TRANSCRIPTIE 🔗
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Welcome to Subject Matter Tabletop, the podcast about board games and the subject matter that
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animates them. I'm Steve Gotzler. And I am Jordan Tynes and we are here in our hotel room in Philadelphia.
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Philadelphia, the city of Brotherly Love. Yes, and we have just spent two very jam-packed days in
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Pax Unplugged. Yeah, Pax Unplugged is our first trip. It's our first Pax which we discovered today
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has only been happening since 2017. Yeah, it's a fairly new convention. So it's a fairly recent
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yeah, recent tradition for people on the East Coast. And it's brand new for us and we are impressed.
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Yeah, we're having a great time. I think there's lots of factors, you know, like convention
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experiences and like any experience can be shaped by like happenstance and serendipity. But the
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convention, I think it's been a while since we went to one of these big hobby conventions because
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we skipped GenCon last summer, right? So in a sense, it's also just kind of like refreshing to be back
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in this space with all the industry people and speaking to them. But it was also different than
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GenCon. It's a little smaller. It's not very small. It's pretty big, but it's a little smaller
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because everything is a little bit small compared to GenCon. It's December in Philadelphia, so
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everybody's got a big coat on. It's very cold. But it was so cold that the Vinderhal was also a
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little cold yesterday. Yeah. So it was kind of nice to have a coat. Yeah, it was kind of nice.
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And it's the holiday season. Yeah. So that's an interesting wrinkle. It's like some weird holiday
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theming to things, which is funny. But I kind of appreciate it. I think that the vibe here has
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been very good. People seem to have a little more focus. When we go to the big one, GenCon,
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it feels like people are spread a little thin. Yeah, everybody's overwhelmed. Vendors, exhibitors,
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everyone. Everybody's exhausted. And here it feels like their expectations for how much time
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and energy you're investing in any one thing are a little lower. So it just feels like you can
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kind of have a little chiller vibe throughout the whole experience. It's been really nice. Yeah.
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And we've actually, as a result, had some really great conversations with people. It feels like
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people are more willing to kind of break off from what they're doing, to talk with us for a few
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minutes. So we thought we would put the mic in front of some folks that we've run into and just
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kind of see what they had to say about their design process. As we're kind of wandering
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through the vendor hall, we are pausing at basically every booth and kind of surveying the
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scene and see what appeals to us through the lens of subject matter games. Yeah, that's right.
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And so we had a couple people that we knew were going to be here that we reached out to ahead
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of time. But then we also just spent our time roving the hall and things would catch our eye.
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And we'd speak to the people at the booth. If the designer was there, we would ask them for a
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moment in their time, discuss the game with them, then share the podcast project with them. And I
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asked them if they'd be willing to speak with us on mic. And we got lots of good tape, so to speak,
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of people talking about their games. And yeah, I think you're right, Jordan. I think generally,
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they were very enthusiastic and sort of like present in a way that nobody's present at GenCon,
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which is hilarious, because it is just so massive and so intense. It's also another aspect of this,
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we were talking to some of the exhibitors about this after our interview concluded. Another
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aspect is that this is like the end of the circuit. So it's the end of the year and this is the last
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big con that these companies do every year. So it is also, I think people are at the finish line.
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Like GenCon is like halfway through a marathon. GenCon is mile 13. And so people are just in
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endurance mode, just like trying to get there. And this is no knock on GenCon. It's just a
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different vibe. Yeah, just a different vibe. I mean, people are not unpleasant at GenCon. It's
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just it's so much going on. People are, as you said, stretched so thin. Yeah, it's harder to pull
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people aside there. And we did that. So throughout this little catch up we're doing here, we're
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going to share some clips that we captured. And we'll try to maybe group things together based
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on theme of what they said. And, you know, we can just kind of go through our list here. Well,
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one thing is that we're seeing a lot
Load full transcript
of zines. A lot of zine type RPG. Yeah, a lot of independent
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RPG action here, the footprint for that kind of thing is rather big for the size of convention,
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it seems to me. Or at least maybe it's just buried, you know, maybe I don't see it at GenCon,
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because there's so much other stuff in my frame of view. But it was visible here in a way that I
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loved. It was really cool. I bought this fun one just for personal. It's not very subject matter.
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It's about, you know, supernatural horror. But but it came with like a solo adventure that's
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printed, literally printed on a barf bag. So like stuff like that, which is really cool. Yeah,
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you know, and I think part of that is GenCon is like all the big dogs are there. Yeah. And so some
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of the small dogs get kind of pushed out a little bit and maybe not pushed out per se,
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like intentionally, but in your attention, like I mean, this is sort of what I was trying to say,
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like they're very well may be there, but it's harder to see them. You miss the trees for the
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forest, so to speak. So one of the first things we did is we went down to the the vendor hall and
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found the kind of alley of the smallest booths, which usually means that those are the smaller,
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newer companies and perhaps more niche subjects to be to be discovered in the in the the aisles.
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And we stopped by this one booth that had a bunch of these types of RPGs that are very,
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very small form like tiny, tiny books. Sometimes slim, slim, sometimes printed as like, you know,
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almost seen like objects. And we've been kind of auguling these these types of publications
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throughout our our visit here. And one of them that that stood out to us was about a record
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store. Yeah, it's called Save the Music Damn the Man, I think, right? Yeah, so we spoke with
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someone named Hannah. Yeah, Hannah Schaefer, maybe. It might be Hannah Schaefer, we'll find out.
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That makes the edit, I got it right. Yeah, so we spoke with her and she had had some really
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interesting things to say about niche design. Hi, my name is Hannah. I am part of Turtle
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Bun, a game design two person cooperative. Right now, I'm talking about our role playing game
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Damn the Man Save the Music. It is inspired by the movie Empire Records. And if you've ever
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seen Empire Records, it is a 90s movie about a bunch of punks trying to save their independent
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record store from being bought out by the man. I think it's a really good example of how role
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playing games can go like super, super niche into a specific subject, and also kind of take
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what was maybe like problematic about the 90s and update it to be something that can be
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relevant to now. So that is one of the things that we love about making indie games is that you
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can sort of like, there's, you can't really go too narrow because there is a game for everyone.
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Which is something on this show, like obviously, we're familiar with, like we've played games
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like Zhongxu, and we've talked a lot about like Coyote and Crow and other things like that.
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So it was really great to talk with her and her experiences, you know, coming up with that,
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that concept. I bought a copy. Yeah. I'm gonna try to play it. I know somebody who's quite
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fond of the film Empire Records. Yeah. I might convince them to play it with me. They know who
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they are. Then, you know, there's, it's really interesting to hear from a variety of designers.
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We talked with designers who have different approaches to how they come up with the theme,
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how they mature their theme as they are designing the project, the game. And one of them is perhaps
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a more traditional approach to researching the subject, the obsession. Yeah, the designer behind
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obsession, which I don't know if we've just, we may have very well discussed this game on the pod
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before. I think we may have mentioned it. It's been around for a little while now, and I know
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one of my colleagues at UNC got a couple of copies and brought them into the lab because
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we've been trying to kind of like lure the Austin, the Jane Austen scholars into the game lab to
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do some events around that game. Because the game is essentially like you're managing a Pride
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and Prejudice era country estate in England. Yeah. But dilapidated one. It's a dilapidated one,
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and you have servants and costs, you know, and like bills and upkeep, and you have to try and
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throw parties and host eligible bachelors and young ladies and try and make matches and blah,
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blah, blah, become the center of social life.
So it's kind of like Bridgerton, the board game,
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or Pride and Prejudice, sort of the board game. But yeah, we caught up with Stan,
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and he pulled us aside and told us a little bit about the like, the sort of behind the music,
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if anyone remembers VH1, the like behind the behind the board of that game and where it came from.
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My name is Dan Halligan with K&T Games, and I'm the developer of Obsession. Obsession is a game
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that I designed initially for my wife. We went to go play Terra Mystica, and she says,
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I don't want to be giants or swarming. She says, let's go watch down Abby. So I got that idea,
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tried to find something like that, couldn't find it, because I want to crunch for me,
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and I want a theme for her. And so what I did is I've always had a love of Victorian literature.
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I read the literature, I love it to death, Pride and Prejudice and the different dramas and the
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Victorian dramas. And so I had a little bit of a background on what I wanted to do. So what I did
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is that I realized that people don't want to play chess with Bobby Fischer. If they see somebody
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who's an expert at 400 games that's behind them, they're not going to sit down and play because
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while I'm trying to figure out how to move my pawn, you've already known the pathway to victory.
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And so what I wanted to do is insert, following the theme, Victorian fate into the design. In other
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words, the best player can't always win. In fact, I don't even care if you want to win,
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is your primary objective. I want to knock you off your sweet spot and make you tactically
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respond to something that comes completely out of left field because that was the literature of
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the time. The wife and the attic, the who is well-abe, things of that nature. And I was able to do
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that with randomness. And I really believe that randomness represents story. And I believe that
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pure strategy represents more analytical power. And so with the stories, I was able to give
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individual stories to every one of my, say, 150 cards, which actually linked to the favors that
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they would generate when you hosted those events. And that was to keep the theme, to keep the theme.
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I even make when you draw a card, you're supposed to show it to everybody and explain how you came
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to that connection. And that was for the purpose of reinforcing the theme. And I have had more fun
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losing this game than I've had winning it. When I get a whole hand of cad's and scoundrels and
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gossips, it's great fun because there's a bunch of story there. So I think the magic of thematic
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games is that you have to lean into, you have to fight against a tendency in the hobby for people
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to use randomness as a pejorative of a game. When you look at our hobby, they will complain,
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they have complained about this. So I actually wrote a little piece on my website that says,
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don't buy this game until you know what you're actually going to run into. And I document what
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you're going to run into in a funny story. So that, and I've had people come along and say, I read
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that I was in the wrong category. And I said, he wrote that I'm going to get it anyway. And you
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know what? I got past it and I like what I have there for a certain audience. So that's sort of
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how I played theme is the central piece of obsession. Yeah, that was a really interesting booth
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because it was a whole family. It was his older sister. And I suppose his older brother, I guess
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she said he was the youngest. And then of course, Warly Gague, who we also caught up with is a
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family affair. Yeah, right. So that's Cole and Drew, who are brothers, but also there's a third
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Warly brother, which we didn't know until we met. Yeah, it was interesting to see like, much smaller,
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sort of independent booths in that they are in fact, these like family affairs. We also spoke
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to another pair of designers who were a married couple. Yeah. So yeah, it was interesting.
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Yeah, who have a very different approach to the development of their theme. They kind of drew
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more from personal experiences. Hi, I'm Zara Reed. I'm one of the designers of Kavango Board Game.
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Hi, I'm Matt Brown, and I'm the other designer of Kavango Board Game. And we're married. So it's
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my husband. And we were in Botswana for the past three years in Southern Africa. And when we were
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there, we got inspired by all of the conservation success stories that we saw day in, day out.
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I personally worked in conservation and I was working on the legal wildlife trade out there.
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And yeah, we just got so inspired by what people were doing and how they were restoring land to
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nature. And Matt's always been interested in board games and designing them as a hobby. And we just
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collaborated together to make Kavango. We were kind of working on an idea for a wildlife game.
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And when we moved to Botswana, it just really captured our imagination. We thought this absolutely
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makes sense. And particularly that idea of transforming an area of unproductive land into a
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thriving nature reserve just really captured our imagination. And we just thought it's such a cool
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story and one that we had just not seen told very often in the media, for example. And we both
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personally believe having words in conservation sustainability believe that optimistic, positive
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narratives really help inspire people much more than negativity. So we really wanted to design a
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game that brought that positivity to people. And this message that you too, with like some good
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actions can do some amazing things. So the game is based in Southern Africa. And it's inspired by
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this trans boundary region called the Kavango Zambizi Trans Trans Frontier Conservation Area,
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which we shortened to Kavango for our game. And that's where I was working. It's the largest
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trans boundary conservation area in the world. It spans five countries. And it's a historic homeland
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to some of the most iconic species in the world, like elephants. It's really important my great
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tree root for zebras and wildebeest. So this area is huge and it captures loads of different
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ecosystems as well and different environments and a huge array of life. And we wanted to really
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tell that story. So when we first designed the game, we were thinking maybe we'll have different
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landscapes across the world and you can play in different ones. And then the more we saw Southern
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Africa, the more we just thought we have to dive deep and give all of the animals here their time
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to shine. So we've even got elephant shrews in our game. We've got pangolins. And we've got all
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these different types of antelopes. So all the amazing species and different animals that are
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on show in Southern Africa are in our game. We've got 160 different species cards, which we're all
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drawn from photos that we took in the field. And Matt did the illustration himself. I think the only
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one is the pangolin that we didn't see in the wild. Everything about the game, the style, the art,
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the mechanisms are designed to reflect life and to reflect what people are really doing in terms
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of conservation in that part of the world. To also reflect the beauty of nature as it is. So we've
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used quite a simple and realistic style in the gameplay and the design. And we've tried to bring
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in some nice colors to show the vibrancy of life in that region. One of the things that from my
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point of view, doing the design, which was really interesting, was trying to categorize all those
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huge variety of species into different categories to make a playable game. And how you build up
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your ecosystem with those different types of animals. And a lot of army and army about which
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category this animal falls into. It was a really fun process to go through, because we really wanted
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to include as wide variety as possible. We actually even clarify in the appendix of the game
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about why we characterize some things as they are, like the Maribus d'Orc we classified as a
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bird of prey, which might be debatable. But we made these classifications based on their position
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in the food chain, for example, and their size and how realistic they would be as prey species for
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certain animals and how you could build up that ecosystem as you were trying to. So yeah,
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that was all part of making the game as realistic and asthmatic as possible.
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It was really nice to kind of look at the pieces and we're admiring the cards, particularly
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because they have a huge amount of cards for animals. And they apparently took photos and
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then drew the cards based on those photos. On their own personal like safari photos, essentially.
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Yeah. So it was really nice. They were very generous and gave us their time to, and their
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booth was incredibly busy. Yeah, they were doing really good business. And they were part of that
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sort of like newer game zone. So they were, I think, maybe this is their first foray into this
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kind of scene. And they seem to be doing a really wonderful job. I do think here's another random
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passing observation. And maybe it's again, a false impression. I also felt that this convention
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was more international. Yeah. I think that you will find that when we listen back to this,
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a lot of the people we spoke with were not from the United States. And I think it's just a little,
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it's just that much closer to, you know, Europe, Africa, for instance, these places that are in
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the Eastern Hemisphere. The East Coast is that much closer than India is that much farther.
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And so it's interesting. I don't think you'll hear much of this, but in the recordings that we
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got, but there's a lot of British accents here. Yeah. Yeah. So a lot of British Isles. Yeah,
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people from Europe are coming to this a little bit more, I think, than GenCon. Yeah. Yeah. The
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other piece of sort of research that happens, we mentioned that we kind of ran into the Worlys
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again. We knew we would. And we actually had a wonderful opportunity to sit down with the designer
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of a Molly house. So we're going to be releasing a deep dive. We did a full, full, full feature
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interview with Joe and Cole was there as well, because Cole has co-designed some of the game. So
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yeah, stay tuned for that. Yeah. Well, but that was wonderful to sit down with them. We actually
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got to play the final version of Molly house finally. And you'll, so you'll hear more about that.
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But the really exciting thing too, additionally was this play test we did with Drew. Yeah. Yeah. Yeah.
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We got to sit down and play a brand new version of a game called Hellraisers. I'm Drew Ehrlich,
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and we're looking at Hellraisers in Kanaugh County, which we're going to launch. It's crowdfunding
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campaign in March, hopefully of 2025. This is a game designed by Luke Eveson and Matilda Simonson.
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Both designers that made this game for the Consim game jam. So they made it over a weekend and
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then really liked what they worked on. And they continued working on it until we heard about it.
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And I've had the privilege of working as a developer on this project for over a year with Joe
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Schmidt, who's done some awesome stuff with GMT too. But this is a game about the labor movement
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in West Virginia at the start of the 20th century. It's one to three players. But the core dynamic
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is revolves around two coal companies that are fighting for profits and the labor player that
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is trying to organize and capture the outrage and create the demands that led to the organization
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and founding of a union. Play happens in a pack style, buy play, take two actions and have bonus
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action style, where coal company owners are going to buy cards that place workers on mines. And
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they might need to buy thugs that protect those workers, these private detectives that were sort
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of in free reign in these like front tiers of West Virginia where it was close to martial law that
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had not been really established but was in effect. Now the labor player will have those workers become
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strikers collectively trying to shut down mines. A mine that has more strikers on it, more strikers
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under the card than workers and thugs on the card is a shut down site. Coal companies cannot
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use actions or special abilities on a shut down mine so they're going to harass those strikers to
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get them back to work and workers might not survive. Strikers might not survive, dead pieces become
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outrage for the labor player and at the end of every labor player's turn they'll take those
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outrage cubes and spread them across the market. Cards that are bought from the market that have
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cubes on them double in outrage and go back to you and certain cards like newspaper cards can
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convert that outrage into a demand and when you meet demands you will achieve closer progress on
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having your union recognized. But this is a game about a pivotal moment in US history and this takes
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place in the events surrounding the Cabin Creek and Paint Creek strikes 1910 to 1912 which led to
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the battle at Blair Mountain which was the largest armed conflict in the United States history since
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the Civil War and ever since then. A million bullets were fired and this is a movement led
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instantaneously by women and children fighting for their families better living and working conditions.
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A granny locked her rocking chair to a railroad track to prevent a coal company car from leaving
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town because things were so bad. So when you get paid not in this prototype that we have in front
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of us right with not finished art we'll be handling dollars that are script right. There are dice and
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cubes that represent workers, strikers or outrage depending on their location. Red cubes are going
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to represent radicals that coal company owners are very annoyed at dealing with cubes that can't be
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easily pushed back to work and then dice that are going to be resolving checks but also represent
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the coal that is going to be dug and moved out of mines. It's really exciting it's a cool game
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it's a really important and sort of interesting historical topic and theme and the game was
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already pretty fun. Yeah it was it was really fun we had a great time yes sure there's some work
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that needs to be done on it but and we have a few times at Gen Con played early versions of games
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but we did with Drew with Molly House. That was a trip today to sit down and play with Joe
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in the convention the final product version of that game and remember after two like almost two
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years ago yeah oh it's a year and a half ago I guess yeah two years ago they they sort of like
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you know told us about announced it when we did the interview with them and then a year and a half
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ago we played that very early paper prototype just like the one Drew had of Hell Rages and like you
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know Molly House has been such a great success and you know congratulations to everybody there on
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that game I can't wait to see how Hell Rages turns out. Yeah and the cool thing about sitting down to
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play with Drew is that you know that's another part of the research that that gets done with games
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and you know they you'll hear the way that Drew wants to communicate through the game and then
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as we're playing we're talking about like how is the message received right and and that's that's
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really amazing to think about how that theme continues to get massaged into every piece of it.
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Yeah and it's really it was a privilege to like have an opportunity to give some feedback
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you know and like participate in that early prototype stage. Yeah the West Virginia the
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Mine Wars Museum in Maituan West Virginia is actually a pretty new museum and they
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we have been in conversation with them sort of once we signed this project in part because of
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their collections and their educational resources but in part because it's a bunch of incredible
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folks and educators that know this history really really well and we want to make sure
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that this game is being celebrated and championed in West Virginia and the also hearing even at
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folks at the show that live like near Canal River that are in the county where the events happened
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where they didn't know about this history at this show has been also amazing but the research that
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they're doing really the collections that they have and they are presenting are directly helping
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the project working with West Virginia University and the museums that have scans of the photos that
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we want to feature and recreate in the game to do both color balancing but also reprint them.
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These these are not widely circulated photos of really intense awful living conditions and working
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conditions and then some museums that have access to the newspapers because so much of the game
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features editorial cartoons of miners drawing like experiencing their grief and their frustrations
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through art where they're drawing the atrocities that are sometimes being published in papers
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or being picked up by like like socialist broadsheets. A professor and someone that works in exhibitions
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at West Virginia University ran an exhibit on the history of editorial cartoons around the
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mine wars and has been sending us like again PDF scans of newspapers that I've never ever seen before
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of incredible wild cartoons which is great because again there are scholars that have worked on
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on this particular period from an art history perspective from a historical perspective
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and they have not thought about like interactive immersive game experiences before so it's been
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really fun to work with specifically curation and exhibit managers. So it was great to talk with
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Drew and sit down for a few minutes for actually an hour and a half and play the game. It's a game
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that really boldly tackles a pretty serious subject. It doesn't shy away. Which you know
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should be no surprise from the company that brought you to the giant company. The representation of
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death and that feels like pretty intense. Yeah. And so that'll I don't know if that'll change
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between now and when it gets released but I felt very troubled which I think you're supposed to.
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It feel troubled by the way that pieces vanish from the board. And people get
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disappear potentially or die in an accident. Yeah. And I think another game that we saw
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and got to talk with the designer of that doesn't shy away from dealing with heavy political
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subject matter is Azadi. Yeah. So we ran into Zane who is the designer of that game.
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And that's so remind me this is like a sequel to Shazen. Yeah. Which is another game which you
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have. I don't know if we've talked about this on the pod before or not. You might want to give
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listeners just like a super quick over Shazen. Yeah. It's like a political intrigue game.
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I mean it's been a while since I played it but it feels to me like it is a
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like a simulation of like gerrymandering. Okay. You know you're like dealing with like how districts
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like get how to manufacture an election result. Yeah. For other means. Yeah. And he produced
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this other game. It's sort of like the inverse of that. And you'll hear him talk about that in
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just a moment. But he very clearly wants to deal with political subject matter. And what was really
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cool too is that he had all crew with him. Yeah. He really did. Yeah. And the the the filmmaker
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that was there documenting this whole thing. They're from India. Yeah. So again this is they
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had they had traveled from South Asia. I'm pretty sure. I actually don't know if they if he still
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resides there. Perhaps they're based in the UK or they're based in Western Europe someplace. But
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even still I don't think they're based in the US. That was not the impression I got. I also got the
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impression that they were traveling. Yeah. But they were having a great time. They were part of
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the Kickstarter booth. Yeah. They were featured. There's a big huge Kickstarter presence actually
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bigger here than at GenCon. Right in the middle of the room. And they had a bunch of like featured
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projects that they gave some real estate to. And so as I was one of those and they also had a
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partner with them who was doing another game whose name I'm forgetting right now which is based in
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like South Asian folklore and mythology and stuff like this. More of a fantasy game. Yeah. And it's
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also it's like a brawler game. Yeah. But it's a
fantasy brawler. But it seems like it has a little
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more depth to it than most brawler games do. But yeah. So it was great. Great to talk with him
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and hear about his process. Hi. I'm Zen Mimmin. I'm the creator of Shasen and Azadi.
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Azadi is a follow up prequel to Shasen. In Shasen your politicians fighting an election.
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In Azadi we flip that on its head. There is no nation for an election to occur. The first
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stage of the game is nation building which means you work together and you fight the
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Imperials or you fight the colonizers who are controlling your nation. If all of you work
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together and manage to steal independence from the jaws of the imperialists one of you becomes
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prime minister. So it's our president. So it's it's cooperative until it's not. And this is what
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usually happens in the game is this the closer victory is the more illusively it becomes because
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people stop cooperating. And that's that's the entire thesis behind Azadi. What does it take
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for revolution to occur and do and how do revolutions succeed or in most cases fail. What got me to
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make these two games. Well I am medium mid-agnostic in the past I've worked in film documentaries
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writing and it's always what's the story I want to tell and what's the best capsule for that story.
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We wanted to tell initially the story of elections and how they work and we wanted to be interactive
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and we wanted people to talk about policy and not politicians. So you said OK let's make a physical
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board game because if talking about policy online would help Twitter would have saved the world but
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it hasn't. When we meet Chas and we understood that a lot of people want to also talk about
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the fleeting nature of cooperation that elections that happens in election especially in the growing
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state of fascism around the world. And that was what triggered us to first study what how revolutions
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occur. We had the privilege of from to see revolutions from the outside. Revolutions friends were
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participating in it was very painful for them but we had the privilege of being on the outside and
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looking at them beat beat Hong Kong beat Egypt or all of the Arab Spring and said OK how do we
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translate that. At the same time we come from a nation which had
its own history with revolution
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and our primary market is a nation which had its own history of revolution. So India and the US
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but two very different fabrics two different very different ways of looking at revolution. One was
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nonviolent where the other was an armed revolution. So what why do these things happen occur.
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What how does that change the entire ethos or fabric of a nation. Other questions we had
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and to answer those questions ourselves we started building a game around it and hopefully we have
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done a fairly convincing job of making you feel what making feel like that. So it feels like people
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here are really invested in the community that that gets generated from gathering out of insolence
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and also pretty eager to find ways to connect the community outside of gaming. And we stopped by
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them the mind clash booth. Yeah mind clash games big fan of at least one of their publications.
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They. Yeah mind clash games. They have a game called Septima which I know you're very fond of
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that you have a copy of which is about Covens and Witchcraft but not in a kind of like
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conventional or an expected way. The approach is a little bit more sort of interested in like
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respecting that as a legitimate form of like community and belonging and identity formation
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or something like this. I don't know. I've you're more familiar with the game than I am.
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Yeah I haven't gotten really into it enough to be able to say like what the message is supposed to
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be. But yeah it was really nice to talk with one of the people at that booth who gave us
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the impression that that company is very eager to engage with actual practicing witches. Yeah.
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Hello everyone my name is Dorca we're standing at the mind clash games booth at Paxon blogged
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talking to these lovely gentlemen. We have a variety of games on display here. I'm going to
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talk briefly about Septima right now. So Septima is our game of witchcraft. In Septima you play as
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the head of a coven of witches competing to become the new Septima is currently the head witch.
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She's retiring in a year. It is a card playing game. You have seven cards in your hands and you
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play five each round. You can wander around the forest gather ingredients proportions heal patients
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but if you match before you take the action that action becomes more powerful. But now is the two
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of us going into the forest gathering little berries so that becomes suspicious which triggers
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the witch hunters who are circling closer and closer each round. They can actually capture your
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witches and bring them to trial. There's a trial happening at the end of each round
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and another action you can take is actually send your loyal citizens your acolytes into the trial
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chambers so that they can save the witch. The meeples are drawn randomly from the back so if
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there are more loyal citizens than angry citizens that which is saved and if you have majority you
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actually get to keep that witch welcome him or her into your coven. Your coven has four slots for
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the witches each of the witches have a special ability. You can switch them around and nominate
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your head witch each round and use their ability. So yeah that is basically Septima. I was just
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really excited to see a company express such a strong desire to engage with the community that
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they're referencing and that to me signals that they are excited about how their game represents
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that subject. They feel like they've done it responsibly enough to be like hey please give
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this a little more time. I would love for you to give this to someone who owns and operates
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like a store for witches. You don't see that a lot in game. The other thing too that actually
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segues really nicely to a thought I had is just yeah we were talking with a lot of people about
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how their games communicate serious subject matter in serious ways or maybe fun ways and fun is just
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something that we saw a lot of too right. People are having a good time and there are lots of games
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out there that depict subject matter in fun ways. They're fun subject matter like we saw one at
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AEG. Oh yeah yeah and let's go to Japan. Let's go to Japan. Let's go to Japan maybe. No let's go to
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Japan. I think that's what it's called. Let's go to Japan. And it's just a game about like designing
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your trip. Yeah you just plan and take a trip to Japan. You can go visit Tokyo or Kyoto and while
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you're there you can stop at a number of different sites and take the trains and you score points
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that are tracked by like little cute like lucky cats. Yeah and the research apparently that went
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into that is very thorough. Hello my name is Josh Wood. I'm a board game designer and a board game
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developer at AEG. I just designed Let's Go to Japan which just came out this year. It is a game that
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I made starting in April of 2020. I was supposed to go to Japan. I had saved up for my trip for
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about three years and then the pandemic happened and I had to cancel my trip. And so I decided to
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take all my notes and I made this sort of love letter to Japan based on all the notes the research
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I did. I had just started learning Japanese and so I just kind of was going to learn Japanese
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just for that trip but then I decided to keep studying it. I've been studying it for about four
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years now and it's been a very rewarding thing for me to make this game. I got to talk with a lot
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of Japanese people. All the artists in Let's Go to Japan they're all people who live in Japan
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so they gave the game a lot of authenticity. It was really nice to get feedback in real time
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when I was making that when I was making the game of people saying oh well you should really
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include this place or you know it's more natural if you put this kind of location on and people
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had their opinions on what people should do or what they shouldn't do and it was really great to
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kind of get those extra touches that I think would that made the game extra special. In fact when
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we were going to think of the Kickstarter edition and what it would include we thought of a lot of
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little things that we could add to bring that Japanese experience and one of the things I was
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most happy with is that we made the game come wrapped in for a Shiki cloth just you know what
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Japanese people wrap their gifts in and I thought it was like I thought it was going to be impossible
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for us to do to be able to have a game come wrapped in a cloth that we made how are we going to get
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the factory to tie that knot and everything and it worked out and I think it gives the game an
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extra touch and so I'm really happy and proud of this game all the people who did the hard work
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on this game the artists the graphic designer everyone who helped really do the research with
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me and make sure that this game has all the authentic touches every card has a little
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sentence or two about each of the places so you can learn about the about the different spots and
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actually become knowledgeable about the things that you would like to do if you went or if you
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are a person who went you can go hey I remember that place oh I don't know this place let me
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learn about this place and so it was a very excellent project for me to do and I just was
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really I'm really happy with how it turned out yeah so lots of fun lots of great people here
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you know a little more breathing room here yeah it's just it's just a little less crowded
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although the air is significantly colder than you know there's a lot there's interesting trends
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it's one of the fun things to do at these conventions is like get this big bird's eye view
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of like the state of of I was going to say state of play but that's so punny and funny but like the
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state of the situation within the industry yeah lots of mushroom games yeah so we are we I guess
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we must do a mushroom episode or someone we're working on I mean we have some ideas of some
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some high-profile guests we might be able to hook but yeah I mean so that's interesting yeah and cool
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you know those games all look kind of interesting in their own ways but there's other things too
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like one of the things lots of nature yeah and now not all of that is the most exciting exciting
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you know a lot of it is I think very painted on it's sort of like just a very familiar or perhaps
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novel puzzle of some kind and then to decide what the you know sort of like system is going to be
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made legible with they use nature so it's like oh it's leaves and water and rocks but there's no
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like it seems to me many of these games I don't want to generalize right but there are many games
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that nowadays sort of like in a post wingspan world yeah use the nature theme to draw in players
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because of the success of a game like wingspan but they don't really explore the theme very
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richly or deeply and that's fine too I mean that's just not that's not what we're like I mean
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that's not what we're like prioritizing and in this particular episode or ever in this podcast
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but you know I've played some great games that I had a blast with that are just like very lightly
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themed yeah absolutely yeah yeah so it's been a blast we got like kind of one more half day here
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tomorrow so maybe some more things will get thrown into our little catch up but we thought we'd do it
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now since we've we're energized and yeah and yeah it's been a pleasure Steve hey it's been an absolute
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blast and it was fun checking out a new con and being in a new city with you we've never been to
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Philly together yeah we saw Benjamin Franklin's grave we walked past it several times on our way
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to the convention center it's right next door to our hotel we're staying in the historic district
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anyone's familiar with the city we're in the ye olde city and we're like very close to
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Independence Hall and the Liberty Bell and stuff like that which of course we haven't really been
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taking any we've been all about board games yeah but yeah some good food and yeah maybe some more
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here in a few minutes and then we'll probably be back well until then we'll see you around the table
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you