Design Doc

Design Doc

By Hannah Shaffer and Evan RowlandArtsLeisureGamesDesign
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Design Doc episodes

  • When No One Is the GM, Everyone Is

    Questlandia 2 is a campaign game with no Game Master. Without a designated person in the GM role, that responsibility must be distributed among all players. We talk about how the Junk Poets can support every player in the GM role.

    45 min
  • The UltraLux Bait-and-Switch

    Questlandia 2 has been delayed. Now, we're releasing an entirely different RPG first. We talk about—and try not to apologize for—how timelines and business have to adapt to design difficulties.

    Design Doc intro/outro theme: by Pat King

    37 min
  • Your Kickstarter Questions (Mostly) Answered

    We asked on Twitter what you wanted to know about running a roleplaying game Kickstarter. Now, we're answering your questions. From self-promotion to self-care, what to say when there's nothing to say, and pretending we know anything about taxes.

    Show notes:

    • Design Doc Intro/Outro theme by Pat King
    • Additional music: New Ages 1 by Little Dog Big Ears
    • 1 hr 19 min
    • Finding the Game's Emotional Core

      We've finished the first two playtests of Questlandia and something is still missing. In this episode we talk about how to hone in on the emotional core of the game. What stories does this game want to tell and how do we make sure it tells them?

      47 min
    • Playtesting Progress Part 2: The Spinning Mountain

      After playtesting Questlandia's new kingdom and character creation, it's time to test some scenes! Bartholomew the anxious city planner and Quincy the cast out justice-bringer will have to make some hard choices. Choices that begin with a cat and end with a geological anomaly.

      Intro/Outro theme music - by Pat King

      49 min
    • Playtesting Progress Part 1: Knotty Business

      Welcome to Kingdom Knot, where our people keep vigil over the void at the edge of the world. Something has emerged from that void—a creature for which we have no words, of which we have no memory. For now, we will call it...a "cat."

      Music credits:

      • Design Doc Intro/Outro theme written by Pat King
      • Also featuring New Ages 1 by Little Dog, Big Ears
      • 54 min
      • Make-Believe History

        Alanna Shaffer joins us to talk about how, even when telling made-up stories, we can be aware of biases in the way we talk about history. Whose stories get told? Whose get left behind? And what's our responsibility to our fictional worlds?

        Mentioned reading:

        • Charity and Sylvia by Rachel Hope Cleves
        • The New Map of Empire: How Britain Imagined America before Independence by Max Edelson
        • The Cheese and the Worms: The Cosmos of a Sixteenth-Century Miller by Carlo Ginzburg
        • Independence Lost: Lives on the Edge of the American Revolution by Kathleen DuVal
        • A Misplaced Massacre: Struggling over the Memory of Sand Creek by Ari Kelman
        • 53 min
        • Whoops, It's a Dystopia

          Why are our worlds turning out horrible? After playtesting at Metatopia, we talk about how the framing for worldbuilding can exaggerate societies to cartoonish levels. Maybe we can learn from the original Questlandia?

          38 min

        About Design Doc

        From the publisher's feed

        Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide,…

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