Crowd-Sourced Interview

Crowd-Sourced Interview

Crowd-Sourced Interview

As many of you know, Slade Stolar & Scablands Press have been sponsoring Discern Realities the last couple of months. David & I thought it would be fun to have Slade on the show to talk about The Indie Hack in a more in-depth manner.

As a general matter, we’ve been thinking about doing some interviews on the show, and I’d like to try something out with this one: audience-sourced questions.

So…what do you want us to ask Slade about The Indie Hack? Post your questions in the comments here. We’ll pick four or five of them to ask Slade when we record that episode. We might even be able to get him to answer some of your questions in the comments after we’re done.

Thanks!

30 thoughts on “Crowd-Sourced Interview”

  1. Slade: you stated on a thread in Google+ that “The Indie Hack fixes literally everything that’s wrong with DW in the best possible way”

    Could you tell us what were the major design and philosophical problems you saw with DW and how Indie Hack fixes them?

    The Indie Hack looks promising to me, and thanks to you and your sponsorship on the podcast, I bought Noises in the Old Theatre and plan on getting the soft cover of the game after I kick the tires on the quick start rules.

    Thanks!

  2. Slade: you stated on a thread in Google+ that “The Indie Hack fixes literally everything that’s wrong with DW in the best possible way”

    Could you tell us what were the major design and philosophical problems you saw with DW and how Indie Hack fixes them?

    The Indie Hack looks promising to me, and thanks to you and your sponsorship on the podcast, I bought Noises in the Old Theatre and plan on getting the soft cover of the game after I kick the tires on the quick start rules.

    Thanks!

  3. Now, now, jim miller​, the full quote ends “… in the best possible way (that I could think of).”

    Thanks for taking a chance on Noises, I hope you get at least an evening or two of fun out of it.

    We’ll leave it to Jason to determine whether this question makes it to the podcast, but I like the thrust of it.

  4. Now, now, jim miller​, the full quote ends “… in the best possible way (that I could think of).”

    Thanks for taking a chance on Noises, I hope you get at least an evening or two of fun out of it.

    We’ll leave it to Jason to determine whether this question makes it to the podcast, but I like the thrust of it.

  5. What are your next goals for TIH? Revision with details to answer most commonly asked questions? New character classes? A monster manual? Something entirely different?

  6. What are your next goals for TIH? Revision with details to answer most commonly asked questions? New character classes? A monster manual? Something entirely different?

  7. Chris Shorb As far as “The Black Hack”, it’s not horror: It’s an old-school, minimalist ruleset written by a one David Black (and to contrast it with Whitehack).

  8. Chris Shorb As far as “The Black Hack”, it’s not horror: It’s an old-school, minimalist ruleset written by a one David Black (and to contrast it with Whitehack).

  9. I really enjoy your work Slade Stolar, but I was wondering: why didn’t you release the text as CC or any other open license as the other games you used as inspiration?

  10. I really enjoy your work Slade Stolar, but I was wondering: why didn’t you release the text as CC or any other open license as the other games you used as inspiration?

  11. Slade Stolar – i’m a big fan of TIH. But in my play sessions, it got… really weird. really, really weird. Question – Am I weird, or can i blame the game?

  12. Slade Stolar – i’m a big fan of TIH. But in my play sessions, it got… really weird. really, really weird. Question – Am I weird, or can i blame the game?

  13. Saul Alexander – that was my poor attempt to be funny. The game gives the players a lot of creative space to develop a story to their liking.

    My group fed off of each other really well, but that led us into unexpected directions.

  14. Saul Alexander – that was my poor attempt to be funny. The game gives the players a lot of creative space to develop a story to their liking.

    My group fed off of each other really well, but that led us into unexpected directions.

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