Thu, 25 December 2008
To truly close out 2008, Ryan records one last show on Christmas Day. Inspired by a post from Rob Bohl (of the Independent Insurgency podcast), Ryan talks about more thoughts on advancement: as a way to flesh out a character post-creation, as a world-changing element rather than a character-changing one, as a ritual for marking points in time, and as a way to keep the game feeling fresh from a tactile perspective. They're short thoughts on this solo episode, but ones worth noting. Afterwards, he talks about some podcasts he's been on recently, the fact that he's now a part of the Dresden Files RPG team, and the game design book he's working on. Finally, you're treated to a unique sponsor quote. Happy holidays, Masterminds. Links:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=44 Direct download: masterplan_41.mp3
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Wed, 10 December 2008
On this year-end episode of Master Plan, Ryan publishes an interview he did with Luke Crane back at GenCon. They talk (or as much as one can talk when it's 8am & ones voice is completely shot) about thoughts on building advancements systems in games. Luke shares his thoughts on the subject with his building of Burning Wheel, and they drift to related topics like Failure & Reward Cycles. Luke, frankly, has a lot of interesting stuff to say, provided you don't mind the profanity & poor audio quality.
Also, it's the second anniversary of Master Plan. It's been two good years. Here's to a third. Luke Crane:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=43
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Thu, 6 November 2008
On this episode, Ryan & Seth finish up their interview on A Flower for Mara and designing an "American Jeepform" game. Due to necessity, Ryan's forced to be brief & only quickly mentions the Endgame 7th Anniversary party he'll be at and quickly congratulates Shaun & Kristin from This Modern Death.
Seth Ben-Ezra:
Running time: 18:05 / File size: 12.5M Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=42
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Thu, 23 October 2008
Ryan talks with Seth Ben-Ezra on his latest game, A Flower For Mara. It's one of a new trend in the independent RPG scene, of taking ideas from the Nordic tradition of Jeepform and merging that with a Forge style. It's the first of a two-part interview, this half focusing on what Jeepform is and how this game came to be. Afterward, Jonathan Walton tells us a little bit about Bleeding Play, and Ryan talks a bit about submitting ideas for future episodes, October's Sponsor Quote, and an article on Kobold Quarterly.
Seth Ben-Ezra: Other Jeepform:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=41
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Fri, 10 October 2008
On a very late, very tired Sunday evening of GenCon, Paul Tevis & Ryan Macklin sit down with the ever-present Ken Hite to talk about the hobby, culture, GenCon, and all that good stuff.
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=40
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Mon, 1 September 2008
On this solo episode, Ryan talks about this thing he calls "Play Style" -- with respect to design, that's how people are interacting together in a particular medium. This idea comes primarily from a conversation he's had with Daniel Solis regarding his game in development, Do: Pilgrims of the Flying Temple. Ryan talks about the different things people get out of a game that's akin to rehearsing a play versus one that is more akin to telling stories around a campfire. He also shares a pet theory (which means it's probably wrong) about why more roleplaying games take the former approach even though the latter is an older method of storytelling. Finally, Jerry "J-Nasty" Grayson provides us with yet another sponsor quote, forming what might be the first sponsor quote narrative on Master Plan.
Games Mentioned:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=39
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Wed, 13 August 2008
In this last episode before GenCon 2008, Ryan talks about a problem he's recently encountered in his own and other people's projects -- that we spend too much time on mechanics and not enough on situation. He talks about why we likely run into this problem, what "situation" is (opposed to mechanics or setting), and an exercise he did in order to get his head out of mechanics and into situation.
Jared Sorensen's blog post on Game Elements. Running time: 26:07 / File size: 18.0 MB Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=38
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Fri, 1 August 2008
This week, Ryan talks with Chris Birch of Cubicle 7 Entertainment about two licensed properties they're working with: Starblazer Adventures & the Doctor Who RPG. The two licenses are radically different, and Chris has a background in working with the intellectual property of others due to his clothing company, Joystick Junkies. They talk about some of the issues around and advice with licensing, as well as touch on why he chose to also license a game system as well for Starblazer Adventures. Afterwards, Ryan gushes about how much of a nice guy Chris is, and Jerry "J-Nasty" Grayson provides us with July's Sponsor Quote.
Chris Birch & Cubicle 7 Entertainment:
Running time: 28:51 / File size: 19.8 MB Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=37
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Thu, 17 July 2008
On this episode (which is my longest yet), Fred Hicks and I kick off the long-awaited series on mechanics with a discussion about "points of tension," relating both to Don't Rest Your Head's Exhaustion mechanic and Mythender's Mortality mechanic. Fred starts with a wacky assertion -- that conflict is underutilized in RPGs -- and goes from there. Afterwards, Ryan brings up three things: the now-in-preorder Don't Lose your Mind (which he's proud to be the editor of), Levi Kornelsen & Amagi Games, and a new podcasting project with Paul Tevis called This Just In From GenCon. This time, he remembers the Design Watch bump.
Specific Mentions:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=36
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Wed, 2 July 2008
On this episode, Ryan talks with Clint Krause of KNRPG Productions about his early game, Roanoke, for the Designing from Other Games series. Clint released this game some time ago, derived from the Wushu system. They talk about issues Clint had to deal with, which given how light the base system is, meant more dealing with establishing tone & genre conventions that systemic hacking. They also talk briefly about thoughts on historical-based games and endgame mechanics. Afterwards, Ryan brings back the Design Watch segment to talk about some things Brennan Taylor has mentioned in the last few days.
Clint Krause, KNRPG Productions:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=35
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Fri, 13 June 2008
Ryan talks with gaming luminary Robin Laws about his upcoming game, Mutant City Blues. Mutant City Blues is the latest GUMSHOE game, this one not focused on the horror genre but on police procedurals & super-powers. They talk about designing this game from the original GUMSHOE framework, what was changed to make the game focused on the new premise, and overall the experiences of making this game. Throughout the show, Robin also talks a bit about moments in GUMSHOE's design in general.
Robin Laws & GUMSHOE:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=34
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Thu, 29 May 2008
On this episode, Ryan takes a moment from is current interview track to make a dreaded solo episode about some of the lessons he's learned lately as a designer. Specifically, he talks about some things he's been dealing with regarding one of his current projects, Mythender. He talks about some of the inspiration elements and how he re-evaluates them periodically to make sure they're still relevant, about looking closely at the player role in a game as well as the GM role, about having to defend his ideas from critical friends & not letting your friends' desires cause you to make the game you don't want. Then he finishes up with this month's sponsor quote from Fred Hicks.
Running time: 26:04 / File size: 18.0 MB Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=33
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Thu, 8 May 2008
After the beach sabbatical that was Have Master, Will Plan #1, Ryan goes back to his series of designers talking about their experiences working with other games. This week, he talks with John Wick about his now-in-preorder game, Houses of the Blooded. Along with talking about where various parts of the game were inspired, John drops a bit of insight into some other games and shares some stories where he's collaborated with and contributed to other designers. Then Ryan talks briefly about the part he really thinks is cool, which is what John's doing with the Limited Edition of Houses of the Blooded, particularly the Graphics Pack.
John Wick & Houses of the Blooded:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=32
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Fri, 25 April 2008
Have Master, Will Plan #1 with Paul Tevis, part 2
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=31
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Fri, 18 April 2008
Master Plan #27: Designing from Other Games 1, Willow Palecek
Ryan kicks off this new series on designers discussing their experiences designing from other games by talking to new publisher Willow Palecek. She's recently published Awesome Adventures, her derivative of Evil Hat's FATE system. They talk for a bit about why she started with FATE, the reasons behind some of her design choices, and what sort of issues she's faces in playtesting those choices. After that, Ryan mentions a couple other podcasts where you can hear him talk and April's Sponsor Quote.
Willow Palecek & Awesome Adventures:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=30
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Fri, 28 March 2008
Ryan talks with Jennifer Rodgers, artist & colorist, about what a game designer should expect to know and should expect to find out in talking with an artist such as herself. They get a bit in-depth about her specific process, and she talks about some of the things she's learned over her time working with clients. Afterward, Ryan mentions BoardGamePodcasts.com, follows up on some comments made about episode 25, and thanks his awesome listeners for supporting him, criticizing him and in general being there to listen.
Jennifer Rodgers:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=29
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Mon, 10 March 2008
Ryan takes another solo episode to talk about the part of game books we rarely talk about -- the text of the book separated from the game. He talked about the purposes of a game text, how a game text starts and ends a conversation with the reader, and some examples of games that do and don't do this effectively (even though as they're they aren't poor). Along with the issues, he tries to bring it home with some potential, if broad, solutions. Then Ryan talks about the show's first sponsor.
Mentions:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=28
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Fri, 15 February 2008
Being Valentine's Day, Ryan sits down with designer Emily Care Boss to talk about her romantic role-playing games Breaking the Ice, Shooting the Moon and the upcoming Under My Skin. While the topic begins with the typical "trials and tribulations" question, this one about designing romantic RPGs, they cover quite a few other insightful topics: discovering what your game is really about through playing it and seeing others play it, being unexpectedly pigeonholed, and her experience with another role-playing culture.
Emily Care Boss:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=27
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Wed, 6 February 2008
Following up on the the last show, Ryan finishes up his interview with Daniel Solis. They talk about something Daniel has said in the past, "A Cover is a Promise." Daniel discusses what that means, what some of the covers he has done seeks to promise to the browser and his method for designing those covers and communicating those promises. Afterwards, Ryan mentions a few RPGs that might be timely to play, given that Valentine's Day is around the corner, and ends the show by talking about the upcoming Los Angeles convention, OrcCon.
Daniel Solis' website Covers Daniel has worked on:
Games I'm running at OrcCon
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=26
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Wed, 23 January 2008
Hours before leaving home for Dreamation, Ryan puts together a short episode of Master Plan. Daniel Perez from The Gamer Traveler and The Digital Front podcasts mentioned on the Master Plan forum that he wished I had published the anecdotes that Daniel Solis told me. Ask and ye shall receive!
Note: this podcast has been quickly edited and posted up, so it will sound different from most other podcasts. Running time: 5:50 / File size: 4.1 MB
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Fri, 18 January 2008
For his first podcast of 2008, Ryan talks with Daniel Solis, layout designers for such games as Lacuna, Reign, Wilderness of Mirrors and the upcoming Houses of the Blooded. As part one of their interview, they talk about questions a designer should be able to answer or keep in mind when talking to someone about doing layout for their game. Daniel goes into his list of Hard, Firm and Soft Questions, and goes into detail as to how the answers to those questions helps help layout a project.
Daniel Solis' website Projects Daniel has worked on:
Discuss this episode on the forums: http://www.hmfy.com/masterplan/forum/comments.php?DiscussionID=25
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