35. Scopeful Optimism
We talk about what makes a game’s scope big or small, why Q2 has taken so long, and all the projects we’ve made in the meantime.
We talk about what makes a game’s scope big or small, why Q2 has taken so long, and all the projects we’ve made in the meantime.
We talk about how we’ve redesigned the structure of our workday, because boundaries around work are important even when—and ESPECIALLY when—it’s work you love.
We sit down for an unplanned recording of Design Doc when Evan says something sad.
Note: This episode discusses the toll that work can take on physical and mental health.
End of episode donation notes:
Music:
In this episode we talk about completing a project that made us our own worst bosses and what it’s like coming back from burnout.
Its purpose, the act of creation. Its destiny, unknowable. Today’s episode is about a bike on skis.
Character creation in Questlandia 1 lasted two hours. Character creation in Questlandia 2 is five minutes. What changed?
We talk again about the junk poets as GMing tools. We’re making them less corporeal, but more present than ever!
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 as a great GM.
Design Doc intro/outro theme song: written by Pat King.
Some examples of the Junk Poet sheets mentioned in the episode:
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
We’re answering listener questions about running a Kickstarter!