271 afleveringen
- In this episode of the Tabletop Sportcast, James discusses the upcoming holiday sale and the changes happening within the PLAAY community. He reflects on the past year's events, including the departure of key personnel and the impact on business operations. James speculates on what the holiday sale might look like, emphasizing the importance of PDFs and new game releases while considering the challenges of printed products. He concludes with thoughts on the future direction of PLAAY and the potential for continued changes in the coming year.
- Celebrating five years of the Tabletop Sportcast, this episode reflects on the show's evolution, personal hobby updates, and future plans. Host James shares insights on community-created content, hobby tools, and project management, emphasizing the importance of engagement and passion in the hobby.
- What if the secret to finishing a massive tabletop project is deciding you don’t have to finish the whole thing? This week, James looks at using milestones to turn oversized projects into manageable chunks, using his 1973 Hall of Fame Starting Pitcher project as a real-world example. Plus, some thoughts on money, change, nostalgia, and why the sports we remember continue to shape what we play on the tabletop.
- James sits down with designer Arthur Franz for an inside look at Breakaway Football Dynasty, an upcoming game that puts players in the role of a modern football general manager. They discuss the game’s original concept, resource-management approach, randomly generated coaches and players, two different game simulation engines, and the many ways gamers might build their own dynasty. Arthur also shares where the design currently stands, what emerged from the latest playtesting week, and the challenges ahead on the road to release.
- What if you had to reduce your entire tabletop sports game collection to just ten titles?
In Episode 261, James takes on that challenge—but this is not simply a list of his ten favorite games. With only one game allowed per sport and one per designer or game company, he builds a collection designed to provide variety, replayability, historical projects, fictional worlds, solo play, multiplayer options, and a balance between full-play and express games.
From the four major sports, and a collection of others, James explains the difficult decisions behind every choice—and the beloved games that narrowly missed the cut.
Which ten games would survive your own tabletop sports purge?
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I discuss everything from my tabletop experiences: game reviews, tabletop replays, rules interpretations, and how I plan projects.
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