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.
Character creation in Questlandia 1 lasted two hours. Character creation in Questlandia 2 is five minutes. What changed?
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!
Read MoreWelcome 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!
Read MoreWelcome 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!
Read MoreWe 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 try redesigning Noirlandia, one of our other roleplaying games, in one hour!
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?