I take at look at:

Bad Squiddo Games 

North Star Military Figures 

Wyrd Games 

Avatars of War 

Antenociti's Workshop 

DGS Games 

All of these business have faced or are facing challenges to their market relevance, either through personal circumstances, shifts in the market, technological drift or commercial miscalculation. And each has addressed or is addressing these challenges in different ways. I take a look at different approaches small businesses have taken and consider what Precinct Omega and other businesses in the industry can learn from their example.

A couple of weeks ago, I got to meet up virtually with patron Andy Strauss, whose input into the development of Horizon Wars: Infinite Dark was really insightful and informed from a lifelong obsession with spaceship combat games.
We had a chat about the culture of wargaming in Brazil, and walked through the evolution of spaceship combat games over the last few decades or so.
I'm going to get some flak for this one. *braces self*
News from:
If you ever want to get a group of wargamers talking (like we need the encouragement) just ask them about points systems.  It's one of the most controversial and hotly-contested arguments to be had in our world.
 
In this podcast, I take a look at not only the different approaches to points systems that designers can take, but also at the reasons why designers use (or don't use) points systems.  I discuss the alternatives, what both designers and players should bear in mind when thinking about points systems, and what the future might hold.
 
Required reading for this podcast (j/k) is Douglas Hofstadter's Gödel, Escher, Bach 
The wargames world - much like the rest of it - seems to be waking up from COVID-19 with a wealth of new miniatures releases ready to swamp us with joy.  But that means that now is the perfect time to be thinking about the post-COVID world and what, perhaps, we should be doing and thinking differently based on what we've learned.
 

This week, in a sight deviation from the usual schedule, I take a look at the last ten months of podcasting and re-visit some of the topics I've talked about, and also bring up some listener feedback for a response.

Let's take a look at how different companies - inside and outside the tabletop wargames industry - handle intellectual properties and why. Marvel, DC and Harry Potter and the big ones. But what about handling smaller, bespoke IPs? How can it be done and why?
 
Commissioning art for a tabletop game is one of those things that can be outside a designer's comfort zone and I've had a load of questions about it.  To try to explain how to articulate your needs, find an artist, estimate a budget and compose a brief, I spent slightly over an hour in monologue about this subject.
 
I was going to do a feedback episode, but I got too tied up with other tasks this week, so we'll have the feedback episode in a couple of weeks.  The good news is that I've not had any lawyers or financial experts get in touch to tell me my episode about VAT was substantially incorrect, yet!
 
Here are some links to websites or portfolios of some of the artists I talk about in this episode:
 
 
 
Try not to fall asleep!  I've been through the pain.  I've done the research.  I've come to conclusions.  And all this excitement about VAT and customs duty etc... well, I don't think it's as scary as some people are making it out to be.  And in this episode, I'll explain why.
DISCLAIMER: Not a lawyer.  Not an accountant.  Not a tax specialist.  Just a podcaster.  YMMV.
Inspired by Jake Thornton's own Patreon campaign, I was moved to take a look at the concept of turns:
 
  • What are turns?
  • How do different designers and games approach them?
  • What alternative solutions are being used?
  • Why do we have turns at all?

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