Picture courtesy of Tor.com

Artist, Eric Orchard may best be known for his work on children’s books such as The Terrible, Horrible Smelly Pirate and A Forest for Christmas, but his latest project is much more adult. No, he does not break form and tell a story of sex and scandal, but instead on that other adult topic, office politics. He is providing illustrations for a new web comic based on Jeff VanderMeer’s  Novella The Situation which tells of a refugee turned bio-engineer and the problems that start with the fish head project, then lead him to a darker place, the HR department.

“It’s basically a science fiction story about office life, but really scary, paranoid, deadly office life,” Orchard explains. “It all takes place in a sort of post apocalyptic devastation. The only safe place to be is working for the company, which isn’t safe at all.”

Orchard’s art brings the strange world of The Situation to life, picking out the strange details in one panel and treating them as commonplace in the next. Pen and ink style shading brings the shadows to life, and not just the darkness that is the result of the lighting. There is a darkness of spirit to the story, not a meanness so much as a feeling the boss is watching over your shoulder that comes through in the art.

The darker images of The Situation have given Orchard a chance to let himself go a bit more. “After so many cute animals, leering skulls were a huge relief!” he said. He went on to explain that he worked hard to stay true to the imagery of VanderMeer’s story. “The novella is so rich with ideas and imagery that would just never occur to me that it opened up whole new worlds for me,” Orchard said.

Orchard has also been working with other cartoonists to create a publishing imprint, Springwinder, that will showcase fantasy and sci-fi digital comics. With Springwinder he hopes to bring independent comics to both computers and smart devices in the near future.

Orchard’s art at times almost has the feel of something from the last century, something reminiscent of etchings more then digitally augmented art. “I always start traditionally, either with pencils or a pen and ink drawing, and then I scan it in and transform it in Photoshop,” Orchard said. “I love to draw on paper and I love the freedom and possibilities of working digitally, so it’s perfect for me.”

It is probably no coincidence that his art has an old world feel to it. While he has a broad range of influences he is particularly drawn to the genre artists. “I’m such a huge consumer of comics and illustrated books, and I have been all my life, that narrowing it down is really, really hard. I’ve always been most drawn to genre artists. My favorite artist has long been the Victorian king of the illustrated book, Arthur Rackham,” Orchard said.

Another source for inspiration for Orchard are role-playing games. It is the place where he learned to build worlds and create characters. “I love the 1st or 2nd edition D&D dungeon crawl kind of thing. I’m also a big fan of TSR’s Traveler. I grew up playing D&D, Shadowrun, Cyberpunk and a bunch of different Palladium games. Which all totally dates me.”

The Situation is available from Tor.com.

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I recently had the opportunity to do an interview with Tristan before she joined the Troll In the Corner staff about her writing, both her current book, Thieves At Heart, and her future endeavors. If you are interested in purchasing these fine literary products, you can find more information at her site, Back That Elf Up.

Let’s see what she had to say, shall we?

So, tell me a bit about your current novels.  What’s the basic premise of them?
The Valley of Ten Crescents regards a young half-elf named Tavera and her adventures in the region. Thieves at Heart is the only one that’s out now and it has to do with her upbringing as a thief and one of the most important relationships in her life, Derk, her father and teacher. It’s about relationships and figuring out who you are, when other people have expectations of you. And it happens to take place in a fantasy setting, with elves and a bit of magic here and there.

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I’m lucky.  Today I got to interview Eddy Webb, Senior Developer and Rich Thomas the Creative Director for White Wolf/CCP Transmedia.  Thanks for agreeing to do this interview, guys.   

As a long-time fan of the World of Darkness I’m really excited for the release of Vampire the Masquerade 20th Anniversary Edition, or V20 as I’ll refer to it for the rest of the interview.  What would you say was the number one reason for doing V20? 

Rich Thomas: We really wanted to celebrate the 20th anniversary with something really beautiful, and in a way that would not just be celebrating the game WW made, but the games created by all the fans. People’s lives were changed by Vampire, and we wanted to give those fans something that spoke to them about the amazing ride we’ve all been on.

Eddy Webb: Absolutely. We really wanted to make something for the community to celebrate this milestone. In fact, the top of the credits page has a dedication to the various communities that kept the game alive all this time.

Were you surprised at the fan reaction and/or demand for V20?  Was the demand more intense than you had initially thought it was going to be?

EW: It really was. I mean, we certainly went into the project thinking it was going to be bigger than some folks thought it would be – the distribution chain quoted us a number they thought they would be able to sell of V20, and we doubled that in the end. But the sheer PASSION of the response after all this time – that was surprisingly intense.

RT: Intense, gratifying, wonderful, invigorating passion. Being able to get direct feedback, stories of how the game changed people’s lives, relationships and marriages that came from playing VtM- these conversations were all so much more immediate than was possible during much of the time we were making the game.

I’ve noticed that there’s been some confusion among the fan base as far as the distribution method for V20, that it was only going to be available for distribution as a physical book and only available at the Grand Masquerade or for those that pre-ordered the book through White Wolf webpage.  As I understand it, that’s not necessarily the case.  Care to elaborate on what distribution channels are being used to get V20 out to the public at large?

RT: The original intention was that this was going to be available directly for fans to order through our WW store via the pre-order process. Part of the confusion was some awkwardly written announcements that made it sound like it was only available at Grand Masquerade- the GM edition was only available there, but that wasn’t how it read. That was completely our screw-up and caused a lot of confusion. Once we started hearing from fans who couldn’t afford the deluxe price (and later we heard from fans who only just heard about V20 at all), we decided that PDF and PoD versions would give those folks a chance to have it too.

EW: Exactly right. We wanted to make sure that those fans that bought the book sight unseen got a special, luxurious copy of the book, but pretty early on we decided that we wanted to do a more persistent version that later fans could acquire. However, between a lot of crunch to get the book out on time and some technical problems in our website in communicating things, we weren’t able to really talk about the new options until GenCon.

And I understand that we can also look forward to new Classic World of Darkness sourcebooks, the ability to order older books, as well as a Werewolf 20th Anniversary Edition and perhaps even, one can hope, a Mage 20th Anniversary Edition?  Any plans yet for Wraith 20 or Changeling 20, or is that still undecided?  What distribution channels are you looking into for these products?

EW: Anything beyond Werewolf 20th (W20) is undecided. We were happy with the response to V20, kicked some numbers around, and decided that W20 made sense for us to do. If we’re in the same place next year and Mage 20th makes sense, we’ll consider that, as well as other potential projects. We’re playing everything year to year, constantly reassessing what makes sense for us as a company and for the fanbase as a whole.

RT: Right now, we have no intention of using the traditional distributor/retailer or chain store channels. WW books- both new products and backlist- are available via our publishing partner DriveThruRPG. We’re hoping to do a deluxe version of WtA 20thbut that’s as far as our plans have reached.

I’ve noticed a unfortnate trend among local retailers.  Because there weren’t many products coming out to brick and mortar stores since the release of Geist, I’ve actually encountered at least two retaillers that have reduced the shelf space for White Wolf products tremendously and have practically told their customers that you guys were getting out of the RPG business.  Anything you’d like to say about that, just to clear up any confusion?

RT: I guess that’s natural from their point of view. We aren’t putting books into their stores, so it seems to them that we’re out. Well, we’re not. We’re publishing new products for cWoD, for nWoD, and for Exalted, with our new model of PDF/PoD, and we’re creating at a pace and with quality standards that make sense for us and aren’t the grinding “publishing treadmill” of the 90’s.

EW: It’s also indicative of how the lines of communication have eroded over time. For years we’ve communicated primarily to distributors and advertising outlets, and that filters down to the fans. Now we’re moving towards more direct-to-fan communication because we’ve found problems with these previous modes of getting the word out. It does mean, however, that those who aren’t aware of how to talk to us now assume that we’re silent because we aren’t making products anymore.

So…about Scion second edition…..:-)

EW: Since we’re been talking about our new direction, it seems like everyone has a list of wish list books, including more or updated Scion books. I wish we could do them all, but the reality is that when you have over 20 game lines and you’re making most of them available again through print-on-demand, we’ll never be able to do all of the books everyone wishes we would. We’re constantly looking at what there’s strong demand for and how that intersects with our resources and capabilities, so nothing’s impossible.

RT: Who knows? We’ve got a lot of possible projects, but Scion deserves some love too.

Is there anything you can tell us about the Onyx Path?  What little information I’ve seen amounts to basically the .pdf released fo the GenCon slideshow.  Any little tidbits you can share?

RT: Besides presenting older projects like the Mage Convention books, I think where the Onyx Path might lead is very much going to be dictated by what response we get from the fans with the V20 Companion, Children of the Revolution, and Hunters Hunted 2. In the same way that the Open Dev process for V20 gave us such an amazing series of dialogues with the fans and inspired the Onyx Path releases this year, the Open Dev with the new projects will take us towards other projects we haven’t imagined yet or will confirm a few we already have in mind.

EW: One of the things that’s been strange since GenCon is that up to now, we’ve announced things once they were well underway. With V20, we’ve moved to talking about things well in advance of any concrete plans. When we announced Mummy, for example, at GenCon, all I had was two-thirds of a title, a PowerPoint slide, and a four-page document of notes at home (which quickly became obsolete anyhow). The community is still used to us having all the answers and holding back information instead of being out there very early and the answering being “We honestly don’t know yet.”

How do you feel that the rise of digital publishing and online distribution has transformed the RPG market, both for publishers and for fans?  Do you think we’re going to see a time when brick and mortar stores carrying RPG or comic products is going to go the way of the dinosaur?

EW: I wish that weren’t the case, but when big-box bookstores carrying more mainstream products are folding, it’s hard to believe that more niche retail stores are going to buck that trend. Certainly some owners have done some very smart things to keep going, but I think the trends away from brick-and-mortar stores aren’t exclusive to the RPG industry – certainly music stores have been struggling since the iPod.

RT: Absolutely. The brick-and-mortar stores are going to have to evolve as well, I think. On a bigger picture level, the barrier to entry has dropped further for folks who want to create RPGs and get them to market. There’s a huge shift that’s empowered by the rise of ePublishing and our little niche of the overall publishing biz is changing as well.

Do you believe that there is one perfect RPG system?

RT: On a playing level, I think there are systems that combine with setting to really connect with how you internally imagine your characters- so they’re perfect for you. On a game design level- absolutely not. On a business level:  any versions of the Storyteller and Storytelling Systems!

EW: I believe each person has a personal perfect system,  because everyone has different needs from such a game. Sometimes, you have to write that perfect game for yourself, though. That’s how I got started….

Do you get a chance to actually play RPGs and, if so, what are you currently playing?

EW: I play in a biweekly D&D 4e game, I play two Masquerade LARPs a month, and I’m currently in a monthly Dark Ages: Vampire game. I’m also getting ready to start up a game at the office of a new RPG I wrote for fun.

RT: When I’m in ATL, I play a D&D4th game DM’d by Ethan Skemp. I’m in a couple of other D&D games down there including an old school version called Pagan Lands by Justin Achilli, and from home  I’m Skype-ing into a game based on the Scarred Lands DM’d by Scott Holden. Surprisingly, I’m in two V20 games at the Grand Masquerade, which will be very cool as I haven’t played a full session of tabletop Masquerade since the original playtesting in 1991.

Pretty much every gamer has their favorite snacks and drinks during game night.  What are yours?

RT: A six pack of Coke Zero or Diet Cherry Vanilla Doctor Pepper. I get so caught up in the game that I’m not even aware of what I’m eating, so I try and keep the bags of chips away or really quickly it’s an empty bag.

EW: Actually, I’m pretty agnostic, and lately (like Rich) I’ve been trying to stay away from the snacks as I watch my weight. Getting older makes it harder to go on soda and chip binges, sadly.

RT: Of course, a scotch near the end doesn’t hurt the diet. J

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Tracy had a chance to sit down and talk with Shane about Savage worlds, the new book and a host of other topics!

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As I’ve said in a previous post, I’ve recently gotten back into comic books (see my review of Locke and Key). I also said I wouldn’t be covering too much about super heroes, but I couldn’t pass up this opportunity. Basically, if you didn’t already know, on Wednesday, August 31 2011, DC is launching a renumbering of their entire DC Universe line of comics. This looks to be possibly a great place for newcomers, or anyone wanting to “get back into” comics, to jump into the DC Universe. It can be hard to find a good doorway into superhero comics, with the hundreds of issues, and extensive back-stories.

Being technically new to the current comic community, I don’t have the authority, or knowledge base to give any educated opinions or ideas about The New 52. That being said, I wanted to get the thoughts of some reputable sources, which lead me to local artist and comic book aficionado, Chris Zuga. He was kind enough to let me do an interview with him on the subject, which follows below: (Note: Chris gave me a wonderful amount of material, but more than I can post in this article. The following has been slightly edited for length. I will post the full interview with Chris at a later date.)

Me: Why don’t you introduce yourself, Chris.

Zuga: I’m Chris Zuga, manager of The Comic Commander in Jackson, Mississippi. I’m originally from Ohio, but have lived here most of my life.

Me: So, the new big thing with DC is the New 52-

Zuga: – the soft reboot. Whatever that means.

Me: So what was your general thought on that when you first heard about it?

Zuga: My first thought was that, because I’m a huge Hellblazer and Vertigo fan, I found out they were pulling Constantine into it and I was like, “No, that’s not gonna work for me,” until I read the Brightest Day: The Search for Swampthing, and I was like, “Ok, they’ve got the essential part of the character down, and they promise me that they’re not going to go back and forth.” There are two separates: DC Constantine and Vertigo Constantine, and that was fine. My reaction after that was that I’d just see where this goes, although half the reactions I’ve heard have been, “Nope, I’m not doing it. I’m not following DC if they’re changing everything.” These people have slowly turned over to, “I’ll give it a try.”

I like the idea, and what people tend to forget is that where as Marvel just keeps on chugging, DC will go back and work at it to make things make sense. DC seems to care more about continuity than Marvel. Somebody could argue against that, I guess. DC has a history of reboots and change, like Crisis on Infinite Earths, and Infinite Crisis…

I’m excited about it though. Look, tell me a good story. I don’t care if that means that Superman has red shorts or doesn’t.

Me: Being an artist, what impact do you think this “soft reboot” has on artists wanting to throw their own style on these iconic heroes?

Zuga: I think it’s been sort of a “carte blanche within reasons.” Some costumes, like kid flash, are a little too much for me, but I think they’ll tone some of that stuff down as the series’ progress. And I’m not sure why, but I do like Superman in jeans.

Me: You’ve been reading comics since you were about five. What’s been your longest lasting favorite?

Zuga: I used to be a huge Superman fan when I was a kid. The first comics I read were Justice League, Tarzan and Sgt. Rock, and I still love all three. And it makes me mad when Justice League isn’t done right. The longest thing I’ve been reading throughout my life is probably Batman, on and off. Since Vertigo debuted, I’d say Constantine consecutively. I’ve read pretty much every issue, and even a bad issue of Hellblazer is better than most comics. Unfortunately the movie didn’t prove that.

Me: As an end, I think we’re both looking forward to it, hoping that DC does pull something amazing out. If they don’t, what company do you think, other than Marvel, do you think has a chance to step up into the void.

Zuga: IDW. They’ve put out some quality books that don’t get enough exposure. 30 Days of Night is probably their best known thing, but the stuff that Ben Templesmith did afterwards, like Groom Lake and Wormwood: Gentleman Corpse, deserves to be just as well known as Sandman or anything like that.

BOOM! Studios looks like it wants to get into the superhero market. I don’t know if you’re reading Irredeemable and Incorruptible, but you could build a universe off of that. And then they’ve got Stan Lee doing Star Born and The Traveller.

Personally, I would like to see the market spread out a little more. There are great books out there that have nothing to do with people that can shoot lasers out their eyes or fly. Even Grant Morrison will tell you, superheroes may cause the death knell of western comics if we don’t, for lack of a better phrase, pull our heads out of the sand and realize there’s better ways to be entertaining. I’m not saying ditch superhero books, I’m saying add to your pile. There’s always going to be great stuff out there, and you’re always going to miss it if your always looking in one direction.

I don’t know about you, but I’m genuinely excited about the New 52. Chris Zuga is as well, and he’ll be opening The Comic Commander’s doors at Midnight, Tuesday night for a release party of the newly renumbered Justice League. I’ll be there with my camera and recorder, getting the reactions of other fans. Check back later this week to see what DC’s got in store for us.

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In this episode, Tracy catches up with Jason Morningstar at Origins. Jason is the creator of Fiasco! Fiasco is a game about ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. It’s designed to be played in a single session, usually around two and a half hours, with no prep.

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Grab a copy right here on the site, or head on over to iTunes.

Popularity: 7%

 

This week I finally get around to a long overdue Play Review, the team-based, zombie apocalypse board game, Posthumous Z.

This is a Cow is an independent games developer fully run by Nathan Little, with great assistance from his father.  I was lucky enough to meet both of these gentlemen promoting their game at a local convention and to come away with a copy of the game.  Although it certainly isn’t necessary to appreciate this review,  I recorded an interview with Nathan which you can check out by clicking here before reading my thoughts below which come after having played the game.

First Bites

Opening the box for Posthumous Z a few things stand out worth mentioning; for a independent game company self publishing a board game, this is a quality product.  The company didn’t skimp on the materials.  All of the cards, game pieces, and the box itself are top notch quality, feel good in your hands, and lay flat on the table without curling at the edges or bending in the box.  That may seem like a comment more appropriate for an “unboxing” article, but given a recent complaint of a few major board games to come out that I’ve seen lately (bent tiles and such), I thought this was a nice touch in an independent company’s product that is worth mentioning.  The game also looks good, one of the first things that attracted me to the company’s table was the choice of colors for the various map pieces.  When laid out on the table in play, the entire thing looks both chaotic and pretty all at once.

The Board

Rules of the Zombieocalypse

As a brief synopsis of how game play works, the board is randomly generated each time in a pattern three tiles across, six tiles long.  The human’s goal is to escape by crossing from one end of the board to the other, and the zombies must stop them.  Intricate and quick systems have been worked out for generating zombie attacks and spawning, threat generation via a “noise” system, and other such details have been worked out and well honed to make play accessible and exciting.  In addition, humans and zombies both purchase or find cards which grant them equipment or events to dramatically alter the course of play.  The game is highly variable with hundreds upon hundreds of random characters, zombie types, and board combinations.  Zombies begin play with a set number of pawns placed across the board evenly, and then beginning spawning special zombies and using their special abilities to destroy the humans.  For more information on the rules, the entire guide is available online in PDF form from This is a Cow’s website, and can be accessed here.

Posthumous Z touts itself as the game for large group play by using teams of specialized and mundane zombies trying to destroy a unique team of randomly generated human survivors and supporting up to 10 players.  Nathan also really pushed the concept that the game would be a low downtime experience, requiring opposing players to strategize and plan while the enemy team takes their turn.  In play, I found this was not the case as much as I may have expected.  While certainly we used time during the enemy team’s turn to discuss our options and reveal what cards we might want to play to turn the battle, we found that there was really only one main strategy for the humans and one strategy for zombies, at least as best we could tell.  Humans should run, stay together, and move in a straight line to get to the end.  Zombies should stack up where they think the humans are going first, then spread out across the board from there to cover all deviations the human team may take.  In discussion with my group we struggled to find a good reason why humans should ever choose to stay back, split up, or move laterally across the board once beginning a path.  We found that time seemed to be against the humans and rushing to escape was the only choice to make.

A complete Human character

These concerns aside, the game is a blast to play.  There is something exciting about seeing all those zombies on the board, both from the perspective of someone stacking up a horde or the player facing seemingly insurmountable odds.  Combat favors humans early in the game, but as the zombies gather they can do some serious damage in large numbers.  There’s a definite feeling of needing to “win” the game early by starting on the right foot, with just enough randomness in dice rolls and point-purchase event and item cards that can turn the game in a losing team’s favor.

There was some concern at the table over the zombie Controller and human Spotlight mechanics.  Effectively, each team has a rotating leader that runs the turn for their respective team.  This had little effect on the human player’s turn, giving everyone a relatively high involvement in the team save for item searching.  For the zombies however, it seemed that a little too much importance was given to the Controller.  Particularly in a large team of zombies, it seemed that those who were not leading the turn had just too little to do.  Our group is considering a house rule to allow non-Controller players full control of their own zombies during the turn, including combat, and allowing the Controller to run his own and the gray zombies which do not belong to any individual player.  We think this would have been a good rule to implement just to keep everyone a bit more active.

Apocalyptic Final Thoughts

With so many zombie themed games on the market, Posthumous Z sets itself apart by being first and foremost a team play game.  It does similar things to what many other board games do in that it’s a bit gruesome, filled with comedy and movie references, and very fun to play.  What other games don’t do is handle large team play so well.  Though there is certainly room for improvement as mentioned above, a 5 on 5 game moves quick and you’d be hard pressed to find another game which can support that many players well.  It might be a hard sell at it’s current price to someone not looking for another undead themed game or doesn’t want to gather 9 other friends (though it can be played with smaller groups down to 1 on 1), but the price is a reflection not only on the quality of the game, but the fact that it is put out by an independent developer.  I’ve mentioned it before but I’ll repeat it here, this game is an absolute labor of love.  Nathan has hand made all of the art for the game, impressed everyone in the RavenCon game room by running his Posthumous Z table non-stop for the entirety of the weekend, and put together a great product.  There are some fantastic new ideas thrown into this board game and I’m eager to see what else comes out of This is a Cow in the future.  Nathan tease’s his next project Of Mice on his website, and I’m really looking forward to seeing what he can bring to a role playing game.  It’s unfortunate that the price of Posthumous Z may deter interested parties, but for those on the borderline of making that decision, it may help to consider it an investment in am awesome, friendly up and coming company.  I give the board game a full recommendation for fans of the genre looking to pack a table with corpses… err… uh… friends.

Special thanks to Josh and Danielle for the pictures!


Popularity: 9%

 

If you’re someone who’d rather try a $60 board game before you buy it, would like the option of purchasing the games you do like at a fairly steep discount, and would like to try at least two new board games a month, you’re going to love the Board Game eXchange.  I had the chance to ask David Muta, President of the BGX a number of pointed questions, and also express my outright jealousy when he sent this picture.

Yes, that's a huge wall of board games going higher than David's head.

Not only does the BGX act as the Netflix of board games, they offer services above and beyond game rental.  You can purchase games that you like at either a nice, or a very nice discount, depending on the condition of the game.  In addition to this, if you have games you own but aren’t playing, send them in to the BGX.  They’ll credit your account towards your membership fee.  Their FAQ explains all of this nicely.

The BGX currently offers four subscription plans:

  • Bridge To Gaming Subscription – 2 Months at $13.99 Per Month
  • Silver Level Subscription – 6 Months at $29.99 Per Month
  • Gold Level Subscription –  12 Months at $26.99 Per Month
  • Gaming Guild Subscription –  12 Months at $39.99 Per Month

The Gold Level and Gaming Guild Subscriptions give subscribers access to BGX’s collection of premium, rare, and out-of-print games known as our Gold Level Games. The Gaming Guild level is meant more for gaming clubs than individuals.

Feel free to browse their selection of available games before you decide to become a member.  They’ve got a ton of stuff I’m absolutely drooling over.

For our readers, the BGX is offering a 5% discount off of any subscription level purchase for the first 25 people who take advantage of this offer.  In checking out, to get the discount, enter the coupon code TCDISCOUNT5X

Now that you know a bit about the BGX, here’s David explaining his gaming passion in his own words.

1. Could you tell me a bit about how the Board Game Exchange got started?  How does one get to be the President of such an interesting and cool enterprise as this?

I really have always been into card games, computer games, and video games.  Board gaming came a little later in life when a friend of mine told me to try “Ticket To Ride.” I had always been a big monopoly fan, so I was willing to give it a try.  When I searched for a place to purchase the game, I quickly found that only specialty gaming shops and online retailers were the only places that carried games like “Ticket To Ride.”

When I went to the specialty gaming store in my town, the price tag was $60. I called my friend and thought he was crazy for telling me to buy a $60 dollar board game, but he gave a convincing sales pitch and told me that it was well worth the money.  Not only did I fall in love with the game, but—as corny as it sounds—the game was a life-changing experience because it opened my eyes to the wonderful world of board gaming.  Soon enough, I found myself back at the specialty shop staring at the shelves of games that I wanted to try.  I was like a kid in a candy store—the difference though was that the games I wanted to try had price tags of well over $40-50.  As much as I loved the next games I acquired (Agricola, Metropolys, Amun-Re, and a few others), my newfound hobby was costing me way too much money.  On top of that, I had stumbled upon BoardGameGeek.com, which only exacerbated my inner-desire to deplete my disposable income even further.

Like any good American, I knew there had to be a way for me to be able to try games before buying them.  I scoured the internet looking for a place to rent board games, but was unsuccessful in my search.  After complaining to enough people about my dilemma, I decided to put-up or shut-up.  I teamed up with some business partners and together we were able to make my vision a reality.  The business was formed in December 2009, and the website officially launched in September 2010.  Since our launch, we have seen amazing growth amongst our subscription-base, have spoken with many publishers about promoting specific titles, and have established some key relationships with players in the board gaming world.   As our company continues to grow, we are very excited to see how far-reaching our service can go towards furthering peoples’ love of board games.

2. Be honest.  Do you ever find yourself saying “Oh jeez! Look! Another board game!” in a sarcastic voice to yourself or others?

It’s interesting you say that, because I just had a conversation last week with an up-start publisher who is looking to launch his new game, but was expressing serious doubts about his ability to compete with the big-time publishers.   I told him that one thing that we have learned is that everyone has different tastes when it comes to board games—the same way they do for music, books, movies, ice cream, and pizza toppings.  The types of games that I enjoy are completely different from the types of games that my business partners enjoy.   I think that the diversity of our own tastes has helped us understand the need to continuously grow our inventory of games in order to satisfy the unbelievably diverse interests of our current and future customers.    BoardGameGeek.com has more than 52,000 games in its database—and that number continues to grow each and every month as new games are developed.  I absolutely love playing new games. (My business partners and I recently played “London” and cannot say enough good things about that game!) I also think that the high level of competition and the often uncompromising tastes/expectations of board gamers commands innovation amongst all publishers, which will result in some of the best games we’ve seen yet.

 

In my opinion, it takes real guts to be in the board game design and development business given the level of competition out there.  Then again, if you design a game that sells a million games at $60 each like “Ticket To Ride”, then you’re set for life.  With that in mind, we have been approached by a number of publishers looking to get their games into peoples’ hands and have teamed up with several of them to promote their titles.  We frequently send out courtesy copies of games to our subscribers along with their requested games and simply ask that they review the game on BoardGameGeek.com if they have the opportunity to try it out.  In the board game publishing world, it’s all about creating buzz.  So although the initial reaction to someone pouring their savings into developing a board game may be that of concern or hesitation, we admire the risk that publishers take in launching a new game.  Our customers have responded well to some of the newest products we have been able to put in their hands, and publishers who have reached out to us for assistance in promoting their games have been satisfied at the increased exposure their product has been able to attain.  As the President of BGX, I would be remiss if I didn’t take this opportunity to remind everyone that our service takes the risk out of our customers’ hands when it comes to trying these new board games.  If you’re a subscriber and you don’t enjoy the games you requested, simply send them back and get 2 more in the mail.  If you want to buy the game, simply keep it at our Preferred Members’ Price—a price which will beat the major retailers every day of the week.  (Apologies for the cheap plug!)

3. What are you actively playing now?  What games do you consistently find yourself returning too?

Personally, I have found that I really enjoy the building & economics games.  The most recent game I played was “7 Wonders,” followed by “Metropolys,” “Amun-Re,” and “London.”  One of my best friends loves to play the “Dominion” games, so I find myself playing that one whenever he is around.  One of my partners is passionate about zombie games and the Settlers titles.  My girlfriend loves the game “Ambit,” which came out in 2010 and was sent to us by a smaller publisher who wanted to get his game into as many peoples’ hands as possible.  “Ambit” is now a part of our inventory and probably the game that I have played most often in the past few months because it’s one of her favorites out of the 450 she has access to!  It’s tough to decide which game to try at times, because—as we all know—some of the intense games take hours just to learn how to play and days to fully enjoy.  BGX keeps me pretty busy so lately I have been forced to settle for games right now that I can play in a shorter amount of time.  One of the updates we are looking to incorporate into the BGX website are reviews from the BGX team and from our subscribers who want to share their experiences with fellow subscribers—especially when it comes to games that may not be heavily reviewed on websites like BoardGameGeek.

4. I picture some massive, anonymous warehouse somewhere in a rainy city, filled to the ceiling with crates of board games, kept behind locked and guarded doors.  Am I close to reality here?  Where do you keep all these things?

With the added measures of a guard dog, laser beams like you see in Mission Impossible Movies, and a finger-print scanning security system, you are absolutely correct!  Our warehouse manager has been a pro-wrestling fan for 27 years, so I guess that counts as an added security measure if there’s a steel folding chair within arms’ reach!  We are based out of central Indiana, which is a convenient hub when it comes to shipping our inventory.  We started by storing our games in the corner of a basement of a house with a lot of square footage.  That corner grew into the whole basement, and now consumes the better part of 1,200 square feet of storage space.  As we continue to grow, I would imagine that we will be in the market for a bigger space soon!

That massive, anonymous warehouse.

 

5. The idea that members can purchase used board games at a pretty steep discount is intriguing!  Was this an original part of the business plan or did it evolve with your business?

The “keep the game if you like it” option is something that evolved from discussions with my business partner about six weeks before we launched the website.  We knew that customers who really enjoyed a game would have to send it back and look for the game on some sort of retailer’s website if they wanted to purchase it.  Not wanting to inconvenience our subscribers and lose potential business, the Members’ Preferred Price that we currently offer on 98% of the games in our inventory was a natural solution.  (*We have a number of rare and out-of-print games like “Antiquity” and “Civilization” that we do not offer for sale, but are available for rental exclusively to our Gold Level subscribers).  The purchase feature has worked well for us and many customers have taken advantage of it.

As a sample of some of the great deals that we are able to offer, we are selling copies of Dominion to customers for around $24.00 which is significantly lower than they can get it anywhere else.  Our goal is to beat almost every retailer out there to really make it worth our customers’ while.

One other feature that a number of our subscribers have taken advantage of is our offer to trade us copies of games they no longer play for credit towards months of a subscription. Our trade feature has attracted many customers while simultaneously growing our inventory.  The old saying that some person’s trash is another person’s treasure is wholly applicable in the board gaming world.  Many of our subscribers found that it wasn’t worth their time to list the games on eBay, pay the listing and PayPal fees, and ship the games all over the world just to make a few bucks.  Instead, we cover the postage to our warehouse and they get credit towards a subscription.  By reducing their clutter and getting rid of games that are doing nothing more than gathering dust, they are able to try our service and play a bunch of new games that get shipped right to their door every month.

Between the selling of the games and accepting trades, a whole new world of opportunity has opened for Board Game eXchange, the gaming community, publishers, and our subscribers.

6. I make it a point to gather as much snacking data about my interview subjects as possible.  While gaming, what are your favorite snacks?

Best interview question I’ve had yet!  I really enjoy a beer or glass of wine when I play board games.  As far as food goes, there’s nothing better than pizza, HoHo’s, Snickers, M&M’s (because they melt in your mouth, and not on the game cards), and any type of cookie that incorporates chocolate.  Above all else, I guess my favorite snack is one I didn’t have to pay for!  If my friends are buying, I’ll eat whatever.

7. Would you ever make public statistics on which games are most frequently requested?  A leaderboard of current and all time popular titles would be something a lot of us would love to take a peek at.

We have discussed this many times amongst our team.  I think that we’ll put up a “hot” list sometime soon since there seems to be a fair amount of interest out there in what is trending.

8. Members have the option of purchasing games they’ve currently borrowed from you.  What’s the difference between “slightly used” and “very used” when it comes to this?

“Slightly used” games have either never been played, or have only been played a handful of times.  “Very used” games would show obvious signs of wear.  Also, a game may be “very used” if the box is beat up in some way.  Since the boxes don’t get shipped with the games as part of the standard rental, we would incorporate some sort of price discount if the box is some way damaged and a customer wants to purchase the game.  (Boxes for purchased games get shipped with the subscriber’s next shipment of games).

Most of our inventory is less than 1 year old, so we have very few games at this point that we would classify as “very used.”  However, if our subscribers are willing to trade in games that aren’t in the best of shape, we will still consider a trade—albeit for a lesser amount than a game in pristine shape.

9. How often do you add new titles?  Can subscribers make requests for titles or publishers that you don’t carry?

We try to add new titles about every month.  We LOVE to hear from our subscribers about what titles they want us to carry because we know that they are what keep us in business.  Subscribers can make requests for any games they would like us to add and we try to meet as many of those requests as possible.   After all, if it weren’t for the customers, we’d be out of business.  They know what they want much better than we do!

We’re looking to make an acquisition of a big lot that could increase our inventory by as much as 250 or 300 titles in the next month…but the deal is not yet done at this point.  Regardless of whether that deal goes through, continuously growing our inventory is one of our top priorities.

10. So what’s next for the BGX?  Got anything cool you can tell us about?  Or hint about?

One of our keys to success thus far is keeping our hand pretty close to our vest about what’s next for BGX.  Our tagline is that we are the “Revolution in Board Gaming” and we are always trying to come up with innovative ways to revolutionize this industry.

We’ll be appearing at Origins Game Fair in Columbus, Ohio on June 22nd through June 26th and at GenCon in Indianapolis, Indiana on August 4th through August 7th.  Stop by our booth at Origins and say hi if you’re around!  We’ll gladly take any of our customers out for a beer in Columbus at Origins if they’re going to be there!

We are starting to add bloggers’ reviews to various games in our inventory in an effort to provide as much information about each game as possible on our system.  We are interested in working with bloggers and game reviewers, so if anyone is interested in having their insight posted on our webpage and increase their own traffic, feel free to send us an email at: sales@boardgameexchange.com.

Our company has many proverbial sticks in the fire regarding inventory growth, but I really can’t say much more at this time without our General Counsel yelling at me!  (We all know how uptight lawyers can be!)

In my opinion, one of the coolest things BGX does is to partner with publishers to generate buzz about their games.  More and more publishers have seen the benefits of our service and have been working with us to help promote titles that are new or more obscure that many players may have not otherwise tried.   In addition to the game “Ambit” which I mentioned before, we have anywhere between 5-10 other games right now that we are shipping to customers for free just to expose them to the game.  (“Ambit” in particular has had a good response from our customers and, like I mentioned before, has become my girlfriend’s favorite game.)  Publishers know that when gamers go to gaming conventions, they get to try games risk-free to see if they’re worth the time/money.  If the game is terrible, the gamer loses nothing and learns that a title is not worth the time/money.  Conversely, if the game is a hit, the gamer may have never known about the game but for the exposure at the convention.  BGX is able to bring that convention experience right to your front door.

Bonus Question: If I’m ever in your neighborhood, could I, just once, take a running dive into a huge pile of board games while yelling “Mine! All mine!” even though I realize on an intellectual level that they are not in fact all mine?

What, like Scrooge McDuck diving into his huge pile of money?!  Sure, be my guest!  Although, our General Counsel would be quick to point out that those box corners can be sharp and you may lose an eye…so do so at your own peril!

Thanks again for your time!  To all, we have a booth at Origins, and we’ll be doing some promoting at GenCon.  Stop by and say hi!  If anyone has questions about our service, we would encourage you to check us out at www.BoardGameExchange.com and to email us at Service@BoardGameExchange.com with specific questions, comments, or ideas.

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Over the past few days I was able to sit down with my two daughters, Izzie (aged 8) and Luca (aged 5) to talk about their gaming experiences, and what our semi-weekly gaming nights looked like through their eyes.

The interviews happened over the course of a week, with the first interview happening just before game night (and bed time for them) and the second interview happening a week later, after they were “in bed” for over 45 minutes.  We discuss their favorite games, what they think we do all night and how much our GM swears.

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Nathan Little of This is a Cow, his gaming company, was a major hit at RavenCon 2011 and kept a constant crowd gathered around his new zombie-based team board game, Posthumous Z.

I truly wish I could tell our readers more about this game, but I haven’t had a chance to play it myself yet.  What I can say is that it is an impressive looking work for something put together by one person, and there is no doubt that it was a crowd favorite.  Nathan and his father clearly love this game and were happy to talk at length with anyone who was curious, so I managed to steal him away from his ravenous fans long enough to do a quick interview.

The game is self published and has been worked on for a couple years now, making its debut at RavenCon 2009.  After revisions the game is back and fully available for purchase now via www.thisisacow.com.  To get a really good idea of how the game plays, give a listen to the man himself speak about it right here through Troll ITC, or as part of the Old School Gaming Podcast available via iTunes.

For an added bonus, the RavenCon Facebook 2011 Gallery features some great shots, such this one of Nathan being attacked by a Zombie Pickle:

Zombie Pickle attacks Posthumous Z creator Nathan Little

For further coverage of RavenCon 2011, please be sure to visit my Convention Report article.

As always, this podcast is available right here, through DriveThruRPG, and on iTunes.

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