Welcome to Your Table's on Fire! - a weekly conversation with some of the hottest game designers on Kickstarter. Each episode we interview a new designer, discussing their gaming history, design process and inspirations. Along the way, we have a few laughs and maybe even learn a thing or two.
If this is your first time visiting, we're extra excited you dropped by. Poke around in the episode archive and give a listen. Our shows are quick and punchy so you've got nothing to lose. Be sure to subscribe through iTunes, Stitcher, Board Game Geek, or wherever fine podcasts are sold.
How do you deliver an expansion to one of the bestselling word games of all time? By throwing it away and starting from scratch – that’s how! In episode 52, we speak with Tim Fowers and Jeff Beck (yes – he just might be our regular host), the designers of Hardback (the “pre-quill” to Paperback).
During our chat, we talk about what sets word games apart (other than the obvious), why you have to separate what you did from who you are (for both good and bad), and why the most important element of a successful Kickstarter project is the product you are promoting. We play the Game Design Challenge and design a game even Miss Congeniality would appreciate.
You can learn more about Hardback on Kickstarter at:
Our world runs on oil… dirty, dirty oil. But when the wells run dry, a new economy will emerge. Who will rise from the ashes to claim this new world order? In episode 51, we speak with Tobias Gohrbandt, the co-designer of Peak Oil.
During our conversation, we discuss co-designing a game with someone who has completely different priorities, the novelty of a German publisher on Kickstarter, and the importance of not implementing playtesting feedback. We play the Game Design Challenge and create a horror game that will strike fear into all of our hearts.
You can learn more about Peak Oil on Kickstarter at:
Why risk your neck going on adventures when you can make a fortune from the safety of your own home, selling adventuring equipment to the foolish heroes that visit your shop? In the bicentennial episode 50, we chat with Jonathan Ying, famed co-designer of Star Wars: Imperial Assault and DOOM The Board Game (among others), who is out with a new, self-published game – Bargain Quest.
During our conversation, we chat about how easy it is to start a career in tabletop game design with absolutely zero experience, why elegant game design is not always best way to go, and why leaning into player frustrations can sometimes lead to the most memorable moments. We play the Game Design Challenge and create a dexterity game for the mafia that requires some really difficult moral decisions.
You can learn more about Bargain Quest on Kickstarter at:
You can also connect with Bargain Quest Games on their website.
Don’t get me wrong – sometimes a massive, 3-hour, heavy-euro game is the only way to fly. But sometimes you just need a light strategy game that you can wrap up in 30 minutes or less. In episode 49, we chat with Maggie Stewart and Jeff Fitzgerald, the founders of Hidden Creek Games, and the designers of Dragon Dodge.
During our conversation, we chat about the importance of designing the style of game you enjoy playing, how to involve spouse and young children in the game design process, and how to leverage quantum mechanics in your next design. We play the Game Design Challenge and create an intergalactic game of infant day care.
You can learn more about Dragon Dodge on Kickstarter at:
If you found a gold nugget, how far would you go to keep it? Would you hide it from your friends? Would you lie about where you kept it? In episode 48, we chat with Andrew Stengele of Forced Perspective Entertainment and Jimmy Schnitzlein, the publisher and designer, respectfully, of Claim: The Search for the Gold Nugget – and determine just how far someone might go.
During our discussion, we talk about the psychological damage that stretch goals can cause, why shirts are required for your Kickstarter campaign video but not your Kickstarter campaign pledge rewards, and why sometimes the greatest games don’t get designed past their title. We play the Game Design Challenge and design a bluffing, diplomacy game involving complex astrophysics.
You can learn more about Claim on Kickstarter at: