What is the hardest part of making a new TTRPG, lets say you are writing a D&D type/clone but not under any SRD, so a distinct piece of work.
Clearly the marketing, advertsing, selling, getting people to play your version of the game is the hardest part, ignore that though.
The actual design, writing, playtesting, balancing, artwork commissions, printing etc.
Lets say its the size of a 1st edition, D&D. What takes the longest.
I'm thinking maybe its the spells, coming up with something interesting and unique for however hundreds of spells that is.
What do you think is the hardest or takes the longest?
This. I worked on a rule set for almost 2 years then realized it was basically just Dungeon Crawl Classics with a tweak here and there.Differentiating yourself from other systems on the market.
This requires a solid vision of how your game differs; it requires marketing to let people understand how it is different, and it requires game design skills to make sure it really is different.
Your game must compete against the alternative; a GM will take your concept and just port it into their favorite system. To be successful, you must provide enough novel content so it is more time-effective to use your system, rather than add content to their favorite system.
Yep. I've tweaked various editions of D&D over the years but it never quite sat right. Dozens and dozens of pages of house rules. Rewriting subsystem after subsystem. Tearing out systems and rebuilding them. Starting and stopping my own heartbreakers a dozen or more times. Then I found Dungeon Crawl Classics. My house rules for that fit on both sides of an index card. It's not perfect, nothing ever is, but it's so spot on...so flavorful...it just sings. That's how I want to run and play fantasy RPGs. Not always dungeon crawls, but dangerous magic, pacts with vile supernatural beings that always collect, slow healing, warrior's Deeds, the dangers of magic, etc. chef's kissThis. I worked on a rule set for almost 2 years then realized it was basically just Dungeon Crawl Classics with a tweak here and there.
Or go the other way and intentionally provide the stellar content that can be ported to another system. Systems and tweaks are a dime-a-dozen. Imaginative settings, memorable stories, thrilling adventures, engaging NPCs...that's where it's at. I think.Differentiating yourself from other systems on the market.
This requires a solid vision of how your game differs; it requires marketing to let people understand how it is different, and it requires game design skills to make sure it really is different.
Your game must compete against the alternative; a GM will take your concept and just port it into their favorite system. To be successful, you must provide enough novel content so it is more time-effective to use your system, rather than add content to their favorite system.
What is the hardest part of making a new TTRPG, lets say you are writing a D&D type/clone but not under any SRD, so a distinct piece of work.
Clearly the marketing, advertsing, selling, getting people to play your version of the game is the hardest part, ignore that though.
The actual design, writing, playtesting, balancing, artwork commissions, printing etc.
Lets say its the size of a 1st edition, D&D. What takes the longest.
I'm thinking maybe its the spells, coming up with something interesting and unique for however hundreds of spells that is.
What do you think is the hardest or takes the longest?
Playtesting.What is the hardest part of making a new TTRPG, lets say you are writing a D&D type/clone but not under any SRD, so a distinct piece of work.
Clearly the marketing, advertsing, selling, getting people to play your version of the game is the hardest part, ignore that though.
The actual design, writing, playtesting, balancing, artwork commissions, printing etc.
Lets say its the size of a 1st edition, D&D. What takes the longest.
I'm thinking maybe its the spells, coming up with something interesting and unique for however hundreds of spells that is.
What do you think is the hardest or takes the longest?
Making a D&D-like without using an SRD strikes me a lot of work (which I say because I am hacking on an existing SRD for my homebrew game, and that’s still a non-trivial amount of work). It seems like doing a different kind of game would be easier.What is the hardest part of making a new TTRPG, lets say you are writing a D&D type/clone but not under any SRD, so a distinct piece of work.
Clearly the marketing, advertsing, selling, getting people to play your version of the game is the hardest part, ignore that though.
The actual design, writing, playtesting, balancing, artwork commissions, printing etc.
Lets say its the size of a 1st edition, D&D. What takes the longest.
I'm thinking maybe its the spells, coming up with something interesting and unique for however hundreds of spells that is.
What do you think is the hardest or takes the longest?