
Bonus Episode: Violet's Conpulsion Con-venture
In this unconventionally conventional episode, Violet talks about a recent event in Edinburgh.
Violet has to hand it to handouts. Freya learns about a Thing or two. Violet takes the wrong notes. Freya is unexpectedly out-gayed.
Thank you to everyone who emailed into our mailbag - If you too have a question, idea, or interesting game you’d like to share with us, email [email protected]
Timestamps
Start of Con Discussion: 3:07
Liminal Horror: 9:27
Delta Green: 21:22
Kaleidoscope: 26:41
The Family: 34:41
Games discussed
Liminal Horror
Delta Green
Kaleidoscope
The Family
Black Hack (and OSR in general)
Monsterhearts
Microscope
Belonging Outside Belonging / Dream Askew / Dream Apart / No Dice No Masters
Wanderhome
Chuubo’s Marvelous Wish-Granting Engine
Mörk Borg
Avatar Legends
Masks
Games that aren't TTRPGs that we nonetheless discussed, sometimes at surprising length
Dead Rising
Battlestar Galactica (the board game)
Betrayal at the House on the Hill
Mario Party
Immortality (confirmed, this is on Netflix)
The Executive
Lost Odyssey
Notes & links
Itch page for the designer of the Family https://clevercrumbish.itch.io/
Weird Hope Engines: https://www.ntu.ac.uk/about-us/events/events/2025/3/weird-hope-engines
Video essay about Lost Odyssey - https://youtu.be/iqgSDClU4Qo?si=M1vnb3gixwhaz8zM
Additional Credits
Our intro music is
"Magic Escape Room" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
System Shop
Welcome to System Shop, the podcast where we deep dive into RPG design, one subsystem at a time.
Join us as we explore the origins, empirical trends, and future design space of all aspects of tabletop game design. What’s the point of mechanising carrying capacity or NPC attitudes? Why distinguish between armour and evasion, or attributes and skills? Many stories may begin with “because D&D did it”, but that’s far from the end…
We dig deeper by asking: how do differences in design decisions make players act and feel, and is this wholly intended? What is gained or lost by being able to sum up a monster with a challenge rating? How can initiative checks be used to make combat feel chaotic, tactical, or somewhere in between?
Finally, we suggest our own ideas for future innovations. Can we introduce new technologies and props? Can we shed assumptions of the past? Or should we bring them to the fore and embrace them to the extreme? Restrictions breed creativity, and our best ideas are often our most ridiculous.
System Shop is independent and ad-free. New episodes release whenever we have the time and energy to research and record a new topic.
Violet (She/her) is a recovering academic and alleged game designer, with a particular interest in system design and ludology.
Freya (She/her) is a demographer turned data engineer by day. She moonlights as collaborator, sounding board, and bad idea generator to her beloved and prolific game designer fiancée.
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Cover design by Fallible Things (fallible.net).
Font on-cover is Lineal by Frank Adebiaye, with the contribution of Anton Moglia, Ariel Martín Pérez. Distributed by velvetyne.fr.