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Vox Republica 138: Havens Of Gloooooom

58:47
 
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Manage episode 174583282 series 104443
Contenido proporcionado por The Cardboard Republic. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente The Cardboard Republic o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.
Episode 138: Havens Of Gloooooom

Length: 58:46

Show Links: RSS | iTunes | Stitcher | Download Episode

Welcome back to Vox Republica, the Cardboard Republic Podcast!

We post new episodes every other Thursday, with each episode being about 45 minutes long.

Vox Republica is proudly supported by our Patreon. Consider contributing today!

DESCRIPTION: Laurel season is in full swing. Yet somehow we manged to fit in a bunch of new games and a trip to PAX East to kick off convention season. Ryan recaps his PAX trip, and then he and Erin sit down for an enlightening chat with Gloomhaven designer Isaac Childres to learn some interesting tidbits on what it took to make such a massive game.

GUESTS: Isaac Childres

RECENTLY PLAYED GAMES - (01:27):

QUICK TOPICS - (18:16):

  • Con season has begun in earnest! Ryan recaps his experience at PAX East 2017.

FEATURED TOPIC - (26:51):

  • What does it take to make a fully immersive fantast-based legacy-style dungeon crawler? That alone sounds tiring. But that's Gloomhaven in a nutshell. We sit down with sole designer Isaac Childres to find out how did this mammoth game came to be. Topics included:
    • How it was decided what went into a 21 pound game box
    • The inspiration behind creating the world of Gloomhaven
    • Where in the design process the legacy aspect was added
    • Whether Issac was the kind of kid who held the page of a CYOA book or not
    • The lessons learned of running such a massive Kickstarter game and how it differed from his first game.
    • How he went about the extensive playtesting necessary for a game of this size
    • What's next for the world of Gloomhaven
    • And more!

PLUGS - (58:12):

We’d love to hear from you! You can send questions or feedback via email at [email protected]. You can also reach us social media, including Twitter, Facebook, and BoardGameGeek.

Audio Credits: Intro music track is "Swing!" by Bargo!, used under Creative Commons license.

  continue reading

143 episodios

Artwork
iconCompartir
 
Manage episode 174583282 series 104443
Contenido proporcionado por The Cardboard Republic. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente The Cardboard Republic o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.
Episode 138: Havens Of Gloooooom

Length: 58:46

Show Links: RSS | iTunes | Stitcher | Download Episode

Welcome back to Vox Republica, the Cardboard Republic Podcast!

We post new episodes every other Thursday, with each episode being about 45 minutes long.

Vox Republica is proudly supported by our Patreon. Consider contributing today!

DESCRIPTION: Laurel season is in full swing. Yet somehow we manged to fit in a bunch of new games and a trip to PAX East to kick off convention season. Ryan recaps his PAX trip, and then he and Erin sit down for an enlightening chat with Gloomhaven designer Isaac Childres to learn some interesting tidbits on what it took to make such a massive game.

GUESTS: Isaac Childres

RECENTLY PLAYED GAMES - (01:27):

QUICK TOPICS - (18:16):

  • Con season has begun in earnest! Ryan recaps his experience at PAX East 2017.

FEATURED TOPIC - (26:51):

  • What does it take to make a fully immersive fantast-based legacy-style dungeon crawler? That alone sounds tiring. But that's Gloomhaven in a nutshell. We sit down with sole designer Isaac Childres to find out how did this mammoth game came to be. Topics included:
    • How it was decided what went into a 21 pound game box
    • The inspiration behind creating the world of Gloomhaven
    • Where in the design process the legacy aspect was added
    • Whether Issac was the kind of kid who held the page of a CYOA book or not
    • The lessons learned of running such a massive Kickstarter game and how it differed from his first game.
    • How he went about the extensive playtesting necessary for a game of this size
    • What's next for the world of Gloomhaven
    • And more!

PLUGS - (58:12):

We’d love to hear from you! You can send questions or feedback via email at [email protected]. You can also reach us social media, including Twitter, Facebook, and BoardGameGeek.

Audio Credits: Intro music track is "Swing!" by Bargo!, used under Creative Commons license.

  continue reading

143 episodios

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