041: Beyond D&D - What else is out there for Tabletop & Board Gamers? With David Masnato
Claim to GameJune 05, 2025x
41
01:11:10130.32 MB

041: Beyond D&D - What else is out there for Tabletop & Board Gamers? With David Masnato

🎙️ Be a Podcast Guest

https://claimtogamepodcast.com/podcastguest 

 

#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:

Games Mentioned During the Episode:

Resources Mentioned:

Virtual Tabletops:

Connect with David Masnato

*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!


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

00:02:53
was like mostly beige and shades of brown with

00:02:56
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

00:03:44
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,

00:03:53
moment for the hobbyist game space that

00:03:55
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

00:04:59
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

00:06:20
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.