Phases of Growth in Game Design

Looking back on my own past as a game designer I’ve noticed a few trends, or perhaps phases we all seem to go through.
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I mention these trends not to mock them; they are often viable and worthwhile ideas or a phase we all go through in learning. But if these seem familiar you may want to take a step back and have another think.

Fantasy Heartbreaker

This is often a starting point for any nascent designer, but it’s also called a heartbreaker for a reason. Such game ideas are usually an attempt to ‘fix’ a favourite game, often D&D. The designer hasn’t experienced enough other games and so fails to see that what they consider a new game is really just a few rules amendments.

While it’s a common stage of game design it’s not a bad one. But that’s as long as the designer learns the lessons it teaches. Firstly that what you might consider a fix, others might see as breaking it. Secondly that a new game needs to be new, an insight gained by reading and playing as many games as possible which every designer should always do.

I should note though, that a fantasy heartbreaker need not be fantasy, or about the rules. We have seen several games trying to ape the style of World of Darkness games. Just because you are not a D&D player it doesn’t mean you can’t fall into the same trap.

The Greg Stafford Rule

This rule, coined by John Wick, is usually the second thing a nascent game designer comes across. It states that “Whenever you think you have created a clever new rule, Greg Stafford probably thought of it first”. It’s easy to do when you’ve read a lot of games as you forget where you read everything. Rules sink into your brain and so you think you might have had a moment of inspiration instead of just remembering something you read ages ago.

But don’t sweat this; it’s actually a good thing. Sure, it sucks to find out you haven’t been the first to think of something but it does mean you are figuring out problems in your game the same way some of the best professional designers have done. In some cases you might not entirely be stealing an idea as having found the best solution. Consider convergent evolution: when different species independently develop similar characteristics to an environmental challenge, ending up with similar (but unrelated) solutions to the same problem. Sometimes this is the same for game design.

Forgetting Not Everyone is a Designer

On a related point, when you get enthusiastic about a system, especially if it is a narrative one, it is easy to get too excited about its possibilities. You might have a system where you can use any word to get a bonus or roll an amount of dice equal to how well someone describes the environment. There is nothing wrong with this; in fact I’d love to play that sort of game. But while this might make a very simple system you can write on two pages, you have a lot more work to do. The more vague and narrative the system (or complex and subtle the game mechanics) the more examples you need to add. Not everyone will understand the system from just the description; they need to see it in action. If you have a system using words, you need to offer a long list of several words you might use and how they can apply. With rules, write an example showing how one of the clever subtleties can be used. As a side note, if while thinking about an example you realise there is a situation where the game doesn’t work, don’t brush it under the carpet, figure out how to fix it!

Despite role playing being among the most imaginative and creative people, not everyone is able to just jump into a game or pull narrative out of a hat at a moment’s notice. When we made the Doctor Who game I remember talking to people at conventions who would ask “So what characters can you play?” to which my answer would be “Anything you like across all of time and space!” For me that’s a selling point, you can play literally anything or base a character on anyone in the series across 60 years. But for many people that was just a scary option with no direction to help them out. The same applies to rules and system. So whatever your game is like, write examples, for everything, a lot.

Your Turn: What early phases of game design have you stumbled across that didn't work out?
 

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Andrew Peregrine

Andrew Peregrine

I see some of this in the 'old-school' clones. It is just like basic/1e/2e but you do not die at 0hp and I fixed healing, AC, and weapons. Maybe it is just like 4e, but I made it like 5e.

Oh, I also need some rules for walking on giant soap bubbles. I let a PC make a new spell and he wants to walk on them or use them to trap people. ;)
 

Personally I think everyone should make thier favorite game thier own by Heartbreaking the heck out of it.

Homebrew to make the game you want. Don't expect to get rich or for people to praise your work, but RPGs were made to be house rulled and reflect what the GM wants to play.

The hard part now is integrating your house rules into the VT. My 5e doesn't give clerics are druids cantrips but two extra 1st level spell slots. Roll 20 doesn't support that so harder for players used to just having it track everything to remember.
 

Ro
Personally I think everyone should make thier favorite game thier own by Heartbreaking the heck out of it.

Homebrew to make the game you want. Don't expect to get rich or for people to praise your work, but RPGs were made to be house rulled and reflect what the GM wants to play.

The hard part now is integrating your house rules into the VT. My 5e doesn't give clerics are druids cantrips but two extra 1st level spell slots. Roll 20 doesn't support that so harder for players used to just having it track everything to remember.
Roll20 cured me of the homebrew bug for sure. In a separate universe I have all sorts of rules but lord, Roll20 absolutely resists it for reason I don't fully understand (how hard is it to make those rules available to all players?). It was so challenging I sort of gave up on it, which perhaps is the point (because then you gotta buy official products of course...).
 

The real classic is working a ton for a few months then your design interest peters out and any fans you have are left with just a google doc. I've read many of these and found some of the most innovative and creative mechanics (and plenty of reinventing the wheel).

I keep running into evidence that you should design early and many different systems. You need to design to "get the suck out" and become better just like any skill. Also, creativity works best when you have multiple projects.

But my personal path has been reading tons and tons of design before attempting much of my own. Finding a game that almost hit on exactly what I wanted (Scum & Villainy) then spending months reading more similar designed games, but none had everything I wanted. Seeing this niche that I wanted filled and working solely on that. All other game ideas get written down but will probably never go past idle thoughts and notetaking because playtesting, layout design, actually writing the game and finetuning rules is so much work for a hobbyist.

Also, I get a little disappointed when I see someone who is clearly a genre expert and leading in the field of that design, then they move on never iterating on it. So, I always appreciate designers like John Harper returning to Blades in the Dark and Mark Diaz Truman to Urban Shadows 2e. Already just after a few playtests, I can feel that desire to try new things. But I don't have the time to become an expert in 10,000 kicks, so I will practice "one kick 10,000 times."
 

Trying your hand at rules/game design feels like a rite of passage in this hobby once we start GMing. Play long enough and eventually you’ll decide something would be better if…

Of course, that’s not even Step 1, that’s just how you decide to start thinking about making your own game, lol.
 

I see some of this in the 'old-school' clones. It is just like basic/1e/2e but you do not die at 0hp and I fixed healing, AC, and weapons.
I absolutely love the OSR and its multitude of products. But that's a gripe I have. The number of "new games" that are basically exactly B/X with a list of minor changes that fit on one sheet of paper is astounding. Thankfully, we're seeing bolder and bolder departures.
 

Step 1) I have D&D BX verbatim with a house rule document. Never going to publish that. It would satisfy no one.

Step 2) Never hear of that one, but I've discovered many of my 'clever ideas' appeared in other RPGs a read. I'm fine with that as it confirms I'm not totally clueless.

Step 3) I've change my focus to a solitary story adventure game* for one character with sidekicks along the way. It helps a lot to have a clear focus of what I'm trying to achieve and who it is for.

(*I stopped calling it an RPG two months ago.)
 

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