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Design Doc

by Hannah Shaffer and Evan Rowland

Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide, with lots of unexpected stops along the way.

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Episodes

  1. A Cozy Little Game Design Retreat

    Hannah and Evan talk about balancing work and play during a creative retreat. Three days surrounded by trees and friends yielded a heap of proofreading, some reluctant game design, and, triumphantly, reading an actual book! Episode mentions: Martha Moody (novel, Susan Stinson) Episode credits:...

  2. Imperfect Inspiration (Re-Air)

    It would seem like creative inspiration should come from favorite films, classic works of art, and the world’s best novels. But sometimes, it can be hard to draw inspiration from perfect, untouchable things. In this episode, we take on the imperfect—bad movies from favorite directors, books that...

  3. The Tyranny of Dice

    What do the sequences (3-4-5-6), (5-2-5-2), and (1-1-1-1) have in common? They’re all random dice rolls! Sometimes randomness seems random, but more often than you’d expect, it looks like an obvious pattern. When relying on dice or cards as randomizers, how do you account for the edge cases and...

  4. How to Not Make a Sequel

    Hannah and Evan tackle the question of reprinting versus redesigning an older game, Noirlandia. It’s a game that still sells well after all these years, but there are many tempting improvements to make. Where’s the line between editing a word here and there and getting drawn in by the siren song…

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  5. How to Beat a Beta

    Hannah and Evan talk about the next steps involved in releasing a new draft of the Escape from Wonderland beta. The sprint to publish a public version of the rules involved a ton of time and effort, but the work isn’t done yet! The newest release includes incorporating changes based on playtester...

  6. Announcement: Escape from Wonderland Public Beta

    A quick announcement episode to let everyone know that the Escape from Wonderland beta rules are live. This is a draft of the game rules, publicly available for anyone to read and play. To share your thoughts, join us on Discord. Links below: Turtlebun discord: https://discord.gg/h6JsahwgH Link…

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  7. Planning a Public Playtest (with Josh Yearsley)

    Hannah sits down with rules editor and game designer Josh Yearsley (Root, Arcs) for a conversation about public playtesting. After more than a decade of editing rulebooks, Josh has developed a keen eye and intuition for playtest feedback. Josh talks about playtesting as a fluid conversation,...

  8. Short Break Announcement

    We're taking a short break to focus on finishing a game. See you back soon! Links Turtlebun Discord: ⁠https://discord.gg/ajP36nzPb2⁠⁠⁠⁠⁠⁠ Patreon:⁠⁠⁠⁠⁠ ⁠https://www.patreon.com/turtlebun⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Website:⁠⁠⁠⁠⁠ ⁠https://turtlebun.com/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Credits Design Doc intro/outro theme by…

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  9. Dying on the First Turn

    Evan and Hannah talk about two separate playtests—Evan’s playtest of the near-complete Escape from Wonderland, and Hannah’s playtest of the just-begun Seekers of the Thrice-Lost Crown. Both games went well, but surprises lurk around every corner, and sometimes someone has to die on the first…

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  10. Rapid Design: Snowhere Special

    Hannah and Evan sit down for a rapid design session for Escape from Wonderland. In 30 minutes, they design an entirely new snow-themed park zone, complete with a gun-wielding Santa. Turtlebun Links Discord:⁠⁠⁠ ⁠https://discord.gg/ajP36nzPb2⁠⁠⁠⁠ Patreon:⁠⁠⁠…

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  11. No Wrong Way to Eat a Pear

    While Evan's away, Hannah reflects on the announcement that Hampshire College, an unconventional school founded in the 1970s, is closing its doors. It was flawed, idealistic, and not always what was promised. But it was a special place that encouraged weirdos to be weird, and paved our own…

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  12. How to Do Two Things at Once

    We've always struggled to juggle multiple projects at a time. Right now, finishing the design on Escape from Wonderland is the top priority. But we don't want to set aside every other game and dream. What would it take to do two things at once? Links & Credits: Turtlebun Discord:⁠...

  13. Queuing for Canoeing

    How many generations does it take to get into a canoe-making class? In this episode we go on a quest to redesign a queue system for a local craft school and quickly find that you cannot make a perfect queue without systemic social change. Episode Mentions: Hill Institute (With their mission right...

  14. Trapped in the Liminal Zone

    A discussion about how to design a liminal zone in a TTRPG leaves us trapped in an in-between place. Episode mentions: r/backrooms House of Leaves (2000 - Horror novel by Mark Z. Danielewski) The Last Unicorn (1982 - Animated movie based on 1968 book by Peter S. Beagle) Ultimate Haunted House…

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  15. Fatigue

    In this episode, we talk fatigue. Is fatigue something to conquer, or is it a warning sign on the way to a physical and emotional crash? Evan is tired, but we’ve got strategies! After years of learning what the burnout cycle looks like while working on a game, we’re eager to intervene before...

  16. The Path to a Question

    Game design questions can be longer and more complex than their answers. In this episode, we initially set out to do a live-design session tackling an issue from our latest playtest, but discovered that describing the question required revisiting nearly every other part of the game. Join us for a...

  17. Who Designs the Game?

    Who designs the game? Is it the players, who make decisions in real time at the table? The GM, who’s at the ready to suggest ideas or dole out consequences? Or the designers, who… well… make the game? In this episode, we talk about when and how to distribute control of the experience between the...

  18. A Year of Movies

    Hannah watched 51 movies in 2025. Not all of them were helpful for game design, but there was inspiration to be found everywhere—in the form of left-behind robots, edgy existential planets, sci-fi noir, and Mother. Mother? Mother! Follow along and find every movie mentioned in the episode here:...

  19. Epiphanies

    Sometimes a design problem can't be solved in any straightforward way. You need an epiphany! That can't be forced, but it can be encouraged. Hannah and Evan talk about the epiphanies that shaped their previous games and how to attract those mysterious flashes of insight. Links: We have a Discord!...

  20. Resolutions New and Old

    As the year draws to a close we talk about New Year's resolutions. Hannah makes them every year, Evan does not. Hannah shares her elaborate system for setting goals of masteries, experiences, and skills. And together, we consider Turtlebun's upcoming year. Links: Join the Turtlebun Discord:...

  21. Convention Dids and Didn’ts

    Conventions are an opportunity for us to get our games in front of a bigger audience, and PAX Unplugged is our biggest show. The stakes feel high, and we have to balance our ambitious goals with practical preparations. In this episode, we talk about what we were proud of, what we wish we’d done...

  22. Short Break Announcement

    Just a quick announcement that we'll be skipping a release cycle for the Thanksgiving holiday. See you back in two weeks with a new episode! In the meantime you might consider: Joining the Turtlebun Discord: https://discord.gg/XD4WVDjvbz⁠⁠⁠⁠ Supporting Design Doc on Patreon:...

  23. Making Game Hacks That Stay Small

    It's hard for us to make a hack that doesn't grow into a game of its own. In this episode, we talk about two playtests—one for a game variant, another for a new hack—and say what went well, what needs work, and how to keep small things small. Links: Join the Turtlebun Discord:...

  24. You Can’t End the Game Until You Know What It Means

    Endings are hard. The ending of a roleplaying game isn’t just the culmination of the story; it’s also when the themes and purpose of the game become clear. In this episode we talk about designing a conclusion that comes at the right time, conveys the right message, and still leaves room for all…

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  25. Design Doc 101

    Is Design Doc a game design podcast? A saga about the challenges of making art for a living? A never-ending field trip? In episode 101 we talk about how Design Doc began, what it became, and what we hope it could become. Plus, dinosaurs! Episode mentions: Internet Shaquille video about short-form...

  26. Bonus: Ernest Cline's Stinker (Part 2—the Movie!)

    We conclude our discussion of Ready Player One with an updated review of the movie. In pondering this mid movie, we leave no stone unturned... and no critically-acclaimed director forgiven. Come for the movie critique, stay for the poetry! Find part 1 of the discussion, Ernest Cline's Stinker…

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  27. Bonus: Ernest Cline's Stinker (Part 1)

    We’re pulling an unaired episode from the archives this week! We talk about Ready Player One, the dystopian virtual-world novel that took the world by storm over a decade ago. We each completed the book independently, then came together in this conversation to share our thoughts with each other...

  28. The Realest Place on Earth

    Happy Design Doc episode 100! In this special episode, we take a field trip with our game Escape from Wonderland. Trapped in an amusement park with a half-finished game, we explore liminal spaces, shuttered VIP lounges, and mind-bendingly long queues. To escape Six Flags New England, we must…

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  29. Game Design Grab Bag

    In an impromptu recording, we decided to take turns setting a 6-minute timer and sharing whatever topics came to mind. The result was a series of compressed design conversations and a snapshot of our current ambitions and troubles. 1 - Sandbox exploration (chicken) 2 - Questlandia audio drama…

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  30. Roleplaying in the Park

    We're going back to the park and taking Wonderland with us! To get the game off the table and into the real world, there are a number of changes we'll have to make. We talk fanny packs, waterproof paper, coordinated outfits, and ditching friends. You can listen to our previous episode about Six...

  31. Creative Disagreements

    Even after years of working together, there are times where we just can’t agree. The work grinds to a halt, and we end up frustrated and confused. When there’s a breakdown in collaboration, how do you diagnose what went wrong, repair the rift, and move forward together? Links: Join the Turtlebun...

  32. The Game Takes Shape

    In the early stages of a game's design, it's hard to even know what questions to answer. We've hit a turning point with Escape from Wonderland where we can see the shape of the game taking form. Big, abstract questions are getting small and specific. Now that the game has real structure, what…

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  33. The Rules Tell a Story

    After you’ve made the rules, you need to decide how you’re going to tell them. The right rule in the wrong order can make all the difference! In this unscripted episode, we share our initial thoughts about how we want our next rulebook to start, how to include immersive writing without…

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  34. Epilogues in Games

    Story endings are hard! The epilogue of a game not only has to logically wrap up the story and tie up any loose ends—it’s also the moment to reflect on how your character has grown over many sessions, and a moment for you as the player to feel like the time spent playing was worthwhile. In this...

  35. Balancing the Pendulum

    This week, we talk about the unpredictable mechanical swings that can happen between different versions of a game. Small tweaks to mechanics can trigger a cascade of unintended effects, causing the game design pendulum to swing from too many choices to too few and back again. We talk through...

  36. Now You're the Bad Guy

    We’re introducing a new dynamic to our latest roleplaying game! You all came to this amusement park as friends, but one of you started serving the park’s demonic forces. And things are about to get mean. How can characters become enemies while players remain friends? When the rules ask you to…

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  37. Don’t Stop Making Art! (Feat. Joshua A.C. Newman)

    Hannah had to get a full time office job. Since then, finding the time and energy for creative work has been an uphill battle. In this episode, Hannah sits down with close friend and fellow game designer Joshua A.C. Newman to talk about life, art, and staying true to your values in trying times....

  38. It’s My Playtest and I’ll Cry If I Want To

    Hannah and Evan discuss Wonderland's first four-player playtest. When a playtest goes wrong, it can be tricky to diagnose the cause. How much is due to the rules, and what's connected to the more subtle influence of mood and flow? Links: Turtlebun Discord: https://discord.gg/XD4WVDjvbz Patreon:...

  39. Pacing

    Slow and steady wins the race... but does it work in a one-session RPG? From what we've seen in Escape from Wonderland, not quite. In this episode, we discuss pacing in roleplaying games: from the moment players arrive at the table to leaving everyone feeling satisfied with the story's twists and...

  40. Insights and Secrets

    Sometimes a secret is worth more than gold. But how do you make concrete rules for something intangible? Hannah and Evan talk about the secrets of Wonderland and what to do when the rules are out of step with the story. Links/Credits: Patreon: patreon.com/turtlebun Website: turtlebun.com Design…

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  41. Rewards and Prizes

    Even when things are going wrong for your characters, you as a player might feel rewarded by narrative twists and turns. In this episode, Hannah and Evan discuss the ways that games can reward both players and characters, and do some live game design about claw machine prizes... Links/Credits:...

  42. The Art of Perfect Art

    When people decide what art is worth looking at, they look for the very best. In a world that demands creative endeavors be perfect, how do we find the confidence to make and share our own art? Episode mentions: Olga Smirnova / Dutch National Ballet:...

  43. What Makes a Good Playtest?

    Is playtesting more of a science, or more art? How prepared should you be for a playtest if you're testing rules that might change on the fly, never to be seen again? In this episode we talk about playtesting our newest game, Escape from Wonderland, and how that went! Links/Credits: Patreon:...

  44. When Mechanics Don't Match

    Our newest game, Escape from Wonderland, began as a hack of Questlandia. But what happens when the mechanics of an old game don't work with the story you want to tell? In this episode we talk about hacking games to do what we want them to do. Links: Support Design Doc on Patreon:...

  45. Going Places! (or, Navigation Mechanics in Games)

    We often ask ourselves, "Do we need a mechanic for that?" In our newest game, Escape from Wonderland, we want to encourage players to travel across a haunted amusement park. How can the rules create meaningful choices about the places they should and shouldn't go? And when is it better to lose…

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  46. A Moment of Rest

    We're taking a week off to recharge! We'll see you back in two weeks with a new episode of Design Doc. Rest easy. Sincerely, Hannah and Evan Links/Credits: Website: turtlebun.com Patreon: patreon.com/turtlebun Design Doc intro/outro theme by ipaghost: https://www.ipaghost.com/ Episode edited by…

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  47. Finding Community Again

    We recently realized that we’ve drifted apart not just from our games community, but from our community at large. Now, in a world where the future feels uncertain and dire, we're asking ourselves: how do we reconnect? Escape from Wonderland has just one week left on Kickstarter. You can read more...

  48. Levels of Doneness

    The Kickstarter for Escape from Wonderland is LIVE! Support the game here! How do you know when a game is ready for Kickstarter? How far along should it be before bringing it to the world? In this episode, we talk about the delicate balance of presentation—slick, but not *too* slick; done, but…

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  49. Judging a Book by Its Cover

    The first conversation we've had about cover design in games! We discuss how book covers are often the first thing people see of our games, how a well-designed cover can stick in someone's memory, and how a great cover isn't just about first impressions—it can make you want to pick up a book…

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  50. The Ideas You'll Be Buried With

    One of the hardest lessons in game design is coming to terms with the fact that many of our favorite ideas will remain unrealized. In this episode, we explore the games we may never complete, our lingering dream of bringing them to life, and how accepting their incompleteness might help us face…

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ABOUT THIS SHOW

Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide, with lots of unexpected stops along the way.

HOSTED BY

Hannah Shaffer and Evan Rowland

CATEGORIES

Frequently Asked Questions

How many episodes does Design Doc have?

Design Doc currently has 127 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

What is Design Doc about?

Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide, with lots of unexpected stops along the way.

How often does Design Doc release new episodes?

Design Doc publishes regularly with 127 episodes available. Check the episode list for the typical release schedule.

Where can I listen to Design Doc?

You can listen to Design Doc on PodParley by clicking any episode. We provide an embedded audio player for direct listening, and you can also subscribe via your preferred podcast app using the RSS feed.

Who hosts Design Doc?

Design Doc is created and hosted by Hannah Shaffer and Evan Rowland.
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