What happens if a player achieves their big character goal in the very first scene of the game? We found out.
"Design Doc" Backlog
12. Romancing the Wall
May 18th, 2018With 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
April 23rd, 2018Good 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
March 23rd, 2018We talk about deadlines, and the whooshing noise they make as they go by.
9. Mosslickers
March 4th, 2018The 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
February 16th, 2018We experiment with a customized alethiometer to explore stories and build new worlds.
7. Collaboration
January 25th, 2018The Make Big Things team talks about making games as a cooperative.
6. The First Playtest
December 28th, 2017With one playtest down, we talk about what went right, what went wrong, and what we’d like to change.
5. Preparing the Playtest
December 15th, 2017We attempt to put theory into practice as we prep for Questlandia’s first playtest.
4. Plumbobs
November 29th, 2017What makes for a good RPG toolkit? We explore dice, cards, dactylomancy, and some of the weirder tactile tools you can bring to the table.