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Feedback loop

November 25, 2015

b6b8d3b6aab7cda3556eb0ac4530c66e4021034c1a0d0d3201a41278394b77efAccepting and incorporating feedback from playtests is a unique challenge for a game designer. It can be perilously easy to dismiss the opinions of others because “they don’t understand what you are going for” or chalk a problem up to a small mistake. On the other hand, you are a designer and you have a vision for what you are creating; sometimes you can ignore them.

Read more…


November 15, 2015

I made a little RPG game/experiment because I have been having concerning moments when I am not sure if I am dreaming or not. That blur between dreaming and waking is fantastic and scary. Hopefully this will help me/us explore the concern. Before you ask I have no desire to commit self harm and this is not what this is about.

L’appel du vide


Hearts Blazing! PnP release

October 19, 2015

Hearts blazing (2)At this past PortConMaine we ran a poorly-thought out, “Make a Game” panel. Therein, hopped up on 2 cappucinos the GbyPD crew collaborated with the audience to design a game.

This is that game.

Hearts Blazing is a collaborative card-driven RPG about speculative fiction conflict and romance. Basically we made a homage to mecha anime (like Evangelion & Robotech) and space operas (like Star WarsBattlestar Galactica. The game assists 3-5 players in creating an entire season of “episodes” of their favorite sci-fi show that never existed. Taking the roles of Ace Pilots, Captains, Rookies and the like you recount the weekly adventures of your crew in rapid fire acting-light and enthusiasm-heavy evening.

Besides the Hearts Blazing PnP document you’ll need a few scraps of paper for notes, some card sleeves and a willingness to make free-wheeling sci-fi mayhem.

We sincerely hope you enjoy this experience!

– Glenn, Meg & Dan

Great Googly Moogly

June 30, 2015

It’s been a crazy few weeks! PortConMaine! MassiveComicCon! These things happened and we are exhausted. Games by Play Date had the honor of providing more than 120 games to the fine folks in Worcester, CT. Meanwhile in Portland we designed a game with our PortConMaine audience in an hour! Heart Blaze will be an anime-inspired deck driven semi-collaborative RPG about futuristic wartime pilots love lives. And, a greater accomplishment, we avoided arrest and entertained two audiences with lurid fan fiction shipping tales.

Now I’m tired, and I must rest.

Well not, them Duke boys got themselves in one heck of a pickle barrel...

Well not, them Duke boys got themselves in one heck of a pickle barrel…

… and another thing! (Drunk Uncles release!)

May 26, 2015

Drunk Uncles CoverWe are pleased to announce the release of Drunk Uncles a push your luck card game. As idiot uncles attending a family gathering you must get as many of your terrible opinions off of your chest before you wear out the welcome of your fair-minded family. Players draft dice to determine their tolerance level and carefully play from their hand hoping to duck under the judgement of their family.

If you would like to grab a copy please support us at where our backers will receive our first run copies!

If otherwise feel free to Download the Print and Play version, you’ll need to supply your own dice.

Special thanks to Daniel Solis for his assistance with rules language. We especially thank our patrons: Adam Pinilla, Angela Toebbe, Bob Kelly, Tiffany ralph, Frank pitt, Jason, Kristopher C. Hunt, Wesley Toma-lee, Jr Honeycutt, Nathan Hansen, steve C., Michel Ivey, Cardboard Edison,Noah BIllings, Nate Plunkett, Aerjen Tamminga, J. Walton, Matthew gravelyn to become a patron visit us

We played Rocket Shipping! It, well…it wasn’t great!

May 4, 2015

Friday night Rocket Shipping made it to table. It was kind of a mess. Here is the takeaway:

Dynamic Resource Pricing model seems good
Math game! Algebra game!
Similar to Modern Art
Can’t just count ahead because of board changes
Deterministic way to make value, eliminates randomization.
Scoring is tight

If you can figure out the math you have a large advantage
Physically difficult to
“Muddy in the middle” managing orbital phase can be confusing
Too much emphasis on the ship movement; trajectory & velocity
Fuel to cheap?
Needs space pirates.
Most you can make is $50 per trade
Combine movement with buy/Sell? It is needlessly separated.
A lot of waiting; Could movement be simultaneous?
Perhaps reduce the variety of goods

Blast Off!

April 30, 2015

For reasons beyond comprehension Glenn spent the past week or so making a pick up and deliver intrasolar trading game called Rocket Shipping. It was inspired by a twitter exchange with RPG designer Quinn Murphy about an Afrofuturist solar system setting. While much of the flavor for that universe will have to manifest in the art and language the core concept, that players make their living by rocketing goods across the solar system on family owned space freighters seemed fun. It’s parts Cargo Noir parts Ticket to Ride and Perry Rhodan and it is far from complete. We wanted to do accomplish a few basic design goals:
• Dynamic market pricing and eliminate order fulfillment models
• Include velocity and trajectory management
• Play with the orbits and spins of planets.

Mission FUNcomplished!

This may be another large scale exercise liek Big Dumb Wargame but we do intend to play it at JiffyCon East 2015 and perhaps, submit it to Boston Festival of Indie Games. Who knows.

Read The Rules (link fixed – G)

Watch a shakey video overview!


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