Hannah Shaffer and Evan Rowland
Design Doc
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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Autor
Hannah Shaffer and Evan Rowland
Categoría
Web del podcast
Último episodio
21 de oct. de 2026
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Episodios
Where the Rules Go 21.10.2026 53:34
Game design isn’t just about making good rules—it’s about making them in the right place. In our latest dungeon-delving RPG, we’ve tried to keep the fighting simple and instead focus on the game’s main themes: envy, greed, and madness. To do that, the rules had to move. Episode mentions: Cairn TTRPG - Yochai Gal MÖRK BORG TTRPG - Pelle Nilsson and Johan Nohr Indiana Jones (1981 - Steven Spie...
A Cozy Little Game Design Retreat 07.10.2026 39:20
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: Design Doc intro/outro theme by ipaghost: https://www.ipaghost.com/ Episodes edited b...
Imperfect Inspiration (Re-Air) 23.09.2026 56:50
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 over-indulged in nostalgia, and video games with terrible final acts. Maybe the best inspiration comes...
The Tyranny of Dice 09.09.2026 56:12
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 anomalies that can lead to repetition, unfair player imbalances, or long waits to get the results you ne...
How to Not Make a Sequel 26.08.2026 48:02
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 of a new edition? Episode credits: Design Doc intro/outro theme by ipaghost: https://www.ipaghost....
How to Beat a Beta 12.08.2026 41:11
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 feedback, fancying up flavor text, and releasing online play tools for the first time. Good news—that...
Announcement: Escape from Wonderland Public Beta 29.07.2026 4:02
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 to the beta rules doc here: https://turtlebun.com/products/escape-from-wonderland Episode credits: Desig...
Planning a Public Playtest (with Josh Yearsley) 15.07.2026 1:15:46
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, incorporating feedback on a community scale, and staying true to your own voice when it starts to get lost...
Short Break Announcement 17.06.2026 8:12
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 ipaghost: https://www.ipaghost.com/ Episodes edited by Rob Abrazado: https://robabrazado.co...
Dying on the First Turn 03.06.2026 51:00
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 turn. Episode mentions Lincoln in the Bardo by George Saunders (2018) Links Discord: https://discord.g...
Rapid Design: Snowhere Special 20.05.2026 31:14
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: https://www.patreon.com/turtlebun Website: https://turtlebun.com/ Credits Design Doc intro/outro theme by ipaghost: ...
No Wrong Way to Eat a Pear 06.05.2026 27:40
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 winding path to game design. Hampshire College Workers' Emergency Relief Fund Help Hampshire workers faced wi...
How to Do Two Things at Once 23.04.2026 47:23
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: https://discord.gg/ajP36nzPb2 Turtlebun on Patreon: https://www.patreon.com/turtlebun Our website, for gam...
Queuing for Canoeing 08.04.2026 1:04:35
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 there on the front page) What Money Can’t Buy: The Moral Limits of Markets by Michael J. Sandel, 2013...
Trapped in the Liminal Zone 18.03.2026 54:44
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 (1994 - Point-and-click video game with art by Gahan Wilson) Play it on archive.org here. Links: Turtlebun...
Fatigue 04.03.2026 48:18
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 exhaustion gets the best of us. Episode mentions: Ever so briefly, The Witness (2016 video game, Jonathan B...
The Path to a Question 18.02.2026 55:39
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 chat about Twilight rules, open-eyed investigations, and escaping a cursed amusement park. Links: We h...
Who Designs the Game? 04.02.2026 56:04
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 players, the GM, ourselves as designers, and random rolls of the dice. Links: Join the Turtlebun Discor...
A Year of Movies 21.01.2026 48:15
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: https://letterboxd.com/hanbandit/diary/films/for/2025/by/added-earliest/ Watch movies through your libra...
Epiphanies 07.01.2026 50:01
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! Come talk about Design Doc and Star Trek. https://discord.gg/XD4WVDjvbz Turtlebun on Patreon: http...
Resolutions New and Old 24.12.2025 53:20
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: https://discord.gg/XD4WVDjvbz Support our work on Patreon: https://www.patreon.com/turtlebun Buy ou...
Convention Dids and Didn’ts 10.12.2025 44:53
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 differently, and how every year we get a little better. Episode mentions: Thoughtcrime Games - https://t...
Short Break Announcement 26.11.2025 2:06
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: https://www.patreon.com/turtlebun Picking up one of our games: https://turtlebun.com/ Design Doc Credits: Design D...
Making Game Hacks That Stay Small 13.11.2025 55:23
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: https://discord.gg/XD4WVDjvbz Support Design Doc Patreon: https://www.patreon.com/turtlebun Check out our games:...
You Can’t End the Game Until You Know What It Means 29.10.2025 50:02
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 the improvisation of roleplaying. Episode mentions: Ready Player One—but just a brief mention this time,...
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