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Intertextual Cardboard Experience

Ryan Vodnik
Intertextual Cardboard Experience
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  • #37 - Josh Wood: Let's Go? To Wisconsin
    Josh Wood, designer and developer at AEG, joins the show as I lead him on a tour of my great home state, Wisconsin. Despite my chaotic whims as a tour guide, Josh had some say in the destination choices, “drafting” between one of two locations for our third through sixth stops—with those selections discarding a different set of prepared questions. Fortunately for you, the third member of this trip, you were in for a treat no matter what locations/questions were selected, as Josh’s attention to detail, place, movement, stories, art, and experience leave you with a fantastic episode (and awesome games; go check out Josh’s games).Josh’s: BGG PageInstagramBlueskyLet’s Go! To Japan Designer Diary #1…. and #2Pre-timestamp/chapter notes note:As the structure of this a selection between locations that each have their own linked question, these notes won’t explicitly spell out “where” we’re going or what the question is explicitly, but there will be a high-level idea mentioned. The first two locations were kind of linked to some introductory thoughts, so those will be more normal. Additionally, the travel distances will be posted on the Games Mentioned in this Episode Google Doc (click if you listened, otherwise you’ll be spoiled a bit).Show Introduction and the Apostle Islands (0:00)How Josh’s background in visual effects has entered his game design mixed in with some stories behind his art/art direction.Spring Green/House on the Rock (10:33)Josh talks about the story behind Let’s Go! To Japan and other autobiographical elements of his design. Some of the aforementioned focus on place and theme take place here as well.[Semi-related, but I misspoke and said this was a Frank Lloyd Wright design. While he is a part of the story, he definitely wasn’t the person who designed it, as that was Alex Jordan Jr., so look up more of that story because it’s pretty interesting.]All That Glitters is not Bronze? (28:33)The first selected location!Production, pieces, and tactility.Dark of the Moon (37:50)Development and curation.On the Shoulders of Mammoths (46:24)Movement as an extra dimension in games.Burratahead (54:31)Green and gold and cheesy goodness.Wrap-up Questions (1:00:25)We take an unexpected final stop to talk about the show’s expected final questions: some texts on Josh’s mind as well as designs and developments to look out for from him.-----------------------------------------------------------------------------------------If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a [email protected] — @intertextuality.bsky.socialCheck out my game, Oversized Sandwich, on BGG and DriveThruCards (to purchase)‬
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  • #36 - Chad Elkins: 25th Century Games in the 21¼st Century
    Chad Elkins, Founder and Lead Developer at 25th Century Games, joins the show for its 25th 36th episode. This episode is so piping hot that you’ll need your best stoneware mug to keep it contained. Through a ton of insightful commentary on general development, localization, and reprinting games, and the fun stories surrounding all of these processes, there are so many takeaways to things I’d been wondering about for some time. Chad also gives away the “formuoli” for getting the rights to something like Ra. With so much enjoyable conversation here, make sure you Run Run Run! to wherever you listen to your podcasts and check out this episode.There’s a lot to look out for 25th Century Games, so check out their website, social media profiles, and current crowdfunding project (wrapping up soon, but there will be a late-pledge option on Kickstarter until the the pledge manager on Backerkit opens, where late-pledging will be available as well!)25th Century Games Website25th Century Games on BlueskyObservatory and Star Gazers on KickstarterIntro, The State of 25th Century Games in 2025, and Mugs (0:00)Chad and I technically connected first through mugs, so we start off the conversation chatting about those, a game group that's been going strong for one-tenth of a decade, and how 25th is doing in ‘25.Some of that Sweet, Homegrown Localization [is that an oxymoron?] (20:39)25th Century Games has published a whole bunch of games through several different means over not too long of a history. Listening to the process, care, and relationships built through different types of publications was a treat for me!“I Invoke Ra!” (37:18)We talk about Ra, which is pretty obvious based on this chapter title, BUT Chad also discusses different approaches when it comes to handling reworking games for reprints.Furthermore, he brings up a fun fact about the number in the BGG url matching its entry in the site’s database (Ra being 12). When I was adding the links to the document that tries to capture all of the games mentioned in this episode (see below), I saw that Catan was 13th–fun coincidence.Import Collections (52:32)A quick bit where Chad has to guess my most played 25th Century Game.Wrap-up Questions (1:01:29)A text on Chad’s mind and things to look out for from 25th Century Games.Games Mentioned in this Episode If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a [email protected] Sandwich (to purchase) —check its BGG too—these show notes are too long with that hyperlinked (lol)
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  • #35 - Kaleb Wentzel-Fisher: Power Vacuum or (The Death of The Brave Little Toaster: A Space Odyssey)
    In the show’s 35th episode, we are super electrified to have designer Kaleb Wentzel-Fisher join us and to talk about Power Vacuum and so much more. The stories here might shock you! The puns I force Kaleb to make might make your hair stand on end! That’s all a part of the guarantee that you are in for a more fun time than a stroll down the aisle of your local appliance store.But in all seriousness, this is a great episode. You already knew that.Check out Kaleb’s work:WebsiteBlue SkyPower Vacuum (purchasable through Keen Bean Studio)[The intro kind of forgot the number initially, making things sound a little funky–but that was corrected shortly after–lol.]NEW SHOW NOTES FEATURE–Google Doc of Games Mentioned this EpisodePrologue (0:00)Several fun introductory anecdotes, and Kaleb is set up with a task that will help “set the scene” for each of the following acts.Act I (18:30)Exploring Kaleb’s backgrounds in film and sound in order to see how they have made their way into Kaleb’s board game design thoughts. Kaleb and Malachi Ray Rempen (Keen Bean Studio) have a very interesting backstory, and Kaleb reflects on that here as well.Act II (48:11)Some quotes taken from The Death of Stalin, an inspiration for Power Vacuum, and some random questions based on those quotes.Act III (1:15:16)What constitutes an appliance?How did Power Vacuum come to exist?What is the meaning of life?Two of those three questions are answered.Probably.Epilogue (1:41:26)A text on Kaleb’s mind and things to look out for from him in the future.-----------------------------------------------------------------------------------------If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a [email protected] Sandwich BGGOversized Sandwich (to purchase)
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  • Vodcast 5 - Show Noteception
    An episode about show notes with my shortest show note section yet.This episodes talks about the state of the show (all good and more good to come [sorry about any pause 😔], how I obsess over show notes (a bit too much), and genre and how different games have differing ease in returning to them.To keep up the bit about the short notes here, there are no time stamps; it all kind of flows in and out with maybe sensible transitions, much like a dream (within a dream [within a...]).-----------------------------------------------------------------------------------------If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a [email protected] Sandwich BGGOversized Sandwich (to purchase)
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  • #34 - Carl Robinson—Kelp: Fun vs. Fun
    In this interview, fun isn’t actually competing, but different types of fun and the way they interact with each other are being examined. As a little thought experiment, which games pop into your head when you think about the thrill of danger? Carl Robinson, designer of the hit game Kelp: Shark vs. Octopus, joins the show to discuss something that has been on his mind for quite some time, and that’s the way fun is discussed when examining board games. As a designer of a game that is a whole lot of fun, Carl has some great insights into this matter. And the discussion is well… it’s just fun. Enjoy!Check out Carl’s work on BoardGameGeek and reflections on Bluesky.Introductory Questions (0:00)Carl’s early experiences with board games.Introduction to this Episode’s Structure (12:38)And why Carl has been thinking about this topic.Here is the trimmed up sheet with the links and everything for all of the game’s Carl mentioned. It serves as a good extra set of show notes to link the BGG pages of the games (so you can all see credits on there), and it’s a fun look behind the scenes, of sorts.Social Interaction and Fellowship (23:11)Discovery (26:53)Winning/Competition (37:07)Comedy (49:00)Application of an Ability (54:25)Being Silly (59:31)Relaxation/Immersion/Submission (1:09:46)Discovery Revisited (1:22:08)Sensation (1:26:47)Failing/”Stupid” Games (1:34:48)Power (1:41:08)Fun in Kelp! (1:51:07)Wrap-up Questions (1:59:52)A text on Carl’s mind, what to look out for from him, and how thinking about the focus of this episode has impacted those particular projects.-----------------------------------------------------------------------------------------If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a [email protected]
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Over Intertextual Cardboard Experience

A primarily interview-based podcast grounded in the board game hobby. By exploring the connections between board games and other mediums, Intertextual Cardboard Experience is looking to tap into some links that may not have been considered much previously.Through interesting guests, audience feedback, and general revision, there is an experiential element of this channel to grow and change in unique ways. By keeping the door open to various forms of entertainment, the myriad of possibilities and combinations to consider and discuss is limitless.In addition to always trying to create cleverly constructed episodes and questions for the guests, another goal is to continually answer the question "why this podcast?" Those ideas serve as the pulse of this show, and I'm excited to keep trying to answer (and then re-answer) that question.
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