Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
Major virtual streamer, or VTuber, Ironmouse, is the next to leave agency VShojo. While others have left under seemingly “happier” circumstances, Ironmouse is claiming that the company owes her “a significant amount of funds”.
This appears to include an estimated $515,000 in charity funds for the Immune Deficiency Foundation. Ironmouse is mostly bed-bound, suffering from an immunodeficiency disease, hence why she uses the VTuber model.
In the 11-minute video, Ironmouse states that she has been instructed by her lawyer not to divulge too much. However, her surface-level elaboration on why she’s leaving partially comes down to her feeling the weight of the world on her shoulders, as she was, by far, one of the most popular members of VShojo.
At some point, she decided to take control of her finances and ran some “subathons”. These are streamer-led events on their chosen platform where they try to get as many subscribers as possible in a certain timeframe. Ironmouse ran a few, with VShojo sending any money over promptly. The last one, however, which raised the $515,000 in question, has still not been sent over a year later.
Ironmouse states she’s managed to raise $4 million for the charity, but has said that the situation has “broken” her.
What the hell is going on at VShojo?
This is the fourth name to leave the company in 2025, with several members still technically on the roster, now removing any mention of VShojo from their social media accounts.
One major member, Kson, who was previously with VTuber agency Hololive as Kiryu Coco, has begun to drum up fury on X, previously Twitter. She is set to go live in a few hours from writing, with a thumbnail that just reads:
“We need an explanation. Please answer VSHOJO.”
She followed it up with another post, claiming she didn’t get to speak to the person she needed to.
Other members of the VShojo roster are now pushing links to Ironmouse’s Tiltify link, which she uses for donations. Other members are insisting fans shouldn’t worry over them and thanking them for making their careers a success.
Zentreya, a mute VTuber who left just a few weeks ago, has also come out on X to state she can’t answer questions due to legal circumstances.
Some of you have questions that I can’t legally answer. But please know it wasn’t for me to bring to light. But it is fucked up and I am upset. And you have the right as well. I can’t disclose info at this time but know that I am angry with you all.
Ironmouse leaving and stars turning on agency bodes well
VShojo was set up in 2020 during the initial boom of VTubing on YouTube and Twitch during the pandemic. It has been fairly successful, allowing its talent to be themselves and feed into the slightly more adult tastes that come along with it.
In recent weeks, it’s clear that its “talent first” promise has been crumbling. Those leaving have been polite on the way out, but it appears that something has gone very wrong inside the agency.
The Escapist has reached out for comment.
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This week, we have musician and artist Mike Phirman in the guest judge seat. His years of making comedy music is just what our slightly funny podcast needs. Ric and Ryan have been tasked with creating a “thrilling” board game for Mike. Will Ric’s adrenaline filled game get our judge excited? Will Ryan’s pitch leave Mike on the edge of his seat?
Mike Phirman has been making comedy music since 2010 and can be heard on “Kids Place Live” on SiriusXM. You can check out Mike’s music at his website https://mikephirman.com today.
Like the content that is filing your ears? Consider giving to our Patreon and connect with One Board Family even more. https://www.patreon.com/oneboardfamily
Given the current climate in the videogames industry, any live service game reaching a full year of post-launch support is genuinely something to commend. If you can go beyond that, then hats off to you. That’s exactly what Test Drive Unlimited Solar Crown is about to do. About to enter its fourth season, which is its last major update of a tricky Year 1, it’s just confirmed a second year of support is on the way, and it contains highly requested content that makes its return from its beloved predecessors. Plus, the community will be able to vote from a list of four potential new game modes in order to divide which one will end up in Solar Crown.
While I had high hopes that TDU Solar Crown would recapture the magic of past games in the series and challenge the likes of Forza Horizon 5 and The Crew Motorfest, things haven’t shaken out that way. Plagued by tech issues at launch, it struggled to find much traction, and player counts (on Steam, at least) have been pretty dire. However, developer KT Racing has been pumping it full of improvements and seasonal content ever since, and TDU Solar Crown Season 4 will soon arrive with a long-awaited casino feature in tow. There’ll also be new cars, the Stock Races playlist, and some big UI changes. While KT has spoken about some of the ambitious features and content it wants to add in the past, I really feared that Season 4 would be the end of the road – but the studio is going to stick at it. Four more seasons have been announced for Year 2.
Will this be enough to get TDU Solar Crown on our list of the best racing games? I’m not so sure about that. However, as someone that enjoys open-world racers and sunk a lot of hours into the original TDU, these Year 2 plans actually sound pretty awesome.
Landing this October, Season 5 brings back a classic overworld activity: Taxi Missions. Despite sitting behind the wheel of some extremely fast and exotic cars, the intricacy and discipline of a Taxi Mission is strangely addictive. Tasking you with ferrying passengers from point A to point B, the focus isn’t on getting them there quickly – it’s about adhering to the rules of the road, offering a smooth ride, and ensuring you do as little damage to your car as possible. Each passenger also has different tolerances for various aspects, so one may let you get away with running a few red lights if it means getting them to their destination more quickly.
Season 5 also introduces clothing stores that you can visit to deck out your character, rebalances the game’s economy, and delivers a big engine upgrade too for better visuals and performance.
Season 6 doesn’t yet have a headline feature – because you’re going to decide it. KT has offered up four new modes and activity types that the community can vote on, and the winner will get added to the game. All are influenced, either completely or partially, by fan-favorite modes in Test Drive Unlimited 2. Photography mode is all about taking snaps of your cars in certain locations and while meeting certain criteria. Adrenaline is about being a daredevil, maxing out an adrenaline meter with fast driving, drifting, and near misses. Detective sees you tail suspects and drive around looking for clues to solve a mystery. And finally, Delivery is a co-op courier activity that can trigger in the overworld.
Season 7 is the least exciting, personally. Big overhauls are coming to the game loop and the seasonal Solar Passes, and a new location (the Official Racing Center) will arrive as a hub where you can launch ranked and unranked races.
Season 8, however, could really lure me back to Solar Crown. Player houses will be arriving when this season drops next year. As well as filling up your garage with desirable cars, spending your cash on fancy apartments or gorgeous beach houses was just as fun. When player houses hit Solar Crown, you’ll not only be able to purchase properties, but you’ll be able to customize the interiors too, with full control over furnishings. Nice.
It seems like Year 2 (in conjunction with the casino that’s arriving this week in Season 4) is finally leaning into the ‘lifestyle’ aspect of past TDU games that made them so unique and beloved. While it did deliver a sprawling open world and some decent racing gameplay, Solar Crown has so far failed to recreate that feeling of living an actual life within the game. With player houses, clothing stores, the casino, and more, it should hopefully achieve that goal. Plus, some really fun activities and modes are coming too, providing some new ways to play and a welcome nostalgia hit for all those TDU and TDU2 fans out there.
For more, check out some of the best multiplayer games on PC right now. If you’re a real lover of games like TDU Solar Crown, also be sure to take a look at the best racing wheels on the market right now for ultimate immersion.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
In 2024, my upcoming game Men of Iron Volume VII: Ermine was put onto the GMT P500 list, and reached its number relatively quickly. For those who don’t know, Men of Iron, created by Richard Berg is a hex and counter series of games focussed on medieval battles at the grand tactical scale.
Ermine covers a handful of smaller battles from the early stages of the Hundred Years’ War. You’ve probably never heard of most of them – they’re all rather obscure and tend to be overshadowed by the likes of Poitiers, Crécy, and Agincourt. But they’re surprisingly varied and interesting in their own right.
These battles span the full range of classic Hundred Years’ War encounters: from Morlaix, where a small English force of longbowmen in a defensive position managed to hold off -and arguably defeat – a much larger cavalry army; to a daring night attack at La Roche-Derrien, where a small, plucky group of mounted men-at-arms broke a siege, captured the enemy commander, and snatched victory; to the full-on pitched battle of Auray, which was a close-run thing and could have gone either way.
It’s been a really interesting process to design these battles as their own, independent scenarios, and I want to write a post detailing each of them individually. In the meantime though, here’s a bit of a historical summary of the period, to give the subsequent posts a bit of context:
The War of the Breton Succession (1341–1364) was a dynastic conflict rooted in competing claims to the Duchy of Brittany following the death of Duke John III without issue. His half-brother, John de Montfort, asserted his right to the duchy against Joan of Penthièvre, supported by her husband Charles of Blois and the French crown. Hostilities opened with Montfort’s seizure of Champtoceaux in September 1341, but he was soon captured following a siege by royal forces. His wife, Joanna of Flanders, continued the resistance, rallying support from England. The arrival of English reinforcements led to the Battle of Morlaix (30 September 1342), where Anglo-Breton forces successfully repelled a larger Franco-Breton army through the use of field entrenchments and longbow fire, marking the conflict’s transformation into a broader Anglo-French proxy war.
Throughout the 1340s and 1350s, the war was punctuated by sieges and intermittent field engagements, with no side able to secure a decisive advantage. A turning point came at the Battle of La Roche-Derrien in 1347, where Charles of Blois was captured by English and Montfortist forces during a failed assault on the town, severely weakening his faction until his ransom in 1356. Meanwhile, the Battle of Mauron (14 August 1352) reinforced Montfortist momentum: English-led forces annihilated a larger Franco-Breton army, inflicting heavy casualties on the French nobility. Yet the conflict dragged on, and in 1364 French momentum revived after Bertrand du Guesclin’s victory at the Battle of Cocherel (16 May), where he defeated Navarrese-English forces in Normandy, allowing the French crown to refocus efforts on Brittany and emboldening Charles of Blois for a final push.
The war culminated in the decisive Battle of Auray on 29 September 1364. John de Montfort, now returned from English exile, laid siege to Auray, prompting Charles of Blois and Du Guesclin to attempt a relief. The Montfortist forces, well-positioned on high ground along the River L’och and reinforced by English contingents under John Chandos, repulsed the Franco-Breton attack. Charles of Blois was killed, and Du Guesclin taken prisoner. The defeat ended the Blois claim to the duchy, and the Treaty of Guérande (April 1365) recognised Montfort’s son as Duke John IV. Though the war resolved the immediate succession, it left Brittany politically fractured and firmly enmeshed in the wider struggles of the Hundred Years War.
The Battle of Champtoceux
Champtoceux is also the least well documented battle in the box. We don’t really know where it happened, and we don’t really know the makeup of the forces (outside of the leaders and that 2,000 Genoese crossbowmen were involved; those fellas crop up in quite a few of these battles). Here’s the historical background:
Charles de Blois
By September 1341, Charles de Blois had amassed 5,000 French soldiers, 2,000 Genoese mercenaries, and a substantial number of Breton troops in his military ranks. He stationed his forces at Angers in the Loire Valley, on the southern border of Brittany.
Jean de Monfort
As October 1341 dawned, Charles de Blois prepared to advance, only to find that Jean de Montfort had already seized control of and fortified most of the castles and towns along Eastern and Central Brittany. Among Montfort’s stronghold possessions were the key towns of Rennes, Dinan, and the heavily fortified castle at Champtoceux, guarding the Loire Valley. Charles chose this stronghold as the first target for the French army’s march toward their ultimate destination, Nantes. Jean de Valois – France’s future King Jean II – joined Charles on this campaign, as did the Genoese mercenary leader Ottone Doria, who was famously scapegoated for the failure of the French army at Crécy 5 years later.
Prince Jean of France
Charles, alongside Prince Jean of France, initiated a siege of Champtoceux, a key stronghold held by Montfortist forces. However, the besieging army faced severe logistical challenges due to Jean de Montfort’s strategic network of defensive outposts in the surrounding countryside, which disrupted supply lines and made sustaining the siege increasingly difficult.
In response to these disruptions, Charles de Blois took decisive action by leading a detachment of approximately 1,000 men to clear the countryside of Montfortist forces, hoping to reestablish secure supply routes. This maneuver, however, exposed him to counterattack. Jean de Montfort, seizing the opportunity, moved swiftly with his army to intercept Charles. The confrontation forced Charles and his men to retreat to a fortified farmstead, where they prepared to defend themselves under pressure from Montfort’s numerically superior force.
The situation became critical for Charles de Blois until reinforcements arrived under Prince Jean of France. These fresh troops bolstered the French position and launched a counteroffensive that nearly routed Montfort’s army. Despite the setback, Jean de Montfort managed to execute a disciplined withdrawal, preserving his forces.
I identified two main challenges in designing this scenario: the map, and how to reflect the flow of the battle. The only concrete detail in the sources is that the fight took place at a farmstead, so I took some creative license and added a few wooded areas to help break up the reinforcement line and create more tactical interest.
Capturing the flow of the engagement was equally tricky – it unfolds in two phases: an initial Montfortist attack on the scouting Blois forces, followed by the arrival of Blois reinforcements that turn the tide and force a Montfortist retreat off the map. There are a few ways of doing this in the Men of Iron system. The simplest way would be to simply reflect this through the Flight Point system; for those not familiar – the more units you lose, the more FPs you accrue, and once you hit your side’s FP limit, you lose, with your troops effectively scattering and running away. I didn’t like that though – as I thought that the most interesting part of this battle was the decision of Jean de Montfort to run away. Timing the retreat is key – as Jean has a real chance to kill or capture Charles de Blois and nip this whole succession crisis in the bud pretty early on. Before the reinforcements come to overwhelm him.
The other method, then, is to emulate the rules found in other Men of Iron entries. The Battle of Fornovo, found in Arquebus – Volume IV in the series – has a nice rule that encourages you to move your units off the map, effectively counting themas having retreated, but not counting towards your FP total. It doesn’t make it easier for de Montfort to win, but it does make it harder for de Blois to.
I and my developer and playtesters will be testing that for now – to see if it works well mechanically in this context, but also whether it fits narratively in the scenario. Next up, Morlaix.
Oh Ubisoft, I have been dining out for over a year on quoting that throwaway comment from one of their execs that we need to get used to the idea of not owning our games anymore. Of course, we should merely enjoy them as a contract between equal partners that can be whipped away from one side (us, obviously) at any time (for backstory, check out the Stop Killing Games Movement).
I was concerned, though, that it might be getting stale, and I was worried I wouldn’t get any new meme-worthy material anytime soon.
Step forward the most unlikely of sources – the Ubisoft financial report. A PDF destined to be a dry read that nobody cares about, really. That is, until the MP1st website spotted a gem hiding away in all the numbers.
“Our monetization offer within premium games makes the player experience more fun by allowing them to personalize their avatars or progress more quickly, however, this is always optional.”
Oh, so it’s for us? Stupid. Of course. I shouldn’t expect an $80 purchase to be fun enough; I should expect to open my wallet further to make it more “fun”. Maybe I can keep the fun going by constantly paying more?
Do you want to Add Fun to basket?
Oh, come on. It’s fun to pay to change the clothes on my character. Everybody thinks that.
I think we would all have more respect for companies and their microtransaction tactics if they just came out and said, “Look, guys, we need to make more money to continue to make you games that you enjoy.”
I’d be relatively cool with that. Even though I don’t really believe there is a place for paid-for skins and the like in single-player games anyway, I think it’s ridiculous. At least we could stop dressing it up and move forward.
In a world where loot boxes are definitely not gambling, and don’t for one minute think they are – you can check out the fuss Blizzard has caused with Hearthstone’s gambling mechanics of late – companies continue to extract as much extra cash out of players as they can by upselling this nonsense, mainly to those who can afford it, but sometimes to those that can’t, and that is the concern.
While it might be true that the majority of microtransactions are all funded by people with more money than sense, I have had to have enough conversations with my kids to suspect that it’s not just mine that are being targeted with this stuff, and find it attractive.
Mecha Break is another game to fall foul lately of seeing the cash signs ahead of providing a game that could be amazing, and more and more games seem to set out to put things they know players will want behind extra purchases.
Fun is now a premium service
The constant drain on funds is going to become an issue as the asks keep getting bigger. It’s not just buying a game and maybe paying for skins for a little more “fun”; it’s that on top of the Netflix subs, the Prime subs, the Spotify subs, etc. Something has to eventually give.
In the same report, Ubisoft highlights that it believes Star Wars Outlaws failed to meet sales expectations due to a declining interest in the Star Wars franchise.
I somehow doubt it is anywhere close to being that simple. Maybe we are misunderstanding what the word “fun” actually means.
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Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
VPNs make big privacy claims, but not all providers can back them up. It takes an audit to add veracity to important features like no logging and working kill switches, and ExpressVPN has just endured its 23rd self-inflicted assessment of its VPN service.
Commissioning independent cybersecurity experts KPGM to scrutinize its VPN, the audit focused on the ExpressVPN TrustedServer system. These are driveless servers, meaning that there is literally no hard disk drive, no SSD, no optical drive – nothing. Instead, they run purely on RAM, with a code block for the OS and VPN framework. So, when a server is rebooted, all data is lost.
While you might think that a VPN’s audit status isn’t particularly relevant to which gaming VPN you use, it really is. Privacy for accessing specific servers, as well as defense against targeted attacks from other players, are both very important. All top VPNs use auditing on a semi-regular basis, at least annually, making it a very important tool for ensuring the provider’s security.
“Independent assurance isn’t just a checkbox for us – it’s fundamental in our efforts towards trust and transparency,” says ExpressVPN’s chief information security officer, Aaron Engel. We’ve long considered ExpressVPN to be one of the best VPNs around, and once again, an audit backs this assertion.
Engel added: “Having KPMG evaluate our technologies and assess our privacy protections again demonstrates our unwavering commitment to maintaining the highest standards of user privacy protection.” The audit results mark each test as “no exceptions noted,” which is good news for privacy.
Alongside the audit, ExpressVPN has also confirmed the launch of new VPN servers in every US state. It now boasts 62 server locations in the USA, a huge increase from 24, and more than competitor NordVPN, which only has 22 locations in 12 states.
This has advantages both to the VPN provider and its customers. More servers mean the load is spread, which increases speed. In some cases, they’re closer to where users are located, again improving speed. ExpressVPN has added servers to popular areas such as Los Angeles and New Jersey, too.
Not all states have physical servers; however, virtual location servers – those with an IP address and locale information relating to a specific location – work in the same way. More US-based servers aren’t particularly useful for anyone outside the US, but sports fans can take advantage of these new VPN servers to avoid localized region-blocking of events.
It’s why we recommend choosing ExpressVPN, which remains a top choice for gaming. While it’s a bit pricier than some of the other options on our list, our 2023 ExpressVPN review awarded it a 9/10 score, saying that the provider is “the best on the market right now.”
Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
Published: Jul 22, 2025 05:47 am