Design Doc show

Design Doc

Summary: Welcome to Design Doc, a podcast documenting the process of analog game design. Game designers guide you through their process from concept to product.

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  • Artist: Hannah Shaffer and Evan Rowland
  • Copyright: ONE SHOT Podcast Network Inc.

Podcasts:

 26. Your Kickstarter Questions (Mostly) Answered | File Type: audio/mpeg | Duration: 01:18:39

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.

 25. Okay, Let's Redesign Noirlandia | File Type: audio/mpeg | Duration: 01:05:05

We try redesigning Noirlandia, one of our other roleplaying games, in one hour!

 24. We Still Don't Know Who the Junk Poets Are | File Type: audio/mpeg | Duration: 00:48:02

Who are the Junk Poets and what do they add to Questlandia? We go over what we know, what's still missing, and how they could make a GMless game easier to play!

 23. Finding the Game's Emotional Core | File Type: audio/mpeg | Duration: 00:46:38

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?

 22. Playtesting Progress Part 2: The Spinning Mountain | File Type: audio/mpeg | Duration: 00:48:18

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.

 21. Playtesting Progress Part 1: Knotty Business | File Type: audio/mpeg | Duration: 00:53:50

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."

 20. Make-Believe History | File Type: audio/mpeg | Duration: 00:52:54

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?

 19. Whoops, It's a Dystopia | File Type: audio/mpeg | Duration: 00:37:39

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?

 18. It's Trans Awareness Week | File Type: audio/mpeg | Duration: 00:05:43

It's Trans Awareness Week. A short bonus episode about trans allyship, education, and creating better gaming spaces. Trans Awareness Week: https://www.glaad.org/transweek The Trans Language Primer : https://www.translanguageprimer.org/

 17. Games Are Political | File Type: audio/mpeg | Duration: 00:35:27

We talk about acknowledging—and embracing—the inherent politics of game design. Intro music credit. New Ages 1 from Little Big Dog Ears. http://opsound.org/artist/littledogbigears/ http://opsound.org/info/license/

 16. Retreat Forward | File Type: audio/mpeg | Duration: 00:37:14

In September we met for a mini Questlandia retreat. We talked about how our intentions for the game have shifted in the current political landscape and introduced an unfolding guidebook that will sit at the center of play.

 15. Making Things in Hard Times | File Type: audio/mpeg | Duration: 00:35:52

How do you keep making things when life throws the unexpected your way? We're learning what that looks like now.

 14. Social Dynamics at the Table | File Type: audio/mpeg | Duration: 00:42:11

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?

 13. You Can Kill a King, but You Can't Make a Marinara | File Type: audio/mpeg | Duration: 00:47:08

What happens if a player achieves their big character goal in the very first scene of the game? We found out.

 12. Romancing the Wall | File Type: audio/mpeg | Duration: 00:39:17

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.

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