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Adventures

079: Designing Vagrantsong & two expansions with Kyle Rowan of Wyrd Games

 

Today, we take an exclusive tour of board game development behind the scenes with the imaginative Kyle Rowan, Design Lead at Wyrd Games. Kyle delves into his personal trajectory from gamer to game designer, detailing the evolution of his role at Wyrd Games and the life of the board game Vagrantsong.

Kyle reflects on the spark that ignited Vagrantsong and the journey of developing the game and its expansions.  He provides deeper insights into the mechanics and philosophy behind each expansion. We also touch upon the local legend of Slagpile Annie, a friendly Pittsburgh ghost, making her spectral debut in the game.

We also delve into the anticipation surrounding the upcoming Kickstarter and the reception of the game since its release. Kyle gives us an honest glimpse into the rollercoaster ride of the game industry, the highs, the lows and everything in between. He offers pearls of wisdom for those aspiring to make their mark in the gaming world. So, buckle up and enjoy this enlightening conversation with a true gaming wizard.

This episode was edited by Sam Atkinson.

Disclaimer: This post contains affiliate links. If you make a purchase, I may receive a commission at no extra cost to you.

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Time Stamps

  • 00:00:00 Introduction & Updates
  • 00:02:45 Kyle Introduction
  • 00:09:16 Designing a complex board game like Vagrantsong
  • 00:16:53 Vagrant Song’s Expansions and Character Development
  • 00:20:39 Introducing the upcoming expansions for Vagrantsong
  • 00:29:49 Developing the expansions for Vagrantsong
  • 00:34:34 What will the Kickstarter look like?
  • 00:42:59 Game Industry Challenges and Rewards
  • 00:48:12 Where can people find you
  • 00:49:39 Wrap-up

Find Kyle and Vagrantsong:

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Transcript

Courtney: 

Hello and welcome to Roll Play Grow, the podcast for tabletop entrepreneurs, creators and fans. In this show we dig into processes, challenges, tips and really look at how to grow a business in the tabletop role-play gaming space. Sit back and join in as we learn from the creators behind your favorite brands about who they are and how they are turning their passion for gaming into a career. Welcome back, lovely listeners. I am so excited to introduce today’s guest to you, kyle Rowan. Kyle is the design lead at my favorite gaming company, Wyrd Games, which is known for their story-driven skirmish game, malifaux and its offshoots, A war game called the Other Side and my favorite TTRPG, through the breach. Wyrd also produces board games and today we actually spend most of our time talking about one of those board games, Vagrant Song and its upcoming kickstarter for two expansions. Kyle has worked at Wyrd for seven years and if I could have quizzed him about every single game he’s worked on, I absolutely would have. We spend a lot of time looking at the board game development process and how Vagrant Song changed from conception to the point that it’s about to have two expansions. I hope you all enjoy. Before we dive into the interview, I want to welcome any new listeners to Roll Play Grow. This show allows me to chat with so many folks about business, marketing, hardships, lessons learned and how-to guides across a wide spectrum of industries within the tabletop RPG scene, and every other week I now have a lovely co-host on special deep dive episodes. Matt Joro, aka Dungeon Glitch, is my new co-host on every other episode, where we focus on business-related topics and how they intersect with TTRPGs. We just finished up a three-part series on growing your social media accounts, and next week we’ll be digging into project management what it is and why you need it on your tabletop projects. So be sure to subscribe to Roll Play Grow on your favorite podcast player. Lastly, before we get started, I want to shout out one of our favorite dice companies Dice Envy. My very first interview on the show was with David Daris, the founder of Dice Envy, and we’ve gotten so many different dice sets from them over the years. I highly recommend you check them out, as they have dice in all sorts of materials like resin, muddle wood. They’ve got chunky D20s, really cool shapes for their D4s. We are affiliates with them, so if you go to diceenvycom and use the code LIGHT-A-D-V, you’ll get 10% off your order. Have some snazzy dice and help support this show. Thanks for hanging out, everybody and enjoy this chat with Kyle. Welcome back everybody. I am here with the design lead of, frankly my favorite gaming company, Wyrd Games, kyle Rowan. Hi Kyle, how are you today?

Kyle: 

I’m excellent. How are you?

Courtney: 

I am excited. I’ve been really looking forward to this conversation and definitely geeking out telling you, before we got started recording, that my favorite TTRPG is done by Wyrd, so it’s just a good time.

Kyle: 

I’m excited too.

Courtney: 

Yeah, well, to kick us off, can you tell us a little bit about yourself and how you got into gaming?

Kyle: 

Sure, yeah. So I’ve been a game designer I mean probably since I was like 12 years old, making little hobbyist things. My first game was a little Play by Post forum thing on the internet back in the day before Play by Post was a term. I’m dating myself a little bit with that. Then I went to school for game design and took a brief stint in the indie video game space and then saw that Wyrd was hiring. Gave it a shot, they said no, and then I tried again. They said yes, and seven years later here I am working in the tabletop space. So that’s the ultra quick version of my journey.

Courtney: 

I also remember Play by Post stuff. Pretty sure most of what I did was like horse ones because I was just in my horse gold phase.

Kyle: 

Sure.

Courtney: 

Yeah, I mean that’s cool. I didn’t realize you’d been there for seven years.

Kyle: 

Yeah, yeah, I mean, I didn’t realize that until recently either. Then someone reminded me. It’s like holy cow. I’ve been working on a lot of stuff since.

Courtney: 

What was the first project you worked on?

Kyle: 

It would be the other side and through the breach. But really the very first thing was the other side. I remember day one they plopped all the stories on Mainz and start editing and I went to it. I actually, when I applied at Wyrd, I didn’t actually know anything about the world of Malifaux, so they trusted my game design background above all else, luckily, and learning the world has been a lot of fun since. But it was daunting at first to be like okay, here are the gibbering hordes, all right, try to figure out how they work. But yeah, and then it was pretty much immediately after the other side book. It was through the breach second edition that I started help editing on that. Since then everything else under the Wyrd umbrella.

Courtney: 

That’s awesome. I was just thinking like, okay, it’s 20th, 23. Oh wait, we back to the Kickstarter for through the breach in 2013.

Kyle: 

Good Lord, yeah, yeah, and we’re still fulfilling that Kickstarter in some ways with those expansions that we’ve been releasing.

Courtney: 

Hey, you know been great to get them.

Kyle: 

Yeah, yeah, it’s been fun to write them.

Courtney: 

Yeah, so I’d love to just hear a little bit about how your time at Wyrd has evolved since you started seven years ago.

Kyle: 

Yeah, so I started as a junior just kind of dabbling in everything. For the first few years it kind of stayed away from Malifaux. We already had a team dedicated to that, so it was really just me on the outskirts dropping that random bad idea for them to juggle around with for a bit. But in that time I was working on in the board game space. We had been messing around a lot with Bayou Bash at the time, a Darkness Comes, rattling, expansion, and my other focus early on was our Chronicles series, our e-magazines that we did with a lot of stories and stuff like that. So that was my responsibility. Then, about two to three or three years in, everything changed and became the design lead at the company, where pretty much every facet of a game’s design or story or character I had a hand in some way, whether it was creating it or walking someone through the process of design or editing. Every little part of the project got filtered through me in some way and since then Vagrant Song you know that was. I had a crazy idea that it pitched and they somehow let it go through and here we are.

Courtney: 

Okay, do you remember what that pitch was?

Kyle: 

Oh yeah, so we were actually working on a different dungeon crawler at the time and there were a few things that weren’t quite clicking for me. I was having trouble finding myself in these characters in this world that we were building. So we kind of went back to the drawing board and I remember pitching probably a half dozen of ideas and I left Vagrant Song as the last one. It was the Hail Mary Like this is the crazy idea that no one’s going to go for. But this is the dream, right? This is the thing that if I were looking for a game, this is the type of thing I would want, and that’s the one that’s strangely stuck. So I’m extremely thankful for that. But it was pitched originally as a dungeon crawler, not as a boss battler. Lots of things have changed since that pitch, but a lot stayed the same. The characters for the most part were I clearly imagine them from the beginning A lot of the hints that you see in the game, like Mako Joe, for example. He was the very first scenario we ever wrote but quite a few differences too. The very first draft of it we had trained tiles, for example, to make it feel a little bit more dungeon crawly and that sort of thing. But yeah, that was a good day. And hearing them say, yeah, let’s do it. When you pitched that crazy idea, it actually clicked that was a good feeling.

Courtney: 

Yeah, that’s awesome. Well, before we get too far into just digging into Vagrant’s song, in case any of our listeners have not played this game and aren’t familiar with it, can you please tell us what Vagrant’s song is?

Kyle: 

Yeah, absolutely so. It’s a cooperative boss battler two to four players. You’re playing as Vagrant’s on a haunted ghost train and you are trying to figure out how to get off the train while also saving these ghosts that we call Haints by giving them back their lost humanity before you lose your humanity, because you can become a ghost along the way. So it’s a scenario-driven campaign game. Each scenario is going to play very differently than the last and it’s a cross between fighting this boss with music and speeches, while also trying to solve their mystery a little bit through objectives and puzzles.

Courtney: 

I realize I am pretty partial to board games that have this like you’re playing kind of through a story element, and so that’s one of the things that I really appreciate about Fagrin’s arc. And so I’m curious like what led to the decision of? You know, because you said that first game was going to be more of like a dungeon crawler before it turned into what it is. What was, if you can remember the process of like leading to the like, this is how the game is going to work.

Kyle: 

Uh, I mean, that’s an iterative process and either the more we shave off or the more we build, you know, it just kind of naturally changed over time. So Fagrin’s arc went through a kind of a strange development cycle in that we were essentially brainstorming the project for two years while we were working on Malifo 3rd Edition and the Explorer Society faction. During that time, you know, there was right at the end of the day, on a Thursday, we would just be pitching random ideas to one another, like what if the Haines did X, you know, and that sort of thing, and eventually those ideas ended up becoming something cohesive that everyone saw in our heads without actually putting it to paper, and I’d say about 60% of the things ended up staying miraculously once we actually got it into something playable. But a lot changed along the way too. Plenty of things we thought, oh, this is definitely going to work, did not work. So I can’t remember exactly the instance where we changed to from a dungeon crawler to a boss battler, but there were a lot of things that I could think of that contributed to that. For example, setup time was a really big factor for us. We wanted to make sure that setting up the game took minutes because, as much as I love these giant dungeon crawls, I don’t like the 45 minutes of setup beforehand. We’re usually just end up leaving it on the table, you know, and hopefully it’s time to play it next week. So that was a major factor for it, and with that came other decisions of like okay, then the tiles probably aren’t going to work, so let’s go with more of a static board that you can manipulate very quickly. Then it steamrolled from there. You know, maybe we could tell more isolated stories, one at a time, to highlight the enemies, so on and so forth.

Courtney: 

So yeah, like that, I feel like, is a pretty interesting evolution, and I can definitely see how, like, as you’re just trying to work things out and figure out, I’m also kind of curious about how the fact that, like, every scenario does play differently and so you’ve got just different rules on how to save these paints and not die, which we have- certain. I was just dying all the time, Especially because we’re usually playing as like two player. We’re like, ah, okay, but yeah, I’m just I’m fascinated by the amount of work, honestly, that would have to go into like coming up with all of these different scenarios and the rules for all of that. So I would just love to hear a little bit about that too.

Kyle: 

Yeah, each scenario takes a lot of time, not only to develop but to play test and making sure that we’re hitting certain lore points. We’re creating the right escalating moments for each scenario at interesting times. We didn’t want each scenario to escalate the same way every single time, but we did want that feeling throughout of oh, here’s the oh shit button, you know, and things just kind of cascade down from there. That was something we wanted to maintain across all of them. For me, when developing a scenario, I start with the story first. I start with first figuring out who these ghosts are, then figuring out the story that we want to tell and kind of the for lack of a better term the movie experience, the whole thing, the, what players are experiencing, the back and forth, the big oh wow moments, and creating a rough outline, shaping that in some way. And the more scenarios we ended up creating, the more opportunities we ended up finding in kind of like the strange crevices of the design. Some scenarios might have events on the break track, for example, but maybe that wow moment actually happens on the round track in the next one and then it’s recurring and escalating. Really, looking at every scenario one at a time helped us create more dynamic experiences like well, we’ve done that before, let’s do something else, you know? And strangely we still have room to explore in that space, because we’re coming out with two expansions.

Courtney: 

Oh, I’m going to take into that in a minute, don’t worry, I know it’s funny. We’re currently playing through Bangor and Song. We’re in the bone orchard scenarios and definitely there was a recent one where I was like, okay, we’re playing to, like we complete the rituals, like it’s cool, we’ll get the milestone, it’ll be great. And then we got to the scenario where it’s like we did the rituals and we’re not getting the milestone, and there was like a bait and switch and it’s like, ah, Yep, I know exactly which one you’re talking about.

Kyle: 

That one gets everybody the first time.

Courtney: 

Prib is like you’re going to yell Kyle about that one, aren’t you?

Kyle: 

And then you look back at it and you’re like the writing was on the wall.

Courtney: 

It’s like, no, okay, that made sense. That’s what I’m really loving about this game is that it really is different, and it’s like you go in thinking that you know one thing and like, no, no, that’s not how it works anymore, yeah, so I also would just like to dig into the kind of the characters that are available in this version, because I know that there’s going to be some new ones coming out and the expansion and, yeah, how y’all came up with the ideas for each of those characters and like their background, but also just their unique skills that they have.

Kyle: 

Sure, are we talking vagrants or are we talking hates? Okay, sure. So some of the characters just came from kind of tropey stereotypes that we wanted to kind of help push this story forward. You know, like this sort of world didn’t make sense without a banjo playing wanderer trying to make it big. You know, hop and aboard the train. Some characters came from film inspiration. One of my favorite horror films is it Follows, and that is where the cursebearer started. So she’s got this demon chasing her and that demon has chased her as far as America, and you get to kind of see that her subtitle is the Tired because of how far she’s traveled. You know, to avoid this thing, not to spoil too much, in Encore, but you will get an ending to that story and I’m really excited about that, and an ending to a lot of the vagrant stories. So we, rather than add new characters, for example, we decided to kind of deep dive into each character’s lore. Some characters though, you know you pull from personal stuff. You know I think everyone’s got a little bit of runaway in them. Yeah, no, they’re all either pulled from real characters or like twists or variations of them, like the Empress is a loose variation of the Emperor of North America and others, are just kind of the characters that you want on this sort of travel. So they all just kind of just naturally came into be and I wish I could explain better how they shaped up, but it was day one, here they are, you know, and it just worked out from there.

Courtney: 

Do you have a favorite that you like to play?

Kyle: 

I’m not supposed to have a bias, but yes, the song Smith. Absolutely, he’s the character I play.

Courtney: 

What is it about him that you like so much?

Kyle: 

I mean that’s a good question. I guess it’s because I’ve always wanted to play the banjo. I’ve picked it up a few times, plucked a few strings and yeah, I mean, I’ve always been a musical person, not to the extent of like mastering an instrument or anything, but music has always been a huge part of my life. So, yeah, it’s just something about that character that just resonates with me In the whole chasing a dream thing. Been chasing that dream for a long time. I do like how you can switch up which vagrants you play, and so I know.

Courtney: 

for me personally, I’ve been doing about like two ages chapters worth at a time and then like switching to a new one. I think so far my favorite is the runaway, and that is mostly because of the dog.

Kyle: 

Yep, yep, it’s a cool mechanic.

Courtney: 

I would just dog, dog, Right yep, that’s.

Kyle: 

My wife’s favorite character is the runaway she play, tested the entire game with just her, so All right.

Courtney: 

Hey, entrepreneurs, I love introducing you to new creators every episode, but I could really use your support. I would love to invite you to join our Patreon page, where you’ll gain access to behind the scenes content. Add your questions to upcoming interviews and you could even receive a shout out on our site and an upcoming episode. To learn more, go to lightheartadventurescom. And now back to the show. Okay, so yeah, let’s talk about the expansions that are coming out soon.

Kyle: 

Sure. So we’ve got two that are headed to Kickstarter mid September. The big one is on core and we’re doing another one called off the rails. So in the main game of vagrant song, there’s a total of 23 scenarios and we’re almost doubling up on that with another 18. There’s going to be a new chapter for the full campaign. So not to spoil too much if you haven’t played vagrant song, but at certain points in the campaign you’re going to run to three different doors and that’s how you choose your own campaign structure. You’re going to go down door C Maybe you’ll do a next and then be last and this one’s going to add a fourth door that you can go down, called the bridge of leaves, which is going to include another five brand new scenarios within that. I’m real excited about some of these characters we’re putting in there. But if you’ve already played the campaign, you’ve already gone through the core game of it. You can still enjoy bridge of leaves, because what we’re doing is we’re also coming out with short trip mode, which is a new game mode that you can play. Each chapter in this micro campaign, essentially these chapter chunks and with short trip mode, each chapter is going to have a new beginning scenario and a new ending scenario. That’s going to give you a little bit more of a reason why you’ve hopped aboard a second time and touch a little bit more on the new antagonist that’s being presented. In addition to that, we briefly touched on the deep dives of the vagrant stories. So what we’re doing is we call them save your soul scenarios. So if you go westbound one too many times which that’s our term for player death, basically you’re going to get stuck on the train. You’re going to have that one foot in the grave, so to speak, and your friends are going to have to pull you out of that. They’re going to have to lift you up and for each vagrant you’re going to experience kind of what puts them in the down and out. Everyone kind of has that moment in their past or that thing that’s lingering, and you’re going to have to pull them out of that, essentially lift them back up. So you get to experience a little bit of each character’s past and that’s really fun. And then we’ve got some other scenarios too that are sprinkled throughout. We’ve shown off Slagpile Annie a little bit. She’s going to be a part of the full campaign if you choose to check her out and she’s inspired by another real ghost in Pittsburgh at a steel mill. She was one of those friendly ghosts. People didn’t realize that she was a ghost when they would speak to her. They just thought that she was just another one of the workers. So you get to kind of experience our version of Slagpile Annie’s story in this. In addition to that we’ve got all sorts of knickknacks, doodads and things to kind of make your lives easier or more difficult. So we’ve got Smokey Bones. Smokey Bones are just a new type of dye that you can roll and you will be earning those throughout the campaign and basically, let’s say, the normal bones just aren’t on your side. You can roll those Smokey Bones and add up those numbers and you can get some more successes along those ways. But they are a temporary resource, so it’s a when do I use this sort of situation? We’ve got some baggage cards. So we talked about good things with Smokey Bones, baggage cards are the bad things. These are going to get added to your vagrant card. If you’ve got a baggage card, your passive goes away. You’ve got some sort of paint-like effect that you have to get rid of, you kind of challenge how you look at playing a certain scenario. It’s going to give you another obstacle that you’re going to have to overcome and a bunch of other little twists and turns in Encore, and then we’ve also got Off the Rails. Unless you wanted to dive into Encore any deeper, A little bit yeah. Okay.

Courtney: 

So, with the Smokey Bones and the baggage, what causes you to earn those?

Kyle: 

With Short Trip Mode, you’re familiar with the in-between cards that happen in between each scenario. We’re actually, for each short trip, we’re doing a new deck of cards, a do in-between, so you might get it from those. You might get it from junk cards, some new junk cards. Certain scenarios might offer those, so you’re going to be earning them from various things in the game. Baggage cards. Don’t go westbound is all I’ll say. Yeah, okay.

Courtney: 

We’ll just end with that. Good luck. Yeah, I think that’s really interesting. I’ve got the web page pulled up too and just looking at the image and I’m like, okay, so on the Smokey Bones, I see a goal, makes sense. So I see a music note and I’m curious about the music note.

Kyle: 

Yeah, so there’s plus 1’s, there’s plus 2. There’s a skull icon and the music note. The skull icon is the one you want to avoid at all costs, because if you roll a bunch of Smokey Bones and any number of skulls, all your Smokey Bones turn into zeros. So that’s a little bit of the risk. But the music note gives you two automatic successes in addition to whatever you were doing. So that could really help in a tight spot.

Courtney: 

That was kind of a reward.

Kyle: 

Exactly exactly.

Courtney: 

Yeah, that’s super cool. Okay, yeah, let’s talk about Off the Rails.

Kyle: 

Sure. So Off the Rails is both a way to make the game more replayable and more challenging. So what we’re doing is we’re adding a new card to each scenario in both the core game and an encore that’s going to provide adjustments to the rules. New Haint Actions because we’re also adding a new Remmage Token called the Poison Berry and each scenario is going to have two new events that are either going to dive deeper into their story a little bit or add some new obstacle or make you think about the scenario in a new way. So it’s going to kind of refresh how you think about a certain scenario. And alongside the Off the Rails cards, we’re also doing an objective-based system called Devious Deeds. Each Fagrin is going to have their own deck of Devious Deeds cards and at the beginning of a campaign you’re going to be able to choose which one you want to start off with and then you kind of just go running with it. Each one of these objectives you have to complete a certain number of times throughout the campaign and once you hit that threshold you’re going to flip it over and it’s going to have some sort of permanent adjustment to your character. It might change your passive effect, it might give you more humanity overall. It might give you some special little triggers when certain things happen in the campaign. So it allows you to kind of customize your character even further.

Courtney: 

Interesting. So with Off the Rails, is it something that you can play without getting Encore, or should you have both Encore and Original if you’re going to play this?

Kyle: 

I would recommend both, but you wouldn’t have to Like. If you’re satisfied with the Vagrant Song experience and you just want to revisit those scenarios again with friends, I would suggest getting Off the Rails to add a little bit more of a mix to the scenarios you’re already familiar with, because it’s a good way of starting off with a clean slate while still being very familiar with the mechanics, and that extra spike in difficulty might end up being more fun because you are so familiar with certain things. But it is a great way to experience Encore as well, because if you already that experienced player and you just want to dive deep into Bridge of Leaves with Off the Rails, that combination works well right off the bat. All the stuff that’s in both expansions isn’t so overwhelming that you have to feel like you’re juggling. You know it’s okay, I could customize my character a little bit more. Okay, I get a little bit more resources here, and then the rest is just kind of the normal flow of the campaign.

Courtney: 

I’d like to just hear a little bit about the concepting of behinds, like doing the off the rails and you know so, like on court. I feel like it’s more traditional. Okay, let’s expand the game, make it so they can keep playing for the campaign. This is like a really interesting twist, I think.

Kyle: 

Sure.

Courtney: 

Back.

Kyle: 

So, as far as how we came to it, it was already kind of on our minds right from the start of the game, but we knew that when we were developing the core game, we were developing scenarios that are best the first time. Sometimes you just make a decision when you’re making a game which way do we want to go? And we wanted to make sure that we were telling a story. We had escalating moments at certain intervals, specific moments, in order to push the dynamic aspects of each scenario. We had to kind of narrow in on certain areas. So the idea of making these scenarios more replayable was always something that I wanted to do, but I also didn’t want to overdo it either. So it’s like a delicate balance of where we can push buttons. So we found the sweet spot was the one new token that is going to help you and hurt you. The poison berry gets rid of hate effects at a cost of a little bit of humanity, but providing that gave us more options for hate actions, which allowed us to open up all sorts of things. And then there were some characters that we just weren’t done telling the story with, or like there was a gap in their story that we wanted to fill, or we needed more rats with candle hats, so we added some of those to the Tommy Knocker fight Spoilers. But yeah, it essentially came from early thoughts right off the bat of like okay, we wanted to make sure that once you’re done with the campaign, you don’t have to be done, you can revisit it, and this is an easy way of going about that, while being more difficult. It totally works.

Courtney: 

Yeah. So talk to me about the timing where you know like you released Vagrant Song a while ago and then how long between when that got released and you know day one of starting on working on these expansions like how much time passed.

Kyle: 

A little bit of time. So in between Vagrant Song, I also worked on an expansion for our chaotic racing game, bayou Bash, so that got released Hogwild. And then I also worked on a supplemental scenario for Vagrant Song called the Seyant Scenario or the Fox Sisters, and that is probably our most complex scenario to date, definitely took the most development time, where one scenario with play testing on average took about a month. That one was about almost four. And then pretty much right after that it was time to start digging into the expansion because, as we found out soon upon releasing Vagrant Song, we couldn’t hold on to it. It kept selling out, so we figured players must be hungry for more. So let’s take some of the ideas that we had from the core game that either got cut or we didn’t have time to visit. That’s where Savior Soul Scenarios actually came from. We wanted them in the core game and just couldn’t make it work. And, yeah, just started getting cracking on. That. It’s been about, I want to say, about a year and a half now that I’ve been working on these expansions.

Courtney: 

All right and it’s almost Kickstarter time. I know Hopefully it’ll be exciting, but I’m sure also nerve-wracking.

Kyle: 

Yeah, it’s a little bit of both. I’m still developing these expansions. Luckily I’m in the fine tuning stages of them, so it’s not like I have to make anything from scratch at this point. But yeah, it’s a lot to juggle, yeah.

Courtney: 

Yeah, it’s funny, you’re talking about how I couldn’t keep it on the shelves, and it reminded me of like, oh yeah, when I tried to buy Vagrant Song because I was like getting it as a birthday present for Britain. We were living in Oregon at the time and I had to buy it from some random game store in New Jersey because that was the only place I could find it.

Kyle: 

Yeah, the game of gaming itself is kind of a joke we had in the office, but we’re already on our fourth print. I think we’re working on a fifth one now with the Kickstarter. So, yeah, the reception. I can’t believe it. I still have to pinch myself, you know, but this has happened.

Courtney: 

Yeah, definitely a good problem to have.

Kyle: 

Yes, yes.

Courtney: 

So what can you tell us about the Kickstarter itself and, just like, what the plans are for that campaign?

Kyle: 

So, yeah, what can I talk about? Mid-september is what we’re aiming for. There are so many neat things that we’re doing that I can’t talk about that. I want to. There are two things that I think I can comfortably spoil, though. So one of the stretch goals that we’re doing is a brand new spindle, because we understand that that spindle might have not been the right size for everyone’s hands, so we’re making a bigger spindle and it’s gorgeous. I can’t wait for people to see this thing, and inside it we’re going to actually have acrylic tokens for a good chunk of the game, so pretty much anything that can go in the spindle will get an acrylic token of itself, and you know, the acrylic standees look so good on that table, and these tokens just help push that even a little bit more. It is a deluxe vacation, but I mean I want it, so I mean those acrylic standees are amazing yeah. And we do have one other thing I could spoil. I think, if not, my boss might listen to this and we’ll cross that bridge. But we’re planning on doing a little ghost plushie of one of our kind of our standard blue ghosts, but it’s not just the ghost, it’s going to have a zipper at the bottom of it and we’re going to have glow in the dark bones six bones that you can have with it, and, yeah, we’re really excited about that. So we’re doing all sorts of like fun little things like that that we wouldn’t normally be able to do without running a crowdfunding campaign. So that was one of the two reasons why we decided to go to Kickster to this ways. We wanted to make these fun little things, and if players want them now, there’s going to be the option for them. So, oh my God.

Courtney: 

Now I’m a plushie, amazing. Yeah, obviously it’s not the same, but when you saw that, it reminded me of this one time that we got a toy for our dog that was like, oh, it’s Halloween themed, it’s like a coffin. And then he tore it apart as you do, and it had another toy inside that was a bone.

Kyle: 

That’s smart of whoever developed that yeah.

Courtney: 

Obviously not the same, but also like kind of same if there’s six bones inside of this plushie.

Kyle: 

Yeah, yeah.

Courtney: 

Okay, that sounds really cool and I’m a sucker for cute ghost plushies, so I am excited for that. Honestly, you brought up the just like tokens and even just so that the stand is dareless and nice. Like the art in this game is so good, it’s so pretty. Like every time we pull out a new the hate to fight or even just like a new character, we spend probably a solid five minutes just looking, examining like every detail, like how many artists do you have working on this?

Kyle: 

One.

Courtney: 

Well, oh, my gosh.

Kyle: 

We is really really incredible. Strangely, I mean now it looks like a no brainer sort of thing with the art, but we didn’t get there right off the bat with the art. We actually started off with three or four different aesthetics that we were playing around with. One in particular that really sticks out to me as the one we kind of venture down the most outside of the rubber hose style was a wood carved Mike McNulla esque style, like from Hellboy, so very strong shadow work but like a wood carved variant of that, and it worked. I think the game would have been mostly good with that, but it didn’t present the scary but funny, you know, it didn’t cross that line or walk that tightrope that the rubber hose style allowed us to do, and the game takes place roughly in the 30s, you know. So it made sense to have the art reflect that. So once my other designer that was working on vagrant song at the time proposed the idea, it just was like a giant light bulb above all of weird and snippy, just ran with it and every time she came out with a new piece it was just gold. There were so many characters that didn’t need any adjustments or tweaks, it was just yep, you got it. That’s it. That’s terrifying. So yeah, it was. It was kind of looking back at it and it’s a no duh thing, but it took us a long time to get there.

Courtney: 

I can see that. You know, I do feel like it can be hard to nail down a specific style for really most games, but especially one that is like trying to balance, like so many expressions, right yeah, gosh, I am just so excited for the expansions.

Kyle: 

It’s going to be a really fun time.

Courtney: 

So yeah, I am also kind of curious about just launching both of these expansions at the same time and if there was like any kind of specific reasoning that went into that.

Kyle: 

Sure, yeah. So when we started developing Encore and Off the Rails, it was one expansion and everything was included in one package. Play testing taught us some valuable lessons, though, in that every player is different and every player wants something different out of their game. Some players want more scenarios, and other players want to keep their existing content fresh, and a lot of that overlapped, but not everywhere, so that’s where we ultimately decided to split the expansions to accommodate as many players as we could, so that you could get what you want how you want, essentially.

Courtney: 

So yeah, but we’re going to be offering both at the same time during this Kickstarter, so yeah, I totally can see that that makes a lot of sense, especially since one of them is kind of intended to help make it harder.

Kyle: 

Right, exactly. Not everyone is ready for that step.

Courtney: 

Yeah, yeah I could totally imagine, like especially early on, before you have a whole lot of skills, where you’re like I’m dying already.

Kyle: 

When we were announcing it at GenCon recently and showing people and explaining what Off the Rails was and saying, yeah, hard mode, that’s when their eyes lit up and they said, hard mode, the game’s not already hard enough. So, yeah, that happened a lot. But I mean, it’s an exciting challenge and you’ll have enough tools to get through it, I’m sure. Yeah.

Courtney: 

So once the Kickstarter funds, which I Crossing fingers, I have no doubt you know back on one, what will be the next steps between that and being able to fulfill it.

Kyle: 

So, like I said, we’re already almost done with these projects. So that’s something that we’re doing a little bit differently. It’s really just going to be the production that we’re going to wait for, so it’s not going to have to be a two-year wait of development time or anything like that. You know I’m making tweaks every day. I got an update I’m putting out to the playtesters right after this interview, so we’re moving right ahead and getting content out. So hopefully what our plan is is, once the Kickstarter is over, we’re more or less hitting the print button and getting the content to production and making sure that that turnaround is as fast as possible. So hopefully that’s fast. At that point it is out of our hands ultimately, but we’ve worked to mitigate as many of those problems as possible, so I’m pretty optimistic about it.

Courtney: 

Sounds awesome. So one thing I would like to do before we wrap up is I have a couple of questions that I like to ask. In every interview which you’re working in the game industry, I would hope that you’re doing that because you love it, but I can also recognize that there are just a lot of challenges to working on games and these fandoms, and so when you just look back over this process of developing Fagrin’s song, developing the expansions, what would you say have been some of the more challenging aspects?

Kyle: 

Challenging aspects of working on Fagrin’s song specifically, or just as like a game designer as a whole.

Courtney: 

I mean I can do game designer as a whole. You’ve worked on a lot of things.

Kyle: 

So early on. One thing I would really make a point of if you’re interested in game design as a career, it does change the way you think about games. Prior to going to school for this and trying it out myself, I was just playing games to get immersed in the world, you know, to escape. I can’t always do that anymore. It’s more of a. I look at games from a more analytical lens these days. I still get to enjoy them and there are the occasional games that I just fully escape in. But for the most part, the way you think about games does change, and it should change, because you’re now developing them. You’re seeing behind the curtain, so to speak, so you do get to understand how the sausage is made. So just be aware of that Just because you love games doesn’t mean you need to make them. You can still find love in games through other ways. You know, and I’ve seen that pressure point be kind of a breaking point for some people. So I don’t know if that’s a warning or just a. It’s just something that you should be aware of if you dive into that. Luckily, I’ve always wanted to. I need to make things in order to be happy. So games are where I landed and I’m so thankful that I’m in this space. I can’t see myself doing anything else.

Courtney: 

I think that that’s definitely a valid point is that there is kind of a precarious balance between like oh, I love this, I want to be doing this all the time, and then just keeping that motivation and not just being exhausted by the fact of like okay, now I’m always making this game and always in this world and it would just be nice to have a break. Yeah, I think it’s maybe not a warning, but just be cautious if you’re going into this.

Kyle: 

Yeah, the biggest thing that I would recommend is find another hobby outside of gaming, if you do decide to make it a career, because you need to find that other version of escapism. I’ve got aquariums behind me. That’s how I do it, so building little aquatic worlds is how I stay creative without having to make games. So just find that whatever works for you. And, yeah, touch grass every once in a while.

Courtney: 

Yes, Okay, well, to flip this around, what would you say have been some of the most rewarding parts of working in gaming?

Kyle: 

Without a doubt. Conventions and hearing people come up to you and tell you that they loved your game or that one moment in that thing that you helped make or a character you developed that energizes me every single time I hear it. I will never get sick of it and I’m eternally grateful to everyone who enjoys these games. So, yeah, that without a doubt is it.

Courtney: 

How many conventions do you normally get to go to?

Kyle: 

now that we’re back into conventions, I do probably half a dozen a year on average Adepticon, origins, pax, unplugged, gencon, and then also some trade shows as well, like more retailer focused stuff and that sort of thing, but despite that, probably not enough. I want to go to Auschuk’s, I want to go to Essen. There’s still plenty of places I’d like to show up in.

Courtney: 

Oh, for sure. Okay well, we’ve got this Kickstarter. It’s coming out mid September. Yep, okay, the episode will be airing on September 5th, I think. So, yeah, it should be just in a couple more days. So if people want to find you, find this Kickstarter, find out more about all of the things that Wyrd does, where should they go?

Kyle: 

Wyrd’s website is Wyrdgames. net, and you can find more about Vagrant Song at this point just by Googling Vagrant Song, but there’s a Notify Me page on Kickstarter right now. Or you can learn more about everything that’s in these expansions Well, maybe not everything. You’ll learn about a good chunk of it in these expansions on the Wyrd Games website, but you can also join our Discord on the Wyrd website. I’m there all the time, so if you want to chat about any of our games, I’m happy to chat along.

Courtney: 

Awesome. I will have links to all of that in the show notes. Kyle, this has been such a treat to talk to you today. Thank you so much for coming.

Kyle: 

Yeah, thank you for having me. This has been great.

Courtney: 

So at this point, listeners, we are going to wrap up the interview portion of this episode and after I hit stop recording, I’m going to turn it right back on and we are going to do a fun little quick question blitz for patrons, where I’m going to ask Kyle a bunch of other silly questions that may or may not be related to gaming, and we’ll probably involve some about these aquariums because I want to know more. So if you are interested in hearing that or any of the other quick question blitz from my guests, you can find that Patreon at Patreon Roll Play Grow. Thank you again for coming on, kyle.

Kyle: 

Thanks for having me.

Courtney: 

You just finished another episode of Roll Play Grow. To check out the show notes and transcript from today’s episode, You can go to lightheartadventures. com rpg To keep up with every episode. Please subscribe on your podcast player of choice and, if you’re enjoying the show, I would absolutely love if you would leave me a review and share this episode with your friends. Your review might even get featured on an upcoming episode. To follow me on Twitter, you can either find me at lightheartadv for our business account or at Ketra RPG for tweets on gaming, my dog Bowser and other random shenanigans. You can also find me on Patreon at Roll Play Grow. Thank you so much for listening and I’ll see you next time on Roll Play Grow.

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