by Hannah | Mar 3, 2016 | Game Design and Publishing
How do you choose a system for your game that best supports the story you want to tell? When we first designed the mechanics for Questlandia, I’d been playing around with a bunch of existing systems, and none of them were doing quite what I wanted. When I expressed my...
by Hannah | Apr 16, 2013 | Uncategorized
It is happening. Beta playtest time for Questlandia. Here’s what you need to be a playtester: A group of four people (yourself included). Two 3-hour time blocks scheduled close together in early May (one to set up the game, one to play the game). A deck of...
by Hannah | Feb 7, 2013 | Uncategorized
Our most recent playtest takes place in the kingdom of Surashtu. Surashtu is a rising power, the kingdom having been established a mere two decades past. Surashtu is a kingdom striving to achieve respect and recognition through cultural prestige. Long before they were...
by Hannah | May 5, 2012 | Uncategorized
Second Questlandia playtest today. Things are looking good. There are still mechanics to figure out and kinks to work out, but we all had a great time…so much so that we’re continuing with this storyline. I’m excited, because this will be the first...
by Hannah | Apr 29, 2012 | Uncategorized
From Jiffycon yesterday, a brief description of our kingdom and characters from the first official Questlandia playtest: The game took place in the Kingdom of Aria. Aria is ruled by a polytheistic theocracy, where the gods walk among the people. The game centered...