Design Doc cover art

All Episodes

Design Doc — 117 episodes

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Title
1

No Wrong Way to Eat a Pear

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2

How to Do Two Things at Once

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3

Queuing for Canoeing

4

Trapped in the Liminal Zone

5

Fatigue

E
6

The Path to a Question

7

Who Designs the Game?

8

A Year of Movies

E
9

Epiphanies

10

Resolutions New and Old

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11

Convention Dids and Didn’ts

12

Short Break Announcement

13

Making Game Hacks That Stay Small

14

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

15

Design Doc 101

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16

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

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17

Bonus: Ernest Cline's Stinker (Part 1)

E
18

The Realest Place on Earth

19

Game Design Grab Bag

20

Roleplaying in the Park

21

Creative Disagreements

22

The Game Takes Shape

23

The Rules Tell a Story

24

Epilogues in Games

25

Balancing the Pendulum

26

Now You're the Bad Guy

27

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

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28

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

29

Pacing

30

Insights and Secrets

31

Rewards and Prizes

32

The Art of Perfect Art

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33

What Makes a Good Playtest?

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34

When Mechanics Don't Match

35

Going Places! (or, Navigation Mechanics in Games)

36

A Moment of Rest

37

Finding Community Again

38

Levels of Doneness

39

Judging a Book by Its Cover

40

The Ideas You'll Be Buried With

41

Designing a Spooky Game (Part 4): Finally, the Playtest

42

The Pizza or the Basket? (Amusement Park Horror w/ Alanna Shaffer)

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43

Designing a Spooky Game (Part 3): Mr. Bones' Wild Ride

44

Designing a Spooky Game (Part 2): The Setting

45

Designing a Spooky Game (Part 1): The Brainstorm

46

The Founder Olympics

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47

Our Best Design Doc Ideas

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48

The Taste Talent Gap

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49

Adapting a Text

50

Working around a Job

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51

Obsessions

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52

Better Never Than Late?

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53

Designing Alone, but Not Lonely

54

Design Session: What Makes a Good Solo RPG?

55

Will We Ever Finish Questlandia 2?

E
56

The Liminal Spaces of Six Flags

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57

"People Were Shorter Back Then" (Guest ep w/ historical interpreter Enzo!)

58

Old Sturbridge Village

59

Founder Energy

E
60

Fish People

61

Focusing on Focus

E
62

We're Writing a Novel

63

Packed With Care (Part 2)

E
64

Packed With Care (Part 1)

E
65

Actually selling our games

E
66

What to do when you're sick of your game

67

FLETs (Fiddly Little End Things)

E
68

Dispatch from an on-time timeline

E
69

Imperfect Inspiration

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70

Bad lo-fi game ideas to study or relax to

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71

Underdressed and over-diced

72

Kudos Conundrum

E
73

Rekindling the Flame

E
74

A Cat in the Lap and Other Good Things

E
75

Numbers Hide Everything

76

The Episode Before the Kickstarter

77

Resist the Urge to Fill Negative Space

E
78

The Work of Games Is Not Just Making Games

E
79

Shootin the shoot

E
80

How to Compare Roleplaying Games

81

Deluxe Edition

E
82

Everything Old Is New Again

E
83

Scopeful Optimism

E
84

Designing a Game Design Workday

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85

The Games You Want to Make, The Life You Want to Live

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86

Burnout

E
87

The Ski Bike

88

Breaking up with Character Creation

E
89

When to Add Ghosts to Your Game

90

When No One Is the GM, Everyone Is

E
91

The UltraLux Bait-and-Switch

E
92

Your Kickstarter Questions (Mostly) Answered

E
93

Okay, Let's Redesign Noirlandia

94

We Still Don't Know Who the Junk Poets Are

95

Finding the Game's Emotional Core

96

Playtesting Progress Part 2: The Spinning Mountain

97

Playtesting Progress Part 1: Knotty Business

E
98

Make-Believe History

E
99

Whoops, It's a Dystopia

E
100

It's Trans Awareness Week (Mini Bonus Ep)

101

Games Are Political

E
102

Retreat Forward

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103

Making Things in Hard Times

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104

Social Dynamics at the Table

E
105

You Can Kill a King, but You Can't Make a Marinara

106

Romancing the Wall

107

The Worst Ideas We've Had so Far

108

Deadline Motivated

E
109

Mosslickers

110

The Symbol Reader

111

Collaboration

112

The First Playtest

113

Preparing the Playtest

114

Plumb Bobs

115

Worldbuilding

116

Metaplot

117

Welcome To Questlandia!