Show notes
We talk with the designer of Swords Without Master about how he sees his most successful game, Dread, 13 years later, and his past and future goals for Swords.
Shownotes
Dig a Thousand Holes Publishing
We talk with the designer of Swords Without Master about how he sees his most successful game, Dread, 13 years later, and his past and future goals for Swords.
Shownotes
Dig a Thousand Holes Publishing