Finally! I can announce that Season Two of Tabletop will premiere on April fourth! I’ve wanted to talk about this for months, but I couldn’t, because of reasons.
But now we can talk about it, so…
We have some amazing guests this season, including Jeri Ryan, Seth Green, Bobak Ferdosi, Ashley Clements, Patrick Rothfuss, and my son, Ryan Wheaton.
We have some amazing games this season, including Smash Up, Star Trek Catan, Shadows Over Camelot, Lords of Waterdeep, and The Resistance!
Back in January, I wrote a post called Thinking About Tabletop. It turns out that everything I want to say today, I already said then. So, take it away, me from a few months ago:
About a year ago, I finished shooting the first season of my show Tabletop, and had a few weeks off before we began editing the games we played into hopefully entertaining television.
I don’t remember what I did during those weeks — probably slept a whole lot — but when we got into editing, I clearly remember how terrified I was that the show wouldn’t work. The first cut of the first episode was (following my direction) too long, tough to follow, and just not as interesting as I wanted it to be. Luckily, Felicia Day was in the edit bay with me, and she knew exactly how to fix it. She gave notes and advice to the editor (who was amazing), and when we came back two days later to watch the second cut, it was an entirely different show. It was funny, it was entertaining, it captured how much fun it was to play the game. It was what I had always hoped Tabletop would be.
For the next few weeks, we cut the entire season, three episodes at a time, with three amazing and talented editors. By the time we got to the end of everything, we almost knew what we were doing!
As we got closer and closer to the premiere, I kept looking for the familiar nervous anxiety about how people would react, but it wasn’t ever there. I believed in the show in a way I’d never really been able to believe in myself, and I just wanted to share it with the world.
Tabletop’s premiere was a huge success that exceeded my wildest dreams. I think we got close to half a million views almost immediately, and the feedback was overwhelmingly positive. My friend John Rogers says that you should expect comments to be weighted 3:1 in favor of people hating on a thing, because someone who loves a thing goes “I loved that! I guess I’ll go back to my life now!” instead of going “I loved that! NOW I WILL ENGAGE ALL CAPS TO TELL THE PERSON WHO MADE IT HOW MUCH I LOVED IT.” Even with that adjustment, we were at like 10:1 positives to negatives.
As the season unfolded, I began to hear from game shop owners. When we played a game on Tabletop, it sold out. I heard from designers that when we played their games, they sold thousands and thousands of them. I heard from a distributor that one of the games we played sold out and had to go into a new printing — they thought 30,000 copies of the game would be enough, and they were wrong.
But the most amazing thing, that I didn’t even expect or think about even a little bit, were the personal stories from people who had been inspired to start up their own game nights with their friends and families because of Tabletop. One father told me that his tween kids spent every evening in front of their own computers or televisions, and after dinner he pretty much didn’t see his family until breakfast. But after watching Tabletop together, the kids were inspired to start a family game night. Tabletop, he told me, literally brought his family closer together.
There are dozens of parents of special needs children who have emailed me or talked to me at conventions, thanking me for giving them something that helps their children.
I even heard from a guy who felt like his marriage was drifting apart until he watched Tabletop with his wife and they started playing games together.
My ulterior motive with this show has always been to make more gamers by showing how much fun it is to play games, and I’m pretty confident that I can declare that effort an unqualified success.
Tabletop means more to me than I ever thought it would, and the community that has grown around it makes me incredibly proud, but I didn’t do Tabletop alone. We had an incredible crew who could film people playing games in a visually interesting way. We had an incredible director who kept us together and focused on what was important. We had friends who came to play with me just because I asked, and game publishers who took a chance on our show without knowing exactly what it would end up being. I had an incredible creative partner in Felicia Day. I had a tremendously talented team of producers who pulled together an equally talented team of editors, who are the true unsung heroes of this entire effort.
And then there’s the community, which is as much a part of the success of Tabletop as anything. Whether you’re posting in the Geek and Sundry forums, sharing your stories and pictures on the Seen on Tabletop Tumblr I made, talking about games we played at Board Game Geek, or actually playing games with people who are important to you, you’re part of something wonderful.
And speaking of wonderful things, we’re working really hard to make International Tabletop Day the best celebration possible of the tabletop gaming culture we love. At the moment, there are 2,250 events in 55 countries, and more people are joining and adding their own every day. I want to point out that a few hundred events would be considered an epic success by any measurement, and a thousand events was something we never dreamed would happen — in a year or two, sure, but right away? No way. The point is, you, the Tabletop audience, my fellow gamers, my fellow geekdads and gamerdads and geekmoms and gamermoms … your enthusiasm and joy of gaming has built a truly global community. We are all part of something amazing, now, and I hope you feel as good about it as I do.
I really excited for you to see Season Two, and I hope we live up to your expectations.
Trust me when I say that this wouldn’t have happened without you … so thank you for watching, and until next time, play more games.