 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/186239-86-choice-of-games-with-dan-fabulich.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/186239-86-choice-of-games-with-dan-fabulich.mp3]]></link>
      <description><![CDATA[Dan Fabulich from Choice Of Games joins Dirk and David to talk about the interactive fiction genre and the process of choosing an adventure that may or may not be your own.--------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dan Fabulich - @choiceofgames, dan@choiceofgames.com, www.choiceofgames.com-----Episode Outline 0:00:31 - Choice of Games 0:01:43 - Interactive Fiction 0:05:58 - UI 0:23:30 - Gender and Choice 0:31:37 - Best Practices 0:42:57 - Other IF Developers 0:46:26 - Branded Properties 0:54:20 - Making choices matter---------------------------------------------------------------------------------Choice of Games http://www.choiceofgames.com/ Inkle Games http://www.inklestudios.com/blog/ A Dark Room https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Device 6 https://itunes.apple.com/us/app/device-6/id680366065?mt=8 San Franciso Interactive Fiction Meetup http://www.meetup.com/sf-bay-area-interactive-fiction/<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dan Fabulich from Choice Of Games joins Dirk and David to talk about the interactive fiction genre and the process of choosing an adventure that may or may not be your own.--------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dan Fabulich - @choiceofgames, dan@choiceofgames.com, www.choiceofgames.com-----Episode Outline 0:00:31 - Choice of Games 0:01:43 - Interactive Fiction 0:05:58 - UI 0:23:30 - Gender and Choice 0:31:37 - Best Practices 0:42:57 - Other IF Developers 0:46:26 - Branded Properties 0:54:20 - Making choices matter---------------------------------------------------------------------------------Choice of Games http://www.choiceofgames.com/ Inkle Games http://www.inklestudios.com/blog/ A Dark Room https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Device 6 https://itunes.apple.com/us/app/device-6/id680366065?mt=8 San Franciso Interactive Fiction Meetup http://www.meetup.com/sf-bay-area-interactive-fiction/]]></content:encoded>
      
      
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      <itunes:duration>01:06:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Dan Fabulich</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dan Fabulich from Choice Of Games joins Dirk and David to talk about the interactive fiction genre and the process of choosing an adventure that may or may not be your own.--------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dan Fabulich - @choiceofgames, dan@choiceofgames.com, www.choiceofgames.com-----Episode Outline 0:00:31 - Choice of Games 0:01:43 - Interactive Fiction 0:05:58 - UI 0:23:30 - Gender and Choice 0:31:37 - Best Practices 0:42:57 - Other IF Developers 0:46:26 - Branded Properties 0:54:20 - Making choices matter---------------------------------------------------------------------------------Choice of Games http://www.choiceofgames.com/ Inkle Games http://www.inklestudios.com/blog/ A Dark Room https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Device 6 https://itunes.apple.com/us/app/device-6/id680366065?mt=8 San Franciso Interactive Fiction Meetup http://www.meetup.com/sf-bay-area-interactive-fiction/</itunes:subtitle><itunes:summary>Dan Fabulich from Choice Of Games joins Dirk and David to talk about the interactive fiction genre and the process of choosing an adventure that may or may not be your own.--------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Dan Fabulich - @choiceofgames, dan@choiceofgames.com, www.choiceofgames.com-----Episode Outline 0:00:31 - Choice of Games 0:01:43 - Interactive Fiction 0:05:58 - UI 0:23:30 - Gender and Choice 0:31:37 - Best Practices 0:42:57 - Other IF Developers 0:46:26 - Branded Properties 0:54:20 - Making choices matter---------------------------------------------------------------------------------Choice of Games http://www.choiceofgames.com/ Inkle Games http://www.inklestudios.com/blog/ A Dark Room https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8 Device 6 https://itunes.apple.com/us/app/device-6/id680366065?mt=8 San Franciso Interactive Fiction Meetup http://www.meetup.com/sf-bay-area-interactive-fiction/</itunes:summary></item>
    
    <item>
      <title>#85: Bamboozle Brothers with Jay Cormier and Sen Foong Lim</title>
      <itunes:title>#85: Bamboozle Brothers with Jay Cormier and Sen Foong Lim</itunes:title>
      <pubDate>Tue, 24 Jun 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/184389-85-bamboozle-brothers-with-jay-cormier-and-sen-foong-lim.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/184389-85-bamboozle-brothers-with-jay-cormier-and-sen-foong-lim.mp3]]></link>
      <description><![CDATA[This week Dirk is joined by game designers Jay Cormier and Sen Foong Lim of Bamboozle Brothers. Jay and Sen describe what it's like working with a partner long distance, getting picked up by a publisher, and their process to designing tabletop games.---------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Jay Cormier - @bamboozlebros, http://www.bamboozlebrothers.com/ourgames.html Sen Foong Lim - @senfoonglim--------------------------------------------------------------------------------Episode Outline 0:02:20 - Belfort Design Process 0:03:27 - Starting Small 0:14:27 - After getting picked up by a publisher 0:18:10 - Getting Started 0:23:37 - Teamwork and Collaboration 0:27:12 - Disagreements 0:35:04 - Game Artisans of Canada 0:56:13 - Starting with theme or mechanics<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk is joined by game designers Jay Cormier and Sen Foong Lim of Bamboozle Brothers. Jay and Sen describe what it's like working with a partner long distance, getting picked up by a publisher, and their process to designing tabletop games.---------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Jay Cormier - @bamboozlebros, http://www.bamboozlebrothers.com/ourgames.html Sen Foong Lim - @senfoonglim--------------------------------------------------------------------------------Episode Outline 0:02:20 - Belfort Design Process 0:03:27 - Starting Small 0:14:27 - After getting picked up by a publisher 0:18:10 - Getting Started 0:23:37 - Teamwork and Collaboration 0:27:12 - Disagreements 0:35:04 - Game Artisans of Canada 0:56:13 - Starting with theme or mechanics]]></content:encoded>
      
      
      <enclosure length="30638208" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/184389-85-bamboozle-brothers-with-jay-cormier-and-sen-foong-lim.mp3?dest-id=1719626"/>
      <itunes:duration>01:02:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jay Cormier &amp; Sen Foong Lim</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk is joined by game designers Jay Cormier and Sen Foong Lim of Bamboozle Brothers. Jay and Sen describe what it's like working with a partner long distance, getting picked up by a publisher, and their process to designing tabletop games.---------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Jay Cormier - @bamboozlebros, http://www.bamboozlebrothers.com/ourgames.html Sen Foong Lim - @senfoonglim--------------------------------------------------------------------------------Episode Outline 0:02:20 - Belfort Design Process 0:03:27 - Starting Small 0:14:27 - After getting picked up by a publisher 0:18:10 - Getting Started 0:23:37 - Teamwork and Collaboration 0:27:12 - Disagreements 0:35:04 - Game Artisans of Canada 0:56:13 - Starting with theme or mechanics</itunes:subtitle><itunes:summary>This week Dirk is joined by game designers Jay Cormier and Sen Foong Lim of Bamboozle Brothers. Jay and Sen describe what it's like working with a partner long distance, getting picked up by a publisher, and their process to designing tabletop games.---------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Jay Cormier - @bamboozlebros, http://www.bamboozlebrothers.com/ourgames.html Sen Foong Lim - @senfoonglim--------------------------------------------------------------------------------Episode Outline 0:02:20 - Belfort Design Process 0:03:27 - Starting Small 0:14:27 - After getting picked up by a publisher 0:18:10 - Getting Started 0:23:37 - Teamwork and Collaboration 0:27:12 - Disagreements 0:35:04 - Game Artisans of Canada 0:56:13 - Starting with theme or mechanics</itunes:summary></item>
    
    <item>
      <title>#84: Marketing</title>
      <itunes:title>#84: Marketing</itunes:title>
      <pubDate>Fri, 20 Jun 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/183220-84-marketing.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/183220-84-marketing.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob talk about the the importance of marketing. How important is it and how do the numbers compare between tabletop and the digital realm? And what's the Wil Wheaton factor?----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:56 - Marketing at Hasbro 0:08:20 - Marketing and conferences 0:12:18 - The differences between tabletop and digital marketing 0:21:01 - Data 0:26:54 - Pricing 0:33:38 - Theme and marketing 0:41:25 - Copycats and "inspired by" 0:51:43 - Marketing as independence 0:54:52 - Wil Wheaton gets his own bullet point<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob talk about the the importance of marketing. How important is it and how do the numbers compare between tabletop and the digital realm? And what's the Wil Wheaton factor?----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:56 - Marketing at Hasbro 0:08:20 - Marketing and conferences 0:12:18 - The differences between tabletop and digital marketing 0:21:01 - Data 0:26:54 - Pricing 0:33:38 - Theme and marketing 0:41:25 - Copycats and "inspired by" 0:51:43 - Marketing as independence 0:54:52 - Wil Wheaton gets his own bullet point]]></content:encoded>
      
      
      <enclosure length="32938112" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/183220-84-marketing.mp3?dest-id=1719626"/>
      <itunes:duration>01:07:46</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob talk about the the importance of marketing. How important is it and how do the numbers compare between tabletop and the digital realm? And what's the Wil Wheaton factor?----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:56 - Marketing at Hasbro 0:08:20 - Marketing and conferences 0:12:18 - The differences between tabletop and digital marketing 0:21:01 - Data 0:26:54 - Pricing 0:33:38 - Theme and marketing 0:41:25 - Copycats and "inspired by" 0:51:43 - Marketing as independence 0:54:52 - Wil Wheaton gets his own bullet point</itunes:subtitle><itunes:summary>Dirk, David, and Rob talk about the the importance of marketing. How important is it and how do the numbers compare between tabletop and the digital realm? And what's the Wil Wheaton factor?----------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:56 - Marketing at Hasbro 0:08:20 - Marketing and conferences 0:12:18 - The differences between tabletop and digital marketing 0:21:01 - Data 0:26:54 - Pricing 0:33:38 - Theme and marketing 0:41:25 - Copycats and "inspired by" 0:51:43 - Marketing as independence 0:54:52 - Wil Wheaton gets his own bullet point</itunes:summary></item>
    
    <item>
      <title>#83: Games All The Way Down with Harrison Pink</title>
      <itunes:title>#83: Games All The Way Down with Harrison Pink</itunes:title>
      <pubDate>Tue, 10 Jun 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/180785-83-games-all-the-way-down-with-harrison-pink.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/180785-83-games-all-the-way-down-with-harrison-pink.mp3]]></link>
      <description><![CDATA[Harrison Pink returns to the show to talk with Dirk and David about playing games. This episode is all about what games our panel has been playing and how they have reacted as both players and designers.-----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:01:33 - Sir, You Are Being Hunted and stealth 0:09:12 - Splendor 0:28:26 - Diplomacy 0:39:56 - Neptune's Pride 0:44:49 - Dune 1:01:16 - X-Wing Miniatures<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Harrison Pink returns to the show to talk with Dirk and David about playing games. This episode is all about what games our panel has been playing and how they have reacted as both players and designers.-----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:01:33 - Sir, You Are Being Hunted and stealth 0:09:12 - Splendor 0:28:26 - Diplomacy 0:39:56 - Neptune's Pride 0:44:49 - Dune 1:01:16 - X-Wing Miniatures]]></content:encoded>
      
      
      <enclosure length="33998976" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/180785-83-games-all-the-way-down-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:49</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Harrison Pink returns to the show to talk with Dirk and David about playing games. This episode is all about what games our panel has been playing and how they have reacted as both players and designers.-----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:01:33 - Sir, You Are Being Hunted and stealth 0:09:12 - Splendor 0:28:26 - Diplomacy 0:39:56 - Neptune's Pride 0:44:49 - Dune 1:01:16 - X-Wing Miniatures</itunes:subtitle><itunes:summary>Harrison Pink returns to the show to talk with Dirk and David about playing games. This episode is all about what games our panel has been playing and how they have reacted as both players and designers.-----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:01:33 - Sir, You Are Being Hunted and stealth 0:09:12 - Splendor 0:28:26 - Diplomacy 0:39:56 - Neptune's Pride 0:44:49 - Dune 1:01:16 - X-Wing Miniatures</itunes:summary></item>
    
    <item>
      <title>#82: Checking In</title>
      <itunes:title>#82: Checking In</itunes:title>
      <pubDate>Wed, 04 Jun 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/179132-82-checking-in.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/179132-82-checking-in.mp3]]></link>
      <description><![CDATA[In this week's episode, Dirk and David take some time to talk about their current projects. Futbol Strategy is around the corner and David's Knights of Puzzelot has launched - find out how the games are going and what else the two have up their sleeves for the future.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron-------------------------------Episode Outline 0:00:20 - Futbol Strategy 0:11:30 - Knights of Puzzelot 0:24:03 - Dirk's unrevealed project 0:26:18 - David's deck building game 0:34:29 - David's new project 0:42:28 - Design books<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this week's episode, Dirk and David take some time to talk about their current projects. Futbol Strategy is around the corner and David's Knights of Puzzelot has launched - find out how the games are going and what else the two have up their sleeves for the future.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron-------------------------------Episode Outline 0:00:20 - Futbol Strategy 0:11:30 - Knights of Puzzelot 0:24:03 - Dirk's unrevealed project 0:26:18 - David's deck building game 0:34:29 - David's new project 0:42:28 - Design books]]></content:encoded>
      
      
      <enclosure length="30773376" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/179132-82-checking-in.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this week's episode, Dirk and David take some time to talk about their current projects. Futbol Strategy is around the corner and David's Knights of Puzzelot has launched - find out how the games are going and what else the two have up their sleeves for the future.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron-------------------------------Episode Outline 0:00:20 - Futbol Strategy 0:11:30 - Knights of Puzzelot 0:24:03 - Dirk's unrevealed project 0:26:18 - David's deck building game 0:34:29 - David's new project 0:42:28 - Design books</itunes:subtitle><itunes:summary>In this week's episode, Dirk and David take some time to talk about their current projects. Futbol Strategy is around the corner and David's Knights of Puzzelot has launched - find out how the games are going and what else the two have up their sleeves for the future.-------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron-------------------------------Episode Outline 0:00:20 - Futbol Strategy 0:11:30 - Knights of Puzzelot 0:24:03 - Dirk's unrevealed project 0:26:18 - David's deck building game 0:34:29 - David's new project 0:42:28 - Design books</itunes:summary></item>
    
    <item>
      <title>#81: Push and Pull with Nels Anderson</title>
      <itunes:title>#81: Push and Pull with Nels Anderson</itunes:title>
      <pubDate>Tue, 27 May 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/177103-81-push-and-pull-with-nels-anderson.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/177103-81-push-and-pull-with-nels-anderson.mp3]]></link>
      <description><![CDATA[Nels Anderson joins Dirk and David to talk about the concept of "Push and Pull" style games and how it relates to game styles and gamer choice.--------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nels Anderson - @Nelsarmensch, www.above49.ca, https://www.idlethumbs.net/terminal7, firewatchgame.com---------------------------------------------------------------------------Episode Outline 0:00:30 - Push vs Pull 0:14:40 - Push/Pull and player choice 0:29:07 - Tabletop games 0:32:30 - Game responsiveness 0:40:35 - The illusion of choice 0:50:13 - Firewatch<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Nels Anderson joins Dirk and David to talk about the concept of "Push and Pull" style games and how it relates to game styles and gamer choice.--------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nels Anderson - @Nelsarmensch, www.above49.ca, https://www.idlethumbs.net/terminal7, firewatchgame.com---------------------------------------------------------------------------Episode Outline 0:00:30 - Push vs Pull 0:14:40 - Push/Pull and player choice 0:29:07 - Tabletop games 0:32:30 - Game responsiveness 0:40:35 - The illusion of choice 0:50:13 - Firewatch]]></content:encoded>
      
      
      <enclosure length="29825152" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/177103-81-push-and-pull-with-nels-anderson.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Nels Anderson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Nels Anderson joins Dirk and David to talk about the concept of "Push and Pull" style games and how it relates to game styles and gamer choice.--------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nels Anderson - @Nelsarmensch, www.above49.ca, https://www.idlethumbs.net/terminal7, firewatchgame.com---------------------------------------------------------------------------Episode Outline 0:00:30 - Push vs Pull 0:14:40 - Push/Pull and player choice 0:29:07 - Tabletop games 0:32:30 - Game responsiveness 0:40:35 - The illusion of choice 0:50:13 - Firewatch</itunes:subtitle><itunes:summary>Nels Anderson joins Dirk and David to talk about the concept of "Push and Pull" style games and how it relates to game styles and gamer choice.--------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Nels Anderson - @Nelsarmensch, www.above49.ca, https://www.idlethumbs.net/terminal7, firewatchgame.com---------------------------------------------------------------------------Episode Outline 0:00:30 - Push vs Pull 0:14:40 - Push/Pull and player choice 0:29:07 - Tabletop games 0:32:30 - Game responsiveness 0:40:35 - The illusion of choice 0:50:13 - Firewatch</itunes:summary></item>
    
    <item>
      <title>#80: Anticipation and Expectations</title>
      <itunes:title>#80: Anticipation and Expectations</itunes:title>
      <pubDate>Wed, 21 May 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/175705-80-anticipation-and-expectations.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/175705-80-anticipation-and-expectations.mp3]]></link>
      <description><![CDATA[This week Dirk, David, and Rob go over the process that leads up to experiencing the game. From first hearing about it and finally unboxing it, what matters the most to designers and players? And just how many of our regular panel are old-school D&D nerds? (Hint: all of them.)----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - Early announcements and Seafall 0:11:46 - Expectations and age 0:19:00 - Boxes and graphic design 0:34:32 - Opening the box 0:45:05 - Time to play the game 1:04:30 - Favorite new product memories<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk, David, and Rob go over the process that leads up to experiencing the game. From first hearing about it and finally unboxing it, what matters the most to designers and players? And just how many of our regular panel are old-school D&D nerds? (Hint: all of them.)----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - Early announcements and Seafall 0:11:46 - Expectations and age 0:19:00 - Boxes and graphic design 0:34:32 - Opening the box 0:45:05 - Time to play the game 1:04:30 - Favorite new product memories]]></content:encoded>
      
      
      <enclosure length="34412672" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/175705-80-anticipation-and-expectations.mp3?dest-id=1719626"/>
      <itunes:duration>01:10:51</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk, David, and Rob go over the process that leads up to experiencing the game. From first hearing about it and finally unboxing it, what matters the most to designers and players? And just how many of our regular panel are old-school D&amp;D nerds? (Hint: all of them.)----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - Early announcements and Seafall 0:11:46 - Expectations and age 0:19:00 - Boxes and graphic design 0:34:32 - Opening the box 0:45:05 - Time to play the game 1:04:30 - Favorite new product memories</itunes:subtitle><itunes:summary>This week Dirk, David, and Rob go over the process that leads up to experiencing the game. From first hearing about it and finally unboxing it, what matters the most to designers and players? And just how many of our regular panel are old-school D&amp;D nerds? (Hint: all of them.)----------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Rob Daviau -@RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------------Episode Outline 0:00:26 - Early announcements and Seafall 0:11:46 - Expectations and age 0:19:00 - Boxes and graphic design 0:34:32 - Opening the box 0:45:05 - Time to play the game 1:04:30 - Favorite new product memories</itunes:summary></item>
    
    <item>
      <title>#79:  Intrinsic or Extrinsic? with Harrison Pink</title>
      <itunes:title>#79:  Intrinsic or Extrinsic? with Harrison Pink</itunes:title>
      <pubDate>Wed, 14 May 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/173929-79-intrinsic-or-extrinsic-with-harrison-pink.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/173929-79-intrinsic-or-extrinsic-with-harrison-pink.mp3]]></link>
      <description><![CDATA[Harrison Pink joins Dirk and David to talk about what motivates both players and developers. Is it the journey, the destination, or the sweet, sweet Steam achievements at the end?------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:00:58 - Intrinsic vs extrinsic motivation 0:09:42 - Telltale Games and extrinsic rewards 0:12:40 - Chocolate covered broccoli 0:31:15 - Authorial intent 0:46:34 - Can design be extrinsic or intrinsic<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Harrison Pink joins Dirk and David to talk about what motivates both players and developers. Is it the journey, the destination, or the sweet, sweet Steam achievements at the end?------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:00:58 - Intrinsic vs extrinsic motivation 0:09:42 - Telltale Games and extrinsic rewards 0:12:40 - Chocolate covered broccoli 0:31:15 - Authorial intent 0:46:34 - Can design be extrinsic or intrinsic]]></content:encoded>
      
      
      <enclosure length="33607808" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/173929-79-intrinsic-or-extrinsic-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron and Harrison Pink</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Harrison Pink joins Dirk and David to talk about what motivates both players and developers. Is it the journey, the destination, or the sweet, sweet Steam achievements at the end?------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:00:58 - Intrinsic vs extrinsic motivation 0:09:42 - Telltale Games and extrinsic rewards 0:12:40 - Chocolate covered broccoli 0:31:15 - Authorial intent 0:46:34 - Can design be extrinsic or intrinsic</itunes:subtitle><itunes:summary>Harrison Pink joins Dirk and David to talk about what motivates both players and developers. Is it the journey, the destination, or the sweet, sweet Steam achievements at the end?------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron Harrison Pink - harrisonpink.com, @colonialpink, harrisonpink@gmail.com-----------------------Episode Outline 0:00:58 - Intrinsic vs extrinsic motivation 0:09:42 - Telltale Games and extrinsic rewards 0:12:40 - Chocolate covered broccoli 0:31:15 - Authorial intent 0:46:34 - Can design be extrinsic or intrinsic</itunes:summary></item>
    
    <item>
      <title>#78: Streaming and Live Development with Brad Muir</title>
      <itunes:title>#78: Streaming and Live Development with Brad Muir</itunes:title>
      <pubDate>Thu, 08 May 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/172313-78-streaming-and-live-development-with-brad-muir.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/172313-78-streaming-and-live-development-with-brad-muir.mp3]]></link>
      <description><![CDATA[Dirk and Soren talk to Double Fine's Brad Muir about streaming the development process and interacting with fans. Listen in on how to walk the fine line between listening to your fans and still steering the ship while working in an open development environment.--------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonBrad Muir - @mrmooear, brad@doublefine.com------------------------------------- Episode Outline 0:00:58 - Streaming at Double Fine 0:10:24 - Civ IV's early access 0:17:03 - Unexpected benefits 0:31:15 - Other streaming developers 0:37:11 - Kickstarter and fundraising 0:49:31 - What's next for Double Fine 0:52:30 - Soren's project<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Soren talk to Double Fine's Brad Muir about streaming the development process and interacting with fans. Listen in on how to walk the fine line between listening to your fans and still steering the ship while working in an open development environment.--------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonBrad Muir - @mrmooear, brad@doublefine.com------------------------------------- Episode Outline 0:00:58 - Streaming at Double Fine 0:10:24 - Civ IV's early access 0:17:03 - Unexpected benefits 0:31:15 - Other streaming developers 0:37:11 - Kickstarter and fundraising 0:49:31 - What's next for Double Fine 0:52:30 - Soren's project]]></content:encoded>
      
      
      <enclosure length="28977280" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/172313-78-streaming-and-live-development-with-brad-muir.mp3?dest-id=1719626"/>
      <itunes:duration>59:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Soren Johnson and Brad Muir</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Soren talk to Double Fine's Brad Muir about streaming the development process and interacting with fans. Listen in on how to walk the fine line between listening to your fans and still steering the ship while working in an open development environment.--------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonBrad Muir - @mrmooear, brad@doublefine.com------------------------------------- Episode Outline 0:00:58 - Streaming at Double Fine 0:10:24 - Civ IV's early access 0:17:03 - Unexpected benefits 0:31:15 - Other streaming developers 0:37:11 - Kickstarter and fundraising 0:49:31 - What's next for Double Fine 0:52:30 - Soren's project</itunes:subtitle><itunes:summary>Dirk and Soren talk to Double Fine's Brad Muir about streaming the development process and interacting with fans. Listen in on how to walk the fine line between listening to your fans and still steering the ship while working in an open development environment.--------------------------------------- Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com Soren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonBrad Muir - @mrmooear, brad@doublefine.com------------------------------------- Episode Outline 0:00:58 - Streaming at Double Fine 0:10:24 - Civ IV's early access 0:17:03 - Unexpected benefits 0:31:15 - Other streaming developers 0:37:11 - Kickstarter and fundraising 0:49:31 - What's next for Double Fine 0:52:30 - Soren's project</itunes:summary></item>
    
    <item>
      <title>#77: Prototyping</title>
      <itunes:title>#77: Prototyping</itunes:title>
      <pubDate>Tue, 29 Apr 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/170109-77-prototyping.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/170109-77-prototyping.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get down to the nitty-gritty about prototyping their game concepts, both on the digital side and the tabletop side. What does a good prototype look like, and more importantly: how is one actually made?------------------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com, David Heron - @DavidVHeron, Rob Daviau -@RobDaviauGamer, hello@robdaviau.com------------------------------------------- Episode Outline 0:00:58 - Working with the family 0:09:36 - Resolution and detail 0:15:46 - Digital prototyping 0:23:28 - Prototyping a licensed game 0:27:30 - Prototyping different components 0:42:22 - Playing prototypes<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get down to the nitty-gritty about prototyping their game concepts, both on the digital side and the tabletop side. What does a good prototype look like, and more importantly: how is one actually made?------------------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com, David Heron - @DavidVHeron, Rob Daviau -@RobDaviauGamer, hello@robdaviau.com------------------------------------------- Episode Outline 0:00:58 - Working with the family 0:09:36 - Resolution and detail 0:15:46 - Digital prototyping 0:23:28 - Prototyping a licensed game 0:27:30 - Prototyping different components 0:42:22 - Playing prototypes]]></content:encoded>
      
      
      <enclosure length="25979008" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/170109-77-prototyping.mp3?dest-id=1719626"/>
      <itunes:duration>53:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get down to the nitty-gritty about prototyping their game concepts, both on the digital side and the tabletop side. What does a good prototype look like, and more importantly: how is one actually made?------------------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com, David Heron - @DavidVHeron, Rob Daviau -@RobDaviauGamer, hello@robdaviau.com------------------------------------------- Episode Outline 0:00:58 - Working with the family 0:09:36 - Resolution and detail 0:15:46 - Digital prototyping 0:23:28 - Prototyping a licensed game 0:27:30 - Prototyping different components 0:42:22 - Playing prototypes</itunes:subtitle><itunes:summary>Dirk, David, and Rob get down to the nitty-gritty about prototyping their game concepts, both on the digital side and the tabletop side. What does a good prototype look like, and more importantly: how is one actually made?------------------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com, David Heron - @DavidVHeron, Rob Daviau -@RobDaviauGamer, hello@robdaviau.com------------------------------------------- Episode Outline 0:00:58 - Working with the family 0:09:36 - Resolution and detail 0:15:46 - Digital prototyping 0:23:28 - Prototyping a licensed game 0:27:30 - Prototyping different components 0:42:22 - Playing prototypes</itunes:summary></item>
    
    <item>
      <title>#76: The Inside Scoop</title>
      <itunes:title>#76: The Inside Scoop</itunes:title>
      <pubDate>Thu, 24 Apr 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/168707-76-the-inside-scoop.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/168707-76-the-inside-scoop.mp3]]></link>
      <description><![CDATA[Dirk and David take a moment to discuss the games they're working on and the challenges they face when trying to bring new game concepts to life. --------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron------------------------------Episode Outline 0:00:49 - War Stories 0:06:33 - The Knights of Puzzleot0:15:15 - David's side CCG project 0:29:30 - New CCG mechanics and approachability 0:35:01 - Futbol Strategy<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David take a moment to discuss the games they're working on and the challenges they face when trying to bring new game concepts to life. --------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron------------------------------Episode Outline 0:00:49 - War Stories 0:06:33 - The Knights of Puzzleot0:15:15 - David's side CCG project 0:29:30 - New CCG mechanics and approachability 0:35:01 - Futbol Strategy]]></content:encoded>
      
      
      <enclosure length="28440704" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/168707-76-the-inside-scoop.mp3?dest-id=1719626"/>
      <itunes:duration>58:24</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David take a moment to discuss the games they're working on and the challenges they face when trying to bring new game concepts to life. --------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron------------------------------Episode Outline 0:00:49 - War Stories 0:06:33 - The Knights of Puzzleot0:15:15 - David's side CCG project 0:29:30 - New CCG mechanics and approachability 0:35:01 - Futbol Strategy</itunes:subtitle><itunes:summary>Dirk and David take a moment to discuss the games they're working on and the challenges they face when trying to bring new game concepts to life. --------------------------------------------------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com David Heron - @DavidVHeron------------------------------Episode Outline 0:00:49 - War Stories 0:06:33 - The Knights of Puzzleot0:15:15 - David's side CCG project 0:29:30 - New CCG mechanics and approachability 0:35:01 - Futbol Strategy</itunes:summary></item>
    
    <item>
      <title>#75: Infinite Loop</title>
      <itunes:title>#75: Infinite Loop</itunes:title>
      <pubDate>Tue, 15 Apr 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/166347-75-infinite-loop.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/166347-75-infinite-loop.mp3]]></link>
      <description><![CDATA[Dirk, David, and Rob get together to discuss the perceived value in infinitely replayable games. Where did this notion come from? The trio discuss collectible card games and Minecraft alongside normal tabletop games to get to the bottom of infinity.-----------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau -@RobDaviauGamer, hello@robdaviau.com--------------------------Episode Outline0:01:22 - What is the origin of the "infinite game" concept?0:07:04 - The Cult of the New0:13:40 - CCGs0:22:04 - Game exploits and replayability0:30:58 - Expansions0:39:44 - Short and single-play digital games<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk, David, and Rob get together to discuss the perceived value in infinitely replayable games. Where did this notion come from? The trio discuss collectible card games and Minecraft alongside normal tabletop games to get to the bottom of infinity.-----------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau -@RobDaviauGamer, hello@robdaviau.com--------------------------Episode Outline0:01:22 - What is the origin of the "infinite game" concept?0:07:04 - The Cult of the New0:13:40 - CCGs0:22:04 - Game exploits and replayability0:30:58 - Expansions0:39:44 - Short and single-play digital games]]></content:encoded>
      
      
      <enclosure length="28500096" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/166347-75-infinite-loop.mp3?dest-id=1719626"/>
      <itunes:duration>58:32</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk, David, and Rob get together to discuss the perceived value in infinitely replayable games. Where did this notion come from? The trio discuss collectible card games and Minecraft alongside normal tabletop games to get to the bottom of infinity.-----------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau -@RobDaviauGamer, hello@robdaviau.com--------------------------Episode Outline0:01:22 - What is the origin of the "infinite game" concept?0:07:04 - The Cult of the New0:13:40 - CCGs0:22:04 - Game exploits and replayability0:30:58 - Expansions0:39:44 - Short and single-play digital games</itunes:subtitle><itunes:summary>Dirk, David, and Rob get together to discuss the perceived value in infinitely replayable games. Where did this notion come from? The trio discuss collectible card games and Minecraft alongside normal tabletop games to get to the bottom of infinity.-----------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau -@RobDaviauGamer, hello@robdaviau.com--------------------------Episode Outline0:01:22 - What is the origin of the "infinite game" concept?0:07:04 - The Cult of the New0:13:40 - CCGs0:22:04 - Game exploits and replayability0:30:58 - Expansions0:39:44 - Short and single-play digital games</itunes:summary></item>
    
    <item>
      <title>#74: Procedurally Chaotic with Julian Gollop</title>
      <itunes:title>#74: Procedurally Chaotic with Julian Gollop</itunes:title>
      <pubDate>Thu, 10 Apr 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/165078-74-procedurally-chaotic-with-julian-gollop.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/165078-74-procedurally-chaotic-with-julian-gollop.mp3]]></link>
      <description><![CDATA[Dirk and David talk to veteran designer Julian Gollop about his career in gaming and his Kickstarter for a remake of his classic game Chaos Reborn. The trio discuss the roles of both user and procedurally generated content as well as Julian's plans for his remake of Chaos Reborn.------------------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronJulian Gollop - @julian_gollop, www.chaos-reborn.com-------------------------Episode Outline0:02:02 - Chaos Reborn and its Kickstarter0:12:20 - Social elements in games0:16:42 - Chaos Reborn gameplay0:33:58 - Procedurally generated content0:52:58 - X-COM0:59:48 - The future of Chaos Reborn and early testing<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and David talk to veteran designer Julian Gollop about his career in gaming and his Kickstarter for a remake of his classic game Chaos Reborn. The trio discuss the roles of both user and procedurally generated content as well as Julian's plans for his remake of Chaos Reborn.------------------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronJulian Gollop - @julian_gollop, www.chaos-reborn.com-------------------------Episode Outline0:02:02 - Chaos Reborn and its Kickstarter0:12:20 - Social elements in games0:16:42 - Chaos Reborn gameplay0:33:58 - Procedurally generated content0:52:58 - X-COM0:59:48 - The future of Chaos Reborn and early testing]]></content:encoded>
      
      
      <enclosure length="31180928" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/165078-74-procedurally-chaotic-with-julian-gollop.mp3?dest-id=1719626"/>
      <itunes:duration>01:04:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron and Julian Gollop</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and David talk to veteran designer Julian Gollop about his career in gaming and his Kickstarter for a remake of his classic game Chaos Reborn. The trio discuss the roles of both user and procedurally generated content as well as Julian's plans for his remake of Chaos Reborn.------------------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronJulian Gollop - @julian_gollop, www.chaos-reborn.com-------------------------Episode Outline0:02:02 - Chaos Reborn and its Kickstarter0:12:20 - Social elements in games0:16:42 - Chaos Reborn gameplay0:33:58 - Procedurally generated content0:52:58 - X-COM0:59:48 - The future of Chaos Reborn and early testing</itunes:subtitle><itunes:summary>Dirk and David talk to veteran designer Julian Gollop about his career in gaming and his Kickstarter for a remake of his classic game Chaos Reborn. The trio discuss the roles of both user and procedurally generated content as well as Julian's plans for his remake of Chaos Reborn.------------------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronJulian Gollop - @julian_gollop, www.chaos-reborn.com-------------------------Episode Outline0:02:02 - Chaos Reborn and its Kickstarter0:12:20 - Social elements in games0:16:42 - Chaos Reborn gameplay0:33:58 - Procedurally generated content0:52:58 - X-COM0:59:48 - The future of Chaos Reborn and early testing</itunes:summary></item>
    
    <item>
      <title>#73: MMOs, RPGs, and Pathfinder with Ryan Dancey</title>
      <itunes:title>#73: MMOs, RPGs, and Pathfinder with Ryan Dancey</itunes:title>
      <pubDate>Tue, 01 Apr 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/162631-73-mmos-rpgs-and-pathfinder-with-ryan-dancey.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/162631-73-mmos-rpgs-and-pathfinder-with-ryan-dancey.mp3]]></link>
      <description><![CDATA[Ryan Dancey joins Dirk and Soren to talk about tabletop RPGs and Pathfinder Online. What's the cross-section between MMOs and traditional RPGs? Listen in to find out how Pathfinder took the helm from D&D and what their plans are for their upcoming MMO.--------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonRyan Dancey - @rsdancey--------------------------------------------------------------------Episode Outline0:00:21 - Ryan's background0:03:18 - Ryan and game design0:08:20 - The Pathfinder roleplaying game0:21:10 - Do MMOs hurt tabletop RPG sales?0:30:05 - Pathfinder online and Kickstarter0:39:49 - "Theme Park" games vs. sandbox games0:55:28 - Combat vs. relationships in RPGs<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Ryan Dancey joins Dirk and Soren to talk about tabletop RPGs and Pathfinder Online. What's the cross-section between MMOs and traditional RPGs? Listen in to find out how Pathfinder took the helm from D&D and what their plans are for their upcoming MMO.--------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonRyan Dancey - @rsdancey--------------------------------------------------------------------Episode Outline0:00:21 - Ryan's background0:03:18 - Ryan and game design0:08:20 - The Pathfinder roleplaying game0:21:10 - Do MMOs hurt tabletop RPG sales?0:30:05 - Pathfinder online and Kickstarter0:39:49 - "Theme Park" games vs. sandbox games0:55:28 - Combat vs. relationships in RPGs]]></content:encoded>
      
      
      <enclosure length="32391296" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/162631-73-mmos-rpgs-and-pathfinder-with-ryan-dancey.mp3?dest-id=1719626"/>
      <itunes:duration>01:06:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Ryan Dancey joins Dirk and Soren to talk about tabletop RPGs and Pathfinder Online. What's the cross-section between MMOs and traditional RPGs? Listen in to find out how Pathfinder took the helm from D&amp;D and what their plans are for their upcoming MMO.--------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonRyan Dancey - @rsdancey--------------------------------------------------------------------Episode Outline0:00:21 - Ryan's background0:03:18 - Ryan and game design0:08:20 - The Pathfinder roleplaying game0:21:10 - Do MMOs hurt tabletop RPG sales?0:30:05 - Pathfinder online and Kickstarter0:39:49 - "Theme Park" games vs. sandbox games0:55:28 - Combat vs. relationships in RPGs</itunes:subtitle><itunes:summary>Ryan Dancey joins Dirk and Soren to talk about tabletop RPGs and Pathfinder Online. What's the cross-section between MMOs and traditional RPGs? Listen in to find out how Pathfinder took the helm from D&amp;D and what their plans are for their upcoming MMO.--------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - www.designer-notes.com, www.mohawkgames.com, @sorenjohnsonRyan Dancey - @rsdancey--------------------------------------------------------------------Episode Outline0:00:21 - Ryan's background0:03:18 - Ryan and game design0:08:20 - The Pathfinder roleplaying game0:21:10 - Do MMOs hurt tabletop RPG sales?0:30:05 - Pathfinder online and Kickstarter0:39:49 - "Theme Park" games vs. sandbox games0:55:28 - Combat vs. relationships in RPGs</itunes:summary></item>
    
    <item>
      <title>#72 Playtesting</title>
      <itunes:title>#72 Playtesting</itunes:title>
      <pubDate>Tue, 25 Mar 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/160706-72-playtesting.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/160706-72-playtesting.mp3]]></link>
      <description><![CDATA[Rob Daviau returns to the show to talk to Dirk and David about playtesting and the challenges of getting good feedback. Are core gamers good playtesters? How much playtesting is necessary? The show concludes with a discussion on the covenant between games and their players - how many playthroughs are "enough"?-------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau - @RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------Episode Outline 0:00:46 - Playtesting Seafall0:09:45 - Playtesting and CCGs0:19:22 - Prototypes0:36:45 - Getting the right feedback0:39:10 - The creativity in boardgames0:45:58 - Shorter experiences<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Rob Daviau returns to the show to talk to Dirk and David about playtesting and the challenges of getting good feedback. Are core gamers good playtesters? How much playtesting is necessary? The show concludes with a discussion on the covenant between games and their players - how many playthroughs are "enough"?-------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau - @RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------Episode Outline 0:00:46 - Playtesting Seafall0:09:45 - Playtesting and CCGs0:19:22 - Prototypes0:36:45 - Getting the right feedback0:39:10 - The creativity in boardgames0:45:58 - Shorter experiences]]></content:encoded>
      
      
      <enclosure length="26861696" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/160706-72-playtesting.mp3?dest-id=1719626"/>
      <itunes:duration>55:07</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, David Heron &amp; Rob Daviau and Ryan Dancey</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Rob Daviau returns to the show to talk to Dirk and David about playtesting and the challenges of getting good feedback. Are core gamers good playtesters? How much playtesting is necessary? The show concludes with a discussion on the covenant between games and their players - how many playthroughs are "enough"?-------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau - @RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------Episode Outline 0:00:46 - Playtesting Seafall0:09:45 - Playtesting and CCGs0:19:22 - Prototypes0:36:45 - Getting the right feedback0:39:10 - The creativity in boardgames0:45:58 - Shorter experiences</itunes:subtitle><itunes:summary>Rob Daviau returns to the show to talk to Dirk and David about playtesting and the challenges of getting good feedback. Are core gamers good playtesters? How much playtesting is necessary? The show concludes with a discussion on the covenant between games and their players - how many playthroughs are "enough"?-------------------------------------------------Contact Information Dirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronRob Daviau - @RobDaviauGamer, rob.daviau@ironwallgames.com-----------------------Episode Outline 0:00:46 - Playtesting Seafall0:09:45 - Playtesting and CCGs0:19:22 - Prototypes0:36:45 - Getting the right feedback0:39:10 - The creativity in boardgames0:45:58 - Shorter experiences</itunes:summary></item>
    
    <item>
      <title>#71: Intuitive Design. With Harrison Pink.</title>
      <itunes:title>#71: Intuitive Design. With Harrison Pink.</itunes:title>
      <pubDate>Tue, 18 Mar 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/158922-71-intuitive-design-with-harrison-pink.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/158922-71-intuitive-design-with-harrison-pink.mp3]]></link>
      <description><![CDATA[Telltale Games' Harrison Pink joins Dirk and David to talk about the difference between designing by instinct and using analysis and data. Can a designer ever be fully intuitive or analytic? The trio explores this topic through character development in The Walking Dead as well as Tales From the Borderlands.------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronHarrison Pink - @ColonialPink, harrisonpink@gmail.com------------------------Episode Outline0:00:43 - Intuitive vs Analytical Design0:09:04 - The Walking Dead and choices0:18:25 - Experience and its impact0:22:58 - Poker and feel0:40:15 - Adapting to new player roles0:49:26 - Borderlands and greed<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Telltale Games' Harrison Pink joins Dirk and David to talk about the difference between designing by instinct and using analysis and data. Can a designer ever be fully intuitive or analytic? The trio explores this topic through character development in The Walking Dead as well as Tales From the Borderlands.------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronHarrison Pink - @ColonialPink, harrisonpink@gmail.com------------------------Episode Outline0:00:43 - Intuitive vs Analytical Design0:09:04 - The Walking Dead and choices0:18:25 - Experience and its impact0:22:58 - Poker and feel0:40:15 - Adapting to new player roles0:49:26 - Borderlands and greed]]></content:encoded>
      
      
      <enclosure length="33773696" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/158922-71-intuitive-design-with-harrison-pink.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Telltale Games' Harrison Pink joins Dirk and David to talk about the difference between designing by instinct and using analysis and data. Can a designer ever be fully intuitive or analytic? The trio explores this topic through character development in The Walking Dead as well as Tales From the Borderlands.------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronHarrison Pink - @ColonialPink, harrisonpink@gmail.com------------------------Episode Outline0:00:43 - Intuitive vs Analytical Design0:09:04 - The Walking Dead and choices0:18:25 - Experience and its impact0:22:58 - Poker and feel0:40:15 - Adapting to new player roles0:49:26 - Borderlands and greed</itunes:subtitle><itunes:summary>Telltale Games' Harrison Pink joins Dirk and David to talk about the difference between designing by instinct and using analysis and data. Can a designer ever be fully intuitive or analytic? The trio explores this topic through character development in The Walking Dead as well as Tales From the Borderlands.------------------------------------------------------------------------------Contact InformationDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronHarrison Pink - @ColonialPink, harrisonpink@gmail.com------------------------Episode Outline0:00:43 - Intuitive vs Analytical Design0:09:04 - The Walking Dead and choices0:18:25 - Experience and its impact0:22:58 - Poker and feel0:40:15 - Adapting to new player roles0:49:26 - Borderlands and greed</itunes:summary></item>
    
    <item>
      <title>#70: A Roman Farewell</title>
      <itunes:title>#70: A Roman Farewell</itunes:title>
      <pubDate>Tue, 11 Mar 2014 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/157090-70-a-roman-farewell.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/157090-70-a-roman-farewell.mp3]]></link>
      <description><![CDATA[Jon announces that he'll be retiring from the podcast in order to focus fully on At the Gates. Piggybacking on this topic, he and Dirk discuss workflow, where AtG is at now and highlight what's next for it. Dirk finishes up the episode by sharing his plans for TGDRT going forward.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Jon's Last Ride0:03:52 - Work Patterns0:09:42 - Splitting Attention0:22:32 - The Impact of Art0:30:21 - Future of At the Gates0:41:15 - Travel & Convention Plans0:45:24 - Marketing0:51:43 - The Future of the Podcast<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon announces that he'll be retiring from the podcast in order to focus fully on At the Gates. Piggybacking on this topic, he and Dirk discuss workflow, where AtG is at now and highlight what's next for it. Dirk finishes up the episode by sharing his plans for TGDRT going forward.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Jon's Last Ride0:03:52 - Work Patterns0:09:42 - Splitting Attention0:22:32 - The Impact of Art0:30:21 - Future of At the Gates0:41:15 - Travel & Convention Plans0:45:24 - Marketing0:51:43 - The Future of the Podcast]]></content:encoded>
      
      
      <enclosure length="26939520" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/157090-70-a-roman-farewell.mp3?dest-id=1719626"/>
      <itunes:duration>55:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon announces that he'll be retiring from the podcast in order to focus fully on At the Gates. Piggybacking on this topic, he and Dirk discuss workflow, where AtG is at now and highlight what's next for it. Dirk finishes up the episode by sharing his plans for TGDRT going forward.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Jon's Last Ride0:03:52 - Work Patterns0:09:42 - Splitting Attention0:22:32 - The Impact of Art0:30:21 - Future of At the Gates0:41:15 - Travel &amp; Convention Plans0:45:24 - Marketing0:51:43 - The Future of the Podcast</itunes:subtitle><itunes:summary>Jon announces that he'll be retiring from the podcast in order to focus fully on At the Gates. Piggybacking on this topic, he and Dirk discuss workflow, where AtG is at now and highlight what's next for it. Dirk finishes up the episode by sharing his plans for TGDRT going forward.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Jon's Last Ride0:03:52 - Work Patterns0:09:42 - Splitting Attention0:22:32 - The Impact of Art0:30:21 - Future of At the Gates0:41:15 - Travel &amp; Convention Plans0:45:24 - Marketing0:51:43 - The Future of the Podcast</itunes:summary></item>
    
    <item>
      <title>#69: Players as Designers</title>
      <itunes:title>#69: Players as Designers</itunes:title>
      <pubDate>Tue, 04 Mar 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/155358-69-players-as-designers.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/155358-69-players-as-designers.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David discuss the idea of players as designers within the context of house rules, modding and optional rules. Other topics covered include: how much control should players have? When are house rules bad? How much creative control over the core game design should developers give out?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:00:38 - House Rules0:07:20 - Modding0:17:48 - Tabletop Games0:30:30 - Optional Rules0:38:55 - Our House Rules0:43:58 - Allowing for Player Creativity0:55:40 - Opening Up the Design Process1:03:35 - From Modder to Designer<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David discuss the idea of players as designers within the context of house rules, modding and optional rules. Other topics covered include: how much control should players have? When are house rules bad? How much creative control over the core game design should developers give out?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:00:38 - House Rules0:07:20 - Modding0:17:48 - Tabletop Games0:30:30 - Optional Rules0:38:55 - Our House Rules0:43:58 - Allowing for Player Creativity0:55:40 - Opening Up the Design Process1:03:35 - From Modder to Designer]]></content:encoded>
      
      
      <enclosure length="34781312" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/155358-69-players-as-designers.mp3?dest-id=1719626"/>
      <itunes:duration>01:11:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David discuss the idea of players as designers within the context of house rules, modding and optional rules. Other topics covered include: how much control should players have? When are house rules bad? How much creative control over the core game design should developers give out?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:00:38 - House Rules0:07:20 - Modding0:17:48 - Tabletop Games0:30:30 - Optional Rules0:38:55 - Our House Rules0:43:58 - Allowing for Player Creativity0:55:40 - Opening Up the Design Process1:03:35 - From Modder to Designer</itunes:subtitle><itunes:summary>Jon, Dirk and David discuss the idea of players as designers within the context of house rules, modding and optional rules. Other topics covered include: how much control should players have? When are house rules bad? How much creative control over the core game design should developers give out?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:00:38 - House Rules0:07:20 - Modding0:17:48 - Tabletop Games0:30:30 - Optional Rules0:38:55 - Our House Rules0:43:58 - Allowing for Player Creativity0:55:40 - Opening Up the Design Process1:03:35 - From Modder to Designer</itunes:summary></item>
    
    <item>
      <title>#68: Transparency</title>
      <itunes:title>#68: Transparency</itunes:title>
      <pubDate>Mon, 24 Feb 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/153107-68-transparency.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/153107-68-transparency.mp3]]></link>
      <description><![CDATA[Soren joins Jon and Dirk to discuss transparency: what a game does and does not reveal to players. The discussion ranges from unpredictability in deckbuilders like 'Dominion' and 'Ascension', to fog of war in 'Civilization', 'At the Gates' and 'War Stories', to the need to memorize past actions in games like 'El Grande'. They wrap up with a lengthy discussion about the transparency problems Dirk and Soren have with the baseball sim 'Out of the Park' and why Jon still loves it all the same.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:24 - What IS Transparency?0:13:50 - Deckbuilders0:18:02 - Fog of War0:26:12 - Dirk's Games0:31:15 - Replayability0:38:18 - Memory0:45:35 - The Designer's Preference0:50:04 - Out of the Park Baseball1:12:00 - Designing Our Baseball Sim<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Soren joins Jon and Dirk to discuss transparency: what a game does and does not reveal to players. The discussion ranges from unpredictability in deckbuilders like 'Dominion' and 'Ascension', to fog of war in 'Civilization', 'At the Gates' and 'War Stories', to the need to memorize past actions in games like 'El Grande'. They wrap up with a lengthy discussion about the transparency problems Dirk and Soren have with the baseball sim 'Out of the Park' and why Jon still loves it all the same.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:24 - What IS Transparency?0:13:50 - Deckbuilders0:18:02 - Fog of War0:26:12 - Dirk's Games0:31:15 - Replayability0:38:18 - Memory0:45:35 - The Designer's Preference0:50:04 - Out of the Park Baseball1:12:00 - Designing Our Baseball Sim]]></content:encoded>
      
      
      <enclosure length="43745408" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/153107-68-transparency.mp3?dest-id=1719626"/>
      <itunes:duration>01:30:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren joins Jon and Dirk to discuss transparency: what a game does and does not reveal to players. The discussion ranges from unpredictability in deckbuilders like 'Dominion' and 'Ascension', to fog of war in 'Civilization', 'At the Gates' and 'War Stories', to the need to memorize past actions in games like 'El Grande'. They wrap up with a lengthy discussion about the transparency problems Dirk and Soren have with the baseball sim 'Out of the Park' and why Jon still loves it all the same.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:24 - What IS Transparency?0:13:50 - Deckbuilders0:18:02 - Fog of War0:26:12 - Dirk's Games0:31:15 - Replayability0:38:18 - Memory0:45:35 - The Designer's Preference0:50:04 - Out of the Park Baseball1:12:00 - Designing Our Baseball Sim</itunes:subtitle><itunes:summary>Soren joins Jon and Dirk to discuss transparency: what a game does and does not reveal to players. The discussion ranges from unpredictability in deckbuilders like 'Dominion' and 'Ascension', to fog of war in 'Civilization', 'At the Gates' and 'War Stories', to the need to memorize past actions in games like 'El Grande'. They wrap up with a lengthy discussion about the transparency problems Dirk and Soren have with the baseball sim 'Out of the Park' and why Jon still loves it all the same.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:24 - What IS Transparency?0:13:50 - Deckbuilders0:18:02 - Fog of War0:26:12 - Dirk's Games0:31:15 - Replayability0:38:18 - Memory0:45:35 - The Designer's Preference0:50:04 - Out of the Park Baseball1:12:00 - Designing Our Baseball Sim</itunes:summary></item>
    
    <item>
      <title>#67: Game Phases &amp; Pivots</title>
      <itunes:title>#67: Game Phases &amp;amp; Pivots</itunes:title>
      <pubDate>Mon, 17 Feb 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/151073-67-game-phases-pivots.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/151073-67-game-phases-pivots.mp3]]></link>
      <description><![CDATA[Rob joins Jon and Dirk to discuss phases (the early game, the late game, etc.) and 'pivot points', which are moments when focus shifts from one aspect of a game (such as economic engine building) to another (scoring points). Some of the titles brought up during the conversation include Chess, Monopoly, Dominion, Lords of Waterdeep and Zimbabwe, the game that got Rob thinking about this topic.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:22 - Pivot Points0:15:00 - Pacing Point of No Return0:21:20 - Chess0:27:14 - The Designer's Perspective0:34:35 - Game Phases0:42:00 - Pivots in Mechanics<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Rob joins Jon and Dirk to discuss phases (the early game, the late game, etc.) and 'pivot points', which are moments when focus shifts from one aspect of a game (such as economic engine building) to another (scoring points). Some of the titles brought up during the conversation include Chess, Monopoly, Dominion, Lords of Waterdeep and Zimbabwe, the game that got Rob thinking about this topic.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:22 - Pivot Points0:15:00 - Pacing Point of No Return0:21:20 - Chess0:27:14 - The Designer's Perspective0:34:35 - Game Phases0:42:00 - Pivots in Mechanics]]></content:encoded>
      
      
      <enclosure length="28551296" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/151073-67-game-phases-pivots.mp3?dest-id=1719626"/>
      <itunes:duration>58:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Rob joins Jon and Dirk to discuss phases (the early game, the late game, etc.) and 'pivot points', which are moments when focus shifts from one aspect of a game (such as economic engine building) to another (scoring points). Some of the titles brought up during the conversation include Chess, Monopoly, Dominion, Lords of Waterdeep and Zimbabwe, the game that got Rob thinking about this topic.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:22 - Pivot Points0:15:00 - Pacing Point of No Return0:21:20 - Chess0:27:14 - The Designer's Perspective0:34:35 - Game Phases0:42:00 - Pivots in Mechanics</itunes:subtitle><itunes:summary>Rob joins Jon and Dirk to discuss phases (the early game, the late game, etc.) and 'pivot points', which are moments when focus shifts from one aspect of a game (such as economic engine building) to another (scoring points). Some of the titles brought up during the conversation include Chess, Monopoly, Dominion, Lords of Waterdeep and Zimbabwe, the game that got Rob thinking about this topic.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:22 - Pivot Points0:15:00 - Pacing Point of No Return0:21:20 - Chess0:27:14 - The Designer's Perspective0:34:35 - Game Phases0:42:00 - Pivots in Mechanics</itunes:summary></item>
    
    <item>
      <title>#66: Diplomacy in At the Gates</title>
      <itunes:title>#66: Diplomacy in At the Gates</itunes:title>
      <pubDate>Tue, 11 Feb 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/149710-66-diplomacy-in-at-the-gates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/149710-66-diplomacy-in-at-the-gates.mp3]]></link>
      <description><![CDATA[Jon and Dirk cover many a topic in this episode, but the main discussion revolves around Jon's plans for diplomacy in 'At the Gates', how they've changed, and why. Also covered are game structure in Starbound, the business of games and a brief update on Dirk's projects.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:56 - Games we've played recently0:08:08 - Diplomacy in AtG0:31:30 - Asymmetry in diplomacy0:45:10 - Planning fatigue0:51:50 - Dirk's projects1:01:34 - Business stuff<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk cover many a topic in this episode, but the main discussion revolves around Jon's plans for diplomacy in 'At the Gates', how they've changed, and why. Also covered are game structure in Starbound, the business of games and a brief update on Dirk's projects.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:56 - Games we've played recently0:08:08 - Diplomacy in AtG0:31:30 - Asymmetry in diplomacy0:45:10 - Planning fatigue0:51:50 - Dirk's projects1:01:34 - Business stuff]]></content:encoded>
      
      
      <enclosure length="34490496" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/149710-66-diplomacy-in-at-the-gates.mp3?dest-id=1719626"/>
      <itunes:duration>01:11:00</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk cover many a topic in this episode, but the main discussion revolves around Jon's plans for diplomacy in 'At the Gates', how they've changed, and why. Also covered are game structure in Starbound, the business of games and a brief update on Dirk's projects.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:56 - Games we've played recently0:08:08 - Diplomacy in AtG0:31:30 - Asymmetry in diplomacy0:45:10 - Planning fatigue0:51:50 - Dirk's projects1:01:34 - Business stuff</itunes:subtitle><itunes:summary>Jon and Dirk cover many a topic in this episode, but the main discussion revolves around Jon's plans for diplomacy in 'At the Gates', how they've changed, and why. Also covered are game structure in Starbound, the business of games and a brief update on Dirk's projects.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:56 - Games we've played recently0:08:08 - Diplomacy in AtG0:31:30 - Asymmetry in diplomacy0:45:10 - Planning fatigue0:51:50 - Dirk's projects1:01:34 - Business stuff</itunes:summary></item>
    
    <item>
      <title>#65: Real-Time. With Geoff Engelstein</title>
      <itunes:title>#65: Real-Time. With Geoff Engelstein</itunes:title>
      <pubDate>Mon, 03 Feb 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/147758-65-real-time-with-geoff-engelstein.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/147758-65-real-time-with-geoff-engelstein.mp3]]></link>
      <description><![CDATA[Dirk and Jon are joined by Geoff Engelstein to talk about his work, design philosophies and podcast. How do you create a real-time tabletop game? What makes inspirations special? How important is theme compared with mechanics?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comGeoff Engelstein - @GEngelstein, www.ludology.net, geoff@ludology.net---------------------------Episode Outline0:03:30 - Real-time tabletop games0:12:29 - Inspirations0:16:22 - Wargames0:24:52 - User experience0:29:59 - The road to tabletop0:33:22 - Designing with your kids0:43:58 - Future projects0:49:31 - Theme & learning1:01:46 - Kickstarter<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk and Jon are joined by Geoff Engelstein to talk about his work, design philosophies and podcast. How do you create a real-time tabletop game? What makes inspirations special? How important is theme compared with mechanics?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comGeoff Engelstein - @GEngelstein, www.ludology.net, geoff@ludology.net---------------------------Episode Outline0:03:30 - Real-time tabletop games0:12:29 - Inspirations0:16:22 - Wargames0:24:52 - User experience0:29:59 - The road to tabletop0:33:22 - Designing with your kids0:43:58 - Future projects0:49:31 - Theme & learning1:01:46 - Kickstarter]]></content:encoded>
      
      
      <enclosure length="35979392" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/147758-65-real-time-with-geoff-engelstein.mp3?dest-id=1719626"/>
      <itunes:duration>01:14:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk and Jon are joined by Geoff Engelstein to talk about his work, design philosophies and podcast. How do you create a real-time tabletop game? What makes inspirations special? How important is theme compared with mechanics?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comGeoff Engelstein - @GEngelstein, www.ludology.net, geoff@ludology.net---------------------------Episode Outline0:03:30 - Real-time tabletop games0:12:29 - Inspirations0:16:22 - Wargames0:24:52 - User experience0:29:59 - The road to tabletop0:33:22 - Designing with your kids0:43:58 - Future projects0:49:31 - Theme &amp; learning1:01:46 - Kickstarter</itunes:subtitle><itunes:summary>Dirk and Jon are joined by Geoff Engelstein to talk about his work, design philosophies and podcast. How do you create a real-time tabletop game? What makes inspirations special? How important is theme compared with mechanics?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comGeoff Engelstein - @GEngelstein, www.ludology.net, geoff@ludology.net---------------------------Episode Outline0:03:30 - Real-time tabletop games0:12:29 - Inspirations0:16:22 - Wargames0:24:52 - User experience0:29:59 - The road to tabletop0:33:22 - Designing with your kids0:43:58 - Future projects0:49:31 - Theme &amp; learning1:01:46 - Kickstarter</itunes:summary></item>
    
    <item>
      <title>#64: Conflict</title>
      <itunes:title>#64: Conflict</itunes:title>
      <pubDate>Mon, 27 Jan 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/145932-64-conflict.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/145932-64-conflict.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Soren Johnson once again, this time to discuss conflict in games. Topics covered include: What is a conflict? Why is its representation in games nearly always violent? What other types of conflict are there, and how can designers best utilize them?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:58 - What IS a 'conflict'?0:09:18 - Asymmetric conflicts0:32:18 - Duels VS Multiplayer0:41:05 - Lopsided conflicts0:46:35 - Why are most game conflicts violent?0:47:30 - Conflict in Soren's game 'Mars'1:01:02 - Eurogames1:05:49 - Politics<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Soren Johnson once again, this time to discuss conflict in games. Topics covered include: What is a conflict? Why is its representation in games nearly always violent? What other types of conflict are there, and how can designers best utilize them?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:58 - What IS a 'conflict'?0:09:18 - Asymmetric conflicts0:32:18 - Duels VS Multiplayer0:41:05 - Lopsided conflicts0:46:35 - Why are most game conflicts violent?0:47:30 - Conflict in Soren's game 'Mars'1:01:02 - Eurogames1:05:49 - Politics]]></content:encoded>
      
      
      <enclosure length="37445760" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/145932-64-conflict.mp3?dest-id=1719626"/>
      <itunes:duration>01:17:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; Soren Johnson</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Soren Johnson once again, this time to discuss conflict in games. Topics covered include: What is a conflict? Why is its representation in games nearly always violent? What other types of conflict are there, and how can designers best utilize them?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:58 - What IS a 'conflict'?0:09:18 - Asymmetric conflicts0:32:18 - Duels VS Multiplayer0:41:05 - Lopsided conflicts0:46:35 - Why are most game conflicts violent?0:47:30 - Conflict in Soren's game 'Mars'1:01:02 - Eurogames1:05:49 - Politics</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Soren Johnson once again, this time to discuss conflict in games. Topics covered include: What is a conflict? Why is its representation in games nearly always violent? What other types of conflict are there, and how can designers best utilize them?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:00:58 - What IS a 'conflict'?0:09:18 - Asymmetric conflicts0:32:18 - Duels VS Multiplayer0:41:05 - Lopsided conflicts0:46:35 - Why are most game conflicts violent?0:47:30 - Conflict in Soren's game 'Mars'1:01:02 - Eurogames1:05:49 - Politics</itunes:summary></item>
    
    <item>
      <title>#63: Theme</title>
      <itunes:title>#63: Theme</itunes:title>
      <pubDate>Mon, 20 Jan 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/144394-63-theme.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/144394-63-theme.mp3]]></link>
      <description><![CDATA[Rob Daviau pays a visit for a discussion about theme. How much theme is enough? How much is TOO much? How do you actually translate theme into gameplay mechanics. And heck, what IS a 'theme', anyways?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:58 - How much theme is enough?0:06:42 - Translating theme into gameplay0:18:40 - Steering the theme0:22:25 - Bad themes0:27:37 - Choosing your themes0:35:48 - Shared themes0:42:00 - Themes in games we've played0:55:22 - What IS a theme?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Rob Daviau pays a visit for a discussion about theme. How much theme is enough? How much is TOO much? How do you actually translate theme into gameplay mechanics. And heck, what IS a 'theme', anyways?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:58 - How much theme is enough?0:06:42 - Translating theme into gameplay0:18:40 - Steering the theme0:22:25 - Bad themes0:27:37 - Choosing your themes0:35:48 - Shared themes0:42:00 - Themes in games we've played0:55:22 - What IS a theme?]]></content:encoded>
      
      
      <enclosure length="29700224" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/144394-63-theme.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:01</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; Rob Daviau</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Rob Daviau pays a visit for a discussion about theme. How much theme is enough? How much is TOO much? How do you actually translate theme into gameplay mechanics. And heck, what IS a 'theme', anyways?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:58 - How much theme is enough?0:06:42 - Translating theme into gameplay0:18:40 - Steering the theme0:22:25 - Bad themes0:27:37 - Choosing your themes0:35:48 - Shared themes0:42:00 - Themes in games we've played0:55:22 - What IS a theme?</itunes:subtitle><itunes:summary>Rob Daviau pays a visit for a discussion about theme. How much theme is enough? How much is TOO much? How do you actually translate theme into gameplay mechanics. And heck, what IS a 'theme', anyways?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com---------------------------Episode Outline0:00:58 - How much theme is enough?0:06:42 - Translating theme into gameplay0:18:40 - Steering the theme0:22:25 - Bad themes0:27:37 - Choosing your themes0:35:48 - Shared themes0:42:00 - Themes in games we've played0:55:22 - What IS a theme?</itunes:summary></item>
    
    <item>
      <title>#62: Cheating</title>
      <itunes:title>#62: Cheating</itunes:title>
      <pubDate>Mon, 13 Jan 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/142611-62-cheating.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/142611-62-cheating.mp3]]></link>
      <description><![CDATA[Why do people cheat? What can designers do about it? SHOULD they do anything about it in non-competitive single-player games?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:02:00 - Competitive games0:10:50 - Cheating & technology0:18:25 - Non-competitive cheating0:32:01 - Reloading & defeat0:42:30 - Protecting players from themselves0:52:55 - Taking back moves1:04:52 - Allowed cheating<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Why do people cheat? What can designers do about it? SHOULD they do anything about it in non-competitive single-player games?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:02:00 - Competitive games0:10:50 - Cheating & technology0:18:25 - Non-competitive cheating0:32:01 - Reloading & defeat0:42:30 - Protecting players from themselves0:52:55 - Taking back moves1:04:52 - Allowed cheating]]></content:encoded>
      
      
      <enclosure length="33978496" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/142611-62-cheating.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Why do people cheat? What can designers do about it? SHOULD they do anything about it in non-competitive single-player games?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:02:00 - Competitive games0:10:50 - Cheating &amp; technology0:18:25 - Non-competitive cheating0:32:01 - Reloading &amp; defeat0:42:30 - Protecting players from themselves0:52:55 - Taking back moves1:04:52 - Allowed cheating</itunes:subtitle><itunes:summary>Why do people cheat? What can designers do about it? SHOULD they do anything about it in non-competitive single-player games?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:02:00 - Competitive games0:10:50 - Cheating &amp; technology0:18:25 - Non-competitive cheating0:32:01 - Reloading &amp; defeat0:42:30 - Protecting players from themselves0:52:55 - Taking back moves1:04:52 - Allowed cheating</itunes:summary></item>
    
    <item>
      <title>#61: Don't Starve. With Kevin Forbes</title>
      <itunes:title>#61: Don't Starve. With Kevin Forbes</itunes:title>
      <pubDate>Thu, 09 Jan 2014 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/141668-61-don-t-starve-with-kevin-forbes.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/141668-61-don-t-starve-with-kevin-forbes.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Kevin Forbes of Klei Entertainment to talk about Don't Starve. Topics covered include environmental cycles, crafting, and the unique challenges and perks of developing a systems-based game.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comKevin Forbes - @TheKRF---------------------------Episode Outline0:00:27 - Kevin's design background0:03:06 - What is Don't Starve?0:05:56 - Environmental cycles0:08:33 - Balancing & playtesting0:13:39 - Crafting0:28:55 - Death & resurrection0:31:35 - Sanity0:34:02 - Audience0:36:30 - Klei0:38:56 - Developing a procedural game0:53:43 - Advice for designers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Kevin Forbes of Klei Entertainment to talk about Don't Starve. Topics covered include environmental cycles, crafting, and the unique challenges and perks of developing a systems-based game.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comKevin Forbes - @TheKRF---------------------------Episode Outline0:00:27 - Kevin's design background0:03:06 - What is Don't Starve?0:05:56 - Environmental cycles0:08:33 - Balancing & playtesting0:13:39 - Crafting0:28:55 - Death & resurrection0:31:35 - Sanity0:34:02 - Audience0:36:30 - Klei0:38:56 - Developing a procedural game0:53:43 - Advice for designers]]></content:encoded>
      
      
      <enclosure length="29780096" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/141668-61-don-t-starve-with-kevin-forbes.mp3?dest-id=1719626"/>
      <itunes:duration>01:01:12</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Kevin Forbes of Klei Entertainment to talk about Don't Starve. Topics covered include environmental cycles, crafting, and the unique challenges and perks of developing a systems-based game.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comKevin Forbes - @TheKRF---------------------------Episode Outline0:00:27 - Kevin's design background0:03:06 - What is Don't Starve?0:05:56 - Environmental cycles0:08:33 - Balancing &amp; playtesting0:13:39 - Crafting0:28:55 - Death &amp; resurrection0:31:35 - Sanity0:34:02 - Audience0:36:30 - Klei0:38:56 - Developing a procedural game0:53:43 - Advice for designers</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Kevin Forbes of Klei Entertainment to talk about Don't Starve. Topics covered include environmental cycles, crafting, and the unique challenges and perks of developing a systems-based game.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comKevin Forbes - @TheKRF---------------------------Episode Outline0:00:27 - Kevin's design background0:03:06 - What is Don't Starve?0:05:56 - Environmental cycles0:08:33 - Balancing &amp; playtesting0:13:39 - Crafting0:28:55 - Death &amp; resurrection0:31:35 - Sanity0:34:02 - Audience0:36:30 - Klei0:38:56 - Developing a procedural game0:53:43 - Advice for designers</itunes:summary></item>
    
    <item>
      <title>#60: End-of-Year Spectacular 2013</title>
      <itunes:title>#60: End-of-Year Spectacular 2013</itunes:title>
      <pubDate>Mon, 30 Dec 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/139639-60-end-of-year-spectacular-2013.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/139639-60-end-of-year-spectacular-2013.mp3]]></link>
      <description><![CDATA[Jon and Dirk hand out awards for the mechanics and games they played in 2013 that stood out - for better and worse.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:02:19 - Best Light Game0:12:02 - Best Integration of Theme0:22:31 - Best Mechanic0:28:32 - Most Elegant0:37:41 - Most Innovative0:42:30 - Best Feature in a Disappointing Game0:51:15 - Most Fun1:01:05 - Most Disappointing1:11:10 - Game of the Year<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk hand out awards for the mechanics and games they played in 2013 that stood out - for better and worse.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:02:19 - Best Light Game0:12:02 - Best Integration of Theme0:22:31 - Best Mechanic0:28:32 - Most Elegant0:37:41 - Most Innovative0:42:30 - Best Feature in a Disappointing Game0:51:15 - Most Fun1:01:05 - Most Disappointing1:11:10 - Game of the Year]]></content:encoded>
      
      
      <enclosure length="40687744" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/139639-60-end-of-year-spectacular-2013.mp3?dest-id=1719626"/>
      <itunes:duration>01:23:55</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk hand out awards for the mechanics and games they played in 2013 that stood out - for better and worse.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:02:19 - Best Light Game0:12:02 - Best Integration of Theme0:22:31 - Best Mechanic0:28:32 - Most Elegant0:37:41 - Most Innovative0:42:30 - Best Feature in a Disappointing Game0:51:15 - Most Fun1:01:05 - Most Disappointing1:11:10 - Game of the Year</itunes:subtitle><itunes:summary>Jon and Dirk hand out awards for the mechanics and games they played in 2013 that stood out - for better and worse.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:02:19 - Best Light Game0:12:02 - Best Integration of Theme0:22:31 - Best Mechanic0:28:32 - Most Elegant0:37:41 - Most Innovative0:42:30 - Best Feature in a Disappointing Game0:51:15 - Most Fun1:01:05 - Most Disappointing1:11:10 - Game of the Year</itunes:summary></item>
    
    <item>
      <title>#59: Race for the Galaxy. With Tom Lehmann</title>
      <itunes:title>#59: Race for the Galaxy. With Tom Lehmann</itunes:title>
      <pubDate>Mon, 23 Dec 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/138956-59-race-for-the-galaxy-with-tom-lehmann.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/138956-59-race-for-the-galaxy-with-tom-lehmann.mp3]]></link>
      <description><![CDATA[Board game designer Tom Lehmann joins Jon and Dirk to talk about Race for the Galaxy, co-designing on existing games, and his design methodology.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comTom Lehmann - http://boardgamegeek.com/boardgamedesigner/150/thomas-lehmann--------------------------Episode Outline0:00:46 - Building on an existing design0:05:29 - Race for the Galaxy0:09:16 - Cards as resources0:17:20 - Economics & strategy0:26:26 - Victory points0:31:00 - Iconography & learning0:36:49 - Tom's design background0:39:22 - Tom's design approach<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Board game designer Tom Lehmann joins Jon and Dirk to talk about Race for the Galaxy, co-designing on existing games, and his design methodology.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comTom Lehmann - http://boardgamegeek.com/boardgamedesigner/150/thomas-lehmann--------------------------Episode Outline0:00:46 - Building on an existing design0:05:29 - Race for the Galaxy0:09:16 - Cards as resources0:17:20 - Economics & strategy0:26:26 - Victory points0:31:00 - Iconography & learning0:36:49 - Tom's design background0:39:22 - Tom's design approach]]></content:encoded>
      
      
      <enclosure length="25960576" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/138956-59-race-for-the-galaxy-with-tom-lehmann.mp3?dest-id=1719626"/>
      <itunes:duration>53:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Board game designer Tom Lehmann joins Jon and Dirk to talk about Race for the Galaxy, co-designing on existing games, and his design methodology.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comTom Lehmann - http://boardgamegeek.com/boardgamedesigner/150/thomas-lehmann--------------------------Episode Outline0:00:46 - Building on an existing design0:05:29 - Race for the Galaxy0:09:16 - Cards as resources0:17:20 - Economics &amp; strategy0:26:26 - Victory points0:31:00 - Iconography &amp; learning0:36:49 - Tom's design background0:39:22 - Tom's design approach</itunes:subtitle><itunes:summary>Board game designer Tom Lehmann joins Jon and Dirk to talk about Race for the Galaxy, co-designing on existing games, and his design methodology.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comTom Lehmann - http://boardgamegeek.com/boardgamedesigner/150/thomas-lehmann--------------------------Episode Outline0:00:46 - Building on an existing design0:05:29 - Race for the Galaxy0:09:16 - Cards as resources0:17:20 - Economics &amp; strategy0:26:26 - Victory points0:31:00 - Iconography &amp; learning0:36:49 - Tom's design background0:39:22 - Tom's design approach</itunes:summary></item>
    
    <item>
      <title>#58: Death in Games</title>
      <itunes:title>#58: Death in Games</itunes:title>
      <pubDate>Sun, 15 Dec 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/137288-58-death-in-games.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/137288-58-death-in-games.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David discuss the role of death in games. What is it for? How does it interact with narrative? What games has it been represented well and poorly in? And how can it be improved?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:01:58 - Why has death changed in design history?0:06:00 - What should death's role be?0:21:16 - Death in persistent games0:27:10 - Permanent loss0:34:05 - Death done well and poorly0:45:00 - Can death help players?0:52:55 - Ideas for improving death<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David discuss the role of death in games. What is it for? How does it interact with narrative? What games has it been represented well and poorly in? And how can it be improved?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:01:58 - Why has death changed in design history?0:06:00 - What should death's role be?0:21:16 - Death in persistent games0:27:10 - Permanent loss0:34:05 - Death done well and poorly0:45:00 - Can death help players?0:52:55 - Ideas for improving death]]></content:encoded>
      
      
      <enclosure length="32278656" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/137288-58-death-in-games.mp3?dest-id=1719626"/>
      <itunes:duration>01:06:24</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David discuss the role of death in games. What is it for? How does it interact with narrative? What games has it been represented well and poorly in? And how can it be improved?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:01:58 - Why has death changed in design history?0:06:00 - What should death's role be?0:21:16 - Death in persistent games0:27:10 - Permanent loss0:34:05 - Death done well and poorly0:45:00 - Can death help players?0:52:55 - Ideas for improving death</itunes:subtitle><itunes:summary>Jon, Dirk and David discuss the role of death in games. What is it for? How does it interact with narrative? What games has it been represented well and poorly in? And how can it be improved?---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron---------------------------Episode Outline0:01:58 - Why has death changed in design history?0:06:00 - What should death's role be?0:21:16 - Death in persistent games0:27:10 - Permanent loss0:34:05 - Death done well and poorly0:45:00 - Can death help players?0:52:55 - Ideas for improving death</itunes:summary></item>
    
    <item>
      <title>#57: Stepping Back, Goals &amp; Pacing</title>
      <itunes:title>#57: Stepping Back, Goals &amp;amp; Pacing</itunes:title>
      <pubDate>Mon, 09 Dec 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/135822-57-stepping-back-goals-pacing.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/135822-57-stepping-back-goals-pacing.mp3]]></link>
      <description><![CDATA[Jon and Dirk discuss general design topics relating to their recent work, including playtesting, extending the development of projects, providing players with goals, instilling a game with good pacing and ensuring there are always interesting strategic options to choose from.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Playtesting0:06:55 - Extending Development0:15:17 - Goals & Structure0:22:08 - Pacing0:47:01 - Strategic Variance<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk discuss general design topics relating to their recent work, including playtesting, extending the development of projects, providing players with goals, instilling a game with good pacing and ensuring there are always interesting strategic options to choose from.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Playtesting0:06:55 - Extending Development0:15:17 - Goals & Structure0:22:08 - Pacing0:47:01 - Strategic Variance]]></content:encoded>
      
      
      <enclosure length="32891008" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/135822-57-stepping-back-goals-pacing.mp3?dest-id=1719626"/>
      <itunes:duration>01:07:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk discuss general design topics relating to their recent work, including playtesting, extending the development of projects, providing players with goals, instilling a game with good pacing and ensuring there are always interesting strategic options to choose from.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Playtesting0:06:55 - Extending Development0:15:17 - Goals &amp; Structure0:22:08 - Pacing0:47:01 - Strategic Variance</itunes:subtitle><itunes:summary>Jon and Dirk discuss general design topics relating to their recent work, including playtesting, extending the development of projects, providing players with goals, instilling a game with good pacing and ensuring there are always interesting strategic options to choose from.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:10 - Playtesting0:06:55 - Extending Development0:15:17 - Goals &amp; Structure0:22:08 - Pacing0:47:01 - Strategic Variance</itunes:summary></item>
    
    <item>
      <title>#56: 'SeaFall' &amp; Legacy Design. With Rob Daviau</title>
      <itunes:title>#56: 'SeaFall' &amp;amp; Legacy Design. With Rob Daviau</itunes:title>
      <pubDate>Mon, 02 Dec 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/134217-56-seafall-legacy-design-with-rob-daviau.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/134217-56-seafall-legacy-design-with-rob-daviau.mp3]]></link>
      <description><![CDATA[Jon and Dirk are paid a return visit by first-ever TGDRT guest Rob Daviau to talk about 'SeaFall', his new exploration legacy tabletop game, Rob's company 'IronWall Games', and his hopes for further innovation in the genre he helped create.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com--------------------------Episode Outline0:01:00 - Balancing Risk: Legacy0:06:06 - SeaFall0:11:44 - Core mechanics0:15:30 - Victory & legacy0:27:24 - Balancing legacy VS individual playthroughs0:35:19 - Exploration0:40:36 - How do you design a legacy game?0:52:55 - Inspirations behind SeaFall1:03:50 - Rob's company: IronWall Games<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are paid a return visit by first-ever TGDRT guest Rob Daviau to talk about 'SeaFall', his new exploration legacy tabletop game, Rob's company 'IronWall Games', and his hopes for further innovation in the genre he helped create.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com--------------------------Episode Outline0:01:00 - Balancing Risk: Legacy0:06:06 - SeaFall0:11:44 - Core mechanics0:15:30 - Victory & legacy0:27:24 - Balancing legacy VS individual playthroughs0:35:19 - Exploration0:40:36 - How do you design a legacy game?0:52:55 - Inspirations behind SeaFall1:03:50 - Rob's company: IronWall Games]]></content:encoded>
      
      
      <enclosure length="36038784" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/134217-56-seafall-legacy-design-with-rob-daviau.mp3?dest-id=1719626"/>
      <itunes:duration>01:14:14</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are paid a return visit by first-ever TGDRT guest Rob Daviau to talk about 'SeaFall', his new exploration legacy tabletop game, Rob's company 'IronWall Games', and his hopes for further innovation in the genre he helped create.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com--------------------------Episode Outline0:01:00 - Balancing Risk: Legacy0:06:06 - SeaFall0:11:44 - Core mechanics0:15:30 - Victory &amp; legacy0:27:24 - Balancing legacy VS individual playthroughs0:35:19 - Exploration0:40:36 - How do you design a legacy game?0:52:55 - Inspirations behind SeaFall1:03:50 - Rob's company: IronWall Games</itunes:subtitle><itunes:summary>Jon and Dirk are paid a return visit by first-ever TGDRT guest Rob Daviau to talk about 'SeaFall', his new exploration legacy tabletop game, Rob's company 'IronWall Games', and his hopes for further innovation in the genre he helped create.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comRob Daviau - @RobDaviauGamer, Rob.Daviau@IronWallGames.com--------------------------Episode Outline0:01:00 - Balancing Risk: Legacy0:06:06 - SeaFall0:11:44 - Core mechanics0:15:30 - Victory &amp; legacy0:27:24 - Balancing legacy VS individual playthroughs0:35:19 - Exploration0:40:36 - How do you design a legacy game?0:52:55 - Inspirations behind SeaFall1:03:50 - Rob's company: IronWall Games</itunes:summary></item>
    
    <item>
      <title>#55: Sharing Game Design Ideas</title>
      <itunes:title>#55: Sharing Game Design Ideas</itunes:title>
      <pubDate>Mon, 25 Nov 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/133025-55-sharing-game-design-ideas.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/133025-55-sharing-game-design-ideas.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David share design concepts they find interesting and hope to incorporate into future (or simply hypothetical) projects. The group also digs into why developers are sometimes reluctant to share and discuss design ideas.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron--------------------------Episode Outline0:00:57 - Tabletop game physicality0:10:18 - Pitching game design ideas0:14:20 - Legacy and variable tabletop games0:17:20 - Riffing off of other ideas0:24:17 - Licensed games0:29:15 - Living worlds0:34:25 - Making magic interesting0:39:50 - Procedural content0:45:16 - Design pipe dreams0:53:30 - Secrecy in game design<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David share design concepts they find interesting and hope to incorporate into future (or simply hypothetical) projects. The group also digs into why developers are sometimes reluctant to share and discuss design ideas.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron--------------------------Episode Outline0:00:57 - Tabletop game physicality0:10:18 - Pitching game design ideas0:14:20 - Legacy and variable tabletop games0:17:20 - Riffing off of other ideas0:24:17 - Licensed games0:29:15 - Living worlds0:34:25 - Making magic interesting0:39:50 - Procedural content0:45:16 - Design pipe dreams0:53:30 - Secrecy in game design]]></content:encoded>
      
      
      <enclosure length="34336896" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/133025-55-sharing-game-design-ideas.mp3?dest-id=1719626"/>
      <itunes:duration>01:10:41</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David share design concepts they find interesting and hope to incorporate into future (or simply hypothetical) projects. The group also digs into why developers are sometimes reluctant to share and discuss design ideas.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron--------------------------Episode Outline0:00:57 - Tabletop game physicality0:10:18 - Pitching game design ideas0:14:20 - Legacy and variable tabletop games0:17:20 - Riffing off of other ideas0:24:17 - Licensed games0:29:15 - Living worlds0:34:25 - Making magic interesting0:39:50 - Procedural content0:45:16 - Design pipe dreams0:53:30 - Secrecy in game design</itunes:subtitle><itunes:summary>Jon, Dirk and David share design concepts they find interesting and hope to incorporate into future (or simply hypothetical) projects. The group also digs into why developers are sometimes reluctant to share and discuss design ideas.--------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeron--------------------------Episode Outline0:00:57 - Tabletop game physicality0:10:18 - Pitching game design ideas0:14:20 - Legacy and variable tabletop games0:17:20 - Riffing off of other ideas0:24:17 - Licensed games0:29:15 - Living worlds0:34:25 - Making magic interesting0:39:50 - Procedural content0:45:16 - Design pipe dreams0:53:30 - Secrecy in game design</itunes:summary></item>
    
    <item>
      <title>#54: Ploy, Race for the Galaxy &amp; Hansa Teutonica</title>
      <itunes:title>#54: Ploy, Race for the Galaxy &amp;amp; Hansa Teutonica</itunes:title>
      <pubDate>Sun, 17 Nov 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/130939-54-ploy-race-for-the-galaxy-hansa-teutonica.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/130939-54-ploy-race-for-the-galaxy-hansa-teutonica.mp3]]></link>
      <description><![CDATA[Jon and Dirk meet up to play several tabletop games and discuss what works and what doesn't. Included in the discussion are Ploy, Race for the Galaxy, and Hansa Teutonica.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:30 - Ploy0:18:58 - Race for the Galaxy0:36:04 - Hansa Teutonica<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk meet up to play several tabletop games and discuss what works and what doesn't. Included in the discussion are Ploy, Race for the Galaxy, and Hansa Teutonica.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:30 - Ploy0:18:58 - Race for the Galaxy0:36:04 - Hansa Teutonica]]></content:encoded>
      
      
      <enclosure length="25868416" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/130939-54-ploy-race-for-the-galaxy-hansa-teutonica.mp3?dest-id=1719626"/>
      <itunes:duration>53:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk meet up to play several tabletop games and discuss what works and what doesn't. Included in the discussion are Ploy, Race for the Galaxy, and Hansa Teutonica.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:30 - Ploy0:18:58 - Race for the Galaxy0:36:04 - Hansa Teutonica</itunes:subtitle><itunes:summary>Jon and Dirk meet up to play several tabletop games and discuss what works and what doesn't. Included in the discussion are Ploy, Race for the Galaxy, and Hansa Teutonica.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:00:30 - Ploy0:18:58 - Race for the Galaxy0:36:04 - Hansa Teutonica</itunes:summary></item>
    
    <item>
      <title>#53: Mohawks &amp; Martians. With Soren Johnson</title>
      <itunes:title>#53: Mohawks &amp;amp; Martians. With Soren Johnson</itunes:title>
      <pubDate>Mon, 11 Nov 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/129289-53-mohawks-martians-with-soren-johnson.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/129289-53-mohawks-martians-with-soren-johnson.mp3]]></link>
      <description><![CDATA[Jon and Dirk are paid a visit by regular guest Soren Johnson, who stops by to talk about his brand-new studio 'Mohawk Games' and their first project, 'Mars', an economic RTS built out of the legacy of Dani Bunten's venerable M.U.L.E. They discuss the challenges of and goals behind Soren setting up his own shop, and what he hopes the unique game will achieve. Soren also reveals the first game to ever make him cry. And trust us, it's fitting.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:01:00 - The story behind Mohawk0:08:12 - 'Core' strategy games0:14:50 - Kickstarter & Steam Early Access0:35:44 - Mohawk's first game: 'Mars'0:48:40 - The ups and downs of economic competition0:54:22 - Real-time VS turn-based1:02:48 - M.U.L.E.1:14:50 - The tech behind strategy games1:22:20 - Past lessons applied1:27:05 - The first game to make Soren cry<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are paid a visit by regular guest Soren Johnson, who stops by to talk about his brand-new studio 'Mohawk Games' and their first project, 'Mars', an economic RTS built out of the legacy of Dani Bunten's venerable M.U.L.E. They discuss the challenges of and goals behind Soren setting up his own shop, and what he hopes the unique game will achieve. Soren also reveals the first game to ever make him cry. And trust us, it's fitting.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:01:00 - The story behind Mohawk0:08:12 - 'Core' strategy games0:14:50 - Kickstarter & Steam Early Access0:35:44 - Mohawk's first game: 'Mars'0:48:40 - The ups and downs of economic competition0:54:22 - Real-time VS turn-based1:02:48 - M.U.L.E.1:14:50 - The tech behind strategy games1:22:20 - Past lessons applied1:27:05 - The first game to make Soren cry]]></content:encoded>
      
      
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      <itunes:duration>01:32:20</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are paid a visit by regular guest Soren Johnson, who stops by to talk about his brand-new studio 'Mohawk Games' and their first project, 'Mars', an economic RTS built out of the legacy of Dani Bunten's venerable M.U.L.E. They discuss the challenges of and goals behind Soren setting up his own shop, and what he hopes the unique game will achieve. Soren also reveals the first game to ever make him cry. And trust us, it's fitting.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:01:00 - The story behind Mohawk0:08:12 - 'Core' strategy games0:14:50 - Kickstarter &amp; Steam Early Access0:35:44 - Mohawk's first game: 'Mars'0:48:40 - The ups and downs of economic competition0:54:22 - Real-time VS turn-based1:02:48 - M.U.L.E.1:14:50 - The tech behind strategy games1:22:20 - Past lessons applied1:27:05 - The first game to make Soren cry</itunes:subtitle><itunes:summary>Jon and Dirk are paid a visit by regular guest Soren Johnson, who stops by to talk about his brand-new studio 'Mohawk Games' and their first project, 'Mars', an economic RTS built out of the legacy of Dani Bunten's venerable M.U.L.E. They discuss the challenges of and goals behind Soren setting up his own shop, and what he hopes the unique game will achieve. Soren also reveals the first game to ever make him cry. And trust us, it's fitting.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comSoren Johnson - @SorenJohnson, www.Designer-Notes.com, www.MohawkGames.com---------------------------Episode Outline0:01:00 - The story behind Mohawk0:08:12 - 'Core' strategy games0:14:50 - Kickstarter &amp; Steam Early Access0:35:44 - Mohawk's first game: 'Mars'0:48:40 - The ups and downs of economic competition0:54:22 - Real-time VS turn-based1:02:48 - M.U.L.E.1:14:50 - The tech behind strategy games1:22:20 - Past lessons applied1:27:05 - The first game to make Soren cry</itunes:summary></item>
    
    <item>
      <title>#52: Meet the TGDRT Crew</title>
      <itunes:title>#52: Meet the TGDRT Crew</itunes:title>
      <pubDate>Mon, 04 Nov 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/127731-52-meet-the-tgdrt-crew.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/127731-52-meet-the-tgdrt-crew.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by David for the special 1-year anniversary show. They point the magnifying glass back at themselves in this episode and share their design processes, challenges they've overcome, the tools they use and how to build a good team. They wrap things up by talking about ways the show has given back and made them better game designers and developers.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:03:57 - Serial VS parallel design0:13:15 - Life as a designer/producer0:17:20 - Dirk's crazy schedule0:23:40 - Google Docs & Software0:38:10 - Playtesting0:45:10 - Building a good team0:56:24 - How has the podcast changed our hosts?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by David for the special 1-year anniversary show. They point the magnifying glass back at themselves in this episode and share their design processes, challenges they've overcome, the tools they use and how to build a good team. They wrap things up by talking about ways the show has given back and made them better game designers and developers.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:03:57 - Serial VS parallel design0:13:15 - Life as a designer/producer0:17:20 - Dirk's crazy schedule0:23:40 - Google Docs & Software0:38:10 - Playtesting0:45:10 - Building a good team0:56:24 - How has the podcast changed our hosts?]]></content:encoded>
      
      
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      <itunes:duration>01:11:48</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by David for the special 1-year anniversary show. They point the magnifying glass back at themselves in this episode and share their design processes, challenges they've overcome, the tools they use and how to build a good team. They wrap things up by talking about ways the show has given back and made them better game designers and developers.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:03:57 - Serial VS parallel design0:13:15 - Life as a designer/producer0:17:20 - Dirk's crazy schedule0:23:40 - Google Docs &amp; Software0:38:10 - Playtesting0:45:10 - Building a good team0:56:24 - How has the podcast changed our hosts?</itunes:subtitle><itunes:summary>Jon and Dirk are joined by David for the special 1-year anniversary show. They point the magnifying glass back at themselves in this episode and share their design processes, challenges they've overcome, the tools they use and how to build a good team. They wrap things up by talking about ways the show has given back and made them better game designers and developers.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:03:57 - Serial VS parallel design0:13:15 - Life as a designer/producer0:17:20 - Dirk's crazy schedule0:23:40 - Google Docs &amp; Software0:38:10 - Playtesting0:45:10 - Building a good team0:56:24 - How has the podcast changed our hosts?</itunes:summary></item>
    
    <item>
      <title>#51: Alpha Centauri &amp; Evolving as a Designer. With Brian Reynolds</title>
      <itunes:title>#51: Alpha Centauri &amp;amp; Evolving as a Designer. With Brian Reynolds</itunes:title>
      <pubDate>Mon, 28 Oct 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/125875-51-alpha-centauri-evolving-as-a-designer-with-brian-reynolds.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/125875-51-alpha-centauri-evolving-as-a-designer-with-brian-reynolds.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Brian Reynolds, designer of 'Civilization 2', 'Alpha Centauri', 'Rise of Nations' and more. They discuss Brian's career as a designer, his approach and what makes 'Alpha Centauri' stand up so many years later.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Brian Reynolds, designer of 'Civilization 2', 'Alpha Centauri', 'Rise of Nations' and more. They discuss Brian's career as a designer, his approach and what makes 'Alpha Centauri' stand up so many years later.]]></content:encoded>
      
      
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      <itunes:duration>01:28:47</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Brian Reynolds, designer of 'Civilization 2', 'Alpha Centauri', 'Rise of Nations' and more. They discuss Brian's career as a designer, his approach and what makes 'Alpha Centauri' stand up so many years later.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Brian Reynolds, designer of 'Civilization 2', 'Alpha Centauri', 'Rise of Nations' and more. They discuss Brian's career as a designer, his approach and what makes 'Alpha Centauri' stand up so many years later.</itunes:summary></item>
    
    <item>
      <title>#50: Kickstarter &amp; Stonemaier Games. With Jamey Stegmaier</title>
      <itunes:title>#50: Kickstarter &amp;amp; Stonemaier Games. With Jamey Stegmaier</itunes:title>
      <pubDate>Wed, 23 Oct 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/124842-50-kickstarter-stonemaier-games-with-jamey-stegmaier.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/124842-50-kickstarter-stonemaier-games-with-jamey-stegmaier.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Jamey Stegmaier, co-founder of Stonemaier Games and designer of 'Viticulture' and 'Euphoria'. They discuss Stonemaier's first two titles, giving back to the development community and have a lengthy conversation on the state and future of Kickstarter.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Jamey Stegmaier, co-founder of Stonemaier Games and designer of 'Viticulture' and 'Euphoria'. They discuss Stonemaier's first two titles, giving back to the development community and have a lengthy conversation on the state and future of Kickstarter.]]></content:encoded>
      
      
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      <itunes:duration>01:06:45</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Jamey Stegmaier, co-founder of Stonemaier Games and designer of 'Viticulture' and 'Euphoria'. They discuss Stonemaier's first two titles, giving back to the development community and have a lengthy conversation on the state and future of Kickstarter.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Jamey Stegmaier, co-founder of Stonemaier Games and designer of 'Viticulture' and 'Euphoria'. They discuss Stonemaier's first two titles, giving back to the development community and have a lengthy conversation on the state and future of Kickstarter.</itunes:summary></item>
    
    <item>
      <title>#49: How to Teach Games</title>
      <itunes:title>#49: How to Teach Games</itunes:title>
      <pubDate>Mon, 14 Oct 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/121415-49-how-to-teach-games.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/121415-49-how-to-teach-games.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?]]></content:encoded>
      
      
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      <itunes:duration>01:05:52</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?</itunes:subtitle><itunes:summary>Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?</itunes:summary></item>
    
    <item>
      <title>#48: X-COM &amp; Tactical Games. With Julian Gollop</title>
      <itunes:title>#48: X-COM &amp;amp; Tactical Games. With Julian Gollop</itunes:title>
      <pubDate>Wed, 09 Oct 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/120398-48-x-com-tactical-games-with-julian-gollop.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/120398-48-x-com-tactical-games-with-julian-gollop.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian's distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comJulian Gollop - @Julian_Gollop, www.GollopGames.com, ---------------------------Episode Outline0:00:50 - Julian's early career0:09:50 - The history of X-COM0:23:00 - Life after X-COM0:34:16 - Julian's evolution as a designer0:42:20 - What makes a designer?0:48:38 - Choosing a development platform0:53:06 - What makes X-COM special?1:01:30 - Julian's 'favorite child'<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian's distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comJulian Gollop - @Julian_Gollop, www.GollopGames.com, ---------------------------Episode Outline0:00:50 - Julian's early career0:09:50 - The history of X-COM0:23:00 - Life after X-COM0:34:16 - Julian's evolution as a designer0:42:20 - What makes a designer?0:48:38 - Choosing a development platform0:53:06 - What makes X-COM special?1:01:30 - Julian's 'favorite child']]></content:encoded>
      
      
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      <itunes:duration>01:04:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian's distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comJulian Gollop - @Julian_Gollop, www.GollopGames.com, ---------------------------Episode Outline0:00:50 - Julian's early career0:09:50 - The history of X-COM0:23:00 - Life after X-COM0:34:16 - Julian's evolution as a designer0:42:20 - What makes a designer?0:48:38 - Choosing a development platform0:53:06 - What makes X-COM special?1:01:30 - Julian's 'favorite child'</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian's distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comJulian Gollop - @Julian_Gollop, www.GollopGames.com, ---------------------------Episode Outline0:00:50 - Julian's early career0:09:50 - The history of X-COM0:23:00 - Life after X-COM0:34:16 - Julian's evolution as a designer0:42:20 - What makes a designer?0:48:38 - Choosing a development platform0:53:06 - What makes X-COM special?1:01:30 - Julian's 'favorite child'</itunes:summary></item>
    
    <item>
      <title>#47: AtG Playtest, Agricola &amp; More</title>
      <itunes:title>#47: AtG Playtest, Agricola &amp;amp; More</itunes:title>
      <pubDate>Mon, 30 Sep 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/118247-47-atg-playtest-agricola-more.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/118247-47-atg-playtest-agricola-more.mp3]]></link>
      <description><![CDATA[Our hosts discuss Dirk's recent experience playtesting 'At the Gates', dive deep into what makes 'Agricola' great, and lament the loneliness of the skill curve in 'Go'. They also touch upon the simple-but-effective worldbuilding in 'The Last of Us', and the enjoyable gameplay but still-questionable monetization of 'World of Tanks'.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:01 - Agricola0:23:12 - Go0:36:12 - The Last of Us0:44:11 - World of Tanks0:52:16 - AtG Development Update0:55:44 - Dirk Development Update1:04:00 - AtG Playtest Report<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Our hosts discuss Dirk's recent experience playtesting 'At the Gates', dive deep into what makes 'Agricola' great, and lament the loneliness of the skill curve in 'Go'. They also touch upon the simple-but-effective worldbuilding in 'The Last of Us', and the enjoyable gameplay but still-questionable monetization of 'World of Tanks'.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:01 - Agricola0:23:12 - Go0:36:12 - The Last of Us0:44:11 - World of Tanks0:52:16 - AtG Development Update0:55:44 - Dirk Development Update1:04:00 - AtG Playtest Report]]></content:encoded>
      
      
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      <itunes:duration>01:22:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Our hosts discuss Dirk's recent experience playtesting 'At the Gates', dive deep into what makes 'Agricola' great, and lament the loneliness of the skill curve in 'Go'. They also touch upon the simple-but-effective worldbuilding in 'The Last of Us', and the enjoyable gameplay but still-questionable monetization of 'World of Tanks'.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:01 - Agricola0:23:12 - Go0:36:12 - The Last of Us0:44:11 - World of Tanks0:52:16 - AtG Development Update0:55:44 - Dirk Development Update1:04:00 - AtG Playtest Report</itunes:subtitle><itunes:summary>Our hosts discuss Dirk's recent experience playtesting 'At the Gates', dive deep into what makes 'Agricola' great, and lament the loneliness of the skill curve in 'Go'. They also touch upon the simple-but-effective worldbuilding in 'The Last of Us', and the enjoyable gameplay but still-questionable monetization of 'World of Tanks'.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:01 - Agricola0:23:12 - Go0:36:12 - The Last of Us0:44:11 - World of Tanks0:52:16 - AtG Development Update0:55:44 - Dirk Development Update1:04:00 - AtG Playtest Report</itunes:summary></item>
    
    <item>
      <title>#46: Theme, Mechanics &amp; Fun</title>
      <itunes:title>#46: Theme, Mechanics &amp;amp; Fun</itunes:title>
      <pubDate>Mon, 23 Sep 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/116746-46-theme-mechanics-fun.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/116746-46-theme-mechanics-fun.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to 'fun'. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:01:08 - Definitions0:05:15 - Business considerations0:16:00 - Favoring one over the other0:22:08 - What is 'fun'?0:31:50 - Theme vs mechanics0:43:30 - Can you omit one?0:53:00 - Jon's approach in At the Gates1:00:40 - Dirk's approach1:02:17 - David's approach<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to 'fun'. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:01:08 - Definitions0:05:15 - Business considerations0:16:00 - Favoring one over the other0:22:08 - What is 'fun'?0:31:50 - Theme vs mechanics0:43:30 - Can you omit one?0:53:00 - Jon's approach in At the Gates1:00:40 - Dirk's approach1:02:17 - David's approach]]></content:encoded>
      
      
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      <itunes:duration>01:13:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
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      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to 'fun'. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:01:08 - Definitions0:05:15 - Business considerations0:16:00 - Favoring one over the other0:22:08 - What is 'fun'?0:31:50 - Theme vs mechanics0:43:30 - Can you omit one?0:53:00 - Jon's approach in At the Gates1:00:40 - Dirk's approach1:02:17 - David's approach</itunes:subtitle><itunes:summary>Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to 'fun'. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:01:08 - Definitions0:05:15 - Business considerations0:16:00 - Favoring one over the other0:22:08 - What is 'fun'?0:31:50 - Theme vs mechanics0:43:30 - Can you omit one?0:53:00 - Jon's approach in At the Gates1:00:40 - Dirk's approach1:02:17 - David's approach</itunes:summary></item>
    
    <item>
      <title>#45: Tabletop &amp; Digital Design. With Ed Beach</title>
      <itunes:title>#45: Tabletop &amp;amp; Digital Design. With Ed Beach</itunes:title>
      <pubDate>Tue, 17 Sep 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/115594-45-tabletop-digital-design-with-ed-beach.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/115594-45-tabletop-digital-design-with-ed-beach.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Ed Beach, designer of the digital titles 'Civilization 5: Gods & Kings' and 'Brave New World' as well as tabletop games 'Here I Stand' and 'Virgin Queen'. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comEd Beach - home.comcast.net/~ebeach, EdBeach@Comcast.netOutline0:00:32 - 'Here I Stand'0:08:35 - Ed's design background0:14:04 - Differences between digital & tabletop design0:27:35 - How do you encourage negotiation?0:40:13 - Large scale VS small scale design0:46:20 - Scenario design VS tabletop design0:51:36 - Applying lessons across disciplines0:59:25 - Ed's future projects<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Ed Beach, designer of the digital titles 'Civilization 5: Gods & Kings' and 'Brave New World' as well as tabletop games 'Here I Stand' and 'Virgin Queen'. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comEd Beach - home.comcast.net/~ebeach, EdBeach@Comcast.netOutline0:00:32 - 'Here I Stand'0:08:35 - Ed's design background0:14:04 - Differences between digital & tabletop design0:27:35 - How do you encourage negotiation?0:40:13 - Large scale VS small scale design0:46:20 - Scenario design VS tabletop design0:51:36 - Applying lessons across disciplines0:59:25 - Ed's future projects]]></content:encoded>
      
      
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      <itunes:duration>01:05:13</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Ed Beach, designer of the digital titles 'Civilization 5: Gods &amp; Kings' and 'Brave New World' as well as tabletop games 'Here I Stand' and 'Virgin Queen'. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comEd Beach - home.comcast.net/~ebeach, EdBeach@Comcast.netOutline0:00:32 - 'Here I Stand'0:08:35 - Ed's design background0:14:04 - Differences between digital &amp; tabletop design0:27:35 - How do you encourage negotiation?0:40:13 - Large scale VS small scale design0:46:20 - Scenario design VS tabletop design0:51:36 - Applying lessons across disciplines0:59:25 - Ed's future projects</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Ed Beach, designer of the digital titles 'Civilization 5: Gods &amp; Kings' and 'Brave New World' as well as tabletop games 'Here I Stand' and 'Virgin Queen'. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comEd Beach - home.comcast.net/~ebeach, EdBeach@Comcast.netOutline0:00:32 - 'Here I Stand'0:08:35 - Ed's design background0:14:04 - Differences between digital &amp; tabletop design0:27:35 - How do you encourage negotiation?0:40:13 - Large scale VS small scale design0:46:20 - Scenario design VS tabletop design0:51:36 - Applying lessons across disciplines0:59:25 - Ed's future projects</itunes:summary></item>
    
    <item>
      <title>#44: Competition, Endgames &amp; Updates</title>
      <itunes:title>#44: Competition, Endgames &amp;amp; Updates</itunes:title>
      <pubDate>Wed, 11 Sep 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/114409-44-competition-endgames-updates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/114409-44-competition-endgames-updates.mp3]]></link>
      <description><![CDATA[Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comOutline0:00:32 - Solium Infernum0:05:50 - Issues with deep competitive games0:19:50 - City of Remnants0:29:20 - Why are endgames so rarely good?0:47:00 - Update on Dirk's projects1:05:17 - Update on At the Gates1:13:25 - The strategy of playtesting<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comOutline0:00:32 - Solium Infernum0:05:50 - Issues with deep competitive games0:19:50 - City of Remnants0:29:20 - Why are endgames so rarely good?0:47:00 - Update on Dirk's projects1:05:17 - Update on At the Gates1:13:25 - The strategy of playtesting]]></content:encoded>
      
      
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      <itunes:duration>01:21:46</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comOutline0:00:32 - Solium Infernum0:05:50 - Issues with deep competitive games0:19:50 - City of Remnants0:29:20 - Why are endgames so rarely good?0:47:00 - Update on Dirk's projects1:05:17 - Update on At the Gates1:13:25 - The strategy of playtesting</itunes:subtitle><itunes:summary>Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comOutline0:00:32 - Solium Infernum0:05:50 - Issues with deep competitive games0:19:50 - City of Remnants0:29:20 - Why are endgames so rarely good?0:47:00 - Update on Dirk's projects1:05:17 - Update on At the Gates1:13:25 - The strategy of playtesting</itunes:summary></item>
    
    <item>
      <title>#43: Randomness</title>
      <itunes:title>#43: Randomness</itunes:title>
      <pubDate>Wed, 04 Sep 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/112612-43-randomness.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/112612-43-randomness.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you're aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:00:23 - What is randomness?0:03:55 - What makes randomness good?0:08:45 - Randomness and casual VS hardcore0:15:56 - Problems trying to mitigate randomness0:23:10 - Probability0:38:15 - Fairness0:50:40 - Input randomness<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you're aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:00:23 - What is randomness?0:03:55 - What makes randomness good?0:08:45 - Randomness and casual VS hardcore0:15:56 - Problems trying to mitigate randomness0:23:10 - Probability0:38:15 - Fairness0:50:40 - Input randomness]]></content:encoded>
      
      
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      <itunes:duration>01:07:34</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you're aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:00:23 - What is randomness?0:03:55 - What makes randomness good?0:08:45 - Randomness and casual VS hardcore0:15:56 - Problems trying to mitigate randomness0:23:10 - Probability0:38:15 - Fairness0:50:40 - Input randomness</itunes:subtitle><itunes:summary>Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you're aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:00:23 - What is randomness?0:03:55 - What makes randomness good?0:08:45 - Randomness and casual VS hardcore0:15:56 - Problems trying to mitigate randomness0:23:10 - Probability0:38:15 - Fairness0:50:40 - Input randomness</itunes:summary></item>
    
    <item>
      <title>#42: King of Dragon Pass. With David Dunham</title>
      <itunes:title>#42: King of Dragon Pass. With David Dunham</itunes:title>
      <pubDate>Mon, 26 Aug 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/110816-42-king-of-dragon-pass-with-david-dunham.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/110816-42-king-of-dragon-pass-with-david-dunham.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by David Dunham, the creator of the classic PC and new iOS game 'King of Dragon Pass'. The panel discusses the game's unique focus on player-driven narrative, reviving an old-school title on new platforms, and the challenges of indie development. And Jon gets excited, simply because he finally found another game that takes barbarians seriously!Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Dunham - @KingDragonPass, www.A-Sharp.comEpisode Outline0:00:54 - King of Dragon Pass0:02:47 - The origins of KoDP0:07:00 - KoDP's story0:16:24 - The development of KoDP0:25:32 - Sales and target audience0:28:50 - Why go indie?0:37:38 - A Sharp: David's company0:39:13 - David's design process0:49:07 - David's interests0:54:20 - Advice for aspiring designers<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by David Dunham, the creator of the classic PC and new iOS game 'King of Dragon Pass'. The panel discusses the game's unique focus on player-driven narrative, reviving an old-school title on new platforms, and the challenges of indie development. And Jon gets excited, simply because he finally found another game that takes barbarians seriously!Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Dunham - @KingDragonPass, www.A-Sharp.comEpisode Outline0:00:54 - King of Dragon Pass0:02:47 - The origins of KoDP0:07:00 - KoDP's story0:16:24 - The development of KoDP0:25:32 - Sales and target audience0:28:50 - Why go indie?0:37:38 - A Sharp: David's company0:39:13 - David's design process0:49:07 - David's interests0:54:20 - Advice for aspiring designers]]></content:encoded>
      
      
      <enclosure length="29128832" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/110816-42-king-of-dragon-pass-with-david-dunham.mp3?dest-id=1719626"/>
      <itunes:duration>59:50</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by David Dunham, the creator of the classic PC and new iOS game 'King of Dragon Pass'. The panel discusses the game's unique focus on player-driven narrative, reviving an old-school title on new platforms, and the challenges of indie development. And Jon gets excited, simply because he finally found another game that takes barbarians seriously!Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Dunham - @KingDragonPass, www.A-Sharp.comEpisode Outline0:00:54 - King of Dragon Pass0:02:47 - The origins of KoDP0:07:00 - KoDP's story0:16:24 - The development of KoDP0:25:32 - Sales and target audience0:28:50 - Why go indie?0:37:38 - A Sharp: David's company0:39:13 - David's design process0:49:07 - David's interests0:54:20 - Advice for aspiring designers</itunes:subtitle><itunes:summary>Jon and Dirk are joined by David Dunham, the creator of the classic PC and new iOS game 'King of Dragon Pass'. The panel discusses the game's unique focus on player-driven narrative, reviving an old-school title on new platforms, and the challenges of indie development. And Jon gets excited, simply because he finally found another game that takes barbarians seriously!Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Dunham - @KingDragonPass, www.A-Sharp.comEpisode Outline0:00:54 - King of Dragon Pass0:02:47 - The origins of KoDP0:07:00 - KoDP's story0:16:24 - The development of KoDP0:25:32 - Sales and target audience0:28:50 - Why go indie?0:37:38 - A Sharp: David's company0:39:13 - David's design process0:49:07 - David's interests0:54:20 - Advice for aspiring designers</itunes:summary></item>
    
    <item>
      <title>#41: Paradox Games, Poker and AI</title>
      <itunes:title>#41: Paradox Games, Poker and AI</itunes:title>
      <pubDate>Mon, 19 Aug 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/109350-41-paradox-games-poker-and-ai.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/109350-41-paradox-games-poker-and-ai.mp3]]></link>
      <description><![CDATA[Jon and Dirk cover a wide variety of topics this week, notably: the problems with automation and user interface in Paradox titles like Hearts of Iron 3 and Europa Universalis 4, the psychological appeal and the (possibly too-important) role of money in poker, and the challenges of meshing tech and design in At the Gates' AI.Jon Shafer@JonShaferDesign (Twitter)www.JonShaferOnDesign.comDirk Knemeyer @DKnemeyer (Twitter)www.artana.comEpisode Outline0:01:15 - Europa Universalis 4 and Hearts of Iron 30:07:30 - The problem with automation0:14:29 - UI in Paradox games0:27:50 - Poker0:42:05 - The problems with poker0:52:22 - Poker and money0:58:41 - At the Gates - Map Objects1:05:45 - At the Gates - AI1:13:36 - Dirk's brief project update<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk cover a wide variety of topics this week, notably: the problems with automation and user interface in Paradox titles like Hearts of Iron 3 and Europa Universalis 4, the psychological appeal and the (possibly too-important) role of money in poker, and the challenges of meshing tech and design in At the Gates' AI.Jon Shafer@JonShaferDesign (Twitter)www.JonShaferOnDesign.comDirk Knemeyer @DKnemeyer (Twitter)www.artana.comEpisode Outline0:01:15 - Europa Universalis 4 and Hearts of Iron 30:07:30 - The problem with automation0:14:29 - UI in Paradox games0:27:50 - Poker0:42:05 - The problems with poker0:52:22 - Poker and money0:58:41 - At the Gates - Map Objects1:05:45 - At the Gates - AI1:13:36 - Dirk's brief project update]]></content:encoded>
      
      
      <enclosure length="37417088" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/109350-41-paradox-games-poker-and-ai.mp3?dest-id=1719626"/>
      <itunes:duration>01:17:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk cover a wide variety of topics this week, notably: the problems with automation and user interface in Paradox titles like Hearts of Iron 3 and Europa Universalis 4, the psychological appeal and the (possibly too-important) role of money in poker, and the challenges of meshing tech and design in At the Gates' AI.Jon Shafer@JonShaferDesign (Twitter)www.JonShaferOnDesign.comDirk Knemeyer @DKnemeyer (Twitter)www.artana.comEpisode Outline0:01:15 - Europa Universalis 4 and Hearts of Iron 30:07:30 - The problem with automation0:14:29 - UI in Paradox games0:27:50 - Poker0:42:05 - The problems with poker0:52:22 - Poker and money0:58:41 - At the Gates - Map Objects1:05:45 - At the Gates - AI1:13:36 - Dirk's brief project update</itunes:subtitle><itunes:summary>Jon and Dirk cover a wide variety of topics this week, notably: the problems with automation and user interface in Paradox titles like Hearts of Iron 3 and Europa Universalis 4, the psychological appeal and the (possibly too-important) role of money in poker, and the challenges of meshing tech and design in At the Gates' AI.Jon Shafer@JonShaferDesign (Twitter)www.JonShaferOnDesign.comDirk Knemeyer @DKnemeyer (Twitter)www.artana.comEpisode Outline0:01:15 - Europa Universalis 4 and Hearts of Iron 30:07:30 - The problem with automation0:14:29 - UI in Paradox games0:27:50 - Poker0:42:05 - The problems with poker0:52:22 - Poker and money0:58:41 - At the Gates - Map Objects1:05:45 - At the Gates - AI1:13:36 - Dirk's brief project update</itunes:summary></item>
    
    <item>
      <title>#40: Multiplayer</title>
      <itunes:title>#40: Multiplayer</itunes:title>
      <pubDate>Thu, 15 Aug 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/108700-40-multiplayer.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/108700-40-multiplayer.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David delve into the topic of multiplayer design: How is it different from single player design? What are the strengths and weaknesses different types of multiplayer? What separates e-sports from traditional multiplayer games? And what approach can be taken towards cheating?Jon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Heron - @DavidVHeron0:01:27 - Why talk about multiplayer?0:03:43 - Multiplayer design vs single player design0:09:08 - Different multiplayer modes0:21:10 - Asynchronous multiplayer0:27:42 - Multiplayer-only games0:40:53 - E-Sports0:43:32 - Cheating0:54:43 - The value of multiplayer<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David delve into the topic of multiplayer design: How is it different from single player design? What are the strengths and weaknesses different types of multiplayer? What separates e-sports from traditional multiplayer games? And what approach can be taken towards cheating?Jon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Heron - @DavidVHeron0:01:27 - Why talk about multiplayer?0:03:43 - Multiplayer design vs single player design0:09:08 - Different multiplayer modes0:21:10 - Asynchronous multiplayer0:27:42 - Multiplayer-only games0:40:53 - E-Sports0:43:32 - Cheating0:54:43 - The value of multiplayer]]></content:encoded>
      
      
      <enclosure length="29556864" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/108700-40-multiplayer.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:43</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David delve into the topic of multiplayer design: How is it different from single player design? What are the strengths and weaknesses different types of multiplayer? What separates e-sports from traditional multiplayer games? And what approach can be taken towards cheating?Jon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Heron - @DavidVHeron0:01:27 - Why talk about multiplayer?0:03:43 - Multiplayer design vs single player design0:09:08 - Different multiplayer modes0:21:10 - Asynchronous multiplayer0:27:42 - Multiplayer-only games0:40:53 - E-Sports0:43:32 - Cheating0:54:43 - The value of multiplayer</itunes:subtitle><itunes:summary>Jon, Dirk and David delve into the topic of multiplayer design: How is it different from single player design? What are the strengths and weaknesses different types of multiplayer? What separates e-sports from traditional multiplayer games? And what approach can be taken towards cheating?Jon Shafer - @JonShaferDesign, www.JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Heron - @DavidVHeron0:01:27 - Why talk about multiplayer?0:03:43 - Multiplayer design vs single player design0:09:08 - Different multiplayer modes0:21:10 - Asynchronous multiplayer0:27:42 - Multiplayer-only games0:40:53 - E-Sports0:43:32 - Cheating0:54:43 - The value of multiplayer</itunes:summary></item>
    
    <item>
      <title>#39: Skyward Collapse, AI and Business. With Chris Park</title>
      <itunes:title>#39: Skyward Collapse, AI and Business. With Chris Park</itunes:title>
      <pubDate>Tue, 06 Aug 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/107231-39-skyward-collapse-ai-and-business-with-chris-park.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/107231-39-skyward-collapse-ai-and-business-with-chris-park.mp3]]></link>
      <description><![CDATA[Jon and Dirk sit down with Chris Park of Arcen Games to discuss his latest game, Skyward Collapse, the development and business challenges of developing indie strategy games, and the important role AI can play in asymmetric games.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk sit down with Chris Park of Arcen Games to discuss his latest game, Skyward Collapse, the development and business challenges of developing indie strategy games, and the important role AI can play in asymmetric games.]]></content:encoded>
      
      
      <enclosure length="40978560" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/107231-39-skyward-collapse-ai-and-business-with-chris-park.mp3?dest-id=1719626"/>
      <itunes:duration>01:24:31</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk sit down with Chris Park of Arcen Games to discuss his latest game, Skyward Collapse, the development and business challenges of developing indie strategy games, and the important role AI can play in asymmetric games.</itunes:subtitle><itunes:summary>Jon and Dirk sit down with Chris Park of Arcen Games to discuss his latest game, Skyward Collapse, the development and business challenges of developing indie strategy games, and the important role AI can play in asymmetric games.</itunes:summary></item>
    
    <item>
      <title>#38: Polish, Penalties &amp; Updates</title>
      <itunes:title>#38: Polish, Penalties &amp;amp; Updates</itunes:title>
      <pubDate>Tue, 30 Jul 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/105639-38-polish-penalties-updates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/105639-38-polish-penalties-updates.mp3]]></link>
      <description><![CDATA[Jon and Dirk discuss several games at length this week, namely: Monaco, the new Walking Dead chapter, Super Crate Box for the Ouya and Civ 5: Brave New World. Topics covered include how penalties can improve a game, the importance of polish, and why diplomacy in 4X games always seems to be bad.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk discuss several games at length this week, namely: Monaco, the new Walking Dead chapter, Super Crate Box for the Ouya and Civ 5: Brave New World. Topics covered include how penalties can improve a game, the importance of polish, and why diplomacy in 4X games always seems to be bad.]]></content:encoded>
      
      
      <enclosure length="42578048" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/105639-38-polish-penalties-updates.mp3?dest-id=1719626"/>
      <itunes:duration>01:27:50</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk discuss several games at length this week, namely: Monaco, the new Walking Dead chapter, Super Crate Box for the Ouya and Civ 5: Brave New World. Topics covered include how penalties can improve a game, the importance of polish, and why diplomacy in 4X games always seems to be bad.</itunes:subtitle><itunes:summary>Jon and Dirk discuss several games at length this week, namely: Monaco, the new Walking Dead chapter, Super Crate Box for the Ouya and Civ 5: Brave New World. Topics covered include how penalties can improve a game, the importance of polish, and why diplomacy in 4X games always seems to be bad.</itunes:summary></item>
    
    <item>
      <title>#37: Failure, Punishment and Learning</title>
      <itunes:title>#37: Failure, Punishment and Learning</itunes:title>
      <pubDate>Tue, 23 Jul 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/104476-37-failure-punishment-and-learning.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/104476-37-failure-punishment-and-learning.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David discuss the role of failure in games and how it ties in with how people learn how to play. What does punishment add, and where can it go wrong? How do you effectively teach players strategy games? What do PLAYERS get out of failure? And how the heck do you learn a tabletop game without tooltips?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David discuss the role of failure in games and how it ties in with how people learn how to play. What does punishment add, and where can it go wrong? How do you effectively teach players strategy games? What do PLAYERS get out of failure? And how the heck do you learn a tabletop game without tooltips?]]></content:encoded>
      
      
      <enclosure length="35270784" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/104476-37-failure-punishment-and-learning.mp3?dest-id=1719626"/>
      <itunes:duration>01:12:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David discuss the role of failure in games and how it ties in with how people learn how to play. What does punishment add, and where can it go wrong? How do you effectively teach players strategy games? What do PLAYERS get out of failure? And how the heck do you learn a tabletop game without tooltips?</itunes:subtitle><itunes:summary>Jon, Dirk and David discuss the role of failure in games and how it ties in with how people learn how to play. What does punishment add, and where can it go wrong? How do you effectively teach players strategy games? What do PLAYERS get out of failure? And how the heck do you learn a tabletop game without tooltips?</itunes:summary></item>
    
    <item>
      <title>#36: Occult Chronicles &amp; Life as an Indie. With Vic Davis</title>
      <itunes:title>#36: Occult Chronicles &amp;amp; Life as an Indie. With Vic Davis</itunes:title>
      <pubDate>Tue, 16 Jul 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/103373-36-occult-chronicles-life-as-an-indie-with-vic-davis.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/103373-36-occult-chronicles-life-as-an-indie-with-vic-davis.mp3]]></link>
      <description><![CDATA[Dirk sits down with game designer Vic Davis of Cryptic Comet games to talk about life as an indie designer, Vic's dark game design decisions, and his new game 'Occult Chronicles'.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk sits down with game designer Vic Davis of Cryptic Comet games to talk about life as an indie designer, Vic's dark game design decisions, and his new game 'Occult Chronicles'.]]></content:encoded>
      
      
      <enclosure length="34613376" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/103373-36-occult-chronicles-life-as-an-indie-with-vic-davis.mp3?dest-id=1719626"/>
      <itunes:duration>01:11:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk sits down with game designer Vic Davis of Cryptic Comet games to talk about life as an indie designer, Vic's dark game design decisions, and his new game 'Occult Chronicles'.</itunes:subtitle><itunes:summary>Dirk sits down with game designer Vic Davis of Cryptic Comet games to talk about life as an indie designer, Vic's dark game design decisions, and his new game 'Occult Chronicles'.</itunes:summary></item>
    
    <item>
      <title>#35: Ethics in Design, Hotline Miami &amp; Updates</title>
      <itunes:title>#35: Ethics in Design, Hotline Miami &amp;amp; Updates</itunes:title>
      <pubDate>Tue, 09 Jul 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/102134-35-ethics-in-design-hotline-miami-updates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/102134-35-ethics-in-design-hotline-miami-updates.mp3]]></link>
      <description><![CDATA[Jon and Dirk cover a variety of games they've played lately, including the new 'Walking Dead' expansion, 'Ascension' and '1775'. The discussion gets serious when 'Hotline Miami' comes up, and the crew debates the role of ethics in game design. They wrap up on a lighter note, describing the challenge of integrating mechanics and UI in a tabletop game, and how to instill life into fictional characters.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk cover a variety of games they've played lately, including the new 'Walking Dead' expansion, 'Ascension' and '1775'. The discussion gets serious when 'Hotline Miami' comes up, and the crew debates the role of ethics in game design. They wrap up on a lighter note, describing the challenge of integrating mechanics and UI in a tabletop game, and how to instill life into fictional characters.]]></content:encoded>
      
      
      <enclosure length="41527424" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/102134-35-ethics-in-design-hotline-miami-updates.mp3?dest-id=1719626"/>
      <itunes:duration>01:25:40</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk cover a variety of games they've played lately, including the new 'Walking Dead' expansion, 'Ascension' and '1775'. The discussion gets serious when 'Hotline Miami' comes up, and the crew debates the role of ethics in game design. They wrap up on a lighter note, describing the challenge of integrating mechanics and UI in a tabletop game, and how to instill life into fictional characters.</itunes:subtitle><itunes:summary>Jon and Dirk cover a variety of games they've played lately, including the new 'Walking Dead' expansion, 'Ascension' and '1775'. The discussion gets serious when 'Hotline Miami' comes up, and the crew debates the role of ethics in game design. They wrap up on a lighter note, describing the challenge of integrating mechanics and UI in a tabletop game, and how to instill life into fictional characters.</itunes:summary></item>
    
    <item>
      <title>#34: Progression Systems. With Soren Johnson</title>
      <itunes:title>#34: Progression Systems. With Soren Johnson</itunes:title>
      <pubDate>Tue, 02 Jul 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/101158-34-progression-systems-with-soren-johnson.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/101158-34-progression-systems-with-soren-johnson.mp3]]></link>
      <description><![CDATA[Soren Johnson returns to the show to discuss progression systems with Jon and Dirk, with a special focus on technology trees. What are the advantages and disadvantages of abstraction? How do Diablo 2 and 3 and Civilization 4 and 5 differ? What is At the Gates doing with Romanization Perks? And hell, what makes for a good progression system anyways? All of these questions - and more - are answered within!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Soren Johnson returns to the show to discuss progression systems with Jon and Dirk, with a special focus on technology trees. What are the advantages and disadvantages of abstraction? How do Diablo 2 and 3 and Civilization 4 and 5 differ? What is At the Gates doing with Romanization Perks? And hell, what makes for a good progression system anyways? All of these questions - and more - are answered within!]]></content:encoded>
      
      
      <enclosure length="30857344" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/101158-34-progression-systems-with-soren-johnson.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Soren Johnson returns to the show to discuss progression systems with Jon and Dirk, with a special focus on technology trees. What are the advantages and disadvantages of abstraction? How do Diablo 2 and 3 and Civilization 4 and 5 differ? What is At the Gates doing with Romanization Perks? And hell, what makes for a good progression system anyways? All of these questions - and more - are answered within!</itunes:subtitle><itunes:summary>Soren Johnson returns to the show to discuss progression systems with Jon and Dirk, with a special focus on technology trees. What are the advantages and disadvantages of abstraction? How do Diablo 2 and 3 and Civilization 4 and 5 differ? What is At the Gates doing with Romanization Perks? And hell, what makes for a good progression system anyways? All of these questions - and more - are answered within!</itunes:summary></item>
    
    <item>
      <title>#33: Unity of Command. With Tomislav Uzelac</title>
      <itunes:title>#33: Unity of Command. With Tomislav Uzelac</itunes:title>
      <pubDate>Tue, 25 Jun 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/99860-33-unity-of-command-with-tomislav-uzelac.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/99860-33-unity-of-command-with-tomislav-uzelac.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Tomislav Uzelac, designer of the amazing WW2 strategy game 'Unity of Command' and studio lead for 2x2 Games. They dig into the title's superb AI, its innovative supply system, building a streamlined strategic experience and the challenges of running a game studio from Croatia.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Tomislav Uzelac, designer of the amazing WW2 strategy game 'Unity of Command' and studio lead for 2x2 Games. They dig into the title's superb AI, its innovative supply system, building a streamlined strategic experience and the challenges of running a game studio from Croatia.]]></content:encoded>
      
      
      <enclosure length="29235328" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/99860-33-unity-of-command-with-tomislav-uzelac.mp3?dest-id=1719626"/>
      <itunes:duration>01:00:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Tomislav Uzelac, designer of the amazing WW2 strategy game 'Unity of Command' and studio lead for 2x2 Games. They dig into the title's superb AI, its innovative supply system, building a streamlined strategic experience and the challenges of running a game studio from Croatia.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Tomislav Uzelac, designer of the amazing WW2 strategy game 'Unity of Command' and studio lead for 2x2 Games. They dig into the title's superb AI, its innovative supply system, building a streamlined strategic experience and the challenges of running a game studio from Croatia.</itunes:summary></item>
    
    <item>
      <title>#32: Don't Starve, Shogun, Wiz-War &amp; Updates</title>
      <itunes:title>#32: Don't Starve, Shogun, Wiz-War &amp;amp; Updates</itunes:title>
      <pubDate>Tue, 18 Jun 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/98689-32-don-t-starve-shogun-wiz-war-updates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/98689-32-don-t-starve-shogun-wiz-war-updates.mp3]]></link>
      <description><![CDATA[Jon and Dirk discuss a few games they've played lately which make good first impressions but ultimately fall short: 'Don't Starve', 'Shogun' and 'Wiz-War'. They then transition over to talking about what they've been working on, including AI character personality and AI design in 'At the Gates', getting into the meat of development with 'Futbol Strategy' and switching developers for 'War Stories'.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk discuss a few games they've played lately which make good first impressions but ultimately fall short: 'Don't Starve', 'Shogun' and 'Wiz-War'. They then transition over to talking about what they've been working on, including AI character personality and AI design in 'At the Gates', getting into the meat of development with 'Futbol Strategy' and switching developers for 'War Stories'.]]></content:encoded>
      
      
      <enclosure length="41410688" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/98689-32-don-t-starve-shogun-wiz-war-updates.mp3?dest-id=1719626"/>
      <itunes:duration>01:25:25</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk discuss a few games they've played lately which make good first impressions but ultimately fall short: 'Don't Starve', 'Shogun' and 'Wiz-War'. They then transition over to talking about what they've been working on, including AI character personality and AI design in 'At the Gates', getting into the meat of development with 'Futbol Strategy' and switching developers for 'War Stories'.</itunes:subtitle><itunes:summary>Jon and Dirk discuss a few games they've played lately which make good first impressions but ultimately fall short: 'Don't Starve', 'Shogun' and 'Wiz-War'. They then transition over to talking about what they've been working on, including AI character personality and AI design in 'At the Gates', getting into the meat of development with 'Futbol Strategy' and switching developers for 'War Stories'.</itunes:summary></item>
    
    <item>
      <title>#31: Tactics &amp; Repetition</title>
      <itunes:title>#31: Tactics &amp;amp; Repetition</itunes:title>
      <pubDate>Tue, 11 Jun 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/97417-31-tactics-repetition.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/97417-31-tactics-repetition.mp3]]></link>
      <description><![CDATA[Jon, Dirk and David discuss tactics in a more general sense. What is a tactical game? What problems does the genre have? Why does Jon hate basically all of them? And is it the players' fault if their tactical choices aren't as interesting as they could be?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon, Dirk and David discuss tactics in a more general sense. What is a tactical game? What problems does the genre have? Why does Jon hate basically all of them? And is it the players' fault if their tactical choices aren't as interesting as they could be?]]></content:encoded>
      
      
      <enclosure length="38277248" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/97417-31-tactics-repetition.mp3?dest-id=1719626"/>
      <itunes:duration>01:18:54</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon, Dirk and David discuss tactics in a more general sense. What is a tactical game? What problems does the genre have? Why does Jon hate basically all of them? And is it the players' fault if their tactical choices aren't as interesting as they could be?</itunes:subtitle><itunes:summary>Jon, Dirk and David discuss tactics in a more general sense. What is a tactical game? What problems does the genre have? Why does Jon hate basically all of them? And is it the players' fault if their tactical choices aren't as interesting as they could be?</itunes:summary></item>
    
    <item>
      <title>#30: Design Lessons &amp; Sirlin Games. With David Sirlin</title>
      <itunes:title>#30: Design Lessons &amp;amp; Sirlin Games. With David Sirlin</itunes:title>
      <pubDate>Tue, 04 Jun 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/96098-30-design-lessons-sirlin-games-with-david-sirlin.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/96098-30-design-lessons-sirlin-games-with-david-sirlin.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by David Sirlin, designer of tabletop titles Puzzle Strike, Yomi and Flash Duel. The group discusses his past games, future plans, building a tabletop company, David's interesting journey from the Street Fighter community into design, and the vital importance of balance and asymmetry.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by David Sirlin, designer of tabletop titles Puzzle Strike, Yomi and Flash Duel. The group discusses his past games, future plans, building a tabletop company, David's interesting journey from the Street Fighter community into design, and the vital importance of balance and asymmetry.]]></content:encoded>
      
      
      <enclosure length="42027136" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/96098-30-design-lessons-sirlin-games-with-david-sirlin.mp3?dest-id=1719626"/>
      <itunes:duration>01:26:42</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by David Sirlin, designer of tabletop titles Puzzle Strike, Yomi and Flash Duel. The group discusses his past games, future plans, building a tabletop company, David's interesting journey from the Street Fighter community into design, and the vital importance of balance and asymmetry.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by David Sirlin, designer of tabletop titles Puzzle Strike, Yomi and Flash Duel. The group discusses his past games, future plans, building a tabletop company, David's interesting journey from the Street Fighter community into design, and the vital importance of balance and asymmetry.</itunes:summary></item>
    
    <item>
      <title>#29: Solium Infernum, 'Futbol Strategy' &amp; More</title>
      <itunes:title>#29: Solium Infernum, 'Futbol Strategy' &amp;amp; More</itunes:title>
      <pubDate>Tue, 28 May 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/94612-29-solium-infernum-futbol-strategy-more.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/94612-29-solium-infernum-futbol-strategy-more.mp3]]></link>
      <description><![CDATA[Jon and Dirk finally get around to discussing 'Solium Infernum', a tabletop-digital "hybrid" strategy title where you aim to become the lord of hell. They wheel around and talk about the light worker placement game 'Stone Age' and why it might be a great entry point for casual fans. After our hosts wrap up what they've played with a brief revisiting of 'Command and Colors', Dirk reveals his newest tabletop project, 'Futbol Strategy', and Jon provides an update on 'At the Gates' and his plans to revisit the game's victory conditions and strategic trade-offs.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk finally get around to discussing 'Solium Infernum', a tabletop-digital "hybrid" strategy title where you aim to become the lord of hell. They wheel around and talk about the light worker placement game 'Stone Age' and why it might be a great entry point for casual fans. After our hosts wrap up what they've played with a brief revisiting of 'Command and Colors', Dirk reveals his newest tabletop project, 'Futbol Strategy', and Jon provides an update on 'At the Gates' and his plans to revisit the game's victory conditions and strategic trade-offs.]]></content:encoded>
      
      
      <enclosure length="34246784" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/94612-29-solium-infernum-futbol-strategy-more.mp3?dest-id=1719626"/>
      <itunes:duration>01:10:30</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk finally get around to discussing 'Solium Infernum', a tabletop-digital "hybrid" strategy title where you aim to become the lord of hell. They wheel around and talk about the light worker placement game 'Stone Age' and why it might be a great entry point for casual fans. After our hosts wrap up what they've played with a brief revisiting of 'Command and Colors', Dirk reveals his newest tabletop project, 'Futbol Strategy', and Jon provides an update on 'At the Gates' and his plans to revisit the game's victory conditions and strategic trade-offs.</itunes:subtitle><itunes:summary>Jon and Dirk finally get around to discussing 'Solium Infernum', a tabletop-digital "hybrid" strategy title where you aim to become the lord of hell. They wheel around and talk about the light worker placement game 'Stone Age' and why it might be a great entry point for casual fans. After our hosts wrap up what they've played with a brief revisiting of 'Command and Colors', Dirk reveals his newest tabletop project, 'Futbol Strategy', and Jon provides an update on 'At the Gates' and his plans to revisit the game's victory conditions and strategic trade-offs.</itunes:summary></item>
    
    <item>
      <title>#28: Scoring &amp; Victory</title>
      <itunes:title>#28: Scoring &amp;amp; Victory</itunes:title>
      <pubDate>Tue, 21 May 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/93479-28-scoring-victory.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/93479-28-scoring-victory.mp3]]></link>
      <description><![CDATA[The usual three-man crew discusses - debates, even - the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they're inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in 'Tomorrow' and 'At the Gates.'<br /> <br />]]></description>
      
      <content:encoded><![CDATA[The usual three-man crew discusses - debates, even - the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they're inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in 'Tomorrow' and 'At the Gates.']]></content:encoded>
      
      
      <enclosure length="36399232" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/93479-28-scoring-victory.mp3?dest-id=1719626"/>
      <itunes:duration>01:14:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The usual three-man crew discusses - debates, even - the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they're inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in 'Tomorrow' and 'At the Gates.'</itunes:subtitle><itunes:summary>The usual three-man crew discusses - debates, even - the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they're inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in 'Tomorrow' and 'At the Gates.'</itunes:summary></item>
    
    <item>
      <title>#27: Board Game Design. With Martin Wallace</title>
      <itunes:title>#27: Board Game Design. With Martin Wallace</itunes:title>
      <pubDate>Thu, 16 May 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/92750-27-board-game-design-with-martin-wallace.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/92750-27-board-game-design-with-martin-wallace.mp3]]></link>
      <description><![CDATA[Dirk (the solo host for this week) sits down with acclaimed game designer Martin Wallace of Tree Frog Games. Martin's star-studded resume includes Railroad Tycoon, A Few Acres of Snow, Waterloo, and the Discworld licensed games.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk (the solo host for this week) sits down with acclaimed game designer Martin Wallace of Tree Frog Games. Martin's star-studded resume includes Railroad Tycoon, A Few Acres of Snow, Waterloo, and the Discworld licensed games.]]></content:encoded>
      
      
      <enclosure length="30703744" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/92750-27-board-game-design-with-martin-wallace.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:06</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk (the solo host for this week) sits down with acclaimed game designer Martin Wallace of Tree Frog Games. Martin's star-studded resume includes Railroad Tycoon, A Few Acres of Snow, Waterloo, and the Discworld licensed games.</itunes:subtitle><itunes:summary>Dirk (the solo host for this week) sits down with acclaimed game designer Martin Wallace of Tree Frog Games. Martin's star-studded resume includes Railroad Tycoon, A Few Acres of Snow, Waterloo, and the Discworld licensed games.</itunes:summary></item>
    
    <item>
      <title>#26: Puzzle Strike, Becoming a Designer, &amp; More</title>
      <itunes:title>#26: Puzzle Strike, Becoming a Designer, &amp;amp; More</itunes:title>
      <pubDate>Tue, 07 May 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/91224-26-puzzle-strike-becoming-a-designer-more.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/91224-26-puzzle-strike-becoming-a-designer-more.mp3]]></link>
      <description><![CDATA[A lengthy episode where Jon and Dirk cover a variety of topics. First, they discuss the superb 'Puzzle Strike', basically "'Dominion' done right." The conversation shifts to 'Magic' and the pluses and minuses of an immense learning curve. Our hosts then provide updates on their ongoing projects, and wrap up the episode with a realistic (some might say sobering) look at what it's like becoming - and being - a game designer.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[A lengthy episode where Jon and Dirk cover a variety of topics. First, they discuss the superb 'Puzzle Strike', basically "'Dominion' done right." The conversation shifts to 'Magic' and the pluses and minuses of an immense learning curve. Our hosts then provide updates on their ongoing projects, and wrap up the episode with a realistic (some might say sobering) look at what it's like becoming - and being - a game designer.]]></content:encoded>
      
      
      <enclosure length="45836416" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/91224-26-puzzle-strike-becoming-a-designer-more.mp3?dest-id=1719626"/>
      <itunes:duration>01:34:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>A lengthy episode where Jon and Dirk cover a variety of topics. First, they discuss the superb 'Puzzle Strike', basically "'Dominion' done right." The conversation shifts to 'Magic' and the pluses and minuses of an immense learning curve. Our hosts then provide updates on their ongoing projects, and wrap up the episode with a realistic (some might say sobering) look at what it's like becoming - and being - a game designer.</itunes:subtitle><itunes:summary>A lengthy episode where Jon and Dirk cover a variety of topics. First, they discuss the superb 'Puzzle Strike', basically "'Dominion' done right." The conversation shifts to 'Magic' and the pluses and minuses of an immense learning curve. Our hosts then provide updates on their ongoing projects, and wrap up the episode with a realistic (some might say sobering) look at what it's like becoming - and being - a game designer.</itunes:summary></item>
    
    <item>
      <title>#25: Information &amp; Obfuscation</title>
      <itunes:title>#25: Information &amp;amp; Obfuscation</itunes:title>
      <pubDate>Tue, 30 Apr 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/89901-25-information-obfuscation.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/89901-25-information-obfuscation.mp3]]></link>
      <description><![CDATA[David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does 'Persona 4' work when the BioWare games do not? And when can hiding info be GOOD for a game?<br /> <br />]]></description>
      
      <content:encoded><![CDATA[David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does 'Persona 4' work when the BioWare games do not? And when can hiding info be GOOD for a game?]]></content:encoded>
      
      
      <enclosure length="31105152" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/89901-25-information-obfuscation.mp3?dest-id=1719626"/>
      <itunes:duration>01:03:57</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer, Jon Shafer &amp; David Heron</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does 'Persona 4' work when the BioWare games do not? And when can hiding info be GOOD for a game?</itunes:subtitle><itunes:summary>David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does 'Persona 4' work when the BioWare games do not? And when can hiding info be GOOD for a game?</itunes:summary></item>
    
    <item>
      <title>#24: Games and the Law. With Dave Fitzgerald</title>
      <itunes:title>#24: Games and the Law. With Dave Fitzgerald</itunes:title>
      <pubDate>Tue, 23 Apr 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/88762-24-games-and-the-law-with-dave-fitzgerald.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/88762-24-games-and-the-law-with-dave-fitzgerald.mp3]]></link>
      <description><![CDATA[Trademark specialist and actual lawyer-type Dave Fitzgerald joins the show to discuss legal issues relating to games development. Topics covered include the difference between patents, trademarks and copyrights, what you need to set up a company and common mistakes made by developers.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Trademark specialist and actual lawyer-type Dave Fitzgerald joins the show to discuss legal issues relating to games development. Topics covered include the difference between patents, trademarks and copyrights, what you need to set up a company and common mistakes made by developers.]]></content:encoded>
      
      
      <enclosure length="43249792" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/88762-24-games-and-the-law-with-dave-fitzgerald.mp3?dest-id=1719626"/>
      <itunes:duration>01:29:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Trademark specialist and actual lawyer-type Dave Fitzgerald joins the show to discuss legal issues relating to games development. Topics covered include the difference between patents, trademarks and copyrights, what you need to set up a company and common mistakes made by developers.</itunes:subtitle><itunes:summary>Trademark specialist and actual lawyer-type Dave Fitzgerald joins the show to discuss legal issues relating to games development. Topics covered include the difference between patents, trademarks and copyrights, what you need to set up a company and common mistakes made by developers.</itunes:summary></item>
    
    <item>
      <title>#23: Magic, Drafting &amp; Updates</title>
      <itunes:title>#23: Magic, Drafting &amp;amp; Updates</itunes:title>
      <pubDate>Thu, 18 Apr 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/87896-23-magic-drafting-updates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/87896-23-magic-drafting-updates.mp3]]></link>
      <description><![CDATA[Dirk shares his first 'Magic' drafting experience, and why the game and format now has its hooks into him. He and Jon then step back and evaluate the drafting mechanic and ponder whether the reason why it works is BECAUSE of a steep learning curve. They then go on to discuss the recent re-release of 'Age of Empires 2' and 'War of the Roses' before providing brief updates as to what's new with 'At the Gates' and 'Tomorrow'.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Dirk shares his first 'Magic' drafting experience, and why the game and format now has its hooks into him. He and Jon then step back and evaluate the drafting mechanic and ponder whether the reason why it works is BECAUSE of a steep learning curve. They then go on to discuss the recent re-release of 'Age of Empires 2' and 'War of the Roses' before providing brief updates as to what's new with 'At the Gates' and 'Tomorrow'.]]></content:encoded>
      
      
      <enclosure length="32850048" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/87896-23-magic-drafting-updates.mp3?dest-id=1719626"/>
      <itunes:duration>01:07:35</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Dirk shares his first 'Magic' drafting experience, and why the game and format now has its hooks into him. He and Jon then step back and evaluate the drafting mechanic and ponder whether the reason why it works is BECAUSE of a steep learning curve. They then go on to discuss the recent re-release of 'Age of Empires 2' and 'War of the Roses' before providing brief updates as to what's new with 'At the Gates' and 'Tomorrow'.</itunes:subtitle><itunes:summary>Dirk shares his first 'Magic' drafting experience, and why the game and format now has its hooks into him. He and Jon then step back and evaluate the drafting mechanic and ponder whether the reason why it works is BECAUSE of a steep learning curve. They then go on to discuss the recent re-release of 'Age of Empires 2' and 'War of the Roses' before providing brief updates as to what's new with 'At the Gates' and 'Tomorrow'.</itunes:summary></item>
    
    <item>
      <title>#22: Bioshock Infinite &amp; Plaid Hat Games. With Colby Dauch</title>
      <itunes:title>#22: Bioshock Infinite &amp;amp; Plaid Hat Games. With Colby Dauch</itunes:title>
      <pubDate>Fri, 12 Apr 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/86812-22-bioshock-infinite-plaid-hat-games-with-colby-dauch.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/86812-22-bioshock-infinite-plaid-hat-games-with-colby-dauch.mp3]]></link>
      <description><![CDATA[The team is joined by Colby Dauch, president of Plaid Hat Games, the developer behind Summoner Wars and the upcoming Bioshock Infinite board game. These games are discussed, as well as the story behind Plaid Hat's founding, Colby's approach to business and design, and whether or not the digital/tabletop convergence is real.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[The team is joined by Colby Dauch, president of Plaid Hat Games, the developer behind Summoner Wars and the upcoming Bioshock Infinite board game. These games are discussed, as well as the story behind Plaid Hat's founding, Colby's approach to business and design, and whether or not the digital/tabletop convergence is real.]]></content:encoded>
      
      
      <enclosure length="34160768" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/86812-22-bioshock-infinite-plaid-hat-games-with-colby-dauch.mp3?dest-id=1719626"/>
      <itunes:duration>01:10:19</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>The team is joined by Colby Dauch, president of Plaid Hat Games, the developer behind Summoner Wars and the upcoming Bioshock Infinite board game. These games are discussed, as well as the story behind Plaid Hat's founding, Colby's approach to business and design, and whether or not the digital/tabletop convergence is real.</itunes:subtitle><itunes:summary>The team is joined by Colby Dauch, president of Plaid Hat Games, the developer behind Summoner Wars and the upcoming Bioshock Infinite board game. These games are discussed, as well as the story behind Plaid Hat's founding, Colby's approach to business and design, and whether or not the digital/tabletop convergence is real.</itunes:summary></item>
    
    <item>
      <title>#21: Free to Play. With David Heron</title>
      <itunes:title>#21: Free to Play. With David Heron</itunes:title>
      <pubDate>Thu, 04 Apr 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/85429-21-free-to-play-with-david-heron.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/85429-21-free-to-play-with-david-heron.mp3]]></link>
      <description><![CDATA[New occasional co-host David Heron rejoins the show to analyze the impact of Free to Play (F2P) from a business and design perspective. The group discusses the philosophical implications of F2P, along with real life examples that include Banner Saga: Factions, World of Tanks and League of Legends.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[New occasional co-host David Heron rejoins the show to analyze the impact of Free to Play (F2P) from a business and design perspective. The group discusses the philosophical implications of F2P, along with real life examples that include Banner Saga: Factions, World of Tanks and League of Legends.]]></content:encoded>
      
      
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      <itunes:duration>56:07</itunes:duration>
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>New occasional co-host David Heron rejoins the show to analyze the impact of Free to Play (F2P) from a business and design perspective. The group discusses the philosophical implications of F2P, along with real life examples that include Banner Saga: Factions, World of Tanks and League of Legends.</itunes:subtitle><itunes:summary>New occasional co-host David Heron rejoins the show to analyze the impact of Free to Play (F2P) from a business and design perspective. The group discusses the philosophical implications of F2P, along with real life examples that include Banner Saga: Factions, World of Tanks and League of Legends.</itunes:summary></item>
    
    <item>
      <title>#20: 'Tomorrow', Abnercon Games &amp; Updates</title>
      <itunes:title>#20: 'Tomorrow', Abnercon Games &amp;amp; Updates</itunes:title>
      <pubDate>Thu, 28 Mar 2013 04:00:00 +0000</pubDate>
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      <link><![CDATA[http://www.buzzsprout.com/7928/84085-20-tomorrow-abnercon-games-updates.mp3]]></link>
      <description><![CDATA[Jon and Dirk are guest-free this week and provide an update on what they've been working on and playing. On the Kickstarter front, 'At the Gates' has wrapped up and 'War Stories' will soon be doing the same. A recent playtest of 'Tomorrow' and Jon's thoughts on a recent version of the game. They also discuss some of the games played at 'Abnercon', including 'The World Cup Game', 'Railroad Tycoon' and 'Mare Nostrum'.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are guest-free this week and provide an update on what they've been working on and playing. On the Kickstarter front, 'At the Gates' has wrapped up and 'War Stories' will soon be doing the same. A recent playtest of 'Tomorrow' and Jon's thoughts on a recent version of the game. They also discuss some of the games played at 'Abnercon', including 'The World Cup Game', 'Railroad Tycoon' and 'Mare Nostrum'.]]></content:encoded>
      
      
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      <itunes:duration>01:19:25</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are guest-free this week and provide an update on what they've been working on and playing. On the Kickstarter front, 'At the Gates' has wrapped up and 'War Stories' will soon be doing the same. A recent playtest of 'Tomorrow' and Jon's thoughts on a recent version of the game. They also discuss some of the games played at 'Abnercon', including 'The World Cup Game', 'Railroad Tycoon' and 'Mare Nostrum'.</itunes:subtitle><itunes:summary>Jon and Dirk are guest-free this week and provide an update on what they've been working on and playing. On the Kickstarter front, 'At the Gates' has wrapped up and 'War Stories' will soon be doing the same. A recent playtest of 'Tomorrow' and Jon's thoughts on a recent version of the game. They also discuss some of the games played at 'Abnercon', including 'The World Cup Game', 'Railroad Tycoon' and 'Mare Nostrum'.</itunes:summary></item>
    
    <item>
      <title>#19: Diplomacy &amp; Allan Calhamer. With Jim Burgess</title>
      <itunes:title>#19: Diplomacy &amp;amp; Allan Calhamer. With Jim Burgess</itunes:title>
      <pubDate>Thu, 21 Mar 2013 04:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/82959-19-diplomacy-allan-calhamer-with-jim-burgess.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/82959-19-diplomacy-allan-calhamer-with-jim-burgess.mp3]]></link>
      <description><![CDATA[With the sad passing of Allan Calhamer, Dirk and Jon felt it appropriate to honor his memory and the legacy left behind by his finest work: Diplomacy. They are joined by Jim Burgess, a distinguished member of the Diplomacy community. The crew discusses what's made it a gaming favorite for fifty years, a few ideas for improvements and what the future holds for the title.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[With the sad passing of Allan Calhamer, Dirk and Jon felt it appropriate to honor his memory and the legacy left behind by his finest work: Diplomacy. They are joined by Jim Burgess, a distinguished member of the Diplomacy community. The crew discusses what's made it a gaming favorite for fifty years, a few ideas for improvements and what the future holds for the title.]]></content:encoded>
      
      
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      <itunes:duration>01:23:56</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>With the sad passing of Allan Calhamer, Dirk and Jon felt it appropriate to honor his memory and the legacy left behind by his finest work: Diplomacy. They are joined by Jim Burgess, a distinguished member of the Diplomacy community. The crew discusses what's made it a gaming favorite for fifty years, a few ideas for improvements and what the future holds for the title.</itunes:subtitle><itunes:summary>With the sad passing of Allan Calhamer, Dirk and Jon felt it appropriate to honor his memory and the legacy left behind by his finest work: Diplomacy. They are joined by Jim Burgess, a distinguished member of the Diplomacy community. The crew discusses what's made it a gaming favorite for fifty years, a few ideas for improvements and what the future holds for the title.</itunes:summary></item>
    
    <item>
      <title>#18: Spelunky. With Derek Yu</title>
      <itunes:title>#18: Spelunky. With Derek Yu</itunes:title>
      <pubDate>Fri, 15 Mar 2013 04:00:00 +0000</pubDate>
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      <link><![CDATA[http://www.buzzsprout.com/7928/82061-18-spelunky-with-derek-yu.mp3]]></link>
      <description><![CDATA[This week Jon and Dirk are joined by Derek Yu, designer of Spelunky. He shares his design approach, the importance of challenge and permadeath. Derek also describes what it's like to be a designer/artist hybrid, as opposed to the designer/programmers that this show has tended to focus on more in the past. He also touches on his unique development cycle where he oscillates between PC freeware and professional, for-purchase titles.There are a few small spoilers, so beware, should you have any interest in exploring the game's nuances for yourself!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Jon and Dirk are joined by Derek Yu, designer of Spelunky. He shares his design approach, the importance of challenge and permadeath. Derek also describes what it's like to be a designer/artist hybrid, as opposed to the designer/programmers that this show has tended to focus on more in the past. He also touches on his unique development cycle where he oscillates between PC freeware and professional, for-purchase titles.There are a few small spoilers, so beware, should you have any interest in exploring the game's nuances for yourself!]]></content:encoded>
      
      
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      <itunes:duration>01:16:59</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Jon and Dirk are joined by Derek Yu, designer of Spelunky. He shares his design approach, the importance of challenge and permadeath. Derek also describes what it's like to be a designer/artist hybrid, as opposed to the designer/programmers that this show has tended to focus on more in the past. He also touches on his unique development cycle where he oscillates between PC freeware and professional, for-purchase titles.There are a few small spoilers, so beware, should you have any interest in exploring the game's nuances for yourself!</itunes:subtitle><itunes:summary>This week Jon and Dirk are joined by Derek Yu, designer of Spelunky. He shares his design approach, the importance of challenge and permadeath. Derek also describes what it's like to be a designer/artist hybrid, as opposed to the designer/programmers that this show has tended to focus on more in the past. He also touches on his unique development cycle where he oscillates between PC freeware and professional, for-purchase titles.There are a few small spoilers, so beware, should you have any interest in exploring the game's nuances for yourself!</itunes:summary></item>
    
    <item>
      <title>#17: Kickstarter &amp; Fate Core. With Fred Hicks</title>
      <itunes:title>#17: Kickstarter &amp;amp; Fate Core. With Fred Hicks</itunes:title>
      <pubDate>Thu, 07 Mar 2013 05:00:00 +0000</pubDate>
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      <link><![CDATA[http://www.buzzsprout.com/7928/80741-17-kickstarter-fate-core-with-fred-hicks.mp3]]></link>
      <description><![CDATA[With the At the Gates funding campaign coming to a close, Jon and Dirk are joined by the timely Fred Hicks of Evil Hat to talk about launching and running a Kickstarter drive. They delve into the demands and challenges of Kickstarter, and Fred shares the success story and design behind his latest project, Fate Core.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[With the At the Gates funding campaign coming to a close, Jon and Dirk are joined by the timely Fred Hicks of Evil Hat to talk about launching and running a Kickstarter drive. They delve into the demands and challenges of Kickstarter, and Fred shares the success story and design behind his latest project, Fate Core.]]></content:encoded>
      
      
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      <itunes:duration>59:18</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>With the At the Gates funding campaign coming to a close, Jon and Dirk are joined by the timely Fred Hicks of Evil Hat to talk about launching and running a Kickstarter drive. They delve into the demands and challenges of Kickstarter, and Fred shares the success story and design behind his latest project, Fate Core.</itunes:subtitle><itunes:summary>With the At the Gates funding campaign coming to a close, Jon and Dirk are joined by the timely Fred Hicks of Evil Hat to talk about launching and running a Kickstarter drive. They delve into the demands and challenges of Kickstarter, and Fred shares the success story and design behind his latest project, Fate Core.</itunes:summary></item>
    
    <item>
      <title>#16: War Stories. With Michael Tan</title>
      <itunes:title>#16: War Stories. With Michael Tan</itunes:title>
      <pubDate>Thu, 28 Feb 2013 05:00:00 +0000</pubDate>
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      <link><![CDATA[http://www.buzzsprout.com/7928/79713-16-war-stories-with-michael-tan.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by Michael Tan, lead designer of War Stories, a new tabletop wargaming franchise that just launched on Kickstarter. Michael and Dirk talk about the experience of remotely designing a game together, and share many of the exciting and innovative features that help it stand out from other wargames.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by Michael Tan, lead designer of War Stories, a new tabletop wargaming franchise that just launched on Kickstarter. Michael and Dirk talk about the experience of remotely designing a game together, and share many of the exciting and innovative features that help it stand out from other wargames.]]></content:encoded>
      
      
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      <itunes:duration>01:00:03</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by Michael Tan, lead designer of War Stories, a new tabletop wargaming franchise that just launched on Kickstarter. Michael and Dirk talk about the experience of remotely designing a game together, and share many of the exciting and innovative features that help it stand out from other wargames.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by Michael Tan, lead designer of War Stories, a new tabletop wargaming franchise that just launched on Kickstarter. Michael and Dirk talk about the experience of remotely designing a game together, and share many of the exciting and innovative features that help it stand out from other wargames.</itunes:summary></item>
    
    <item>
      <title>#15: Tactics, Company of Heroes &amp; XCOM</title>
      <itunes:title>#15: Tactics, Company of Heroes &amp;amp; XCOM</itunes:title>
      <pubDate>Thu, 21 Feb 2013 05:00:00 +0000</pubDate>
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      <link><![CDATA[http://www.buzzsprout.com/7928/78519-15-tactics-company-of-heroes-xcom.mp3]]></link>
      <description><![CDATA[In this week's episode Jon and Dirk discuss two of their favorite tactical combat games: Relic's Company of Heroes, and Firaxis' XCOM: Enemy Unknown. Our hosts discuss what these games did well, poorly and what changes they would make to them.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In this week's episode Jon and Dirk discuss two of their favorite tactical combat games: Relic's Company of Heroes, and Firaxis' XCOM: Enemy Unknown. Our hosts discuss what these games did well, poorly and what changes they would make to them.]]></content:encoded>
      
      
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      <itunes:duration>01:09:26</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In this week's episode Jon and Dirk discuss two of their favorite tactical combat games: Relic's Company of Heroes, and Firaxis' XCOM: Enemy Unknown. Our hosts discuss what these games did well, poorly and what changes they would make to them.</itunes:subtitle><itunes:summary>In this week's episode Jon and Dirk discuss two of their favorite tactical combat games: Relic's Company of Heroes, and Firaxis' XCOM: Enemy Unknown. Our hosts discuss what these games did well, poorly and what changes they would make to them.</itunes:summary></item>
    
    <item>
      <title>#14: 4X Games &amp; Civilization. With Soren Johnson</title>
      <itunes:title>#14: 4X Games &amp;amp; Civilization. With Soren Johnson</itunes:title>
      <pubDate>Thu, 14 Feb 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/77463-14-4x-games-civilization-with-soren-johnson.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/77463-14-4x-games-civilization-with-soren-johnson.mp3]]></link>
      <description><![CDATA[This week Jon and Dirk are joined by Soren Johnson, best known as the designer of Civilization IV. The gang discusses the 4X genre with a particular focus on the Civilization series. They dig into what makes this category of games special, what problems they have yet to solve and what opportunities exist with multiplayer and on mobile platforms.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Jon and Dirk are joined by Soren Johnson, best known as the designer of Civilization IV. The gang discusses the 4X genre with a particular focus on the Civilization series. They dig into what makes this category of games special, what problems they have yet to solve and what opportunities exist with multiplayer and on mobile platforms.]]></content:encoded>
      
      
      <enclosure length="33327232" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/77463-14-4x-games-civilization-with-soren-johnson.mp3?dest-id=1719626"/>
      <itunes:duration>01:09:15</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Jon and Dirk are joined by Soren Johnson, best known as the designer of Civilization IV. The gang discusses the 4X genre with a particular focus on the Civilization series. They dig into what makes this category of games special, what problems they have yet to solve and what opportunities exist with multiplayer and on mobile platforms.</itunes:subtitle><itunes:summary>This week Jon and Dirk are joined by Soren Johnson, best known as the designer of Civilization IV. The gang discusses the 4X genre with a particular focus on the Civilization series. They dig into what makes this category of games special, what problems they have yet to solve and what opportunities exist with multiplayer and on mobile platforms.</itunes:summary></item>
    
    <item>
      <title>#13: Jon's New Game - At the Gates</title>
      <itunes:title>#13: Jon's New Game - At the Gates</itunes:title>
      <pubDate>Wed, 06 Feb 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/76275-13-jon-s-new-game-at-the-gates.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/76275-13-jon-s-new-game-at-the-gates.mp3]]></link>
      <description><![CDATA[Lucky #13! In this week's episode, our hosts discuss Jon's new game: 'At the Gates,' a 4X strategy game where you play as a barbarian tribe during the fall of Rome. They discuss the background for the game's development, as well as the design thinking that went into many of its features. 'At the Gates' will be available on Kickstarter from February 6th until March 8th, so please check it out!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Lucky #13! In this week's episode, our hosts discuss Jon's new game: 'At the Gates,' a 4X strategy game where you play as a barbarian tribe during the fall of Rome. They discuss the background for the game's development, as well as the design thinking that went into many of its features. 'At the Gates' will be available on Kickstarter from February 6th until March 8th, so please check it out!]]></content:encoded>
      
      
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      <itunes:duration>01:13:37</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Lucky #13! In this week's episode, our hosts discuss Jon's new game: 'At the Gates,' a 4X strategy game where you play as a barbarian tribe during the fall of Rome. They discuss the background for the game's development, as well as the design thinking that went into many of its features. 'At the Gates' will be available on Kickstarter from February 6th until March 8th, so please check it out!</itunes:subtitle><itunes:summary>Lucky #13! In this week's episode, our hosts discuss Jon's new game: 'At the Gates,' a 4X strategy game where you play as a barbarian tribe during the fall of Rome. They discuss the background for the game's development, as well as the design thinking that went into many of its features. 'At the Gates' will be available on Kickstarter from February 6th until March 8th, so please check it out!</itunes:summary></item>
    
    <item>
      <title>#12: CCGs &amp; Dominion. With David Heron</title>
      <itunes:title>#12: CCGs &amp;amp; Dominion. With David Heron</itunes:title>
      <pubDate>Wed, 30 Jan 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/75107-12-ccgs-dominion-with-david-heron.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/75107-12-ccgs-dominion-with-david-heron.mp3]]></link>
      <description><![CDATA[Jon and Dirk are joined by designer David Heron to discuss his work on the Legend of the Five Rings CCG (Collectible Card Game). Along the way, they examine the business side of building a CCG. The discussion then shifts to deckbuilding and drafting games, with a particular focus on Dominion and 7 Wonders and the design flaws that prevent Dirk and David from enjoying them. At the end of the episode Jon teases a big announcement that will be made next week.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Jon and Dirk are joined by designer David Heron to discuss his work on the Legend of the Five Rings CCG (Collectible Card Game). Along the way, they examine the business side of building a CCG. The discussion then shifts to deckbuilding and drafting games, with a particular focus on Dominion and 7 Wonders and the design flaws that prevent Dirk and David from enjoying them. At the end of the episode Jon teases a big announcement that will be made next week.]]></content:encoded>
      
      
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      <itunes:duration>01:10:10</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Jon and Dirk are joined by designer David Heron to discuss his work on the Legend of the Five Rings CCG (Collectible Card Game). Along the way, they examine the business side of building a CCG. The discussion then shifts to deckbuilding and drafting games, with a particular focus on Dominion and 7 Wonders and the design flaws that prevent Dirk and David from enjoying them. At the end of the episode Jon teases a big announcement that will be made next week.</itunes:subtitle><itunes:summary>Jon and Dirk are joined by designer David Heron to discuss his work on the Legend of the Five Rings CCG (Collectible Card Game). Along the way, they examine the business side of building a CCG. The discussion then shifts to deckbuilding and drafting games, with a particular focus on Dominion and 7 Wonders and the design flaws that prevent Dirk and David from enjoying them. At the end of the episode Jon teases a big announcement that will be made next week.</itunes:summary></item>
    
    <item>
      <title>#11: Storytelling &amp; The Walking Dead. With Telltale</title>
      <itunes:title>#11: Storytelling &amp;amp; The Walking Dead. With Telltale</itunes:title>
      <pubDate>Wed, 23 Jan 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/74162-11-storytelling-the-walking-dead-with-telltale.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/74162-11-storytelling-the-walking-dead-with-telltale.mp3]]></link>
      <description><![CDATA[A "high-energy" episode this week as Jon and Dirk are joined by Telltale Games designers (and Idle Thumbs hosts) Sean Vanaman and Jake Rodkin. The guests share their experiences developing story-based games, with a particular focus on The Walking Dead. Many of the design challenges they face contrast heavily with what Jon and Dirk are used to with more abstract, non-story titles. And yet, the crew also discovers that many of the nuts and bolts that go into game development are the same regardless of what type of project you're working on.Oh, and a spoiler warning for those of you who haven't yet finished Season 1 of The Walking Dead. Jake and Sean discuss important plot points a couple times, so listener beware!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[A "high-energy" episode this week as Jon and Dirk are joined by Telltale Games designers (and Idle Thumbs hosts) Sean Vanaman and Jake Rodkin. The guests share their experiences developing story-based games, with a particular focus on The Walking Dead. Many of the design challenges they face contrast heavily with what Jon and Dirk are used to with more abstract, non-story titles. And yet, the crew also discovers that many of the nuts and bolts that go into game development are the same regardless of what type of project you're working on.Oh, and a spoiler warning for those of you who haven't yet finished Season 1 of The Walking Dead. Jake and Sean discuss important plot points a couple times, so listener beware!]]></content:encoded>
      
      
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      <itunes:duration>01:19:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>A "high-energy" episode this week as Jon and Dirk are joined by Telltale Games designers (and Idle Thumbs hosts) Sean Vanaman and Jake Rodkin. The guests share their experiences developing story-based games, with a particular focus on The Walking Dead. Many of the design challenges they face contrast heavily with what Jon and Dirk are used to with more abstract, non-story titles. And yet, the crew also discovers that many of the nuts and bolts that go into game development are the same regardless of what type of project you're working on.Oh, and a spoiler warning for those of you who haven't yet finished Season 1 of The Walking Dead. Jake and Sean discuss important plot points a couple times, so listener beware!</itunes:subtitle><itunes:summary>A "high-energy" episode this week as Jon and Dirk are joined by Telltale Games designers (and Idle Thumbs hosts) Sean Vanaman and Jake Rodkin. The guests share their experiences developing story-based games, with a particular focus on The Walking Dead. Many of the design challenges they face contrast heavily with what Jon and Dirk are used to with more abstract, non-story titles. And yet, the crew also discovers that many of the nuts and bolts that go into game development are the same regardless of what type of project you're working on.Oh, and a spoiler warning for those of you who haven't yet finished Season 1 of The Walking Dead. Jake and Sean discuss important plot points a couple times, so listener beware!</itunes:summary></item>
    
    <item>
      <title>#10: Battle of the Bulge, Updates, and More</title>
      <itunes:title>#10: Battle of the Bulge, Updates, and More</itunes:title>
      <pubDate>Tue, 15 Jan 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/72986-10-battle-of-the-bulge-updates-and-more.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/72986-10-battle-of-the-bulge-updates-and-more.mp3]]></link>
      <description><![CDATA[An intimate show this week where Jon and Dirk cover a variety of topics ranging from the new Battle of the Bulge iOS game to Jon's recent article contrasting turn-based and real-time games. Dirk also provides an update on the progress of his current game, 'Tomorrow', and our hosts even spend a few minute discussing another project on Kickstarter that they're not exactly enamored with.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[An intimate show this week where Jon and Dirk cover a variety of topics ranging from the new Battle of the Bulge iOS game to Jon's recent article contrasting turn-based and real-time games. Dirk also provides an update on the progress of his current game, 'Tomorrow', and our hosts even spend a few minute discussing another project on Kickstarter that they're not exactly enamored with.]]></content:encoded>
      
      
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      <itunes:duration>01:01:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>An intimate show this week where Jon and Dirk cover a variety of topics ranging from the new Battle of the Bulge iOS game to Jon's recent article contrasting turn-based and real-time games. Dirk also provides an update on the progress of his current game, 'Tomorrow', and our hosts even spend a few minute discussing another project on Kickstarter that they're not exactly enamored with.</itunes:subtitle><itunes:summary>An intimate show this week where Jon and Dirk cover a variety of topics ranging from the new Battle of the Bulge iOS game to Jon's recent article contrasting turn-based and real-time games. Dirk also provides an update on the progress of his current game, 'Tomorrow', and our hosts even spend a few minute discussing another project on Kickstarter that they're not exactly enamored with.</itunes:summary></item>
    
    <item>
      <title>#9: Journey of a Part-Time Indie. With Jesse Howard</title>
      <itunes:title>#9: Journey of a Part-Time Indie. With Jesse Howard</itunes:title>
      <pubDate>Tue, 08 Jan 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/72104-9-journey-of-a-part-time-indie-with-jesse-howard.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/72104-9-journey-of-a-part-time-indie-with-jesse-howard.mp3]]></link>
      <description><![CDATA[This week Jon and Dirk are joined by Jesse Howard, an academic turned part-time tabletop designer - at age 40. They delve into Jesse's ongoing journey to develop 'Ploy', a promising and innovative abstract card game. The design of Ploy is a very interesting case, as Jesse began with mechanics and only later added theming, which is the opposite approach of our hosts. Along the way, the group explores what they believe to be THE key to game development success.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Jon and Dirk are joined by Jesse Howard, an academic turned part-time tabletop designer - at age 40. They delve into Jesse's ongoing journey to develop 'Ploy', a promising and innovative abstract card game. The design of Ploy is a very interesting case, as Jesse began with mechanics and only later added theming, which is the opposite approach of our hosts. Along the way, the group explores what they believe to be THE key to game development success.]]></content:encoded>
      
      
      <enclosure length="39278720" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/72104-9-journey-of-a-part-time-indie-with-jesse-howard.mp3?dest-id=1719626"/>
      <itunes:duration>01:21:38</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Jon and Dirk are joined by Jesse Howard, an academic turned part-time tabletop designer - at age 40. They delve into Jesse's ongoing journey to develop 'Ploy', a promising and innovative abstract card game. The design of Ploy is a very interesting case, as Jesse began with mechanics and only later added theming, which is the opposite approach of our hosts. Along the way, the group explores what they believe to be THE key to game development success.</itunes:subtitle><itunes:summary>This week Jon and Dirk are joined by Jesse Howard, an academic turned part-time tabletop designer - at age 40. They delve into Jesse's ongoing journey to develop 'Ploy', a promising and innovative abstract card game. The design of Ploy is a very interesting case, as Jesse began with mechanics and only later added theming, which is the opposite approach of our hosts. Along the way, the group explores what they believe to be THE key to game development success.</itunes:summary></item>
    
    <item>
      <title>#8: End-of-Year Spectacular 2012</title>
      <itunes:title>#8: End-of-Year Spectacular 2012</itunes:title>
      <pubDate>Wed, 02 Jan 2013 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/71334-8-end-of-year-spectacular-2012.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/71334-8-end-of-year-spectacular-2012.mp3]]></link>
      <description><![CDATA[In the final episode of 2012, Jon and Dirk hand out the first annual TGDRT Game Design Awards. Our hosts highlight some favorites from past episodes but also share their thoughts on a few newcomers - their Games of the Year might come as a bit of a surprise!Happy New Year everyone, and thanks for being a part of the TGDRT community!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[In the final episode of 2012, Jon and Dirk hand out the first annual TGDRT Game Design Awards. Our hosts highlight some favorites from past episodes but also share their thoughts on a few newcomers - their Games of the Year might come as a bit of a surprise!Happy New Year everyone, and thanks for being a part of the TGDRT community!]]></content:encoded>
      
      
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      <itunes:duration>01:07:17</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>In the final episode of 2012, Jon and Dirk hand out the first annual TGDRT Game Design Awards. Our hosts highlight some favorites from past episodes but also share their thoughts on a few newcomers - their Games of the Year might come as a bit of a surprise!Happy New Year everyone, and thanks for being a part of the TGDRT community!</itunes:subtitle><itunes:summary>In the final episode of 2012, Jon and Dirk hand out the first annual TGDRT Game Design Awards. Our hosts highlight some favorites from past episodes but also share their thoughts on a few newcomers - their Games of the Year might come as a bit of a surprise!Happy New Year everyone, and thanks for being a part of the TGDRT community!</itunes:summary></item>
    
    <item>
      <title>#7: Experience &amp; Replayability. With Scott Lewis</title>
      <itunes:title>#7: Experience &amp;amp; Replayability. With Scott Lewis</itunes:title>
      <pubDate>Thu, 27 Dec 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/70702-7-experience-replayability-with-scott-lewis.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/70702-7-experience-replayability-with-scott-lewis.mp3]]></link>
      <description><![CDATA[This week Jon and Dirk are joined by Firaxis designer and programmer Scott Lewis. He comes on the show to jump into a discussion about "experience" games, which target the player's first experience, and replayable games, which are designed to hold up over the long haul. Along the way there's plenty of talk about roguelikes and Spelunky in particular, one of Scott and Jon's favorites. Unfortunately, the quality of Scott's audio is a bit suspect, so we apologize for that.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Jon and Dirk are joined by Firaxis designer and programmer Scott Lewis. He comes on the show to jump into a discussion about "experience" games, which target the player's first experience, and replayable games, which are designed to hold up over the long haul. Along the way there's plenty of talk about roguelikes and Spelunky in particular, one of Scott and Jon's favorites. Unfortunately, the quality of Scott's audio is a bit suspect, so we apologize for that.]]></content:encoded>
      
      
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      <itunes:duration>01:06:09</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Jon and Dirk are joined by Firaxis designer and programmer Scott Lewis. He comes on the show to jump into a discussion about "experience" games, which target the player's first experience, and replayable games, which are designed to hold up over the long haul. Along the way there's plenty of talk about roguelikes and Spelunky in particular, one of Scott and Jon's favorites. Unfortunately, the quality of Scott's audio is a bit suspect, so we apologize for that.</itunes:subtitle><itunes:summary>This week Jon and Dirk are joined by Firaxis designer and programmer Scott Lewis. He comes on the show to jump into a discussion about "experience" games, which target the player's first experience, and replayable games, which are designed to hold up over the long haul. Along the way there's plenty of talk about roguelikes and Spelunky in particular, one of Scott and Jon's favorites. Unfortunately, the quality of Scott's audio is a bit suspect, so we apologize for that.</itunes:summary></item>
    
    <item>
      <title>#6: Running a Game Company. With Uwe Eickert</title>
      <itunes:title>#6: Running a Game Company. With Uwe Eickert</itunes:title>
      <pubDate>Tue, 18 Dec 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/69941-6-running-a-game-company-with-uwe-eickert.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/69941-6-running-a-game-company-with-uwe-eickert.mp3]]></link>
      <description><![CDATA[This week Dirk and Jon are joined by Uwe Eickert, founder of Academy Games and designer of several acclaimed board games. They discuss a few of Uwe's projects including Conflict of Heroes and 1775. Also covered is how and why he got into the business, the challenges of running a tabletop games company and more!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[This week Dirk and Jon are joined by Uwe Eickert, founder of Academy Games and designer of several acclaimed board games. They discuss a few of Uwe's projects including Conflict of Heroes and 1775. Also covered is how and why he got into the business, the challenges of running a tabletop games company and more!]]></content:encoded>
      
      
      <enclosure length="45273216" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/69941-6-running-a-game-company-with-uwe-eickert.mp3?dest-id=1719626"/>
      <itunes:duration>01:34:08</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>This week Dirk and Jon are joined by Uwe Eickert, founder of Academy Games and designer of several acclaimed board games. They discuss a few of Uwe's projects including Conflict of Heroes and 1775. Also covered is how and why he got into the business, the challenges of running a tabletop games company and more!</itunes:subtitle><itunes:summary>This week Dirk and Jon are joined by Uwe Eickert, founder of Academy Games and designer of several acclaimed board games. They discuss a few of Uwe's projects including Conflict of Heroes and 1775. Also covered is how and why he got into the business, the challenges of running a tabletop games company and more!</itunes:summary></item>
    
    <item>
      <title>#5: Digital vs. Tabletop Game Design</title>
      <itunes:title>#5: Digital vs. Tabletop Game Design</itunes:title>
      <pubDate>Wed, 12 Dec 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/69317-5-digital-vs-tabletop-game-design.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/69317-5-digital-vs-tabletop-game-design.mp3]]></link>
      <description><![CDATA[An intimate show this week in which our co-hosts "go commando," as Dirk puts it. We compare and contrast tabletop and digital game design, and dig into the process Dirk went through when creating Tomorrow. The crew dives deep into the "nuts and bolts" of development in this episode - so if you enjoy that sort of peek behind the industry's curtain then you're really in for a treat!<br /> <br />]]></description>
      
      <content:encoded><![CDATA[An intimate show this week in which our co-hosts "go commando," as Dirk puts it. We compare and contrast tabletop and digital game design, and dig into the process Dirk went through when creating Tomorrow. The crew dives deep into the "nuts and bolts" of development in this episode - so if you enjoy that sort of peek behind the industry's curtain then you're really in for a treat!]]></content:encoded>
      
      
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      <itunes:duration>01:08:32</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>An intimate show this week in which our co-hosts "go commando," as Dirk puts it. We compare and contrast tabletop and digital game design, and dig into the process Dirk went through when creating Tomorrow. The crew dives deep into the "nuts and bolts" of development in this episode - so if you enjoy that sort of peek behind the industry's curtain then you're really in for a treat!</itunes:subtitle><itunes:summary>An intimate show this week in which our co-hosts "go commando," as Dirk puts it. We compare and contrast tabletop and digital game design, and dig into the process Dirk went through when creating Tomorrow. The crew dives deep into the "nuts and bolts" of development in this episode - so if you enjoy that sort of peek behind the industry's curtain then you're really in for a treat!</itunes:summary></item>
    
    <item>
      <title>#4: Storytelling &amp; Crusader Kings 2. With Paradox.</title>
      <itunes:title>#4: Storytelling &amp;amp; Crusader Kings 2. With Paradox.</itunes:title>
      <pubDate>Mon, 03 Dec 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/68374-4-storytelling-crusader-kings-2-with-paradox.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/68374-4-storytelling-crusader-kings-2-with-paradox.mp3]]></link>
      <description><![CDATA[Henrik Fahraeus and Chris King from the Paradox Interactive design crew join Jon and Dirk to talk about storytelling in games.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Henrik Fahraeus and Chris King from the Paradox Interactive design crew join Jon and Dirk to talk about storytelling in games.]]></content:encoded>
      
      
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      <itunes:duration>01:00:23</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Henrik Fahraeus and Chris King from the Paradox Interactive design crew join Jon and Dirk to talk about storytelling in games.</itunes:subtitle><itunes:summary>Henrik Fahraeus and Chris King from the Paradox Interactive design crew join Jon and Dirk to talk about storytelling in games.</itunes:summary></item>
    
    <item>
      <title>#3: Trends in Digital &amp; Tabletop Game Design</title>
      <itunes:title>#3: Trends in Digital &amp;amp; Tabletop Game Design</itunes:title>
      <pubDate>Tue, 27 Nov 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/67566-3-trends-in-digital-tabletop-game-design.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/67566-3-trends-in-digital-tabletop-game-design.mp3]]></link>
      <description><![CDATA[Bill Abner from Conquistador Games joins Jon and Dirk to talk about trends in digital and tabletop games, as well as his experiences transitioning from gaming media into game development.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Bill Abner from Conquistador Games joins Jon and Dirk to talk about trends in digital and tabletop games, as well as his experiences transitioning from gaming media into game development.]]></content:encoded>
      
      
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      <itunes:duration>01:29:05</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Bill Abner from Conquistador Games joins Jon and Dirk to talk about trends in digital and tabletop games, as well as his experiences transitioning from gaming media into game development.</itunes:subtitle><itunes:summary>Bill Abner from Conquistador Games joins Jon and Dirk to talk about trends in digital and tabletop games, as well as his experiences transitioning from gaming media into game development.</itunes:summary></item>
    
    <item>
      <title>#2: Memory, Innovation and Being an Indie. With Rob Daviau.</title>
      <itunes:title>#2: Memory, Innovation and Being an Indie. With Rob Daviau.</itunes:title>
      <pubDate>Tue, 20 Nov 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/66948-2-memory-innovation-and-being-an-indie-with-rob-daviau.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/66948-2-memory-innovation-and-being-an-indie-with-rob-daviau.mp3]]></link>
      <description><![CDATA[Risk: Legacy designer and newly-minted indie game design company owner Rob Daviau joins Dirk and Jon to talk about a wide-range of topics including memory and persistence in games, innovation, and starting your own game company. Spelunky, Stone Age, Lords of Waterdeep, Civilization and other games are discussed.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[Risk: Legacy designer and newly-minted indie game design company owner Rob Daviau joins Dirk and Jon to talk about a wide-range of topics including memory and persistence in games, innovation, and starting your own game company. Spelunky, Stone Age, Lords of Waterdeep, Civilization and other games are discussed.]]></content:encoded>
      
      
      <enclosure length="45363328" type="audio/mpeg" url="https://traffic.libsyn.com/secure/tgdrt/66948-2-memory-innovation-and-being-an-indie-with-rob-daviau.mp3?dest-id=1719626"/>
      <itunes:duration>01:34:16</itunes:duration>
      <itunes:explicit>false</itunes:explicit>
      
      <itunes:keywords/>
      
      
      
      <itunes:episodeType>full</itunes:episodeType>
      
      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">The Game Design Round Table Team</dc:creator><itunes:subtitle>Risk: Legacy designer and newly-minted indie game design company owner Rob Daviau joins Dirk and Jon to talk about a wide-range of topics including memory and persistence in games, innovation, and starting your own game company. Spelunky, Stone Age, Lords of Waterdeep, Civilization and other games are discussed.</itunes:subtitle><itunes:summary>Risk: Legacy designer and newly-minted indie game design company owner Rob Daviau joins Dirk and Jon to talk about a wide-range of topics including memory and persistence in games, innovation, and starting your own game company. Spelunky, Stone Age, Lords of Waterdeep, Civilization and other games are discussed.</itunes:summary></item>
    
    <item>
      <title>#1: Hello World!</title>
      <itunes:title>#1: Hello World!</itunes:title>
      <pubDate>Sun, 11 Nov 2012 05:00:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[http://www.buzzsprout.com/7928/65952-1-hello-world.mp3]]></guid>
      <link><![CDATA[http://www.buzzsprout.com/7928/65952-1-hello-world.mp3]]></link>
      <description><![CDATA[The Game Design Round Table launches with hosts Dirk Knemeyer and Jon Shafer talking about their background in gaming and design.<br /> <br />]]></description>
      
      <content:encoded><![CDATA[The Game Design Round Table launches with hosts Dirk Knemeyer and Jon Shafer talking about their background in gaming and design.]]></content:encoded>
      
      
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      <itunes:author>Dirk Knemeyer &amp; Jon Shafer</itunes:author>
      
      
      
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