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.
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.
We talk about deadlines, and the whooshing noise they make as they go by.
The first playtest that takes us all the way through character creation. Meet beasts of burden, puppeteers, and the queens who inhabit Mosslicker Alley.
We experiment with a customized alethiometer to explore stories and build new worlds.
With one playtest down, we talk about what went right, what went wrong, and what we’d like to change.
We attempt to put theory into practice as we prep for Questlandia’s first playtest.
What makes for a good RPG toolkit? We explore dice, cards, dactylomancy, and some of the weirder tactile tools you can bring to the table.
How we built worlds in the original Questlandia, and what’s to come.