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Interview with Frank Tedeschi

It finally happened


Frank Tedeschi of Deadbox Games joins the show to talk Raptor Ruckus, the Mörk Borg-powered dinosaur survival-horror RPG he co-designs — including the featherless-dinosaur controversy and the “tenacity” system built to make predators behave like real predators.

Then it’s the Deadbox Games origin story (hand-sewn Ale Stone boards, the leap into risograph printing with Bleak Sprout), and a deep dive into Dark Mythos — bringing genuine Lovecraftian dread into a fantasy setting where victory still costs you something.

CHAPTERS (estimated, approximate)
0:00 – Catching Up
4:36 – The Devoured Labyrinth Fulfillment Mess
12:08 – Raptor Ruckus & the Featherless Dinosaur Controversy
28:20 – Deadbox Games: Ale Stone to Bleak Sprout
51:42 – Dark Mythos: Bringing the Mythos to Fantasy
67:37 – Production Talk: Files, Freelancers, Anthologies
77:33 – Closer: Homebrews & Where to Find Frank

ZOOM SUMMARY
Personal Updates and Retirement

Jeff and Frank caught up on their personal lives and recent activities. Frank shared his busy travel schedule in June, including conferences in Montreal and Origins, as well as a family trip to Chicago where they visited the Field Museum, Medieval Times, and Shedd Aquarium. Jeff announced his retirement from Caterpillar on April Fool’s Day to pursue RPG work full-time, which he is enjoying and focusing on more intensively.

Kickstarter Printing Challenges Discussion

Jeff discussed his experience with Kickstarter projects, particularly highlighting challenges with Devoured Labyrinth where delayed products from China caused fulfillment issues. He explained that while the project was financially successful, the three-month delay in receiving character decks and equipment pads from China created complications in fulfillment and inventory management. Jeff noted the cost difference between US printing (approximately twice as expensive as China) and shared his plans to consider overseas printing for future projects like the Gary’s appendix omnibus, though he expressed concerns about the logistics of managing international manufacturing relationships.

Raptor Ruckus Game Development Discussion

Frank and Jeff discussed Frank’s board game project Raptor Ruckus, which is based on the Morkvorg engine with modifications to simulate Jurassic Park-style survival horror gameplay. They addressed controversy around the decision to depict dinosaurs without feathers, with Frank explaining this was intentional for period authenticity in a 1990s setting. Frank outlined plans for an upcoming expansion similar to “The Lost World,” featuring military factions, equipment, and new dinosaurs, which is expected to be released later this year.

Dinosaur Game Mechanics Discussion

Frank and Jeff discussed the core mechanic of tenacity in their dinosaur game, inspired by predator-prey dynamics where prey can wear down predators’ resolve over time. Frank explained their classification system called “tags” which differentiates dinosaurs based on hunting and foraging behaviors, providing GMs with tools to run various dinosaur types accurately. Frank also shared his background in game design, mentioning his company Deadbox Games and how his board game “Ale Stone” originated from his Dungeons and Dragons gaming sessions.

Board Game Design Journey

Frank discussed his board game design journey, starting with AleStone, which he created using a custom fabric cloth board and glass stones instead of traditional wooden components. He described the labor-intensive process of having his mother help sew approximately 400 game boards, with 350-400 units ultimately produced from an initial order of 500 boxes. Frank then transitioned to designing Goblin Teeth with Derek, which led to them signing with Jellybean Games for publication in early 2020.

Game Publishing Experience and Strategies

Frank discussed his experience with publishing games, reflecting on the pros and cons of using Kickstarter versus self-publishing. He shared how working with a publisher like Peter helped increase sales and provided networking opportunities, though it meant lower profits per unit. Frank also described their transition into RPG publishing and design, highlighting their successful Kickstarter for “Bleak Sprout,” which included a risograph print version. He explained how the risograph process required significant art adjustments but resulted in a unique product that functioned more like an art book. Frank concluded by recounting how meeting Zach at a convention led to future opportunities with Shadow Zach.

Gaming Project Collaboration Discussion

Frank and Jeff discussed their collaboration on various gaming projects, with Frank working with Derek as a partner on projects like Rapid Ruckus and Winds of Hell. They explored the concept of “connectors” in making things go viral, with Zach being identified as a key connector in their projects. The conversation also covered Frank’s upcoming Shadowdark project and Jeff’s vision for Dark Mythos, which aims to introduce Lovecraftian mythos elements to fantasy settings, though they noted limited existing content in this area beyond a single Call of Cthulhu book set in the Dark Ages.

Dark Mythos in Fantasy Gaming

Jeff and Frank discussed bringing a dark mythos and existential horror element to fantasy settings in gaming, with Jeff explaining his vision for adventures that convey a strong sense of dread and horror rather than typical heroic fantasy. They aligned on the approach of creating adventures where players face grim outcomes and moral choices, with Frank expressing enthusiasm for this unique direction that he hadn’t seen implemented in other products. The conversation concluded with Frank sharing his interest in potentially writing adventures for this concept and expressing regret about not having worked on “Dark Visions” project.

Adventure Anthology Project Planning

Jeff and Frank discussed creating anthologies of adventures as a potential project, with Jeff considering doing two anthologies in a single Kickstarter campaign - one themed and one unthemed. They explored how to incorporate Shadow Dark’s light mechanics into different settings and adventure types, with Frank sharing his approach of spending time developing core concepts before writing the adventures. Jeff expressed excitement about the current product they’re working on, noting that the maps are looking great and the diversity of adventures they have planned.

RPG Settings and Collaboration Discussion

Jeff and Frank discussed working with map creators, particularly Glenn Seale, and shared insights about file formats and collaboration processes. They explored different RPG settings and games, including Father Fogg and Old Gods of Appalachia, discussing how unique settings can enhance game experience. Frank also shared details about his long-running D&D campaign and his new RPG project set in the medieval era with alchemical themes. The conversation concluded with Frank sharing his band’s information and discussing their musical style.

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