Ventureland Games

Bringing imagination to the game table.

Venturelandgames.com is a site dedicated to exciting and engaging role-playing games. We love games that help you and your friends come together to tell an amazing and memorable story.

Undesign - Ep34 - Best Loot in RPGs

Join Vince and Travis as they discuss the best loot they have received in games and why that loot is so good. What makes great and memorable loot? What are Vince and Travis' favorite items they have received and how did it make their character's stories better? What about those cool items in the book? Who cares about a sword +5 anyway?

Undesign - Ep33 - Luck in RPGs

Join Vince and Travis as they discuss Luck and it's use in RPGs. We aren't talking about a good dice roll, we are talking about your character having a luck mechanic and using it to shape the world. Should luck be a currency or a static effect? What do we expect of luck in a mechanic? How can it best be deployed to shape your player's experience? All of this and less will be covered in this episode!

Undesign - Ep31 - Why Superhero Games Fail

Join Vince and Travis as they discuss the hidden problem that makes all Superhero games fall flat. What is the big problem? What does Vince have against superhero games? What about the original medium doesn't translate? Are there any exceptions? What is the best superhero RPG? All of this and less will be answered within. 

Undesign - Ep30 - Using Humor in RPGs

Join Vince and Travis as they talk about the use of Humor in RPGs. Should every RPG game have some humor and levity in it? What genres work best with humor? How do you organically add humor to your games without it feeling forced? Are clowns funny or scary? All of this and less will be covered in within. 

Undesign - Ep29 - Playing Religious Characters

Join Vince and Travis as they have an intervention. Vince has always had a problem with playing religious characters (deeply religious characters) and he is trying to figure out why? What is it about clerics that make them challenging to play? Can a cleric or paladin have a distinct personality away from the tenants of their faith? Are divine characters just following a pre-set template? All of this and less will be answered within. 

Undesign - Ep 28 - Favorite Player Types

Join Vince and Travis for another week of RPG discussion. This week they are talking about their favorite types of players at the table. They have talked about the worst players at the table, but who is the best and why? What players make the game truly memorable and enjoyable and why? All of this and less will be answered within. 

Undesign - Ep27 - Random Encounters

Join Vince and Travis as they discuss Random Encounters. Are they a black mark on the history of RPGs or a springboard for new adventure and story? How can you as a GM use them best? What are the pitfalls to avoid? What is the dumbest random encounters we have seen? All of this and less will be answered within. 

Undesign - Ep26 - Marathon Gaming

Join Vince and Travis as they discuss the idea of Marathon Gaming. What exactly is Marathon Gaming and why does Vince blame Travis for getting him into this life long obsession? What are the advantages and disadvantages of this type of game? What sets of skills do you need to run a good marathon game? All of this and less will be answered within!

Undesign - Ep25 - MIniatures in RPGs

Join Vince and Travis as they talk about the use of miniatures in RPGs. When did miniatures and battlemats become a thing and why? What do the guys think about miniatures being used in RPGs vs. the theater of the mind? What are the advantages and disadvantages of miniatures in RPGs? Why is Vince so angry? All of this and less will be answered within!

Undesign - Ep24 - Designing Adventures as a Group

Join Vince and Travis as they explore the concept of designing adventures as a group. They have long been advocates of group character and world design, but can you design an adventure that you are all supposed to play together and still have it be exciting? What is the value of doing this activity as a group? What can you learn from it about being a DM and your players? All of these questions and less will be answered within. 

Undesign - Ep23 - The Value of Hate in Game Design

Join Vince and Travis as they discuss why you should always try to make sure that someone, heck, everyone, should hate something in your game design. Why does having elements that people hate make sure that people also have stuff to love? What does this have to do with psychographic profiling? What is the right ratio of love to hate? What is the value of neutral boring design in the middle of all this? All of this and less will be answered within!

Undesign - Ep22 - Playing the Bad Guys

Join Vince and Travis as they get evil. Today, they are talking about playing the bad guys, going to the dark side, getting down with sin. How do you play an evil character in an otherwise good group? How do you play a group of evil characters without all killing each other? What are the benefits to playing an evil character? Does every evil character need to be on an arc of redemption? All of this and less will be discussed within. 

Undesign - Ep21 - Does Balance Matter

Join Vince and Travis as they discuss the thorny topic of Balance, something everyone seems to want and scream about all the time. What are people really asking for when they want balance, and would they really be happy if they got it? What does it mean for a game to be balanced? What are some balanced games? What is the dark side of balance? Why does everyone seem to want to break the balance they have cried so loudly to attain? All of this and less will be answered within. 

Undesign - Ep20 - Behind the Scenes Boxes in RPGs

Join Vince and Travis as they discuss Behind the Scenes boxes in RPGs. Those little boxes where the designers share their notes and directly communicate with the players of their games. Why should you include these boxes in your games? What is the best information to place in them? How should they be laid out through the book? All of these questions and less will be answered within. 

Undesign - Ep19 - Does anything that isn't a mobile game matter?

Join Vince and Travis as they journey away from the world of RPGs and into the wide world of mobile games. Mobile games have taken the world by storm and more players, by millions and millions, are playing them every year. What does the future hold for other games? What is the future of mobile gaming? When do we get to have the complete gaming experience in the palm of our hand? All of this and less will be discussed within. 

Undesign - Ep18 - Was the D20 Revolution a Good Thing

Join Vince and Travis as they discuss the D20 Revolution, In the early 2000's the RPG world exploded (along with the gaming shelves at your local FLGS). Was the overflow of new books a good thing? What was the best content that came from the deluge? What results of the revolution are still with us today? All of this and less will be discussed within. 

Undesign - Ep17 - Gender in RPGs

Join Vince and Travis as they talk about Gender in RPGs. We approach this sensitive subject with all the care and dexterity you would imagine two middle-aged white men to have. How has the depiction of women in games changed over time? How tough is the landscape for women game designers? What about women at your table and as your GM? All of these subjects and less will be discussed within. 

Undesign - Ep16 - Is Combat in RPGs just Masturbation

Join Vince and Travis as they touch on the nature of combat in RPGs. Can a combat where one side is destined to win 98+% of the time be interesting or tense? Why is Good RPG combat and Bad RPG combat like the difference between Die Hard and Die Hard 5? How can you as a GM or player make sure that combat is a vital, informative and interesting part of the game, instead of just punching paper dolls until loot falls out. All of this and less will be answered within. 

Undesign - Ep15 - How to use XP in your Games

Join Vince & Travis as they discuss the history of XP and advancement in RPGs and how to best use them both in design and as a GM. How should your advancement system be designed? Should rewards be generic and allow the character to advance whatever they want? Should what the character uses directly advance? Is there any game that has the best of both worlds? All of these questions and less will be answered within.