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We often ask ourselves, "Do we need a mechanic for that?" In our newest game, Escape from Wonderland, we want to encourage players to travel across a haunted amusement park. How can the rules create meaningful choices about the places they should and shouldn't go? And when is it better to lose that choice, and end up somewhere randomized or predetermined? Join us as we navigate these questions and arrive in unexpected places!
Links/Credits:
Website: turtlebun.com
Patreon: patreon.com/turtlebun
Design Doc intro/outro theme by ipaghost: https://www.ipaghost.com/
Episode edited by Rob Abrazado: https://robabrazado.com/
Support Design Doc with a coffee: https://ko-fi.com/designdoc
Get in touch:
Designdocpod (at) gmail (dot) com
Turtlebun Discord: https://discord.gg/XD4WVDjvbz
instagram.com/turtleandbun
By Hannah Shaffer and Evan Rowland5
2727 ratings
We often ask ourselves, "Do we need a mechanic for that?" In our newest game, Escape from Wonderland, we want to encourage players to travel across a haunted amusement park. How can the rules create meaningful choices about the places they should and shouldn't go? And when is it better to lose that choice, and end up somewhere randomized or predetermined? Join us as we navigate these questions and arrive in unexpected places!
Links/Credits:
Website: turtlebun.com
Patreon: patreon.com/turtlebun
Design Doc intro/outro theme by ipaghost: https://www.ipaghost.com/
Episode edited by Rob Abrazado: https://robabrazado.com/
Support Design Doc with a coffee: https://ko-fi.com/designdoc
Get in touch:
Designdocpod (at) gmail (dot) com
Turtlebun Discord: https://discord.gg/XD4WVDjvbz
instagram.com/turtleandbun

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