Design Doc

Hannah Shaffer and Evan Rowland
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Aug 17, 2018 • 36min

Making Things in Hard Times

How do you keep making things when life throws the unexpected your way? We're learning what that looks like now.
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Jul 13, 2018 • 42min

Social Dynamics at the Table

A good GM can step up to manage social dynamics at the table. But in Questlandia 2, there is no GM, so the rules we write need to do that work. How can we keep the excitement and ideas flowing without leaving quieter players out of the fun?
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Jun 18, 2018 • 47min

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.
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May 18, 2018 • 39min

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.
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Apr 23, 2018 • 42min

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.
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Mar 23, 2018 • 40min

Deadline Motivated

We talk about deadlines, and the whooshing noise they make as they go by.
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Mar 4, 2018 • 39min

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.
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Feb 16, 2018 • 45min

The Symbol Reader

We experiment with a customized alethiometer to explore stories and build new worlds.
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Jan 25, 2018 • 49min

Collaboration

The Make Big Things team talks about making games as a cooperative.
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Dec 28, 2017 • 44min

The First Playtest

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

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