We’ve spent over a decade in the tabletop gaming space, as content creators, local store owners, and online retailers. Now it’s time to answer your questions, dive into complex topics, and have an incredible amount of fun along the way -- featuring exclusive updates, candid dialogue, and fascinating interviews with designers, publishers, and visionaries.
When the Magic is Gone, Part 2
By the end of last week's episode, it had become clear that there was a lot more to explore on this topic of passion, innovation, and disruption in tabletop games. Are local game stores the next "Blockbuster", or will they drive the next major development in the industry - along with the publishers promoting them? Join us for another tiny sliver of an immense conversation.
When the Magic is Gone
It's a classic, near-eternal tale - passion launches something wonderful, and then a shift from those early priorities leaves it vulnerable to disruption. We see this across all industries, from restaurants, to films, to music, and of course right now in tabletop games. Are the titans capable of adapting in time, or is this the beginning of a new era?
When Success Isn't Enough
In the midst of a "seller's market" for a good number of games, it's all too easy to curse yourself for selling too soon, or not buying in soon enough, or selling at the wrong price. How far are you willing to push? Retailers and players can quickly find themselves in a devastating spiral, one that applies to every facet of life, and one that we are keen to discuss on this week's episode.
Previews as Promotion - FAB Case Study
Tabletop games have relied on a number of promotional tools throughout their history, and content previews are at the top of the list. Having now experienced the Flesh and Blood approach of a big "preview season" right before release, we discuss when this tactic works, why it works, and the more general tabletop marketing considerations that publishers and retailers should consider.
After years of watching release dates get delayed, confused, and broken (even by publishers themselves), it's worth backing up and really asking - what's the point of release dates for the majority of tabletop products?
Balancing Principles Over Power Level
In our "How to Ruin a Game" series, we talked a lot about balancing a game and sticking to foundational principles instead of throwing things at the wall and banning whatever created problems. Flesh and Blood, Ashes, and Skytear are all demonstrating "principle-first" design in their own way, and it is wonderful to see. Join us for a conversation spurred by the first FAB ban, Drone of Brutality.