
Show Notes
Tyros, Pour the ablutions, purify thyself and cast spells of warding for the words we speak in this episode are words of secret knowledge and power. To come at them unprepared and you risk self-destruction. In this ninth episode of our second volume of recordings, Christopher dispenses true knowledge: the process for publishing a tabletop game. Numbers, figures and procedures swirl from his lips like stars in a constellation. Delirium and the Incompressible Work of Publishing Christopher and Luke return to the mic still deep in the ever-shifting flavors of delirium, including a callback to the legendary Philly Taco and an unsuspecting bystander's awakening. From there: finals are in, grades are posted, and Christopher talks about last semester's biggest win and biggest regret, including a painfully familiar story about perfectionism, momentum, and failing to land the plane. The rest of the episode lives in the sticky boundary layer between game design and publishing: how to find an audience, why "I have a game, now I'll find a publisher" is often wishful thinking, what conventions are actually good for, and why "self-publishing" is not a magical third option. Links and references What is a "Philly Taco," really? PAX Unplugged Origins Game Fair itch.io If you're forming an LLC and need an EIN: IRS "Get an employer identification number" page What conversations precipitated the need for such links? You must listen and learn… If you want more episode, more show notes, more information, and whatever new alchemical residue this conversation leaves behind, the Ludological Alchemy Substack is where it all goes to congeal. You can read along there, subscribe, and get the next episode delivered straight to your inbox before delirium changes flavor again.
More from Ludological Alchemy: The Hypothesis
Alchemically Minded Followers and Friends, Our guest for this month's episode is none other and the inimitable, indefatigable Paul Beakley. You may know this tireless gentleman from his insightful blog, Indie Games Reading Club, in which he offers cogent, easily digested thoughts on roleplaying game design and practice. I confess that I am extremely partial to his musings, as he has written excellent analyses of The Burning Wheel Fantasy Roleplaying System. In this interview, we discuss Paul's long and storied history with games, his crowdfunding spreadsheet and his thoughts on the state of the RPG world. Enjoy! —Luke, Christopher and Sam
Seekers of Truth, This year at Gen Con Christopher and I altered our traditional format and instead ran a traditional game design advice panel at Gen Con in the guise of your humble Ludological Alchemists. We had a fair turnout, many of whom had not heard of our stygian recordings of our maundering. For the topic, we elucidated nine questions that Alchemist Luke had posed to his students regarding their final assignments for his Tabletop RPG Design class in April. 9 Questions for RPG designers What is the game about? What's the concept? What genre or format does the game take? What materials does the game use? The number of players and their roles. Session time, number of sessions. What is the content of a session?
Star Knights, Long ago, the people were dying at the end of the world. But hope was not yet lost, for Christopher and Luke discuss one of the most fascinating RPGs of the past 20 years: Polaris: Chivalric Tragedy at the Utmost North. Polaris confronts the most persistent problem in all RPGs: how to resolve conflict through dialogue alone. It's ambitious design, dripping with flavor that cloaks its unique system.
Humble Supplicants, Seekers of knowledge, I bring to you a conversation with one of our game design titans — Greg Costikyan. Greg is a designer of war games, board games, computer games and roleplaying games. His roleplaying games credits include Bug-Eyed Monsters, Toon, Paranoia, Star Wars: The Roleplaying Game, The Price of Freedom and Violence: The Roleplaying Game of Egregious and Repulsive Bloodshed. We talk about his start in games as an eager, earnest 14-year-old playtester who evolved into a developer at game designer at SPI and West End Games. A few things that we touch on with Greg during the interview: Poverty is a motivator for young game designers.
Fiends, There was no guarantee that we achieve this momentous step. And yet, through sheer grit and determination, we have arrived at the first episode of our third volume. In this episode we talk about podcast money, why we make games and then dive deep into Gregor Hutton's 2008 masterpiece, 3:16: Carnage Amongst the Stars. To learn more, see some cool images, comment, and potentially optionally support our endeavors, visit our now-free Substack! Ad Astra!