Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea,... more
Hannah had to get a full time office job. Since then, finding the time and energy for creative work has... more
Hannah and Evan discuss Wonderland's first four-player playtest. When a playtest goes wrong, it can be tricky to diagnose the... more
Slow and steady wins the race... but does it work in a one-session RPG? From what we've seen in Escape... more
Sometimes a secret is worth more than gold. But how do you make concrete rules for something intangible? Hannah and... more
Even when things are going wrong for your characters, you as a player might feel rewarded by narrative twists and... more
When people decide what art is worth looking at, they look for the very best. In a world that demands... more
Is playtesting more of a science, or more art? How prepared should you be for a playtest if you're testing... more
Our newest game, Escape from Wonderland, began as a hack of Questlandia. But what happens when the mechanics of an... more
We often ask ourselves, "Do we need a mechanic for that?" In our newest game, Escape from Wonderland, we want... more
We're taking a week off to recharge! We'll see you back in two weeks with a new episode of Design... more
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