Design Games

Design Games

We talk about game design, especially tabletop roleplaying and story games. We're professional designers ND Paoletta and Will Hindmarch. We're glad you're here.

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    Funding Production

    You need funding. You might give your game away for free, but you didn't make it for free. Your time and work have value. How does that translate to cost and how does your product help fund itself and the next thing you want to make? Check out the full show notes for a link to Nathan's "Notes on Independent Publishing," too!

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    Production Tools

    Let's talk about some of the software that we—Nathan and Will—use for production purposes like layout and graphic design. More importantly, let's talk about how that impacts our game designs and workflow across the board.

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    Spheres of Production

    As you're proceeding into production of your game, ask yourself: What can I do myself? When should I ask for help? What would I say to externalize my vision to a hire? What you do yourself, what you expand your skills to accomplish, and when you hire experts — these are parts of the spheres of production. Support us on Patreon and help future episodes of the show come into being!

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    Form Factors

    What form does your RPG take? Is it a book? A deck of cards? A poster or mousepad or business card? Are you sure? Design Games is made possible by our supporters at Patreon, where you can back Nathan and Will, too. Every dollar helps.

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    Let's talk about another means of delivering random results and packaging information for players in your tabletop roleplaying and story games: cards.

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    Reflections 2

    Look around. Get your bearings. Take a look back at what's working and what you've learned, then move forward with the knowledge. That's what we're doing, this time.

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    Early Writing

    You've got a lot of notes, you've got rules and systems, maybe you've been writing for yourself. How do you start writing all of that out for other people in addition to yourself? Let's talk.

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    Say a thing. Say it again. A design isn’t right the first time, so we revise and restate and iterate. Let’s talk about that.

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    Game Chef

    Do you know about the Game Chef design competition? This time we talk about our experiences with Game Chef and what we know of its history and influence on games and designers.

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    Playtesting, Part Two

    (Episode forty?! Ye gads.) Here we explore more notions on the topic of your early playtests, and how to get information out of them, make sense of some of it, and prepare for revisions to your design.

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