Ludological Alchemy: The Hypothesis

The Hypothesis Volume 3: Episode 04

Ludological Alchemy: The Hypothesis

Show Notes

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?

What themes does the game address?

What is the setting of the game? What is the critical problem of the setting? How does the problem in the setting reflect theme? What's causing this world to fall apart? How is this fatal flaw reflected in the theme?

Who are the characters that the players adopt? How are they affected by the world's fatal flaw? What tension prevents the characters from simply curing the world's problems? How is the theme manifested in the characters?

How do we create characters? How do the players use their characters to address the world's flaws? Again, how is this interaction tied into the game's theme?

How do to the characters' abilities connect to the uncertainty system?

How do the abilities and uncertainty systems simulate activities, conflicts and challenges for the characters?

How do the players interface with the uncertainty system and simulations? Are there incentives or disincentives for them to earn and spend? Who operates the uncertainty engine and how?

How do the rules address the players as individuals, friends, strangers, etc.? What are the roles in the operation of the game? How do the rules address the social layer of the people at the table?

You might have reached this point in reading this post and think, "Could you give an example of how to answer each of these questions?" To which We respond: Kagematsu

Blue Beard's Bride

Dungeons & Dragons Basic Edition

Lacuna and the Girl from Blue City

Polaris

3:16: Carnage Amongst the Stars

These texts all answer each of these questions in flavorful and even provocative ways. As ever we are— —Your Humble Alchemists Please help us continue Hypothesizing on our Substack.

Or if you'd prefer a non-Substack donation link.

More from Ludological Alchemy: The Hypothesis

Sep 30, 2026

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

Jul 29, 2026

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.

Jun 24, 2026

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.

May 28, 2026

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!

Apr 29, 2026

Tyros, As by now you have detected, when we make promises we move our heavens and earths to deliver on those promises. This episode is one such example. We promised to divulge to you the secrets of selling 5,000 copies of your game and in this very recording, Christopher divulges his mystical secrets! Not only do we learn that Christopher is indeed a werewolf, but we gain his formula for successfully birthing a game into this burning and damned world of ours. Also If you have not been following this saga closely, Interceptor, the game Luke developed publicly on our Substack, is near completion. We'll launch it this summer, likely in June. Finally This is the last episode of this Volume. But we're not throwing in the proverbial towel just yet! If you're enjoying listening to us, please do rate and review this podcast on whatever platform you partake. And join us next month for more insights, more stories, and more alchemy.

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