Questlandia

Series 22.3 – Questlandia 2 with Hannah Shaffer and Evan Rowland [Designers] (Discussion)

In the final part of our Questlandia 2 series, we discuss the process of worldbuilding, talk about designing a game made for campaigns, and chat about how our lives influence our art in our discussion episode with Hannah Shaffer and Evan Rowland, designers of the game and hosts of the Design Doc podcast, also part of the One Shot Podcast Network!

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Series 22.2 – Questlandia 2 with Hannah Shaffer and Evan Rowland [Designers] (Creation Continued)

Welcome to the second episode of series 22, everyone! This episode we actually play a little bit of Questlandia 2 and create a world with Hannah Shaffer and Evan Rowland, designers of the game and hosts of the Design Doc podcast, also part of the One Shot Podcast Network!

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Series 22.1 – Questlandia 2 with Hannah Shaffer and Evan Rowland [Designers] (Creation)

Welcome to the first episode of series 22, everyone! This episode we cover character creation for Questlandia 2, get into some great discussion about game design and collaboration, and stumble into a really flattering design decision with Hannah Shaffer and Evan Rowland, designers of the game and hosts of the Design Doc podcast, also part of the One Shot Podcast Network!

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When to Add Ghosts to Your Game

We talk again about the junk poets as GMing tools. We’re making them less corporeal, but more present than ever!

28. When No One Is the GM, Everyone Is

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:

Investigator booklet cover
Investigator booklet interior
Mischief-Maker cover
Mischief-Maker interior
Gardener cover

27. The UltraLux Bait-and-Switch

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

25. Okay, Let’s Redesign Noirlandia

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

23. Finding the Game’s Emotional Core

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?

21. Playtesting Progress Part 1: Knotty Business

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:

19. Whoops, It’s a Dystopia

Why are our worlds turning out so horrible? We talk about how the framing for worldbuilding can exaggerate a society to cartoonish levels.