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#41 - There is an expansive world of tabletop and board gaming outside the familiar realms of Dungeons & Dragons. In this episode, Clint speaks with David Masnato, a seasoned creator, community manager, and board game designer whose experience to both the mainstream and indie communities have given him a unique vantage point on the gaming industry. Let's talk about what else there is to play!
Episodes Mentioned:
- 016: Keep Your Eye on the Ball – How to Play to Your Strengths During a Tabletop Roleplaying Game, With Robin D. Laws - https://claimtogamepodcast.com/episode/016-keep-your-eye-on-the-ball-how-to-play-to-your-strengths-during-a-tabletop-roleplaying-game-with-robin-d-laws
- 034: Which Tabletop RPG is a Good Fit for Your Gaming Group? - With Craig Shipman - https://claimtogamepodcast.com/episode/034goodfitgamecraigshipman
Games Mentioned During the Episode:
- Wingspan (With Swift Start Pack - Box) - https://claimtogamepodcast.com/wingspan
- Dungeons & Dragons - PHB 2024 - https://claimtogamepodcast.com/5ephb2024
- Blades in the Dark (PDF) - https://claimtogamepodcast.com/blades
- Kids on Bikes - https://claimtogamepodcast.com/kidsonbikes2e
- Moon Rings - https://claimtogamepodcast.com/moonrings
- Dungeon Crawl Classics - https://claimtogamepodcast.com/dcc
- Roll Player Adventures (Box) - https://claimtogamepodcast.com/rollplayeradventures
- Spirit Island (Box) - https://claimtogamepodcast.com/spiritisland
Resources Mentioned:
- https://junkfoodgames.itch.io/
- https://www.lunarpunk.games/
- The Emperor's High Score - https://www.youtube.com/watch?v=CTKf4cB9iy8
- Burn After Running RPG Blog - https://burnafterrunningrpg.com/
- PAX Unplugged - https://unplugged.paxsite.com/en-us/info/about-pax-unplugged.html
Virtual Tabletops:
- Roll20.net
- https://foundryvtt.com/
- https://www.tabletopsimulator.com/
- https://en.boardgamearena.com/
- https://screentop.gg/
Connect with David Masnato
- https://www.davidmasnato.com/
- Connect on Bluesky 🦋 https://bsky.app/profile/davidmasnato.com
- Break My Game Discord - https://discord.com/invite/3XM4Tbc
- Protospiel Online - https://protospiel.online/
*As an amazon affiliate, I earn from qualifying purchases at no extra cost to you. Some of these links are affiliate links for other programs but once again, if you choose to purchase through these links, it's no extra cost to you. I only promote products or services that I have investigated and feel can deliver value to you.
Please Connect with us!
- Visit our Website at www.claimtogamepodcast.com
- Find Community - Join the CTG Discord Server- https://discord.gg/UcZVE2SDe2
- Connect on Bluesky 🦋 - https://bsky.app/profile/clintscheirer.claimtogamepodcast.com
- Connect on Threads 🧵 - https://www.threads.net/@clintscheirer
- Join us on Patreon for exclusive content access - http://patreon.com/ClaimtoGame
- Send feedback, thoughts, or suggestions to clint.scheirer@claimtogamepodcast.com
00:00:00
>> David Maznado: Some folks feel like D20 & D is the
00:00:03
only option out there. It's the only system they can jump
00:00:06
into. I think I would challenge anyone listening to
00:00:08
this to use that as an opportunity
00:00:11
to be curious. Ask about what else is
00:00:14
out there. Always ask yourself questions
00:00:17
and be curious.
00:00:19
>> Clint Scheirer: There's an expansive world of tabletop and board
00:00:21
gaming outside of the familiar realm
00:00:24
of Dungeons and Dragons. David
00:00:27
Maznado is a season creator, community
00:00:29
manager and board game designer. He has experience
00:00:32
in both the mainstream and
00:00:35
indie board game communities.
00:00:37
And so what that means is hes super swanky. His
00:00:40
swankiness gives him a very unique
00:00:43
perspective and vantage point in the gaming community. If
00:00:46
you also are really swanky and want to share your stuff on the pod, feel
00:00:49
free to click on the link in the show notes so that you can sign up to
00:00:52
be my guest.
00:00:52
Till that time, its time for you to make your claim to
00:00:55
Game
00:01:26
M. Where did you get into game design? How
00:01:29
did the story, unfold for you?
00:01:31
>> David Maznado: Yeah, I mean I like,
00:01:35
I think there are things about my game design journey
00:01:39
that are unique. But
00:01:42
the thing that is the same for most game
00:01:45
designers is that it all begins with the
00:01:48
like I've been designing games for as long as
00:01:51
I can remember. Like I think most game designers, you talk to
00:01:54
them and they re, they, they say that same thing right
00:01:57
away. and
00:01:59
it's true for me
00:02:03
on an informal level, like
00:02:06
I've always been like coming up with things
00:02:08
like to play with friends or family,
00:02:11
but like the
00:02:15
on a more intentional and hobbyist
00:02:17
designer level. I started making my
00:02:20
first games
00:02:23
I think in around 2017,
00:02:26
2018. I
00:02:31
was playing a lot of games at the time
00:02:33
that I felt like when I would invite
00:02:36
friends over for game nights, we'd set the thing up
00:02:39
and then I'd have to like preface
00:02:41
every rules explanation with an apology
00:02:44
for all of the things that were about to
00:02:47
happen. Whether it was like themes that hadn't aged
00:02:50
well or like opening a box that
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was like mostly beige and shades of brown with
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like a scowling man on the COVID like pushing coins
00:02:59
across the table. Like when your friends come
00:03:02
over for like a fun time and you're like, yeah, we're going to be
00:03:05
like German aristocrats building bridges
00:03:08
and trying to impress kings.
00:03:10
Like it doesn't exactly scream
00:03:13
like let's have fun.
00:03:15
>> Clint Scheirer: Who, doesn't want to be Ebenezer.
00:03:16
>> David Maznado: Scrooge for every s game
00:03:17
nighteah.
00:03:25
So I
00:03:27
just found myself like craving
00:03:30
games where I didn't have to open the night with an
00:03:33
apology or an explanation of why we were doing
00:03:36
this. and around that
00:03:38
time,
00:03:41
one of the games that came out that at this
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point I feel like everybody knows about it. But when
00:03:47
Wingspan was released,
00:03:50
that was kind of a major,
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moment for the hobbyist game space that
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like, it was possible to have
00:03:58
wildly popular
00:04:00
tabletop, board game
00:04:04
that lived
00:04:07
in a theme and a world that wasn't
00:04:10
as familiar to the
00:04:12
traditional gaming audience.
00:04:15
If you were listening to this and you don't know about Wingspan, it's
00:04:18
wonderful.
00:04:18
>> Clint Scheirer: It's a beautiful bt. Beautiful art.
00:04:21
>> David Maznado: Beautiful art. it's a sort of
00:04:25
Euro style M M board game
00:04:28
where you are building out an
00:04:31
aviary, and you're kind of
00:04:33
acquiring these bird cards that all. They're all unique,
00:04:36
they all have unique art, they all have unique abilities and
00:04:39
actions and things associated with them. It's a
00:04:42
wonderful game. I pretty much would recommend it
00:04:44
to anybody who's like, looking for something to
00:04:47
jump into hobbyist, games.
00:04:50
and there were obviously
00:04:53
designers who were doing things like this before
00:04:56
Elizabeth, design Wingspan. but
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Wingspan was a pretty big moment for the hobby
00:05:02
that proved that these kinds of things could exist
00:05:05
and there was an audience for them. It almost felt like,
00:05:08
like permission was being granted to like,
00:05:11
do the thing and like make the thing you want to see
00:05:14
exist. so that's when I started working on
00:05:17
my first game. and I've been
00:05:20
working on versions of that game pretty much since
00:05:23
then. it's, it is feeling like it's close to the
00:05:26
finish line. That game, in
00:05:29
2022, won what's called the
00:05:32
Cardboard Edison Award. It's for
00:05:34
unpublished games. at the time the
00:05:37
game was called Roommates. it had a brief
00:05:40
moment where it was with a publisher looking like
00:05:43
it was going to get signed. that is
00:05:46
no longer the case. They ended up not moving
00:05:49
forward with the game. but that opened up a
00:05:52
whole new journey for the game
00:05:55
where I
00:05:58
realized I was maybe trying to chase a
00:06:00
specific need or want of
00:06:03
the like, hobbyist game market. and
00:06:06
it got me thinking about, well, like, what if I
00:06:09
tried something totally different with this
00:06:11
and maybe brought it back to the
00:06:14
roots of why I'm making these types of games
00:06:17
and like, what brought me into this in the first
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place, try to make it less of like
00:06:23
a thing that a publisher might
00:06:26
traditionally gravitate towards and like, maybe take some big
00:06:29
swing risks. Which I think kind of
00:06:31
brings us back to the, like, you know, how you sort
00:06:34
of teed this all up with, like, are there
00:06:37
Places where RPGs and board games could kind
00:06:40
of intersect and, mingle m a little more than they
00:06:43
traditionally have.
00:06:45
>> Clint Scheirer: Yeah. I would love to play your game someday.
00:06:48
It's not still called Roommates, is it?
00:06:50
>> David Maznado: It's evolved. No. So some things are
00:06:53
happening, with a. I've
00:06:55
been working on a reteme.
00:06:59
so right now the theme is,
00:07:02
up until recently, the players,
00:07:05
were witches, going
00:07:08
out on a retreat to
00:07:10
learn spells and, learn magic
00:07:13
from a bunch of elder witches in the woods. but they
00:07:16
all kind of shared this like, lived
00:07:19
space that they're occupying together.
00:07:21
and the game is just kind of about
00:07:24
a week in the lives of these people living together,
00:07:27
like learning and
00:07:29
cohabitating.
00:07:30
>> Clint Scheirer: It's like my worst nightmare.
00:07:32
>> David Maznado: Yeah.
00:07:33
>> Clint Scheirer: College was so hard with a roommate. if my roommate's listening,
00:07:36
I'm sorry, but I'm not a shared space kind of person.
00:07:39
>> David Maznado: Can we turn out beds in the bunk beds? Yes. I mean,
00:07:42
this is kind of my thing.
00:07:45
I make games that on paper, like. Oh,
00:07:48
that's. This sort of sounds a little
00:07:51
bit like my personal hell. And yes,
00:07:53
like, that's what I made. I made a
00:07:56
thing. I like making games that are
00:07:59
experiences where people have to sort of bounce off of each other and
00:08:02
interact in ways that aren't violent
00:08:05
or combative, but are
00:08:08
like familiar
00:08:10
human interactions. Like
00:08:15
the practice of cohabitating with someone
00:08:18
is a complicated and nuanced
00:08:21
relationship and dynamic. And I interested
00:08:24
in that, how that translates
00:08:27
to like, game mechanics and like game
00:08:30
relationships.
00:08:32
>> Clint Scheirer: Yeah. So that, that hits on a really
00:08:35
interesting point and maybe I'm gonna hop around a little
00:08:37
bit. you know, the whole idea
00:08:40
here is that most people, at least from
00:08:43
the tabletop side of things, have gone
00:08:46
into the hobby because they played Dungeons and Dragons.
00:08:49
Like Dungeons and Dragons, especially 5th edition, is
00:08:52
like the gateway drug into the
00:08:55
tabletop universe.
00:08:56
>> Clint Scheirer: And there's so many different games that can be,
00:08:59
available. And sometimes I believe
00:09:02
when somebody thinks of playing D20 & D. you said like
00:09:05
nonviolent interions. Right. So like they think
00:09:08
of the fighter hitting the goblin with
00:09:11
the sword. Right. Lord of the Ring style. Which there's
00:09:14
definitely, an interest. Right. There's a little bit of
00:09:16
nostalgia there because of people's pop culture and what they
00:09:19
like to read and the tropes of a fantasy
00:09:22
epic. Epic fantasy. but what
00:09:25
are some of the things
00:09:28
that you believe that we can learn
00:09:30
from games like yours where we're just
00:09:33
taking normal Human interactions. How can that
00:09:36
also be seen in a tabletop? I know some
00:09:39
tabletop games that already do that. There was one that
00:09:42
came out where you were retired
00:09:44
adventurers basically in D20 & D. I think it was called
00:09:47
Stew Pot or something like that.
00:09:50
>> David Maznado: I'm not familiar with that one.
00:09:51
>> Clint Scheirer: Yeah, you're retired adventurers and your basically
00:09:54
creating meals in an inn. So instead of going out and
00:09:57
adventuring, you're providing the food for all of them and there's
00:10:00
mechanics for making meals and stuff. So I'm going
00:10:03
to go back to the original question I meant to say is what can we
00:10:05
learn about going beyond
00:10:08
just the fighting
00:10:11
and bringing in normal human interactions?
00:10:14
>> David Maznado: So much of why
00:10:18
people play games, and I know why I play games,
00:10:21
I suspect why you play games
00:10:24
are the people. and I love
00:10:27
a good solo game.
00:10:30
Whether it's a video game or a tabletop game. I love
00:10:33
a solo experience. Like a nice like thinky thing. I make
00:10:36
myself a cup of coffee and set up a game and just
00:10:39
move some bits around on the table and just have like a nice
00:10:41
like meditative reflective experience with
00:10:44
myself. But so much of what I associate about
00:10:47
playing games, the people.
00:10:50
So it's always felt a little weird to me
00:10:53
when games
00:10:56
are like
00:10:59
building these experiences around the stuff on
00:11:01
the table and it's like, look how
00:11:04
clever the stuff on the table is. But it's
00:11:07
not engaging with the most interesting thing that's at
00:11:10
the table, which is the people.
00:11:13
I want to, I want to talk to people I to
00:11:16
like, I want
00:11:19
to explore this thing, like
00:11:21
this weird system that we've all agreed
00:11:24
to engage with for the next hour or
00:11:27
two. I want to know how you feel about
00:11:29
it. and like if it's eliciting
00:11:32
any emotional reactions in you or
00:11:35
like memories or like things that reminds you of
00:11:38
like I don't want to just push wood around
00:11:41
with people for two hours. and I think that's
00:11:44
one of the things that
00:11:47
board games are still kind of learning
00:11:50
how to do. But RPGs have done better
00:11:53
for a longer time. and I say that like,
00:11:56
you know, there's some
00:11:59
generalization there. Of course there's board games that have
00:12:02
explored this for, that have been around for a while.
00:12:05
But it's becoming a
00:12:08
newer thing for the board game side
00:12:10
to say, hey,
00:12:13
let's worry less about the points
00:12:16
and the systems and more about
00:12:19
the interactions and the way
00:12:22
people are talking to each other, the things we're saying to
00:12:25
each other, the questions we're asking each
00:12:28
other. Board games have Sort of lived in a weird
00:12:31
binary for a while where they're either
00:12:35
strictly competitive or strictly
00:12:38
cooperative. And I think
00:12:41
that's kind of framed how
00:12:44
board game players interact with each other in
00:12:47
games. They sit down and they're like, okay,
00:12:49
one person is going to win.
00:12:52
And that is going to guide all of our
00:12:55
interactions over the course of this. Like,
00:12:59
in the end there can be only one.
00:13:04
And I just don't think that's
00:13:06
how we actually behave in the
00:13:09
world. I don't think it's a very good simulation
00:13:12
of how people actually are. If you think
00:13:15
of the things in your day
00:13:18
to day life where
00:13:21
you are the single
00:13:23
victor,
00:13:26
it's like sports and applying for
00:13:29
jobs are like the only things I can think of where like
00:13:32
you are the one true winner
00:13:35
in a situation. There just aren't a lot of things where
00:13:38
like one person is
00:13:41
the best. And I think that's something
00:13:44
that RPGs
00:13:46
have been doing better for a long time is
00:13:49
like really digging more into the
00:13:52
ways, exploring the, the,
00:13:55
the dynamics and stories and
00:13:58
relationships of players more
00:14:00
than outcomes.
00:14:03
You can't really win D20 & D.
00:14:06
Yes, we're all winners.
00:14:08
>> Clint Scheirer: There are those who try. Yeah, but
00:14:10
like there are those that try. You've made
00:14:13
a very good point though, like the collaborative
00:14:16
storytelling. And I think this is where people
00:14:18
can, for my audience, for the listener listening
00:14:21
right now, who wants to be
00:14:25
a gm, who fosters that kind of
00:14:27
interaction, it is about
00:14:30
making sure that the people at the table, you're really a
00:14:32
facilitator of those conversations.
00:14:36
and I think, I think some of the good games that have
00:14:39
come out in the past five to 10 years have
00:14:42
made it very easy to facilitate those
00:14:45
kinds of conversations as the gm.
00:14:47
And it takes the load off of the gm, I would
00:14:50
say, and puts it onto the players,
00:14:53
to be the owners of their destiny or the
00:14:56
owners of the story that everybody wins if they tell it
00:14:59
well.
00:15:00
>> David Maznado: Exploring relationships and player dynamics and things
00:15:02
like outside of combat. If,
00:15:05
if your entry point to all of this is something
00:15:08
like D20 & D, I haven't watched it yet,
00:15:11
but Dimension 20, it's
00:15:14
on Dropout. If you're listening to this and you
00:15:17
have not subscribed to Dropout yet,
00:15:20
I can't recommend it enough. I think it's like 60 bucks
00:15:23
a year. It's just great. It's one
00:15:26
of like low key, like one of the best streaming services
00:15:29
out there right now. but one of the shows on dropout
00:15:32
is dimension 20. They do
00:15:35
tabletop RPGs,
00:15:37
mostly use homebrew
00:15:41
D20 & D systemsasly. I think they've
00:15:44
done a little bit of blades. Right. I think they've
00:15:47
done some blades, I think they've done a few. I think they've done
00:15:50
some kids on bikes adjacent stuff.
00:15:52
>> Clint Scheirer: Yeah. Brendan Lee Mulligan. Most of their
00:15:55
stuff is on. Some of their earlier
00:15:58
seasons are on YouTube.
00:15:59
>> David Maznado: Yes.
00:16:00
>> Clint Scheirer: And I think that's another gateway drug to try
00:16:03
to, oh, hey, come listen to all the other really awesome
00:16:06
stuff as we've developed our craft. So I agree
00:16:09
it's pretty cool.
00:16:10
>> David Maznado: but there. One of The Seasons
00:16:12
of Dimension 20
00:16:16
uses D20 & D as the
00:16:19
core system. but instead of doing like
00:16:22
physical combat, all of the
00:16:26
quotequote combat interactions are
00:16:30
conversations. They're like fighting,
00:16:33
they're like bickering or they're like
00:16:36
trying to navigate like a
00:16:38
tricky like,
00:16:43
sort of political intrigue type conversation.
00:16:46
Like I have, I haven't watched the season, so if you are listening
00:16:49
to this and you have watched it and I'm totally missing the mark on
00:16:52
it, I don't know the name of the season, but I do know
00:16:55
that like a lot of the
00:16:58
what would typically be a combat
00:17:00
scenario in a regular D20 & D campaign
00:17:03
and this campaign is not physical
00:17:06
combat. It's like
00:17:09
you re like your ability to navigate a
00:17:12
conversation, whether you could like win
00:17:15
or manipulate a conversation in
00:17:18
a way that gives you the outcome that works well for
00:17:20
your party or you as an individual.
00:17:24
and I think stuff like that is so cool. That's
00:17:27
so exciting to me. Like thinking about
00:17:30
language and
00:17:32
conversation as a tool in
00:17:35
a game. And I'm not even necessarily opposed to like a
00:17:38
good like, you know, swords and
00:17:41
shields, dungeon crawler, beat them up. Like,
00:17:44
I have nothing against it.
00:17:47
I just think there's so much more opportunity when
00:17:50
you. Opportunity for storytelling,
00:17:53
when you pivot the focus a little bit.
00:17:57
>> Clint Scheirer: And that's the misconception, right, that we're
00:18:00
knocking out here because it's not all about
00:18:02
fighting. Even though, you know, one of my absolute
00:18:05
favorite conversations I've ever had is with
00:18:08
Robin D. Laws, who is a game
00:18:10
designer. wonderful conversation I had with him
00:18:13
back on episode 16. And he, he
00:18:16
really talked about
00:18:18
how in his books he talks
00:18:21
about what people are looking for when they're coming to play a game.
00:18:24
>> David Maznado: Yeah.
00:18:24
>> Clint Scheirer: And you have some people who are butt kickers and they just want a kick
00:18:27
butt. Like that's why they're there. But you also have people that
00:18:30
really enjoy that social interaction.
00:18:32
>> David Maznado: Yeah, totally.
00:18:33
>> Clint Scheirer: and you have the person that just wants to eat your snacks while there's they're
00:18:36
sitting at your house. So yeah, yeah, the casual
00:18:39
gamer, the snack eater.
00:18:41
>> David Maznado: Goie
00:18:45
num num.
00:18:49
>> Clint Scheirer: What are some lesser known games?
00:18:52
Tabletop games? maybe a
00:18:55
combination of tabletop and board game. Cause you
00:18:58
mentioned that there is crossover and has started to be crossover
00:19:01
more and more that you feel
00:19:03
have profoundly influenced you or may
00:19:06
influence others. Just for having them hear this on this podcast,
00:19:09
they'd be like, oh my gosh, I got toa go play that. What are games that
00:19:12
you feel are.
00:19:13
>> David Maznado: That if you are trying to find a
00:19:16
way to enter this world and you want to
00:19:19
start with some like weird, cool,
00:19:22
fun, interesting things.
00:19:27
Chris, who runs a.
00:19:29
I can never remember how to pronounce his last name. His first name
00:19:32
is Chris. He publishes games as junk
00:19:35
food games. he's a wonderful
00:19:38
person. and he makes really
00:19:41
interesting tabletop games. But he
00:19:43
also like board games. But he also does a lot of
00:19:46
really experimental
00:19:49
RPG type things. So a lot of like
00:19:51
solo writing and journaling type
00:19:54
things. one page,
00:19:56
RPGs,
00:20:00
things that are like played on like a handful of
00:20:02
cards. a lot of his stuff is on itch.
00:20:06
ah, h. IO. You can get him on
00:20:08
there. but I
00:20:11
think he's
00:20:14
exploring a really exciting
00:20:18
place in the RPG space
00:20:21
where he's coming at things from like a board
00:20:24
game and RPG background. but all of his stuff
00:20:27
feels very approachable and it's not locked
00:20:30
into any specific systems. He's like building these things
00:20:32
off himself and it's all
00:20:35
designed for people who
00:20:38
have never done this before. Like, you don't need to be
00:20:41
really familiar with how these things work to enjoy
00:20:44
one of Chrri's games.
00:20:46
>> Clint Scheirer: I love games like that.
00:20:48
>> David Maznado: They're just cool. So I'm in
00:20:51
his discord right now looking at some of the stuff he's working
00:20:54
on. there's a game that
00:20:57
he just. I think he
00:21:00
just got the test prints for them. Oh no,
00:21:02
he's like got them. I think he might be selling it now.
00:21:07
it's called Moon Rings-esque. This is his brand.
00:21:10
Chris, I'm giving you free promo, buddy.
00:21:12
>> Clint Scheirer: going in the show notes.
00:21:14
>> David Maznado: Let's do it. Moon Rings-esque.
00:21:17
this looked really cool to me. It comes in like a little
00:21:19
spiral bound book.
00:21:24
the cursed blood moon hangs over this land always. You're a witch and
00:21:27
cannot abide by its raign any longer. You've used your magics
00:21:30
to find A hidden labyrinth, set to hide, rings
00:21:33
which contain power to control the moon.
00:21:36
I'm looking at this book right now. Like, it's
00:21:38
just, it's just like a cool little
00:21:41
book that you work your way through. So he
00:21:44
just like does stuff like this. Like it's not quite a
00:21:47
board game, not quite an rpg. It's just this
00:21:50
like really unique
00:21:53
experience that you have that's like a storytelling thing that
00:21:56
hopefully you have like a meaningful moment
00:21:59
with and you could take it, maybe pass
00:22:02
it on to someone else when you're done with it. But
00:22:06
there's so many people doing things like this. Yeah,
00:22:10
I would say someone who has like directly
00:22:13
impacted me,
00:22:16
is Zoe Allred. Zoe is a
00:22:18
designer who.
00:22:21
A lot of Zoe's work has been in the space
00:22:24
of something that like is so new
00:22:27
to Tabletop and board games
00:22:30
that like, there hasn't really been like a term for
00:22:33
it yet or like a genre named.
00:22:35
So like Zoe and a few other folks, myself
00:22:38
included, have had to like kind of come up with
00:22:41
like what we're actually going to even call these types of
00:22:44
games. so we're calling
00:22:47
them things like Victorless games,
00:22:49
unranked games,
00:22:52
multi vector games. These are games that
00:22:56
are pretty specifically like board
00:22:58
games. But they interrupt
00:23:01
that binary that I was talking about earlier where like
00:23:04
these are not strictly single victor
00:23:09
competitive games or co op games. They're
00:23:12
just, they're games that are more
00:23:15
simulate like what human interactions
00:23:17
actually look like where multiple people could
00:23:20
win. As long as their objectives are
00:23:23
all fulfilled or
00:23:26
maybe even there are no wind
00:23:29
conditions. No one wins. The game just sort of
00:23:32
ends and you,
00:23:35
the end state is talking about the
00:23:38
experience you all shared. Seeing the work that Zoe
00:23:40
has been doing on these types of games,
00:23:43
has been really inspiring to me. Zoe, another friend
00:23:46
of mine, Matthew Hawker, have started a publishing company
00:23:49
called Lunar Punk Games. and this is their whole
00:23:52
thing. Like they've kind of pledged that
00:23:55
like all of the games they're going to put out
00:23:58
are going to be games like this that like play around
00:24:01
with.
00:24:03
Deconstructing the like co
00:24:06
op, single victor binary
00:24:09
that Tabletop Games have lived in. Just like doing weird
00:24:12
interesting things with like, what does a game mean when
00:24:15
it ends? What does winning mean?
00:24:17
What, what does victory look like?
00:24:20
How are we defining these things? Are we like, are
00:24:23
we even using points? Why are we using points?
00:24:26
What do points mean in a board game? Usually
00:24:29
nothing. So like it's, they're just
00:24:32
doing wild stuff with this and that has
00:24:34
Been incredibly inspiring to
00:24:37
me as I've sort
00:24:40
of reinvented what Roommates was into
00:24:43
this new game that it's becoming
00:24:45
like the game that it is
00:24:48
now pretty cleanly lands in this
00:24:51
like, multi victor, unranked
00:24:54
structure. U. it's. It's cool.
00:24:57
It's cool and exciting. It's also like, tough to talk about
00:25:00
because the language doesn't really exist yet.
00:25:03
>> Clint Scheirer: I can tell you're trying, like, really. But you're
00:25:05
doing a very good job. Honestly. What I was thinking of. There's an
00:25:08
episode of Seinfeld and I'm not. I'm not
00:25:11
super Seinfeld. Y but I do remember this. They
00:25:14
were stuck in a parking garage and they couldn't get
00:25:17
out and they just kept wandering around the garage and
00:25:20
they were bumping into all these weird people. I think there was a goldfish
00:25:23
that died.
00:25:23
>> David Maznado: Where's the car? Wow.
00:25:25
>> Clint Scheirer: I thought it was here. You don't know where we parked
00:25:28
for you Seinfeld people out there. I'm sorry if I got it all wrong,
00:25:31
but that would be a scenario where they're like, what
00:25:34
you won by getting out of a parking garage that a normal human being
00:25:37
should be able to do in like five minutes.
00:25:39
>> David Maznado: Like.
00:25:39
>> Clint Scheirer: Ah, but that experience of being lost
00:25:42
and not knowing where, to me, that
00:25:45
would be an interesting concept for a game. Yeah, that's a.
00:25:48
A game. Yeah. For sure.
00:25:50
>> David Maznado: Yeah. I think that. I mean, that's it. right. That's the
00:25:53
whole thing. Zoe has a really good
00:25:56
video called the Emperor's High
00:25:58
Score. So it's like a 30 minute video
00:26:01
essay that sort of explains this entire thing
00:26:04
of like, what if games just
00:26:07
didn't have points? What if it was just
00:26:10
like the things you were
00:26:13
doing were the
00:26:15
thing that had meaning. The interactions you were having
00:26:18
with other players were the thing that have meaning.
00:26:21
And that video that Zoe
00:26:24
made, combined with some video essays by another
00:26:27
designer and Bell Holland. her video essays
00:26:30
are wonderful. If you're looking for really good,
00:26:33
thoughtful considerations of
00:26:36
the ways games communicate to us,
00:26:40
highly recommend Amabelle's work. The two
00:26:42
of them have
00:26:45
really dug around in this
00:26:48
space and made some really interesting games.
00:26:51
but also put together some really
00:26:54
compelling arguments for how board games
00:26:57
could learn a lot from
00:26:59
RPGs,
00:27:02
and just be a little more flexible with how they're
00:27:05
structured and tell stories.
00:27:07
>> Clint Scheirer: Yeah, that when you were. When you were
00:27:10
talking about. There are certain
00:27:13
tabletop games that come to mind where it's about the
00:27:15
journey, not necessarily the destination,
00:27:18
but there also is that de escalation
00:27:21
period at the end of the game. I was just
00:27:24
talking with another creator, a Guy
00:27:27
Milner. He has a blog called, Burn After
00:27:29
Running, which is all about one shot
00:27:32
games. How do you run a game at a convention? How do you run a
00:27:35
game that's only meant to be run once? And a lot of these
00:27:38
characters that are pulled out of
00:27:41
these games, you never play them again.
00:27:43
Yeah, right. They're just for that session. And so one of
00:27:46
the ways that Guy suggested being able to make that a well
00:27:49
rounded experience with the full story arc is you
00:27:52
have that de escalation period. Well, what did they do after
00:27:55
ye, you know, that vignette at the very end? Like, what does that
00:27:58
look like for the rest of their life that we may never get to
00:28:01
know?
00:28:01
>> David Maznado: Totally.
00:28:02
>> Clint Scheirer: So that's where I'm seeing the crossover here in some of these
00:28:05
games where it may not be a winner,
00:28:08
but you get to finish the story.
00:28:10
>> David Maznado: It would be a dream for me, if
00:28:13
this game that I'm working on,
00:28:18
if after players
00:28:21
finished it,
00:28:24
they took the characters that they were
00:28:27
over the course of this game and then just plugged
00:28:30
them into their favorite RPG system. Like
00:28:32
they just continued the story. Like what
00:28:35
happened after this week? Like, what did we
00:28:38
do afterwards? The board game is really like, it is
00:28:41
very strictly like 10 turns
00:28:44
that take place over the course of five days in that
00:28:46
week. You will learn
00:28:49
about how you all interact with each
00:28:51
other, what all of your personal goals
00:28:54
are. I think there's
00:28:57
enough content
00:29:00
that will happen organically in that game
00:29:03
for you to define a player or
00:29:06
like define a character for yourself. so I would
00:29:09
love if people took that
00:29:12
and just ran with it and like really owned and
00:29:15
lived in this person that they've made. that would
00:29:18
be so exciting to me if that was the outcome of this
00:29:21
game. Even though it is like
00:29:24
a board game and I am not an
00:29:27
RPG designer,
00:29:29
I just think we should be doing more stuff like that.
00:29:32
>> Clint Scheirer: Well, cross compatible. I think that there's a
00:29:35
big opportunity there to say here's a game that
00:29:38
can help create your tabletop. Role playing
00:29:41
characters. Dungeon Crawl Classics,
00:29:43
dcc. they have. You start out as
00:29:46
basically, I think in the game, video
00:29:49
game world. They're called MOOCs. They're just like
00:29:52
the people that you kill a level up.
00:29:54
>> David Maznado: Sure. Yeah.
00:29:54
>> Clint Scheirer: Basically you start out as one of them. You're usually a
00:29:57
peasant or somebody super low level, real
00:30:00
squishy.
00:30:01
>> David Maznado: Sure.
00:30:01
>> Clint Scheirer: You know, anybody can take you out and you're going through
00:30:04
a Funnel of danger.
00:30:07
And when you get to the other side, a lot of
00:30:10
times people would and will take the characters
00:30:13
out of those very low level situations and then move them
00:30:15
on into an actual campaign of let's
00:30:18
say D&D5E. So like, I think the cross
00:30:21
compatibility is a really cool concept that I haven't
00:30:24
seen yet.
00:30:25
>> David Maznado: There is a, there's a board game,
00:30:29
called Role Player
00:30:33
that I think in theory
00:30:37
it is like what if the
00:30:40
character creation was the game?
00:30:42
>> Clint Scheirer: Oh, that's cool.
00:30:43
>> David Maznado: I think that's kind of the pitch for it.
00:30:46
>> Clint Scheirer: so my eyes just need to be open. There are games that
00:30:49
exist like this.
00:30:50
>> David Maznado: Yeah, these things do exist. And I've
00:30:52
played Role Player. They do exist. They
00:30:55
do exist.
00:30:56
>> Clint Scheirer: He does exist.
00:30:57
>> David Maznado: They do exist. It'roleay is a cool
00:31:00
game. It works really well as a standalone
00:31:03
experience. I don't know enough about
00:31:07
RPG systems. I think it like the character
00:31:10
that comes out the other end of it. I
00:31:13
think you could probably really only
00:31:16
feasibly use that character in something like
00:31:19
a traditional D20 & D or maybe
00:31:22
Pathfinder 2E campaign. It's like pretty
00:31:25
like Dungeon Crawler and it's
00:31:27
like tone and presentation.
00:31:29
>> Clint Scheirer: So when you were talking about
00:31:32
how your game is played, how Roommates is played
00:31:35
or you know, as it's, it was
00:31:38
called, games are not made in a
00:31:40
box. Well they end up in a
00:31:43
box, but they are, they are made through
00:31:46
playtesting and people test your, your
00:31:49
games and give you feedback and you make iterations
00:31:52
and just like any feedback, you have to decide
00:31:55
what feedback is worth changing the game
00:31:57
over and what is not. Can
00:32:00
you talk a little bit about your game testing
00:32:03
process with your personal game?
00:32:05
>> David Maznado: In college my major was studio art.
00:32:08
and one of my mentors in
00:32:11
college, was a professor named Claudia
00:32:14
Esslinger. and one of the
00:32:17
things that she taught me
00:32:20
was that good art should be
00:32:23
compelling, surprising and sustaining. What
00:32:26
is the thing that brings you into it? What is
00:32:29
the thing that keeps you engaging with the art?
00:32:31
And then what is the thing that like when you walk away from
00:32:34
it, you feel like you
00:32:38
sort of caught you off guard or subverted
00:32:41
your expectations or
00:32:44
has you thinking about it afterwards?
00:32:47
and when I'm designing a game,
00:32:51
I think I have started like if I went in
00:32:54
my Google Drive folder of all
00:32:57
the game ideas I've had, I think I have
00:33:00
started about 15 or
00:33:03
16 different games.
00:33:05
I have
00:33:07
playtested
00:33:11
five of those with people. Those are the
00:33:14
only games I've even like described to people. Like, I don't
00:33:17
even tell my friends about the things
00:33:20
I'm working on until I feel
00:33:23
confident that the game
00:33:25
or the idea even can respond to the
00:33:28
prompt of what about this is
00:33:31
compelling, what about it is sustaining
00:33:34
and what about it is surprising. If it can't
00:33:36
answer all three of those questions, I stop
00:33:39
working on the game. and I
00:33:43
big caveat to this. Like if you're listening to
00:33:46
this and you're thinking about getting into game design, I
00:33:49
wouldn't necessarily encourage you to
00:33:52
start designing games this way or even like
00:33:55
use this as a part of your process because
00:33:59
it can really hinder
00:34:02
the amount of output you have. Like if everything is going
00:34:05
through that level of like self scrutiny before you're even
00:34:07
getting things in front of people. I'm lucky enough to
00:34:10
be in a position where I don't rely on game design as a full
00:34:13
time career and source of income. M so I don't
00:34:16
need to be prolific. I can work really
00:34:19
slowly and intentionally.
00:34:23
but I don't, I don't
00:34:25
like putting things in front of people
00:34:28
until I feel confident that
00:34:31
even though the game isn't done
00:34:34
there's something really special there
00:34:36
that like the core concept is really
00:34:39
strong and is going to
00:34:43
be provide an impactful
00:34:46
experience for people. so like that's the
00:34:48
starting point and then from there
00:34:52
it's just lots and lots of testing. I've got a handful
00:34:55
of communities and events and things that I go
00:34:58
to to playtest games. I do a lot of
00:35:00
playtesting online
00:35:02
specifically in
00:35:05
two different Discord servers. I'm in one of them is
00:35:08
break my game. the other is
00:35:11
protospbiel Online.
00:35:13
M Protospbiel is
00:35:17
convention, purchase be Online specifically is
00:35:20
online based tabletop playtesting
00:35:22
convention. Happens three times a year.
00:35:25
it is great. I used to help I used to
00:35:28
be involved in helping run
00:35:31
it. I've taken a step back recently to focus
00:35:34
on some big life things that are happening over the next few
00:35:37
weeks. but I hope to jump back in and be a part
00:35:40
of that soon. but those
00:35:43
two communities are so
00:35:46
cool and supportive. M
00:35:49
and because it's online and everything's digital
00:35:52
you can do a lot of really rapid
00:35:54
iterating and feedback. Get
00:35:57
feedback really fast from lots of people
00:36:01
far outside of your local group. I get a good amount
00:36:04
of playtesting done in there. and then in terms of the
00:36:07
in person stuff I rely pretty heavily
00:36:10
on the UMPub network which
00:36:12
is they do a major
00:36:15
in person convention, outside of Baltimore every
00:36:18
year. but then they also have kind of
00:36:21
pop up,
00:36:24
areas in most of the major
00:36:27
conventions in the US that
00:36:30
have a tabletop presence. So like they're definitely
00:36:33
a PAX unplugged. they're at ah,
00:36:35
Origins. I think they also
00:36:38
do packs east and west. There's a
00:36:41
few other ones they go to. You could find all of them
00:36:44
on the On Pub website. but that is like
00:36:47
an awesome, awesome group of people. A lot of
00:36:49
the, you know, we mentioned Wingspan earlier.
00:36:52
Wingspan was a game that came out of the UNUB
00:36:55
network. Like Elizabeth brought that game to UNP Pub
00:36:58
events for a few
00:37:01
years and then eventually got picked up and now it is what it
00:37:04
is. I was actually at the UNP
00:37:07
Pub and one of my playtest blocks for the
00:37:10
game I'm working on, like I happened to be like seated next
00:37:13
to Elizabeth's table where she was trying out like
00:37:16
playtesting her new thing that she's working on. So like
00:37:19
all of these people who make your games, like,
00:37:22
we're all just, we all know each other, we're all like working on each
00:37:25
other's stuff. We're all helping each other out. It's a very
00:37:28
tight, small
00:37:31
community of really supportive, good
00:37:33
people. And that kind of brings me
00:37:36
back to like, question of like these
00:37:39
things. One or two designers names
00:37:42
will get put on the box at the end of the
00:37:44
day, but that's like,
00:37:47
that's a fraction of the people who were involved in making
00:37:50
these things real. Like it's, there's
00:37:53
so many people. Games are not made
00:37:56
by a single person.
00:37:59
if you were
00:38:02
not listening to people when you
00:38:04
are running your playtests,
00:38:07
you're not really designing,
00:38:11
you're making something. But like, who's it for
00:38:14
if it's just for you? it goes back
00:38:17
to the thing we were saying earlier where like you play games
00:38:20
with people. Like games are for people. So if
00:38:23
you're not designing with people in mind,
00:38:26
I'm not really sure I understand what the point is.
00:38:30
you're just making really
00:38:33
elaborate math problems,
00:38:41
which is cool. That's cool. But like,
00:38:45
I just don't really see what the point is if you're not going to get
00:38:48
people involved. that's the joy of it
00:38:51
to me is sharing that experience with other people
00:38:54
and building something together.
00:38:57
There's no way
00:39:00
any of my games would be where they are now if
00:39:03
I didn't have all the people in my life who'given
00:39:06
me feedback and supported
00:39:09
these Projects and playtested and,
00:39:14
you know, pulled up a chair at a
00:39:16
convention when I was like, just like doodling something on a
00:39:19
notepad and they came up and they were re like, yeah, I was thinking about that thing we were
00:39:22
talking about. Let's. Do you have, like, 10 minutes to just like, jam on
00:39:25
that a little bit? And like, none of that's just how
00:39:28
this stuff happens. And, you know, you asked,
00:39:30
like, how do you know when to. What to
00:39:33
listen to, what to not listen to.
00:39:39
You learn. You know,
00:39:42
I think it's important to
00:39:46
know what your goalposts are,
00:39:49
know what you're trying to accomplish. And then
00:39:52
when you get a piece of feedback that you're not really sure
00:39:55
how to interact with, or maybe
00:39:58
doesn't feel good to hear, or it's just
00:40:01
like a challenging piece
00:40:04
of feedback, you can always go back to those
00:40:06
goalosts and say, like, how does this fit into
00:40:09
what I've defined for myself as the objective of
00:40:12
this game? I like to design games
00:40:16
around feelings and
00:40:18
moments and not themes and mechanics.
00:40:22
so I really wanted to design a game where
00:40:25
people felt compelled to say
00:40:28
thank you. So I
00:40:30
created systems and mechanics and
00:40:33
themes that supported people
00:40:36
saying thank you to each other over the course of the
00:40:39
game.
00:40:40
>> Clint Scheirer: Built in gratitude. That's kind of nice.
00:40:42
>> David Maznado: Yeah, yeah, it's, it's.
00:40:45
And I think, like, that any time where I got a piece of
00:40:48
feedback that felt
00:40:51
like it was butting heads
00:40:54
with that goal,
00:40:57
I would sit and think about it for a little bit. But if it really
00:41:00
felt like it would prevent that goal
00:41:03
from happening or get in the way of
00:41:05
that, then it probably just
00:41:08
wasn't a,
00:41:10
note that I could or would want to
00:41:13
pursue. I thing designers
00:41:18
share with each other, like a little sort of piece of wisdom
00:41:20
is like, playtesters are often
00:41:23
right about how they feel about a
00:41:26
game, but they're not right about how to
00:41:29
fix it. they'll be able to tell you
00:41:32
about what's wrong, like, what didn't
00:41:35
work. But when they offer
00:41:37
suggestions, the
00:41:40
suggestion maybe isn't the right way to solve the
00:41:43
problem. sometimes it is, but it
00:41:46
often isn't because what they're offering is how they would solve
00:41:49
the problem and that it's not really a playtester's
00:41:52
job to fix your game.
00:41:55
It's their job to tell you how they responded to it.
00:41:58
so I try to. When I'm listening to feedback
00:42:02
and interpreting what I want to use and what I don't want
00:42:05
to use, I try to keep that in mind of like,
00:42:09
what are they telling me about their experience, not what are
00:42:12
they telling me that they want to see as a solution.
00:42:16
>> Clint Scheirer: That is super cool.
00:42:17
>> David Maznado: Sorry, that was like a very long.
00:42:20
>> Clint Scheirer: No, I'm go goingna take that in my own life.
00:42:22
>> David Maznado: Like, that's.
00:42:23
>> Clint Scheirer: I need to, I need to use this as like parenting
00:42:26
advice sometimes, like with my kids. This is
00:42:29
great. You know, I'm gonna, I'm
00:42:32
gonna backtrack to a question that I skipped over because I think
00:42:35
you brought it up right.
00:42:36
A lot of these communities are online. Yeah, A lot
00:42:39
of these communities that you've been able to do these rapid
00:42:42
fire, test sessions with our
00:42:45
online communities. And you know, for tabletop,
00:42:48
that's roll 20, that's foundry
00:42:50
VTT. For the actual virtual tabletops,
00:42:53
it's Discord, it's Zoom. It's using all
00:42:56
of these different things to interact for board games,
00:42:59
you know, I know a few, but I don't know all of them. You
00:43:02
know, I had friends that tried to get me on Board Game Arena,
00:43:05
a tabletop simulator, which I think I bought for 20 bucks
00:43:08
and never went back on.
00:43:09
>> David Maznado: Yeah, sure.
00:43:10
>> Clint Scheirer: For different reasons. I shouldn't say obvious reasons. Some people
00:43:13
probably love it. how do you envision,
00:43:16
like the role of these digital tools and
00:43:18
platforms merging into what was once
00:43:21
only a physical experience, sitting around
00:43:24
an actual table with other people?
00:43:26
>> David Maznado: Yeah.
00:43:29
There's two ways I can answer this question, and
00:43:32
I'll try to keep both of them as brief as possible,
00:43:35
but ##n'on
00:43:38
your mind. If you haven't picked up on it yet, brevity is like
00:43:41
sometimes a problem for me.
00:43:44
as a designer,
00:43:48
the digital platforms are
00:43:51
huge. A huge,
00:43:55
barrier lift on
00:43:57
getting people making
00:44:00
games and getting feedback.
00:44:02
before these types of tools existed,
00:44:06
you had to pay for the tools
00:44:09
and equipment, like physical objects. You had to have a
00:44:12
printer, you had to have, you know,
00:44:15
paper and cardstock, and you had to have
00:44:18
some way to get to a playtesting event. And a lot of
00:44:20
these events happen at convention.
00:44:23
So surprise. Now you've got to have a
00:44:26
couple hundred bucks and you've got to have a hotel room,
00:44:28
which. Okay, so now, now we're looking at
00:44:31
an $800 weekend to play my game that may
00:44:34
never become a reality. And even if it does
00:44:37
become a reality, guess how much I'm making
00:44:40
on royalties on that game. Not enough to
00:44:42
justify going to every single convention in the US
00:44:45
Doing this. So it's
00:44:48
a prohibitively expensive thing to
00:44:51
get into. It's really, really hard to
00:44:54
get into doing this if you are just
00:44:56
doing the physical thing. and that's
00:44:59
not even getting into
00:45:02
accessibility stuff. Like, if I
00:45:05
am someone who uses a wheelchair or
00:45:08
I have mobility needs, or
00:45:11
I am deaf or hard of hearing
00:45:14
or have vision needs, like
00:45:17
things that can be assisted with, like screen readers
00:45:20
and hearing aids. spaces
00:45:23
that, like folks who use
00:45:26
wheelchairs. Like, conventions are getting better about
00:45:28
it. But, like, it's
00:45:31
really hard to move around a convention center
00:45:34
in a wheelchair. It's really.
00:45:36
>> Clint Scheirer: It's hard enough when you don't have a wheelchair.
00:45:38
>> David Maznado: Yeah, it's like it. So
00:45:43
there physical. There are
00:45:46
limitations to what the physical
00:45:48
playtesting and game
00:45:51
spaces are able to offer. And
00:45:54
with moving things online or
00:45:57
the addition of things going online, it
00:45:59
has opened up a massive slew
00:46:02
of designers and players and voices
00:46:05
that were not really getting a seat at
00:46:08
the table. and that is so exciting.
00:46:12
Some folks maybe spend a little too much
00:46:14
time designing
00:46:17
exclusively digitally. they aren't
00:46:20
getting their game to
00:46:23
a physical format soon enough.
00:46:26
so people will design games that play
00:46:28
really well digitally, but they're
00:46:31
not thinking about, like, if they want this to be a physical thing
00:46:34
that someone plays on their table.
00:46:38
How is this going toa work? Like, are these
00:46:41
cards gonna be readable? How much is this
00:46:44
gonna cost to manufacture? Like, you've got
00:46:47
a hundred dice in this game. You
00:46:50
can't sell that for the price point that you want
00:46:53
to make this game at. Like, all of that
00:46:55
kind of stuff. Like, I have to put a certain
00:46:58
number of tokens on a card. Well, that might
00:47:01
work really well digitally because I can create
00:47:04
a nice neat and tidy stack with
00:47:07
a snap point that they all jump ono. But like,
00:47:10
what's thatnna look like on a table where these are
00:47:13
now all loose components that are just like falling over
00:47:15
each other? and I think some
00:47:18
people maybe
00:47:21
overplay the extent to which games
00:47:24
are existing now that have been poorly
00:47:27
playtested in physical space. I've seen
00:47:30
some people kind of get like really up in arms about
00:47:33
this, that there's this like, wild influx of
00:47:36
games that like, they just never even bothered to test this
00:47:39
on a real table. I don't think that's
00:47:42
true, but there are some games
00:47:44
that, like, I've played in the last few
00:47:47
years that I've thought
00:47:51
you didn't test this physically as much as
00:47:54
you should have. And if you intend for
00:47:57
something to exist as a physical product,
00:48:00
you do need to test it physically. So I think that's
00:48:03
like, really, to me, one of the only major
00:48:06
downsides of pivoting
00:48:08
the design world into the
00:48:11
physical space is like some folks just aren't
00:48:14
leveraging that in.
00:48:17
They may be relying on it too much. it's
00:48:20
also challenging as a designer. Like
00:48:23
you lose a lot of context if things are digital.
00:48:26
Like most of the playtests I'm in, maybe we'll be
00:48:29
on camera at the beginning
00:48:32
but then we all turn our cameras off like while we're playing
00:48:35
because we're like focusing on the screen. So
00:48:38
now I can't see your body language. I
00:48:41
can't see all of the
00:48:43
visual cues that I would get
00:48:46
from someone. Like while I'm watching them during a
00:48:49
playtest, I'm making notes about like how
00:48:52
often are they lifting up reference cards to like re
00:48:54
remind themselves of rules? How often are
00:48:57
they looking bored or like they're checking out
00:49:00
or are they looking at their phones? Are they having
00:49:03
side conversations with people
00:49:06
about the game? Are they whispering plans to each
00:49:09
other? You can't do that really
00:49:12
digitally. so you
00:49:14
lose some of that. But generally speaking I think as
00:49:17
a designer, the
00:49:20
digital platforms have opened up
00:49:23
more opportunities for folks wanting to get
00:49:26
into this and more opportunities
00:49:29
for connections
00:49:32
and enjoying games
00:49:34
with people.
00:49:35
>> Clint Scheirer: What do you think about as a player? I. From the
00:49:38
tabletop perspective? A lot
00:49:40
of the things that you were talking about as an
00:49:43
obstacle.
00:49:44
>> Clint Scheirer: With the physical pieces.
00:49:47
Tabletop games don't always have that
00:49:50
obstacle. I mean there are minis. Right. And that's
00:49:53
a whole thing that people can get into depending on
00:49:56
the level of physicality you want with your tabletop game.
00:49:59
You know dungeon. I can't remember the name
00:50:02
of the company that makes the beautiful like dungeon
00:50:04
pieces and But
00:50:07
for the most part most games for
00:50:10
Tabletop can be just done theater of the mind.
00:50:12
>> David Maznado: Right.
00:50:13
>> Clint Scheirer: And that then you know, I do think we
00:50:16
do share the obstacle of not being able to
00:50:19
see each other when people turn off their screens. I was a part
00:50:22
of a really cool Starfinder 2nd
00:50:25
Edition playtest at the beginning of the
00:50:28
end of 2024 and I jumped on
00:50:31
the game and I had my camera on and I was super
00:50:33
ready. my buddy Jonathan has ran the game friend
00:50:36
of the pod and I was. So nobody
00:50:39
had their camera one and they were like Clint.Scheirer@claimtogamepodcast.com, you can have your
00:50:42
camera on if you want but we usually turn off the camera and I'm like o
00:50:45
okay. And it was still a blast.
00:50:47
>> David Maznado: Yeah.
00:50:48
>> Clint Scheirer: But I could see how for somebody designing the game looking for
00:50:51
those interactions and emotions that would be difficult.
00:50:53
>> David Maznado: It's tricky it can be tricky, and you get used to
00:50:56
it. And the digital
00:50:59
playtests are really good for stress testing
00:51:01
systems. Like does this just work on a
00:51:04
mechanical level? Is
00:51:07
the math right? if your game has a lot of math,
00:51:10
like that kind of stuff, it can be good for
00:51:13
testing iconography and language. Player
00:51:16
feel can be a trickier thing.
00:51:18
I think as a player
00:51:23
I really like Board Game Arena.
00:51:26
I like that I can run an
00:51:28
asynchronous game with my friends
00:51:31
back in Chicago and we can just
00:51:34
have that running for over the course of the week and know
00:51:37
I get an email saying it's your turn and then I take my turn and
00:51:40
then nothing happens until I
00:51:43
get another email with your email to their
00:51:46
email. I really like that. I like that
00:51:49
it means I can always be playing a game and always
00:51:52
have something running in the background. And
00:51:55
that's really fun to me. I like that boardame
00:51:58
arena does a lot of the admin for you
00:52:01
so you don't have to worry about
00:52:04
the physics engine thing of like
00:52:07
a Tabletop simulator or Tabletop Playground or
00:52:10
Tabletopia, like where you've got
00:52:13
to physically move things around
00:52:16
in a 3D space. I don't particularly like
00:52:19
playing games that way. They can be useful tools
00:52:22
for designing games because
00:52:25
they give you a lot of flexibility as a designer.
00:52:29
but I don't really like playing games in
00:52:32
those 3D platforms.
00:52:35
my favorite platform for
00:52:37
designing and playing
00:52:40
if it is going to be in the sort of like
00:52:43
freeform, like
00:52:45
isn't enforcing rules type thing because that's the
00:52:48
other thing like bga, enforces the rules
00:52:51
for you. Boardgame arena does like it enforces all the rules
00:52:54
for you. It does all of the admin for you.
00:52:57
It's great. Tabletop Simulator, Tabletop
00:53:00
Playground, Tabletopia. They do
00:53:03
not. It is like it is as if
00:53:06
you set up a game on your table in your living
00:53:08
room. Hopefully you know what to do with it.
00:53:11
Like it's just there and it's in a 3D environment.
00:53:14
Tabletop Playground is my favorite of those three. I think it's
00:53:17
like pretty cool and it's underrated. Of the
00:53:20
three if you have to design or play a game
00:53:23
that like needs a 3D
00:53:26
environment because some games do that like verticality
00:53:29
and things like that can be important in some games.
00:53:32
Tabletop Playground is my favorite of those three.
00:53:35
But if I'm going to play or
00:53:37
design in a platform
00:53:40
that is the sort of like
00:53:43
it's set up on the table and you need to know how to
00:53:46
engage with it. The one I use is Screen top.
00:53:50
it's 2D. It runs in your
00:53:52
browser. it is free for your first
00:53:56
like three games.
00:53:58
I love screenop. I
00:54:01
do pay for it. Like I, because I use it enough that I'm
00:54:04
like, yeah, I'll pay. I got in at like an early
00:54:07
bird rate. I paid like $5 a month for it.
00:54:10
It's easily, easily worth it for
00:54:13
me. But it doesn't cost you anything as a player. So
00:54:15
if you know your friend designed a game and they put
00:54:18
it on screenop, they just send you the link and you
00:54:21
could jump in on whatever, anything that can run a web
00:54:24
browser, you can play their game on Screen Top. It's
00:54:27
awesome. I love it. It's not my
00:54:31
preferred way to play board games.
00:54:34
Like I would much rather play them physically or
00:54:37
on Board Game Arena. but Board Game arena
00:54:40
is really only for published games. The assumption is that
00:54:43
the game is done. You're not, you're not putting like
00:54:46
a prototype on there. It's too much work to like
00:54:49
iterate a prototype on there. You have to do all the coding and
00:54:52
everything and it, it just doesn't happen.
00:54:55
We're in a really interesting and scary time
00:54:58
for the industry right now with the
00:55:00
ongoing tariff conversations.
00:55:03
we're already seeing a lot
00:55:06
of publishers
00:55:09
closeoth, greater than games, who make
00:55:11
a game called Spirit island, one of the
00:55:14
most popular and successful board games
00:55:17
of the last few years. They closed last
00:55:20
week. They, they cannot afford to
00:55:23
make their games anymore. so
00:55:25
I know, I know a handful of designer friends
00:55:28
who have had contracts pulled because
00:55:31
the publishers can't guarantee that their
00:55:34
games will be made. So they've just cancelld them.
00:55:37
I know lots of people who have lost their jobs. The
00:55:40
physical gaming
00:55:43
world,
00:55:45
whether these tariffs continue or
00:55:48
not has already been
00:55:51
irreversibly impacted. And a thing that I
00:55:53
could see coming from this
00:55:57
is games going
00:56:00
direct to these digital platforms
00:56:02
until things either
00:56:06
settle down a bit or
00:56:09
there's some like certainty about a release plan,
00:56:12
I think we're gonna see more of that like games.
00:56:14
Just like this is a board game.
00:56:17
It was intended to be a board game,
00:56:21
but we can't make it anymore. So this is what you're gon toa get for
00:56:24
now.
00:56:24
>> Clint Scheirer: Yeah. There's been a mass exodus I think to
00:56:27
the PDF for tabletop role playing
00:56:30
games.
00:56:31
>> David Maznado: Yeah.
00:56:31
>> Clint Scheirer: And I, man, I love a good book.
00:56:34
Like I have my, Craig Shipman, who I
00:56:37
interviewed on the Pod we talk about our. Our wall
00:56:40
of shame.
00:56:41
>> David Maznado: Yeah.
00:56:42
>> Clint Scheirer: I have like a desk of shame underneath here. It's just all my
00:56:45
tabletop books that I, I love and I'll never play them with
00:56:47
anybody, but I love looking at the art.
00:56:49
>> David Maznado: Yeah, yeah.
00:56:50
>> Clint Scheirer: Holding it in my hand.
00:56:52
>> David Maznado: It's a. It's.
00:56:52
I mean it's like, it's like if you have a vinyl collection, like,
00:56:55
so much of the experience is like holding that thing
00:56:58
and like looking at it and
00:57:01
experiencing a physical object. I
00:57:04
don't think games as physical objects are ever
00:57:07
going to go away. They've existed for
00:57:10
thousands of years. We're not going to stop doing
00:57:12
that as a species. it
00:57:15
is already too difficult to
00:57:18
make these things exist. We do not have the
00:57:21
means to manufacture them in the United States.
00:57:25
There are like two or three manufacturers who can do
00:57:27
it. And they can make things out of card
00:57:30
and cardtock and cardboard. All of
00:57:33
those like plastic mini miniatures and
00:57:36
things that's injection plastic
00:57:38
molding. Like, you can't. We just don't
00:57:41
have. There is nowhere that can do
00:57:43
it. It's not, it's like, not a. Like.
00:57:46
Well, go find it. Like, no, it
00:57:49
does not exist. I hate to like, think
00:57:52
of the situation through the framework
00:57:55
of like, a silver lining. Because I don't think silver linings
00:57:57
exist in situations where people are
00:58:00
losing their jobs or having
00:58:03
projects they were financially relying on having
00:58:06
the rug pulled out from underneath them.
00:58:09
I don't think that there's
00:58:12
nothing good about that. U. but I
00:58:15
think an outcome that we are going to see
00:58:18
is that this challenge is
00:58:21
going to force
00:58:24
people to be creative about how games
00:58:27
exist. And that
00:58:30
creativity is
00:58:32
going to rely on digital platforms, I
00:58:35
think, and digital
00:58:38
distribution, more print and play stuff. I think
00:58:41
we're going toa be seeing a lot more print and play. We're going toa see a lot more
00:58:44
things that rely on you owning games
00:58:47
in your collection already and maybe
00:58:49
scavenging parts from those other games and
00:58:52
then downloading rulebooks. I know a few
00:58:55
people who are working on things like that.
00:58:57
>> Clint Scheirer: This sounds like a game in itself.
00:58:58
>> David Maznado: Yeah.
00:58:59
>> Clint Scheirer: One of our human experience games that we can make.
00:59:01
>> David Maznado: Yeah.
00:59:02
>> Clint Scheirer: We could call it tariffs.
00:59:06
>> David Maznado: Oh my gosh. Yeah. I mean it's. It. But it's.
00:59:09
It's forcing.
00:59:12
It's forcing some creativity and pivots
00:59:15
in ways that no one wants.
00:59:18
But people rely on this
00:59:20
as their job, so
00:59:23
they need to come up with a plan. There's a lot
00:59:26
of strengths that I see in the digital platforms, but I
00:59:29
think in the next few years,
00:59:32
especially the next few months, we'ren toa see people
00:59:35
really relying on them. a major form of
00:59:38
distribution. My day job is in
00:59:41
community. I'm in game
00:59:44
design communities. We've talked already about how
00:59:47
community is what built the games I work
00:59:50
on and the games that my friends are working
00:59:53
on. So much of what makes a good community, a
00:59:55
good community is compassion and
00:59:58
empathy. I think those are the things
01:00:01
that drive
01:00:04
the game experiences that I make as well.
01:00:07
and I think they're the things that
01:00:11
help tell the most
01:00:14
interesting stories in RPGs. Because
01:00:16
when we're empathetic and
01:00:19
compassionate, that's when we're like, really
01:00:22
hearing and like, seeing each other and
01:00:25
listening and
01:00:28
navigating relationships either,
01:00:31
like, in our lives or on, the table.
01:00:34
So the, the ten word experience or ten word,
01:00:37
>> Clint Scheirer: Oh, it'll be an experience.
01:00:38
>> David Maznado: Yeah, my ten word experience. my ten word
01:00:41
phrase was, be a curious and
01:00:44
compassionate ambassador for impactful gaming
01:00:47
experiences.
01:00:50
>> Clint Scheirer: Staying curious is.
01:00:54
It opens a lot of doors.
01:00:57
This podcast happened, because I
01:01:00
was curious about all the people
01:01:03
who love this hobby and
01:01:06
what they have to say. And there's a lot of
01:01:08
really cool people, like, you're an excellent human being. I
01:01:11
never would have gotten to talk to you in this
01:01:14
way had I not allowed that
01:01:17
curiosity to unfolds. So, yeah, can you say it
01:01:20
just one more time for everybody so that we can
01:01:22
remember?
01:01:23
>> David Maznado: be a curious and compassionate about
01:01:26
ambassador for impactful
01:01:29
gaming experiences.
01:01:32
>> Clint Scheirer: Let that simmer.
01:01:33
What else? Is there anything else that we've
01:01:36
missed that you feel like it would be a shame if you
01:01:39
didn't say it.
01:01:40
>> David Maznado: Board games have been so locked into
01:01:44
tradition, And I think RPGs have
01:01:47
been a little bit too. Like, some folks
01:01:49
feel like D20 & D is the only option out
01:01:52
there. It's the only system they can jump into. I
01:01:55
think I would challenge anyone listening to this
01:02:00
to use that as an opportunity to be curious.
01:02:03
That's what I'm trying to say with this phrase is like,
01:02:07
ask about
01:02:10
what else is out there.
01:02:15
why do you feel like it's that way, that D20 & D
01:02:18
is the only thing? What are the
01:02:21
things that led to that being your
01:02:23
assumption? There's reasons, there
01:02:26
are reasons why D20 & D is the thing
01:02:29
that everyone knows about. not all of those reasons
01:02:32
are good. Same thing with board games. There's a lot of reasons
01:02:35
why board games have
01:02:37
traditionally a single victor structure.
01:02:41
Zoe says it way better than I will in
01:02:44
the video I mentioned earlier. So if you're interested in
01:02:47
the history and sort of theory of why games are
01:02:50
like that, I think so. He brings up some
01:02:53
really compelling arguments. Videos like that
01:02:56
and videos like what Amabelle has written and
01:02:59
these conversations we've had, they come out of
01:03:02
curiosity, why is this like this?
01:03:05
And why could things be different? Could things
01:03:08
be better? Could I make things different
01:03:10
or better? Could I design a game? Could
01:03:13
I show my friends a new
01:03:16
experience? Always ask yourself questions
01:03:19
and be curious. I think that's when the most
01:03:21
exciting and meaningful moments
01:03:25
can happen. aside from
01:03:28
that, I don't know if there's anything I. I
01:03:31
think you hit it on that. Did I do it?
01:03:33
>> Clint Scheirer: Yeah, you did it. You did the thing like, you did the
01:03:36
thing. It was awesome. last thing.
01:03:39
Where can people find you?
01:03:42
They. Where can they connect with you if they
01:03:45
loved what they heardnna see what you're
01:03:47
doingnn, stay curious about
01:03:50
what you have and what you're about.
01:03:52
>> David Maznado: Yeah. I. On social
01:03:55
media. The only social media I'm using these days,
01:03:58
has been Blue Sky. so you can find me on blue
01:04:00
sky@davidmoznado.com do
01:04:04
the cool thing about Blue sky is you can verify
01:04:06
yourself with your domain name. So that's also my
01:04:09
website. So if you want to go to my website, it's
01:04:12
davidmoznado.com. a little outdated,
01:04:15
admittedly. I need to get some new stuff on there.
01:04:18
the game I've been talking about with the witches
01:04:21
is like, still on there as roommates. So
01:04:25
sorry. If you go check out my website, it's a little
01:04:27
outdated. I've also got some other games that I haven't put
01:04:30
on there. But u. a. That's a place you can find me if you want to
01:04:33
try some of my stuff. and we're not in the
01:04:36
same place physically.
01:04:39
check out, hang out in Break My Game, the
01:04:42
Break My Game Discord or, Protosp Spiel Online.
01:04:45
those are the two places where I play things on the
01:04:48
Internet. and then if you're ever, ah, at
01:04:50
a convention, ah, I
01:04:53
will almost definitely be at PAX
01:04:56
Unplugged in I think it's
01:04:58
November this year. They moved it from December to
01:05:01
November.
01:05:02
>> Clint Scheirer: 21St or the 23rd. My heart is set
01:05:05
on also potentially being there.
01:05:06
>> David Maznado: S y It is awesome. It's so much
01:05:09
fun. so I'm hoping to be
01:05:12
there. I also am at,
01:05:15
I go to the UNP Pub event
01:05:18
in, outside of Baltimore every year.
01:05:21
but like if there is an unpub room at a
01:05:24
convention you're at and I am there,
01:05:28
I will be in the unpub room for most of the conventions. So that's
01:05:30
a good place to find me and play my stuff. And if you're
01:05:33
not sure if I'm there or not, ask one of the members of the
01:05:36
unpub staff because they will know. but I'm.
01:05:39
I'm usually packs unplugged in
01:05:42
and the main on pub
01:05:45
festival are like my two main in person
01:05:48
things. Yeah, that's where you can find me.
01:05:51
>> Clint Scheirer: Well, I hope to see you there. I'm sure some of our people
01:05:54
who are listening right now, maybe the listener who's listening right
01:05:57
now. We'll see you there.
01:05:58
>> David Maznado: I hope so. Yeah, come, come. If you see
01:06:01
me, I'm often wearing like
01:06:04
a bright yellow beanie. I was about to like find it
01:06:06
and lift it up, but then I remembered that this is a podcast and you're not going
01:06:09
to see what it looks like. But it'it's on my
01:06:12
profile photo, on my social media stuff. It's like
01:06:15
I wear a yellow beanie around at most of
01:06:18
the conventions.
01:06:20
>> Clint Scheirer: it's way easy to find a yellow bean, Ma.
01:06:22
>> David Maznado: It's pretty easy to find. Although there is like one
01:06:25
other bearded white guy who has
01:06:28
started walking around with a beanie and is it yellow?
01:06:31
It's. Yeah, it's yellow and it's a problem.
01:06:35
>> Clint Scheirer: we need to have a talk.
01:06:36
>> David Maznado: I know. I like, I. Someone came up to me
01:06:39
at the last packs and they were like, there's another one and the two
01:06:42
of you need to figure out who it's gonna be.
01:06:46
So it's. Yeah, but
01:06:48
like I spend most of my
01:06:51
time, in the upub room. So like if you
01:06:54
see someone in the upub room wearing a yellow
01:06:57
beanie, come over and say hi.
01:06:59
>> Clint Scheirer: But it could be David or it could be the other guy.
01:07:01
>> David Maznado: Could be me. Could be the other guy. Say hi, tell
01:07:03
me where you're coming from. Don'like.
01:07:06
That's helpful too. In a lot of places on
01:07:09
the Internet and there have been situations where people
01:07:12
come up to me and they're like, hey, I know you. And I'm like, I don't know
01:07:15
you. Can I get like a little. What do you know me
01:07:18
from? Can I get a little more context?
01:07:21
but yeah, I'm. I love meeting new
01:07:23
people. So please say hello.
01:07:26
>> Clint Scheirer: Well, David, thanks for being on. Hope to.
01:07:29
>> David Maznado: Yeah, thank you.
01:07:30
>> Clint Scheirer: You very soon. And we'll have to have you on
01:07:33
again. Thanks again.
01:07:34
>> David Maznado: Yeah, for sure. Thanks so much.
01:07:36
>> Clint Scheirer: It is a big wide world out there with so
01:07:39
many games other than just Dungeons and Dragons. So if you
01:07:42
heard a game that caught your fancy as David and I were
01:07:44
talking, feel free to check out the show notes. Every game
01:07:47
that's mentioned is down there for you to click, go
01:07:50
and play. Please hit like or subscribe if you
01:07:53
enjoyed what you heard today. Maybe dole out some of those stars if you listen
01:07:56
on Apple podcasts or Spotify. And may you keep
01:07:59
having fun as you have a great time with friends and experience
01:08:01
amazing stories through tabletop role playing games.

