Jon and Kyle sit down to discuss player proactivity in tabletop roleplaying. What is the difference between proactive and reactive play? Why is proactivity important for collaborative storytelling? An...Show More
The gang breaks into Death Stranding and Animal Crossing, two games that are perhaps more similar than they first appear. We discuss how adding friction to mechanics can make the player feel more pre...Show More
The gang digs into the audacious design of Doom Eternal, which manages to be too similar to its predecessor for new players to learn, yet is also too different for some existing fans to enjoy. You can...Show More
After taking a few months off, we're back ready to discuss the latest and greatest in digital games... by talking about a five-year-old mobile game. Rob's been grooving on Clash Royale's clan battles...Show More
We're back with another dive into the fascinating world of tabletop roleplaying! This time, Jon comes to Kyle with a problem -- he feels anxious that the last session he GMed didn't go so well, and he...Show More
We're back to discuss more of the hows, whats, and whys of GMing tabletop roleplaying games! This time, Kyle and Jon discuss how to get your players to engage their imaginations and provide more color...Show More
We're trying something new! While video games are cool and all, we've been spending a lot of our design energy recently playing, running, and thinking about tabletop RPGs. RPGs are some of the most fa...Show More
It's the end of the 2010s, and the gang is looking back to try and make sense of what just happened. Join us for a jaunt down memory lane that is almost as insightful as it is exhausting. You'll laugh...Show More