By Hannah Shaffer and Evan Rowland
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Welcome to Design Doc, a podcast documenting the process of analog game design. Game designers guide you through their process from concept to product.
||Explicit15. Making Things in Hard Times||How do you keep making things when life throws the unexpected your way? We're learning what that looks like now.||8/17/2018||Free||View in iTunes|
||Explicit14. Social Dynamics at the Table||A good GM can step up to manage social dynamics at the table. But in Questlandia 2, there is no GM, so the rules we write need to do that work. How can we keep the excitement and ideas flowing without leaving quieter players out of the fun?||7/13/2018||Free||View in iTunes|
||Clean13. You Can Kill a King, but You Can't Make a Marinara||What happens if a player achieves their big character goal in the very first scene of the game? We found out.||6/18/2018||Free||View in iTunes|
||Clean12. Romancing the Wall||With no GM, players in Questlandia 2 are responsible for framing their own scene types. As a result they animate objects, make holy voyages, and befriend a sentient wall.||5/18/2018||Free||View in iTunes|
||Clean11. The Worst Ideas We've Had so Far||Good games are often built on an avalanche of bad ideas. We talk about the worst ideas we've had so far, and how to turn them into something useful.||4/23/2018||Free||View in iTunes|
||Explicit10. Deadline Motivated||We talk about deadlines, and the whooshing noise they make as they go by.||3/23/2018||Free||View in iTunes|
||Clean9. Mosslickers||The first playtest that takes us all the way through character creation. Meet beasts of burden, puppeteers, and the queens who inhabit Mosslicker Alley.||3/4/2018||Free||View in iTunes|
||Clean8. The Symbol Reader||We experiment with a customized alethiometer to explore stories and build new worlds.||2/16/2018||Free||View in iTunes|
||Clean7. Collaboration||The Make Big Things team talks about making games as a cooperative.||1/25/2018||Free||View in iTunes|
||Clean6. The First Playtest||With one playtest down, we talk about what went right, what went wrong, and what we'd like to change.||12/28/2017||Free||View in iTunes|
||Clean5. Preparing the Playtest||We attempt to put theory into practice as we prep for Questlandia's first playtest.||12/15/2017||Free||View in iTunes|
||Clean4. Plumbobs||What makes for a good RPG toolkit? We explore dice, cards, dactylomancy, and some of the weirder tactile tools you can bring to the table.||11/29/2017||Free||View in iTunes|
||Clean3. Worldbuilding||How we built worlds in the original Questlandia, and what's to come.||11/14/2017||Free||View in iTunes|
||Clean2. Metaplot||A discussion of worlds within worlds within worlds.||10/31/2017||Free||View in iTunes|
||Clean1. Welcome To Questlandia!||Hannah and Evan embark on a journey to redesign their first roleplaying game. Welcome to Design Doc, our year-long experiment in transparent design!||10/17/2017||Free||View in iTunes|
Thank you so much for taking us inside your process. I love your games and appreciate this as a player, game master, storyteller and wanna-be game designer. Your insights and honesty made for a great presentation and I look forward to following your journey towards Questlandia 2, "the War and Peace of RPGs..."
YAY FOR DICE!!!
Can't wait for more!
Just heard about this from Hannah at a panel at PAX Unplugged (which was the best panel I've attended so far) and tore through it. Definitely looking forward to the continuing peek into the design process, and the eventual result!
Great insight into the game design process
One of the pieces of game design that can be tough is not having the opportunity to see the process from start to finish. This show highlights that process as we follow along with the development of a new game. Each episode brings a new topic or concern to the table that just might be the thing you're struggling with on your own game, or something very like it.