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Andi Licht – Artist in Residence at Heart of the Deernicorn

Olympia based game publisher and distributor, Heart of the Deernicorn, hosted award-winning game designer, artist, and social media marketer, Andi Licht for a 10-day artist-in-residence in early August 2025. Andi has proven herself tobe a true polymath by taking on the design, illustration, and marketing work for her two self-published tabletop roleplaying games, Between Clouds and Soulbound – Dark Industrial Fantasy

Andi previously worked at Heart of the Deernicorn as a game designer, graphic designer, and social media marketer. During her time there, she produced short-form video content that amassed millions of views and shared her love of the tabletop roleplaying game hobby. She contributed graphic design work to titles like Bad Baby Lich Lords and BFF – The Golden Years, as well as game design for some of Deernicorn’s upcoming and unreleased titles.

 

For her August artist-in-residence, Andi came to work on her new game: a card based TTRPG game based on Desperation by Jason Morningstar. Andi describes her game as being about “freaky death gods creeping on a sleepy little town”. 

 

Like her two previous games, this new project will be entirely designed and illustrated by Andi. One of the perks of completing an artist-in-residency at Heart of the Deernicorn is their partnership with and proximity to The Mystic Game Shop and the recording studio co-located there. During her stay, Andi and Heart of the Deernicorn staff were able to record promotional short-form videos of Andi’s work and the studio was also utilized for a play-through of Andi’s new game.

I sat down with Andi on the last day of her residency to ask her a few questions about her experience. 

Keylee: Tell me about your residency?

Andi: I can give you a recap: I have done four playtests for my game. I have recorded interview content with Heart of the Deernicorn. I have recorded my own social media content at Heart of the Deernicorn. I have importantly, notably given a talk at TESC about game design, and I have produced a lot of artwork. That’s what a lot of my time’s been. I have consulted with Ross about production, product design and manufacturing.

K: Have you done a residency before?

A: No. This is my first. 

K: Did you have a pretty solid idea of what you wanted to do with your time?

A: I had a few things that I knew I wanted to do. I made a TT video about this where I said  “It  turns out the first day of your residency is for doing admin work for the rest of your residency”… I knew what I wanted to do, but I didn’t have any of the specific dates scheduled, set and lined up.

K: How are you feeling at the end of this process?

A: Honestly on one hand – and this is always the case – I feel like I didn’t get as much work done as I wanted on my game, but I only feel that way because there’s always an endless amount of stuff to be done. The most I could get done would be producing, publishing, and distributing the game which I’m not gonna do in 10 days. Turns out there’s still more to do. I feel really excited about what I’m working on, and like I had a chance to super-charge this project in a way. Give it some very intense and focused attention.

One of the potential benefits for a game publisher/distributor to host artists and game designers in residence is building professional connections that are mutually beneficial for both parties. 

K: Did you and Ross (Deernicorn) create a business connection during this process?

A: Yes, Ross and I did create a business connection… I think we may manufacture some kind of component for the game here at the workshop. We were talking about a play mat (to keep game play organized). 

K: Do you think a residency is a helpful process for game designers? How did the residency help?

A: I would’ve gotten to this point anyway, but at a much slower rate. I feel like this was a fasttracked super-charge for the game, it really moved it along. Every time I talk to someone about the game and get feedback, I’m like, “Oh, wow. I feel like I’m doing a marvelous job of avoiding some potential pitfall that might have made a potentially worse version of the game!” You come into a new idea and you’re like, “Wow! That’s way better. I’m so glad I didn’t do that other thing. This is clearly the best version of the game”.  

Andi’s new game will be on Kickstarter next year. For now, Andi can be found at any pacific-northwest coffee shop, toiling away at artwork for her next tabletop project.

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The Zine Zone! at Go Play Northwest 2025

Go Play NW is a small TTRPG and board game convention based in Seattle, Washington focused on creating a welcoming atmosphere for playing fun games and making new friends in the Pacific Northwest. This year, Go Play NW was held at the Centilia Cultural Center from July 18-20. 

Go Play NW events feature a mix of scheduled and ad-hoc gaming all run by attendees and volunteers. Go Play NW has a vibrant playtest community that relishes in the weird and the wonderful. And this year, there was a new feature added for attendees – The RPG Zine Zone!

The Zine Zone is the brainchild of Brendan Albano and Kate Barbaria of Pony Press! www.pony-press.com. From Brendan on the inception of the event:

“I was sitting at a big table in the hotel at Big Bad Con 2024 with a bunch of people, including Kate, Kona and Finn. Someone I’d just met was cutting out a beautiful risograph print with tiny, dull travel scissors that they’d borrowed from someone else because they’d forgotten theirs, and it was really rough going. Kate, Kona, Finn and I were all talking later about how it’d be really cool to have a bunch of zine and craft supplies in a room at the con for just such a situation! This conversation evolved into an idea of a “Zine Zone” with everything you need to make a zine. When Big Bad Con 2025 was cancelled, we got excited about bringing the Zine Zone to Go Play NW instead.”

The “Zine Zone” at Go Play NW was situated directly to the right of the entrance and registration table, fully loaded with paper of varying sizes and shapes, scissors, pens, pencils, a printer and a rack of Zines for perusing and trades. While Brendan and Kate facilitated the existence of the zone, other attendees and Go Play staff helped make it a successful element of the entire weekend experience. Finn, a game designer (www.finn.fun) helped with zine supplies, zone support and was part of the initial zine zone inspiration, and Kona acted as a staff liaison between zine zone folks and GPNW organizers to make the zone happen.

Aside from offering a space for attendees and volunteers to create, read, take-a-break from game play when needed, Brendan and Kate also offered a three-hour workshop “Make an RPG Zine Right Now”. The workshop welcomed seasoned game designers, curious attendees and newbies such as myself to sit down, grab some paper, and create on-the-spot RPG’s.

Nathan D. Paoletta’s work used to inspire and encourage RPG creation. https://www.ndpdesign.com/

Loosely following the guidance of Nathan d. Paoletta of NDP Design (www.ndpdesign.com) from their published two-part zines on game designs, “RPG Design Zine” and “RPG Design Zine Two”, Brendan and Kate encouraged workshop attendees to not let the perfect be the enemy of the good and just get creating!

From Brendan on creating the workshop:

“Making games, especially in the context of themed game jams, time constraints, or other forms of rules-for-making, is play. And it is a type of play I really enjoy! The “Make an RPG Zine Right Now” workshop was a way for me to engage in and share that form of play myself and to share it with others. Our goal was to make it feel accessible and fun to do a project from start to finish, especially for people who might otherwise be daunted by the idea of making and finishing an RPG. We had a wide range of participants, from experienced zinesters enjoying the comfort of making, to folks who were full of ideas but had never finished a game project before (and both groups made rad zines!).”

Games created during “Make an RPG Zine Right Now!” offered a wide range of play options: solo, 2-player, 4+player games loosely based on the Powered by the Apocalypse system by Meguey and Vincent Baker, games based on existing artistic endeavors, and others were cozy and contemplative. 

Orion Canning, game designer and Go Play NW enthusiast, participated in the Make an RPG Zine Right Now! workshop on a whim. Although sitting down at the Zine Zone was a spontaneous decision, Orion shared that it was “the funnest” and “most unexpected” part of the weekend. Orion created a colorful tiny RPG zine, “The Official Grandma’s Pleasure RPG” based on his other creative endeavor – co-writing, acting and producing a 90’s themed sitcom with his friends in Olympia, WA called “Grandma’s Pleasure”. 

The DIY spirit of the workshop appealed to part of Orion’s personal game design philosophy – make a game,   kill your darlings, play a game, tell a story. The act of creating games and telling stories is a very human tradition that can be stifled under the anxiety of meeting mass-produced expectations of what a game should be rather than what is imperfectly present. Even if the game is “unfinished”.

Later in the weekend, during an event called “The Donut” (an opportunity to pitch, run and join unscheduled gaming events), Orion pitched playtesting several of the zine games created in the workshop, including his own. The group managed to play three games and utilized elements of others for game play:  “The Official Grandma’s Pleasure RPG” by Orion Canning, “Trenches” by Soren Ludwig utilizing a map from “Welcome to the Sunset Home for Girls” by Kate Barbaria and “Ghost/Detective” by Finn.

When asked for final thoughts about the entire process, Orion offered, “The Zine Zone is a really cool thing. Making games was cool, but it was even cooler to play the games that were made.  More broadly, writing a game and playing it right afterwards – It should be done!”

Zines created

A probably incomplete list of zines created at the zine zone. A few of them have been scanned and uploaded to the Finn’s collection of Zine Zone zines on itch: https://itch.io/c/6072669/gpnw-zine-zone

  • “Trenches” by Soren Ludwig: Players are a squad of soldiers delivering a package through a maze of dangerous trenches in WWI France. Includes a fantastically lethal twist on the typical PbtA 2d6 results table.
  • “This is the second page” by multiple authors, unfinished: this zine-as-game emerged organically at the table, with each page being written by a different author, exquisite corpse style. It made it to page 5 (out of 8). We’ll have to wait until Go Play 2026 to see how it ends!
  • “Welcome to the Sunset School for Girls” by Kate Barbaria: a tri-fold pamphlet introducing the grounds of the Sunset School for Girls, a fantastical boarding school setting.
  • “Ducti: Selected Medieval Alphabets”: exactly what it says on the tin. Beautiful lettering!
  • “Garden Coffee Lady” by Mads: A TTRPG where you cultivate a relationship and a garden to enjoy together.
  • “The Official Grandma’s Pleasure RPG” by Orion Canning: This catch-phrase-based scene-framing game about sitcoms from the 90s is based on Orion’s film of the same name. When you’re not in a scene, you play the sitcom audience!
  • “A Very Tiny Setting – The Picnic Blanket” by Kate Barbaria and Brendan Albano: answers the question “What is this, a dungeon for ants!?” with a resounding “Yes!”
  • “Starfire” by Erik Owompyeia: A galactic-scale sci-fi setting detailing the Rakarran Empire, the Kingdom of Arkon, the Altiran Concord, and the Tersonan Union.
  • “Ghost/Detective” by Finn: An asymmetric two-player RPG where a ghost must use spooky phenomena (wailing, flickering lights, sighing, creaking, rattling doors, weeping) to help a detective solve their murder.
  • “Your Own Private Island” by Finn: An island-generating procedure for game prep or just for the fun of making island maps!
  • “Legends in the Stars” by Finn: a storytelling and constellation drawing game for 2+.
  • “An NPC For When Your Scene Needs a Soundtrack” by Kate Barbaria: what it says on the tin! With a delightful illustration.
  • “What Kind of Wallpaper Does the Dungeon Room Have?” by Tony Dowler: A series of tables to generate a dungeon room’s wallpaper and to generate features of the room based on the wallpaper.
  • “Dystropia” by Joseph Benkual: play an awakened artificial intelligence trying to escape their tropes in a dystopian digital world.
  • “Fortune Teller” by Bee Ho: A fortune teller (or cootie catcher) featuring juicy questions to ask a character (or yourself!?).
  • “Hot Magic and the Smell of Metal in the Mask” by Brendan Adkins: a question answering game played by filling in a grid of questions. 
  • “Everything You Are Must be Found (Oops All Moves Edition)” by Brendan Albano: an experiment in making a game that makes a game. Start with a blank piece of paper, end up with not just a set of characters, but an entire PbtA game! Theoretically!
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From Washington to Indiana: Washington Exhibitors at GenCon 2025

GenCon 2025 is HERE!

“For over 55 years Gen Con has been the largest and longest-running gaming convention in North America. Founded in 1967 by Dungeons and Dragons co-creator Gary Gygax, Gen Con now attracts tens of thousands of attendees from around the world to Indianapolis for The Best Four Days in Gaming™.”

If you are travelling to GenCon this week, make sure to check out all 23 Washington game industry vendors at the show! If you are not able to attend GenCon 2025, please see the list of exhibitors below and visit them virtually or IRL.

And of course, we’d be remiss not to shout out the TGA’s own David Hoppe – President of GenCon itself. Thank you for all that you do to help make GenCon a reality.

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Featured New Game Designer: Goblin

A new Tabletop Game Alliance newsletter/blog feature is an effort to shine the TGA spotlight on new and upcoming game designers, developers, publishers and retailers across Washington state. For June’s spotlight, we are pleased to introduce you to Goblin.

Goblin (she/her), a multi-talented trans author, game designer and lore enthusiast, moved to Olympia in 2020.  Goblin has been playing card games and tabletop games for over 15 years. “Since I could pick up a board game I ’ve been playing Candy Land and Hi-Ho Cheerios” Goblin added. However, what inspired her to step into game design primarily was her love of gaming mechanics. “I like looking at a game’s mechanics and wondering, ‘How can I break this?’ I like getting into the nitty gritty, especially on paper. I like knowing how everything works, which makes me a really big pain in Magic the Gathering.”

The game Goblin currently has in development is a fast-paced racing card game she calls “Untitled Racing Card Game” or “Drift” for short. “Drift” is a competitive 2-8 player card game pitting racecar drivers against each other while facing challenges generated from cards played from track, item, and racer decks. The concept of “Drift” is based on a one-shot Goblin GM’d for her friends a few years ago. “Crash Pandas”, a one-page RPG by Grant Howitt, is a game about a group of racoons racing in the underground racing circuit of Los Angeles.

Character cards for “Drift” are elaborate, hilarious, and have interconnected backstories. Each character card contains the character’s name, pronouns, and the year and type of vehicle they drive. Some examples of “Drift” characters include:

“Ms. Olive” (she/her) is an elementary school teacher who started racing because she wasn’t making enough money as a teacher. She drives ‘91 Civic EF. She claims it’s stock, that she’s never had anything done to it, but you know better.

“Dwight” (he/him) drives a 1970 Dodge Charger RT/SE which is based on “Black Ghost”, a legendary 1970 Dodge Challenger RT/SE notorious for dominating Detroit drag races in the 1970’s.

Each character has their own special play ability and stats relevant to their backstory. Stats in “Drift” are Speed, Turn, and Drift. Stats range from 1-3 indicating the number of D6’s to be rolled in various skill checks.

The card decks played in “Drift” include Item, Racer, and Track decks.

Racer Cards are drawn every round into the player’s hand and have instantaneous effects. These effects can be stacked on top of each other resulting in a chain reaction.

Item cards can be attained from the Item Shop deck throughout play. Item cards equip each character with bonus ongoing effects and are not discarded throughout gameplay, unless explicitly stated.

Track cards represent the metaphorical track that the characters are racing on. Track cards are pulled and placed into the shared game play area on every round of play. Players compete against each other to gain either Victory or Cool points by rolling a number of d6 dice (1-3) equal to the relevant stat number on their character card.

“Drift” has been play tested and is currently in prototype phase. Goblin also has several other game and writing projects in development including a Japanese-style fantasy RPG and she is writing a novel. Goblin also spends upwards of four hours weekly volunteering for Hugs Food Pantry – a mutual aid food pantry for queer and trans people experiencing food insecurity. The food pantry is supported by Gabi’s Kids, the charity founded by TGA member Gabi Trautman, owner of Gabi’s Olympic Cards and Comics in Lacey, WA.

 

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Get Ready for Go Play Northwest! July 18-20, 2025

Go Play NW is a small TTRPG and board game convention focused on creating a welcoming atmosphere for playing fun games and making new friends in the Pacific Northwest. Come with your favorite game, your new playtest, or just yourself! We love the weird, wacky, new and old, especially if that’s you!

Learn more about our in-person event on July 18–20, 2025 at Centilia Cultural Center in Seattle, WA at our website: https://goplaynw.org/seattle/

Sound interesting? You can register to become an attending member here: https://goplaynw.org/membership/