Design Doc Podcast
1) 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 learnin...Show More
2) 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 th...Show More
3) 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?...Show More
4) 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 noi...Show More
5) 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...Show More
6) 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 skil...Show More
7) 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 pract...Show More
8) 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...Show More
9) 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...Show More
10) 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 co...Show More