POPULARITY
Ed co-founded Eden Studios (Conspiracy X RPG, et al) and The Forge, a website for creator-owned game publishers. He also founded Gamerati, and has spent the last 15 years solving problems for game publishers. His focus is marketing, crowdfunding and logistics services. Learn more about Gamerati at: https://gamerati.biz (https://gamerati.biz) FOLLOW US ON: Facebook: https://www.facebook.com/groups/boardgamebinge Instagram: https://www.instagram.com/boardgamebingepodcast/ Twitter: https://www.twitter.com/boardgamebinge WHERE TO FIND OUR PODCAST: Spotify: https://open.spotify.com/show/5RJbdkguebb3MSLAatZr7r iHeart Radio: https://www.iheart.com/podcast/269-board-game-binge-72500104/ Tune In: https://tunein.com/embed/player/p1344218/ Google Podcasts: https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5jYXB0aXZhdGUuZm0vYm9hcmRnYW1lYmluZ2U= Apple Podcasts: https://podcasts.apple.com/ca/podcast/board-game-binge/id1522623033 Visit Our Websites: Board Game Binge: https://boardgamebinge.com/ Tin Robot Games: https://tinrobotgames.com Elixir Board Games: https://www.elixirboardgames.com/our-games
Patrick is a huge fan of fantasy themed games, and created his own as his first Kickstarter project in May 2019. Dungeon Brawler performed very well for a first campaign, and had some great praise from previewers and backers alike. Patrick shares a bit about facebook advertising, parnerin with Gamerati, and why fantasy still has plenty of room for new games. Here is his Kickstarter about dungeon hunting, take a trip HERE to find out. Curious to learn more about Gamerati? Find out more HERE. To learn more about FunDaMental Games feel free to visit www.thefundamentalgames.com Introduction Music provided by: https://www.purple-planet.com Voice introduction by Marilena D.
A few months back I got to talk with Ed Healy of Gamerati; you may know them as distributors and troubleshooter-extrodinaires linked to Crafty Games and Sean Astin’s upcoming Grimmerspace. Ed invited me up to take a look around when some of the groups they represented hit Dreamhack in Dallas. It was a heck of an experience and while there I got to meet with game creator, Alex Flagg of Crafty Games, the creators of Spycraft and Mistborn! I want to thank Ed Healy for the invite and Alex for the chance to talk about his games! Host: John Thompson Guest: Alex Flagg Check out Crafty Games! PassionerdlyPassionerdly on FacebookTwitter: @passionerdlypds, @passionerdly, @roowerks Instagram: @passionerdlypds, @passionerdly, @roowerksCheck out our Patreon for bonus content and swag! Support the show by wearing our shirts from TeePublic! Proud part of the Nerd's Domain Nerd's Domain on Facebook Nerd's Domain on Twitter Nerd's Domain on TeePublic and the Southgate Media Group!
The Chaotic Good Cast is recorded live on the VCG Chaotic Good Discord server. If you would like to tune in live on Monday nights at 9PM ET for the recordings join the Discord server here:https://discord.gg/HMXJW3N This episode we talk about the new out of San Diego Comic Con, The Lion King and we welcome Ed Healy from Gamerati! The Chaotic Good cast is Doug Shute from Victory Condition Gaming http://youtube.com/victoryconditiongaming1 Rob Kalajian http://pawnsperspective.com Jason Hunt http://twitter.com/hexeter Ben Higgins http://instagram.com/flopcardboard Barney Smith http://storycomic.com Doug Shute http://youtube.com/victoryconditiongaming1 It's chaotic but it's all good!
This week Nate and Jon assure you they are definitely totally alive after both have been super sick. They also give some great updates on Pun Pongs fulfillment, Council of Verona, and share a new exciting partner with Bread and Circuses, Gamerati! --- Support this podcast: https://anchor.fm/making-the-dough-show/support
This week, Tome Travelers delves into the hidden world behind RPGs to talk to the legendary Ed Healy of Gamerati. Gamerati is a company that offers services to the game publishing community with distribution, media solutions, and more! Host: John Thompson Guest: Ed Healy Check out Gamerati! PassionerdlyPassionerdly on FacebookTwitter: @passionerdlypds, @passionerdly, @roowerks Instagram: @passionerdlypds, @passionerdly, @roowerksCheck out our Patreon for bonus content and swag! Support the show by wearing our shirts from TeePublic! Proud part of the Nerd's Domain Nerd's Domain on Facebook Nerd's Domain on Twitter Nerd's Domain on TeePublic and the Southgate Media Group!
Grant's second child is here and everybody is doing well! Grant and Peter discuss some recent news, including Gamerati's taking over of RPGpodcasts.com (a very good thing) and the upcoming Tavern Con and Electric City Comic Con, then get down to discussing the main topic: fear in RPGs. A lot of gaming groups have trouble handling fear in-game. Grant and Peter discuss some common reasons for the trouble and offer a number of potential solutions. Links: Tavern Con (no official link yet) Episode 45 - Unity vs. Uniformity (With Ed Healy) Stardew Valley Electric City Comic Con Gameable Pixar Podcast, Bonus episode 33: The Corpse Bride Games Store Prophets Bonus Content: Darkest Dungeon Scripture: Proverbs 9:10, Matthew 10:26-31, John 16:33, Luke 2:10
Peter was at Fear the Con 7 when we recorded this one, but that's okay—Ed Healy, founder of Gamerati and co-host of Atomic Array, joined Grant and Branden as a guest host this episode! After a few preliminaries we got into a fairly broad topic that Ed wanted to talk about: Unity vs. uniformity, or handling a table (and other social groups) full of different people without squashing individuality. It turned into a lot of fun and covered a wide range of examples and issues! We also talked briefly about Stephen Weese's excellent book God Loves The Freaks. Thanks for joining us, Ed; we appreciate it! Scripture: Psalm 133, John 13:34-35, Philippians 4:4-7
By Paco Garcia Jaen The Gamerati himself has been into creating, promoting and playing roleplaying games for a very, very long time and in that time he’s learned a great deal. A great deal that he’s more than happy to share that knowledge. From helping create Eden Studios to setting up the Gamerati Network, Ed Healy has been enthusiastically promoting not just games, but gamers; celebrating our idiosyncrasies and showcasing how our differences only make us richer. But who’s Ed Healy really? Where does he come from and why is he so keen on games and gaming? And what drives him? As I suspected, an interview worth listening to. Ed is probably one of the nicest men our hobby has ever seen!
In February 2012 the Tome Show Book Club read Erik Scott DeBie's Shadowbane, a Forgotten Realms novel set in Luskan with characters developing out of his previous book Downshadow. This book is part of the larger D&D novels story called the Abyssal Plague, although background knowledge of that event and the events of Downshadow are not needed (Jeff had not read Downashadow before this book and Tracy had not read any Abyssal Plague books). According to Jeff, "DeBie understands what it means to write in a shared world better than any other author writing in the Forgotten Realms and in Shadowbane he has crafted the perfect Realms story." If you want to know more bout Erik visit his website. If you want to know more about the Realms swing by Candlekeep and the FR Wiki. If you want to buy Erik's FR books, take a gander: Amazon.com Widgets If you want to buy the next Book Club book it is Brimstone Angels by Erin Evans. If you want to support the show, swing by Gamerati and Gamerati TV and tell them you appreciate them sponsoring the show.
In February 2012 the Tome Show Book Club read Erik Scott DeBie's Shadowbane, a Forgotten Realms novel set in Luskan with characters developing out of his previous book Downshadow. This book is part of the larger D&D novels story called the Abyssal Plague, although background knowledge of that event and the events of Downshadow are not needed (Jeff had not read Downashadow before this book and Tracy had not read any Abyssal Plague books). According to Jeff, "DeBie understands what it means to write in a shared world better than any other author writing in the Forgotten Realms and in Shadowbane he has crafted the perfect Realms story." If you want to know more bout Erik visit his website. If you want to know more about the Realms swing by Candlekeep and the FR Wiki. If you want to buy Erik's FR books, take a gander: Amazon.com Widgets If you want to buy the next Book Club book it is Brimstone Angels by Erin Evans. If you want to support the show, swing by Gamerati and Gamerati TV and tell them you appreciate them sponsoring the show.
In February 2012 the Tome Show Book Club read Erik Scott DeBie's Shadowbane, a Forgotten Realms novel set in Luskan with characters developing out of his previous book Downshadow. This book is part of the larger D&D novels story called the Abyssal Plague, although background knowledge of that event and the events of Downshadow are not needed (Jeff had not read Downashadow before this book and Tracy had not read any Abyssal Plague books). According to Jeff, "DeBie understands what it means to write in a shared world better than any other author writing in the Forgotten Realms and in Shadowbane he has crafted the perfect Realms story." If you want to know more bout Erik visit his website. If you want to know more about the Realms swing by Candlekeep and the FR Wiki. If you want to buy Erik's FR books, take a gander: Amazon.com Widgets If you want to buy the next Book Club book it is Brimstone Angels by Erin Evans. If you want to support the show, swing by Gamerati and Gamerati TV and tell them you appreciate them sponsoring the show.
In February 2012 the Tome Show Book Club read Erik Scott DeBie's Shadowbane, a Forgotten Realms novel set in Luskan with characters developing out of his previous book Downshadow. This book is part of the larger D&D novels story called the Abyssal Plague, although background knowledge of that event and the events of Downshadow are not needed (Jeff had not read Downashadow before this book and Tracy had not read any Abyssal Plague books). According to Jeff, "DeBie understands what it means to write in a shared world better than any other author writing in the Forgotten Realms and in Shadowbane he has crafted the perfect Realms story." If you want to know more bout Erik visit his website. If you want to know more about the Realms swing by Candlekeep and the FR Wiki. If you want to buy Erik's FR books, take a gander: Amazon.com Widgets If you want to buy the next Book Club book it is Brimstone Angels by Erin Evans. If you want to support the show, swing by Gamerati and Gamerati TV and tell them you appreciate them sponsoring the show.
In this episode of the Tome Show Jeff and Tracy are joined by editor Sam Dillon (who didn't edit this episode, so don't blame him) and Icosahedraphelia host, Chris Heard. Our sponsor is Gamerati and Gamerati TV. And the following is the text of the interview with Mike Mearls: Year in Review: Tome Crew: How do you feel about the direction of design for the brand in the last year? What lessons have you learned from it? Mike Mearls: So far, I think our overall direction is sound. We've gotten great feedback on our announcement of the next iteration, and it's encouraging to see a groundswell of overall interest in D&D. To be honest, I was worried that people might just ignore what we had to say. I think I've learned that people love D&D and want to see it succeed. If you give them a chance to help make that happen, they're more than happy to step up and take part. TC: I'd like to hear the story of how the decision was made over the last year to revise the game...what brought us up to the announcement? MM: The big realization was that with each edition, we were creating artificial divides within the D&D fan base. This divide affects the long term health of D&D as a whole because it makes it harder for people to find game groups or even discuss the game with other players. That doesn't mean that new editions are strictly bad. Instead, it means we need to consider them very carefully and weigh the long term benefits and drawbacks, rather than focus solely on the short term. When you have a splintered audience, your best bet is to find a way to bring people together. Our central idea is that regardless of what you like about D&D, you can find it in the next iteration. The basic approach is to preserve what's there and express it in a compact, elegant way, rather than focus on inventing a new way to play D&D. TC: 2011 was a big year for D&D branching into other mediums (comics, more/new board games, video games, movies, etc.). Has this been a successful movement for the brand? MM: There's a lot of interest in D&D out there, and we've seen that reflected in the enthusiasm for products outside of the traditional tabletop offerings. The truth is that many people play D&D for a period of time and then move on because life gets in the way. They still love D&D, though, and are willing to delve into it in whatever format fits their lives. TC: D&D has had some big changes over the last year, could you tell us a bit about why this all came together at once (change in leadership, return of the boxed set, canceling minis and bringing them back, etc.)? MM: I don't think any of these things were part of some grand plan. In a lot of ways, the changes in products and such represent a few different attempts to innovate, shake things up, and keep the game fresh. TC: What was your favorite moment in D&D from 2011? MM: Running an adventure using some of the basic design principles that are in play for D&D Next. It was good to see a game that included role play, problem solving, investigation, and a couple of fights, fit into less than an hour. A close second would be running and playing five different editions of D&D with members of the R&D team. The thing that stuck out to me was that each edition of the game had its strengths, and in many ways those strengths could complement each other. Look Ahead: TC: What do you anticipate being the process for playtesting of D&D Next? MM: We're aiming to reach as many D&D players as possible, while ensuring that we get a good sense of what the players as a whole think. It's easy to let a few, loud voices guide a playtest process, so we're taking pains to design a system that gives everyone an equal chance to be heard. TC: How can we expect the D&D Digital Tools to develop in the next year as Silverlight loses support and 4e enters its twilight? MM: We're continuing to support the tools by adding content through the magazines and loading materials from our books to it. In 2011, we made an effort to get feedback on which classes and races need more support, and 2012 is when you'll see the fruits of those labors. TC: What D&D product for 2012 are you most excited to get into people's hands? MM: I've seen some initial layouts and text for Ed Greenwood Presents Elminster's Forgotten Realms, and that book is an amazing look at the Realms through the eyes of the world's creator. Every time I have an approval meeting, I want to keep reading the text rather than just approve the layout and move on. TC: With DDXP going away, what newer and bigger things can we expect from D&D at GenCon next year? MM: We have some great plans for the show, but nothing we want to announce yet. D&D has always been an important part of GenCon, and this year we definitely want to step things up. TC: What will your favorite moment in D&D be in 2012? MM: Definitely GenCon. We have some nifty stuff planned.
In this episode of the Tome Show Jeff and Tracy are joined by editor Sam Dillon (who didn't edit this episode, so don't blame him) and Icosahedraphelia host, Chris Heard. Our sponsor is Gamerati and Gamerati TV. And the following is the text of the interview with Mike Mearls: Year in Review: Tome Crew: How do you feel about the direction of design for the brand in the last year? What lessons have you learned from it? Mike Mearls: So far, I think our overall direction is sound. We’ve gotten great feedback on our announcement of the next iteration, and it’s encouraging to see a groundswell of overall interest in D&D. To be honest, I was worried that people might just ignore what we had to say. I think I’ve learned that people love D&D and want to see it succeed. If you give them a chance to help make that happen, they’re more than happy to step up and take part. TC: I'd like to hear the story of how the decision was made over the last year to revise the game...what brought us up to the announcement? MM: The big realization was that with each edition, we were creating artificial divides within the D&D fan base. This divide affects the long term health of D&D as a whole because it makes it harder for people to find game groups or even discuss the game with other players. That doesn’t mean that new editions are strictly bad. Instead, it means we need to consider them very carefully and weigh the long term benefits and drawbacks, rather than focus solely on the short term. When you have a splintered audience, your best bet is to find a way to bring people together. Our central idea is that regardless of what you like about D&D, you can find it in the next iteration. The basic approach is to preserve what’s there and express it in a compact, elegant way, rather than focus on inventing a new way to play D&D. TC: 2011 was a big year for D&D branching into other mediums (comics, more/new board games, video games, movies, etc.). Has this been a successful movement for the brand? MM: There’s a lot of interest in D&D out there, and we’ve seen that reflected in the enthusiasm for products outside of the traditional tabletop offerings. The truth is that many people play D&D for a period of time and then move on because life gets in the way. They still love D&D, though, and are willing to delve into it in whatever format fits their lives. TC: D&D has had some big changes over the last year, could you tell us a bit about why this all came together at once (change in leadership, return of the boxed set, canceling minis and bringing them back, etc.)? MM: I don’t think any of these things were part of some grand plan. In a lot of ways, the changes in products and such represent a few different attempts to innovate, shake things up, and keep the game fresh. TC: What was your favorite moment in D&D from 2011? MM: Running an adventure using some of the basic design principles that are in play for D&D Next. It was good to see a game that included role play, problem solving, investigation, and a couple of fights, fit into less than an hour. A close second would be running and playing five different editions of D&D with members of the R&D team. The thing that stuck out to me was that each edition of the game had its strengths, and in many ways those strengths could complement each other. Look Ahead: TC: What do you anticipate being the process for playtesting of D&D Next? MM: We’re aiming to reach as many D&D players as possible, while ensuring that we get a good sense of what the players as a whole think. It’s easy to let a few, loud voices guide a playtest process, so we’re taking pains to design a system that gives everyone an equal chance to be heard. TC: How can we expect the D&D Digital Tools to develop in the next year as Silverlight loses support and 4e enters its twilight? MM: We’re continuing to support the tools by adding content through the magazines and loading materials from our books to it. In 2011, we made an effort to get feedback on which classes and races need more support, and 2012 is when you’ll see the fruits of those labors. TC: What D&D product for 2012 are you most excited to get into people’s hands? MM: I’ve seen some initial layouts and text for Ed Greenwood Presents Elminster’s Forgotten Realms, and that book is an amazing look at the Realms through the eyes of the world’s creator. Every time I have an approval meeting, I want to keep reading the text rather than just approve the layout and move on. TC: With DDXP going away, what newer and bigger things can we expect from D&D at GenCon next year? MM: We have some great plans for the show, but nothing we want to announce yet. D&D has always been an important part of GenCon, and this year we definitely want to step things up. TC: What will your favorite moment in D&D be in 2012? MM: Definitely GenCon. We have some nifty stuff planned.
In this episode of the Tome Show Jeff and Tracy are joined by editor Sam Dillon (who didn't edit this episode, so don't blame him) and Icosahedraphelia host, Chris Heard. Our sponsor is Gamerati and Gamerati TV. And the following is the text of the interview with Mike Mearls: Year in Review: Tome Crew: How do you feel about the direction of design for the brand in the last year? What lessons have you learned from it? Mike Mearls: So far, I think our overall direction is sound. We’ve gotten great feedback on our announcement of the next iteration, and it’s encouraging to see a groundswell of overall interest in D&D. To be honest, I was worried that people might just ignore what we had to say. I think I’ve learned that people love D&D and want to see it succeed. If you give them a chance to help make that happen, they’re more than happy to step up and take part. TC: I'd like to hear the story of how the decision was made over the last year to revise the game...what brought us up to the announcement? MM: The big realization was that with each edition, we were creating artificial divides within the D&D fan base. This divide affects the long term health of D&D as a whole because it makes it harder for people to find game groups or even discuss the game with other players. That doesn’t mean that new editions are strictly bad. Instead, it means we need to consider them very carefully and weigh the long term benefits and drawbacks, rather than focus solely on the short term. When you have a splintered audience, your best bet is to find a way to bring people together. Our central idea is that regardless of what you like about D&D, you can find it in the next iteration. The basic approach is to preserve what’s there and express it in a compact, elegant way, rather than focus on inventing a new way to play D&D. TC: 2011 was a big year for D&D branching into other mediums (comics, more/new board games, video games, movies, etc.). Has this been a successful movement for the brand? MM: There’s a lot of interest in D&D out there, and we’ve seen that reflected in the enthusiasm for products outside of the traditional tabletop offerings. The truth is that many people play D&D for a period of time and then move on because life gets in the way. They still love D&D, though, and are willing to delve into it in whatever format fits their lives. TC: D&D has had some big changes over the last year, could you tell us a bit about why this all came together at once (change in leadership, return of the boxed set, canceling minis and bringing them back, etc.)? MM: I don’t think any of these things were part of some grand plan. In a lot of ways, the changes in products and such represent a few different attempts to innovate, shake things up, and keep the game fresh. TC: What was your favorite moment in D&D from 2011? MM: Running an adventure using some of the basic design principles that are in play for D&D Next. It was good to see a game that included role play, problem solving, investigation, and a couple of fights, fit into less than an hour. A close second would be running and playing five different editions of D&D with members of the R&D team. The thing that stuck out to me was that each edition of the game had its strengths, and in many ways those strengths could complement each other. Look Ahead: TC: What do you anticipate being the process for playtesting of D&D Next? MM: We’re aiming to reach as many D&D players as possible, while ensuring that we get a good sense of what the players as a whole think. It’s easy to let a few, loud voices guide a playtest process, so we’re taking pains to design a system that gives everyone an equal chance to be heard. TC: How can we expect the D&D Digital Tools to develop in the next year as Silverlight loses support and 4e enters its twilight? MM: We’re continuing to support the tools by adding content through the magazines and loading materials from our books to it. In 2011, we made an effort to get feedback on which classes and races need more support, and 2012 is when you’ll see the fruits of those labors. TC: What D&D product for 2012 are you most excited to get into people’s hands? MM: I’ve seen some initial layouts and text for Ed Greenwood Presents Elminster’s Forgotten Realms, and that book is an amazing look at the Realms through the eyes of the world’s creator. Every time I have an approval meeting, I want to keep reading the text rather than just approve the layout and move on. TC: With DDXP going away, what newer and bigger things can we expect from D&D at GenCon next year? MM: We have some great plans for the show, but nothing we want to announce yet. D&D has always been an important part of GenCon, and this year we definitely want to step things up. TC: What will your favorite moment in D&D be in 2012? MM: Definitely GenCon. We have some nifty stuff planned.
In this episode of the Tome Show Jeff and Tracy are joined by editor Sam Dillon (who didn't edit this episode, so don't blame him) and Icosahedraphelia host, Chris Heard. Our sponsor is Gamerati and Gamerati TV. And the following is the text of the interview with Mike Mearls: Year in Review: Tome Crew: How do you feel about the direction of design for the brand in the last year? What lessons have you learned from it? Mike Mearls: So far, I think our overall direction is sound. We’ve gotten great feedback on our announcement of the next iteration, and it’s encouraging to see a groundswell of overall interest in D&D. To be honest, I was worried that people might just ignore what we had to say. I think I’ve learned that people love D&D and want to see it succeed. If you give them a chance to help make that happen, they’re more than happy to step up and take part. TC: I'd like to hear the story of how the decision was made over the last year to revise the game...what brought us up to the announcement? MM: The big realization was that with each edition, we were creating artificial divides within the D&D fan base. This divide affects the long term health of D&D as a whole because it makes it harder for people to find game groups or even discuss the game with other players. That doesn’t mean that new editions are strictly bad. Instead, it means we need to consider them very carefully and weigh the long term benefits and drawbacks, rather than focus solely on the short term. When you have a splintered audience, your best bet is to find a way to bring people together. Our central idea is that regardless of what you like about D&D, you can find it in the next iteration. The basic approach is to preserve what’s there and express it in a compact, elegant way, rather than focus on inventing a new way to play D&D. TC: 2011 was a big year for D&D branching into other mediums (comics, more/new board games, video games, movies, etc.). Has this been a successful movement for the brand? MM: There’s a lot of interest in D&D out there, and we’ve seen that reflected in the enthusiasm for products outside of the traditional tabletop offerings. The truth is that many people play D&D for a period of time and then move on because life gets in the way. They still love D&D, though, and are willing to delve into it in whatever format fits their lives. TC: D&D has had some big changes over the last year, could you tell us a bit about why this all came together at once (change in leadership, return of the boxed set, canceling minis and bringing them back, etc.)? MM: I don’t think any of these things were part of some grand plan. In a lot of ways, the changes in products and such represent a few different attempts to innovate, shake things up, and keep the game fresh. TC: What was your favorite moment in D&D from 2011? MM: Running an adventure using some of the basic design principles that are in play for D&D Next. It was good to see a game that included role play, problem solving, investigation, and a couple of fights, fit into less than an hour. A close second would be running and playing five different editions of D&D with members of the R&D team. The thing that stuck out to me was that each edition of the game had its strengths, and in many ways those strengths could complement each other. Look Ahead: TC: What do you anticipate being the process for playtesting of D&D Next? MM: We’re aiming to reach as many D&D players as possible, while ensuring that we get a good sense of what the players as a whole think. It’s easy to let a few, loud voices guide a playtest process, so we’re taking pains to design a system that gives everyone an equal chance to be heard. TC: How can we expect the D&D Digital Tools to develop in the next year as Silverlight loses support and 4e enters its twilight? MM: We’re continuing to support the tools by adding content through the magazines and loading materials from our books to it. In 2011, we made an effort to get feedback on which classes and races need more support, and 2012 is when you’ll see the fruits of those labors. TC: What D&D product for 2012 are you most excited to get into people’s hands? MM: I’ve seen some initial layouts and text for Ed Greenwood Presents Elminster’s Forgotten Realms, and that book is an amazing look at the Realms through the eyes of the world’s creator. Every time I have an approval meeting, I want to keep reading the text rather than just approve the layout and move on. TC: With DDXP going away, what newer and bigger things can we expect from D&D at GenCon next year? MM: We have some great plans for the show, but nothing we want to announce yet. D&D has always been an important part of GenCon, and this year we definitely want to step things up. TC: What will your favorite moment in D&D be in 2012? MM: Definitely GenCon. We have some nifty stuff planned.
Well, it's been a couple months in the making but Episode 3 is finally here! This was recorded back in November, but Christmas and college got in the way. Now, here it is! Episode 3, with special guest host Tracy from This is My Game and Sand and Steam. Andrew, who left us a Voice Mail, we haven't forgotten about you. Your VM will appear next episode. We merely recorded this before you called in. News: Menzoberranzan: City of Intrigue Pathfinder Beginner Box Adopt-A-Soldier Program Sponsor: Gamerati and Gamerati.tv Today's topic: Realism in your game Realms of Atlantasia Advice section: Eclipse Phase
Well, it's been a couple months in the making but Episode 3 is finally here! This was recorded back in November, but Christmas and college got in the way. Now, here it is! Episode 3, with special guest host Tracy from This is My Game and Sand and Steam. Andrew, who left us a Voice Mail, we haven't forgotten about you. Your VM will appear next episode. We merely recorded this before you called in. News: Menzoberranzan: City of Intrigue Pathfinder Beginner Box Adopt-A-Soldier Program Sponsor: Gamerati and Gamerati.tv Today's topic: Realism in your game Realms of Atlantasia Advice section: Eclipse Phase
Well, it's been a couple months in the making but Episode 3 is finally here! This was recorded back in November, but Christmas and college got in the way. Now, here it is! Episode 3, with special guest host Tracy from This is My Game and Sand and Steam. Andrew, who left us a Voice Mail, we haven't forgotten about you. Your VM will appear next episode. We merely recorded this before you called in. News: Menzoberranzan: City of Intrigue Pathfinder Beginner Box Adopt-A-Soldier Program Sponsor: Gamerati and Gamerati.tv Today's topic: Realism in your game Realms of Atlantasia Advice section: Eclipse Phase
Well, it's been a couple months in the making but Episode 3 is finally here! This was recorded back in November, but Christmas and college got in the way. Now, here it is! Episode 3, with special guest host Tracy from This is My Game and Sand and Steam. Andrew, who left us a Voice Mail, we haven't forgotten about you. Your VM will appear next episode. We merely recorded this before you called in. News: Menzoberranzan: City of Intrigue Pathfinder Beginner Box Adopt-A-Soldier Program Sponsor: Gamerati and Gamerati.tv Today's topic: Realism in your game Realms of Atlantasia Advice section: Eclipse Phase
In this episode the Tome Show family (Sam, Tracy, and Jeff) discusses the announcement about the next "iteration" of the game of Dungeons and Dragons. It's raw, unedited, and unscripted, brought to you by Gamerati and Gamerati TV. This is a topic to be discussed further in the future, but here's our first reactions the night of the announcement. We read many articles for our information...but all of them are linked from (and quoted on) the collection on ENWorld.
In this episode the Tome Show family (Sam, Tracy, and Jeff) discusses the announcement about the next "iteration" of the game of Dungeons and Dragons. It's raw, unedited, and unscripted, brought to you by Gamerati and Gamerati TV. This is a topic to be discussed further in the future, but here's our first reactions the night of the announcement. We read many articles for our information...but all of them are linked from (and quoted on) the collection on ENWorld.
In this episode the Tome Show family (Sam, Tracy, and Jeff) discusses the announcement about the next "iteration" of the game of Dungeons and Dragons. It's raw, unedited, and unscripted, brought to you by Gamerati and Gamerati TV. This is a topic to be discussed further in the future, but here's our first reactions the night of the announcement. We read many articles for our information...but all of them are linked from (and quoted on) the collection on ENWorld.
In this episode the Tome Show family (Sam, Tracy, and Jeff) discusses the announcement about the next "iteration" of the game of Dungeons and Dragons. It's raw, unedited, and unscripted, brought to you by Gamerati and Gamerati TV. This is a topic to be discussed further in the future, but here's our first reactions the night of the announcement. We read many articles for our information...but all of them are linked from (and quoted on) the collection on ENWorld.