About James Introcaso
James Introcaso is an award-winning tabletop game designer and storyteller whose work has helped shape the modern landscape of roleplaying games. As the lead game designer at MCDM Productions, James was integral to developing roleplaying systems that captivate players worldwide. His design credits include co-creating Burn Bright, Roll20’s first original RPG, co-authoring seven official Dungeons & Dragons books, and leading design on Draw Steel, an upcoming RPG that raised over $4.6 million on Backerkit.
James’s journey into games began with a childhood love of D&D, a theater background, and a stint writing and producing for television, including Adult Swim and National Geographic. A former podcaster and blogger, he got his start in RPGs by self-publishing content on the Dungeon Masters Guild and building an audience through thoughtful commentary on 5e design. His freelance hustle and creative drive opened doors with Wizards of the Coast and later landed him a full-time role at MCDM.
In this episode, James shares lessons from his creative path—from making shark-themed heavy metal promos to designing some of the most beloved TTRPG content today. We talk about how to turn passion into a profession, the realities of freelancing in gaming, and what it really means to “get lucky” in the industry. Whether you’re a theater nerd, a math nerd, or someone dreaming of making your own RPG system, James’s story is packed with insights and encouragement for every kind of creator.
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Ah-ha! Justin’s Takeaways
Designing Is Already in the Game Master’s DNA: James flipped the script on what it means to be a game designer by pointing out that every GM is already one. Whether you're building encounters, tweaking rules, or homebrewing settings, you're engaging in the same creative process. This struck me hard—so many of us wait for permission or credentials to claim the title of designer, when in reality, we’ve been doing it all along. It reframed how I see my own game night prep—not as hobby tinkering, but as legit design work.
To Get Lucky, You Have to Show Up Consistently: James reframed the idea of “luck” in a way that stuck with me—it’s not some magical moment of chance, but the result of consistent, visible effort. Two sayings come to mind: Fortune favors the prepared and Fortune favors the bold. From podcasting and blogging to writing in his spare time while juggling day jobs, James kept showing up. His breakthroughs didn’t come out of nowhere—they came because he put himself in the right places again and again. It was a powerful reminder that opportunity tends to follow preparation, and the “luckiest” people are usually the ones who never stop doing the work.
Start Small, But Start with Passion: When James talked about publishing scrappy blog posts and low-budget PDFs on the Dungeon Masters Guild, it was a powerful reminder that done is better than perfect—and that passion matters more than polish. He didn’t wait for a dream budget or ideal circumstances; he started with what he had and let his love for the craft lead the way. That mindset—of starting messy but authentically—feels essential for anyone navigating a creative path in a crowded, perfectionist world.
Show Notes:
“All Mario could do was jump and run and throw fireballs and save princesses, but what if you could do more with this turtle shell?” (00:02:58)
Describing his path from podcasting to blogging, James emphasizes the power of consistent creative output. His blog helped him build an audience and eventually led to publishing on the DMs Guild. The takeaway is that when the door to traditional publishing is closed, creating your own platform can open new opportunities.
“You can’t get somebody to look at your portfolio if you don’t have a portfolio.” (00:20:28)
Reflecting on how he turned consistent hustle into career opportunities, James drives home the value of simply starting. Visibility matters whether it’s a podcast, blog, or small project. The lesson here is clear: luck can’t find you if you’re not putting work into the world.
“You shouldn’t try to force D&D to be something that it’s not.” (00:33:17)
James discusses the team’s decision to create Draw Steel as a brand-new RPG system instead of bending Dungeons & Dragons to serve their thematic goal. While D&D excels at dungeon crawling and attrition-based combat, it isn’t always the right fit for heroic, high-action narratives where players are expected to push forward without taking a long rest before every boss fight. Rather than working against the grain, James suggests designing systems that match your story's emotional and thematic goals.
He also challenges a common myth in the TTRPG community—that learning new systems is inherently hard. “We need to break people of that mindset,” he says, explaining that once you understand the basic structure of an RPG, learning new systems can actually be intuitive and empowering. This moment is a powerful reminder that great design starts with clarity of vision—and that sometimes, the best way to innovate is to start from scratch.
“Start small, do a bunch of other stuff, get your name out there—but make sure those are things you’re passionate about too.” (00:37:34)
In the final stretch of the episode, James shares strategic advice for aspiring RPG creators. He cautions against diving into a full system too soon and champions starting small, staying consistent, and letting passion guide your projects. It’s a roadmap for building credibility and creative momentum over time.
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