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I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
 
We all know that Santa Claus has a large family in which to help him in the delivery of presents, peace, and good cheer. So what would you do if you were Miss Santa Claus and met two children on Christmas Eve traveling to a strange town to be reunited with their father and new stepmother? Why, naturally you would tell them the story of Princess Ina and a powerful charm they could use to turn their feared stepmother into a real mother. Follow the children as they learn to pick starflowers of ...
 
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Visit https://notepadanon.wixsite.com/sprugworkshop to see Notepadanon's website and projects! Richard Pullman and the mysterious Notepadanon sit down for a riveting chat about Notepad's various projects. As it turns out, he's been a very busy boy! We touch on: GURPS vs. laser-focused games Trolling and meme games vs. sensitive but educational game…
 
The shutdown won't stop us from creating games, and that means this podcast must go on! Richard Pullman and Everett Smith sit down to discuss his sci-fi RPG featuring three different planets to explore, each with their own tone, themes, choices, and lore.
 
Wow, another war game! Richard Pullman chats with MagicJuggler, a staple /gdg/ character who has one of the most interesting and exciting core ideas I've seen yet for a tabletop wargame. He has also mastered the art of finding technical issues with game rules, so he's a valuable commodity in the land of indie devs. Enjoy the episode!…
 
Lovely! Best friend Richard Pullman talks game design with Oswald and they get neck deep into the psychology of play, and the challenges of creating an awesome RPG campaign. Turns out it's pretty sophisticated stuff! After this conversation, Oswald definitely got on the list of designers I like to listen to for problem solving. He may be an oldscho…
 
Part 2 of 2. This time Richard Pullman and best friend SSB get into... 10,000 sided dice Rolling for nipple size White supremacy as a setting Gender swapping elves Rules Bullies VS. Rules Lawyers Designing for minmaxers ...And a lot more. Yeah. We're going all over the map in this one, but we always bring it back home. Lots to learn from this man. …
 
Your best friend Richard Pullman returns with a new friend and a whole new set of questions. We're delving into his Fallout RPG system/hack, which seeks to improve and correct on previous attempts at capturing the Fallout glory. This includes: How to make use of the d100 in a meaningful way How to handle crazy character creation ideas Creating for …
 
What could be better than getting to know not one, but TWO new designers in the cozy company of Thade and Molly for four informative, pleasant hours? The answer: making sure both of the new designers are Australian! Of all the roundtables we've done, this one is probably the most orderly and on-track from start to finish. I think you'll be able to …
 
The man, the myth, the legend. SSB is a veteran indie dev obsessed with guns and good design, but there's a lot more to his system than you might guess. This is what makes it so interesting to dig in to the methods and evolution of his epic modern combat system. We discuss writing a book in Open Office vs. Lyx, the mentality needed to survive messa…
 
In this fantastic episode Richard Pullman and James Desborough -- also known as "Grim" -- walk through a crazy career, an aimless industry, and the need for bravery in creativity. Grim has more experience than anyone I know working for big companies, but also a raft of original games and content that push the limits of what you can explore in table…
 
Game design is about catering to players through content and structure... and so is being a Game Master. In this episode Richard Pullman and GM Dave (The Man Behind the Screen) sit down to have a casual chat about his history and interest in game design, roleplaying, the psychology of RPG mechanics, and his plan to release system-agnostic adventure…
 
Boy-oh-boy! This is a strange one. Richard Pullman joins the uber nerd duo of Thade and his wife Molly to discuss their "game". But is it really a game, or just the world's most elaborate mnemonic device? You'll see. It's not for sale, it's not for you, and it's not afraid to push the limits of what can be simulated in a tabletop RPG, so get ready …
 
Richard Pullman goes in depth with best friend Ulysses regarding his dieselpunk RPG where shotguns, mutations, and how to learn from the evolution of D&D. We also talk about... The value of fully-fleshed out settings How to create schedules for yourself Developing new ideas after a playtest Creating examples in your rules to help people How a "Fore…
 
Richard Pullman talks with Syntarsus about his clever Pokémon RPG. We also touch on... A good system tells you how to do things, a bad system tells you what you can do. The benefits of a complex RPG system. How oldschool RPGs can create more memorable and emergent stories than new school games trying to structure an epic story. Why GURPS might unir…
 
Imgur link to the images referenced in the discussion: https://imgur.com/a/pDP97 CORNERED WOLF LINK: https://www.wargamevault.com/product/238267/Cornered-Wolf-Chechen-Wars In this episode Richard Pullman talks to Tom Jensen of Ostfront Publishing about his projects and design process. It was an honor and pleasure to hear what he had to say, and I'm…
 
Richard Pullman talks to his best friend Jon Fox about the trials and triumphs of developing Ordinary World, his self-described RPG toolbox. Jon and I get into the value of community, vision, and knowing how much weight to give the feedback you get. I think a lot of indie developers will relate with Mr. Fox.…
 
Best friend of game designers, Richard Pullman, talks to Artificer about the core concept of his upcoming narrative-mechanic RPG Misfortune. We also get into design philosophy and the challenges of trying to communicate with other designers. You'll find out the value of a place like /gdg/, where the masters of the universe reside.LINKS: Here's that…
 
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