Design Doc

Informações:

Sinopsis

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

Episodios

  • Breaking up with Character Creation

    17/12/2019 Duración: 01h32s

    Character creation in Questlandia 1 lasted two hours. Character creation in Questlandia 2 is five minutes. What changed? Intro/Outro music: by Pat King

  • When to Add Ghosts to Your Game

    22/10/2019 Duración: 46min

    The junk poets are changing again. This time, maybe in a spoooooky way. We talk again about the junk poets as GMing tools and making them less corporeal, but more present than ever. Design Doc Intro/outro theme: Pat King Intermission music: New Ages 1  by Little Dog Big Ears Design Doc on twitter: @designdocpod

  • When No One Is the GM, Everyone Is

    23/08/2019 Duración: 44min

    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.

  • The UltraLux Bait-and-Switch

    24/07/2019 Duración: 36min

    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

  • Your Kickstarter Questions (Mostly) Answered

    18/06/2019 Duración: 01h18min

    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

  • Okay, Let's Redesign Noirlandia

    21/05/2019 Duración: 01h05min

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

  • We Still Don't Know Who the Junk Poets Are

    16/04/2019 Duración: 48min

    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!

  • Finding the Game's Emotional Core

    13/03/2019 Duración: 46min

    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?

  • Playtesting Progress Part 2: The Spinning Mountain

    21/02/2019 Duración: 48min

    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

  • Playtesting Progress Part 1: Knotty Business

    31/01/2019 Duración: 53min

    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

  • Make-Believe History

    11/01/2019 Duración: 52min

    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

  • Whoops, It's a Dystopia

    12/12/2018 Duración: 37min

    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?

  • It's Trans Awareness Week (Mini Bonus Ep)

    19/11/2018 Duración: 05min

    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.com/

  • Games Are Political

    06/11/2018 Duración: 35min

    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/

  • Retreat Forward

    04/10/2018 Duración: 37min

    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.

  • Making Things in Hard Times

    17/08/2018 Duración: 35min

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

  • Social Dynamics at the Table

    13/07/2018 Duración: 42min

    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?

  • You Can Kill a King, but You Can't Make a Marinara

    18/06/2018 Duración: 47min

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

  • Romancing the Wall

    18/05/2018 Duración: 39min

    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.

  • The Worst Ideas We've Had so Far

    23/04/2018 Duración: 42min

    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.

página 3 de 4