Mon, 19 January 2009 So right now, I have no material recorded for the show and it's getting to the point where it might be hard for me to keep up a biweekly schedule. I may have to dedicate far more time at cons to doing interviews if I'm going to avoid this in the future. If you are (or know) an independent game designer within driving distance of Western MA, and you want to be on the show, please let me know. The show's email address is at gmail, and it's indie.insurgent there. You can also just email me if you know my address. (I should note that I do not do Skype on my show, face-to-face interviews only.) Category: general -- posted at: 10:23 AM Comments[0] |
Wed, 14 January 2009 Also, I had a cold. Also, big news on the music front (scan down). WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 64.8 MB big and 01:10:46 long. 00:01:08: The origin of the "Project Donut" working title 00:04:00: What's it about? 00:06:20: The primacy of cooperation 00:07:17: Transhumanism 00:07:54: Blade Runner (in case you didn't know) 00:10:13: Jared claims FreeMarket is one of the first real science fiction games (and his explanation for what that means for shock: social science fiction by Joshua A.C. Newman) 00:10:58: What is science fiction? 00:11:13: J.G. Ballard's three pillars of science fiction 00:13:45: How the game works 00:15:30: The game's concept of Flow reminds me of face rank in Extras by Scott Westerfeld 00:15:43: Cory Doctorow 00:17:17: "Deathing" people 00:19:35: Setting is built into the skills, and characters use the same game terms players do 00:20:34: Division of labor 00:21:29: Oldboy 00:23:16: When I played FM, I created a Y.T. gene line for my character (from the book Snow Crash) 00:24:08: Luke ran a game of Jared's game Lacuna for he and Peter 00:25:36: Luke and Jared would have liked to have done the Bella Sara RPG 00:27:28: The influence (or lack thereof) of other games 00:32:07: Rebekah "Spyder" Bennington has done art for FreeMarket 00:33:22: Difficult things to fix 00:37:42: Things they couldn't make work 00:40:17: The fascinating role of death(ing) in the game 00:42:16: Sengoku 00:42:47: The GM is called the "Superuser" and the other players are the "users" 00:44:33: FreeMarket is a no-prep game 00:45:45: How to get playtesters and get them to give you feedback 00:47:30: A RadioLab episode on choice that I babble on about 00:49:17: Blink by Malcolm Gladwell 00:51:03: Darcy Burgess 00:51:54: Playstorming 00:52:03: The purpose and use of art 00:53:49: Pictures of the "white book" for the game are on its site 00:55:46: Slugfest Games put them in touch with their printer 00:56:28: The PDF of the game will be given out for free 00:57:23: Skekses 00:57:32: You'll be able to register as a "colonist" and choose the number of the game you want 00:58:37: The contents of the boxed set 00:59:28: Empire of Dust by KNRPG Productions is another boxed set 00:59:34: Marketing 01:02:50: Jim Munroe, author of Everyone in Silico and the movie Infest Wisely, which were inspirations for FreeMarket 01:03:27: Jared has visions of one day playing the game with Doctorow, William Gibson, Munroe, and Bruce Sterling 01:05:00: George W. Bush as the Manichean president 01:05:09: When will it be out? 01:06:45: The Farm is not happy I'm super-lucky that Righteous Babe Records gave me permission to play music by Ani DiFranco. I'm going to start doing so for a while, since she's my favorite musician. We're going to start with a song about a corporate entity trying to get you to sell yourself out, a song called The Next Big Thing. Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[1] |
Fri, 2 January 2009 WARNING: The Independent Insurgency is an "explicit" podcast. This episode is 65.3 MB big and 1:11:18 long. 00:00:59: What Contested Ground Studios is 00:04:29: Twilight 2000 is one of the first games Malcolm played 00:05:16: Hot War was also inspired by British authors like John Wyndham (specifically Day of the Triffids) and J.G. Ballard, and is unlike "cozy catastrophe" books like A Canticle for Leibowitz 00:06:00: Hot War is set after a nuclear (and quasi-occult) war touched off by the Cuban Missile Crisis 00:06:30: The Zone of Alienation, where physical laws don't work properly, is inspired by the film Stalker by Andrei Tarkovsky and the novel upon which it's based, Roadside Picnic, as well as the Chernobyl Disaster 00:08:01: Characters in the game have secret agendas that often come into conflict with their organizations' agendas 00:09:32: A rundown of the game's mechanics 00:13:09: Ani DiFranco's song Letter to a John 00:13:31: We talk about music and politics as influences on game design and life 00:15:13: Malcolm's soundtrack for Cold City is dominated by non-50s music like DJ Krush, DJ Shadow,Fingerthing, and the Joe Acheson Quartet 00:16:10: The soundtrack for a Contenders game Malcolm played set in New Jersey (where I used to live) in 1983 included Blondie, Bauhaus, Talking Heads, The Cure, and The Clash 00:17:41: Malcom needs to visit New Jersey, if only for Dexposure's Dreamation gaming convention 00:18:15: We talk about more music: Nine Inch Nails, Front 242, and Green Day 00:19:11: How Hot War's conflict system works 00:19:55: Malcolm and I both worked the Playcollective booth at Gen Con 00:25:03: Megablockbuster 3:16: Carnage Amongst the Stars handles character death in a cool way 00:26:30: Why design this game? 00:31:09: "The people are not motor-bike-riding leather-clad, crossbow-wielding neo-barbarians" 00:32:46: The prevalence of kilts at gaming cons, Gen Con in particular 00:33:52: Jennifer Rodgers 00:36:17: What other games have you begun to shit out? 00:37:18: Malcolm wrote a game based on the song I Lost My Heart to a Starship Trooper 00:39:20: The possible third game in this thematic trend would be set in 1920s Constantinople and inspired by the book The Orientalist 00:41:36: The main differences between Hot War and Cold City 00:46:15: Gen Con's t-shirt problems: aggression, passive-aggression, and fascism 00:49:32: Malcolm "nicked mercilessly" from The Mountain Witch, Dogs in the Vineyard, and Covenant 00:53:38: Use of art in the book 00:56:54: The printer for the book is Fidlar Doubleday 00:58:44: Marketing (which Malcolm thinks Evil Hat are particularly good at) 01:02:19: Defining success Closing song is Thick Ass Stout by Skankin' Pickle which can be found at Podshow's Podsafe Music Network, http://music.podshow.com/ Logo courtesy of Daniel Solis: http://danielsolis.com/ Comments[5] |

