Design Doc

13. You Can Kill a King, but You Can’t Make a Marinara

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

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.

11. The Worst Ideas We’ve Had so Far

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.

10. Deadline Motivated

We talk about deadlines, and the whooshing noise they make as they go by.

9. Mosslickers

The first playtest that takes us all the way through character creation. Meet beasts of burden, puppeteers, and the queens who inhabit Mosslicker Alley.

8. The Symbol Reader

We experiment with a customized alethiometer to explore stories and build new worlds.

7. Collaboration

The Make Big Things team talks about making games as a cooperative.

6. The First Playtest

With one playtest down, we talk about what went right, what went wrong, and what we’d like to change.

5. Preparing the Playtest

We attempt to put theory into practice as we prep for Questlandia’s first playtest.

4. Plumbobs

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.