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Who here has created their own RPG?

Made a few brief starts at a game based on the original Xcom . My problem was I couldn't see it working without a lot of 3d terrain and just the right minis. Someday though I will have a 3d printer and that'll be just too cool.
 

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I have made several over the years, some that worked, many that didn't. They ranged from a Godzilla game back in the 80's (using percentage dice), through an Aliens game (which my group played with for about a year) to my latest work, the 54 system. I've published the 54 system - its a sort of 3E/4E hybrid fantasy heartbreaker that uses cards instead of dice, with the idea that using a hand of cards gives you slightly more story control than dice. I'm working on a science fiction version of the game, with only the sample game world left to flesh out.

As for advice, the hardest part is twofold: scope creep and finishing the darn thing. For example, when I started out on the 54 system, I wanted it to be no more than 108 pages (54 x 2). However, I found myself not necessarily adding rules so much as options - character subclasses, spells, maneuvers (martial powers/feats), even monsters. By the time I was "done", the book was in the 200+ page range. There's nothing wrong with that per say, but if you ever want to "finish" the game, you have let yourself hit a point where you say enough is enough - and put all those extra cool ideas to the side until you finish the part of the project you originally set out to do.

Likewise, if you do ever want to see it completed, you've got to discipline yourself to sit down and work on it. Set (reasonable) deadlines for when you'll get this section or that done. I found it takes me 6 months to a year to get a manuscript into basic form, working with it as a hobby and not as "my life". Sometimes, just putting what you've written aside for a day or two and coming back to it with fresh eyes will get you past a tricky part or may make you realize that you can reword this part or that much better.

And play with it - lots of times what looks good on paper stinks in actual play; either being to convoluted for its own good or prone to abuse or silly outcomes. Finally, don't make the mistake of falling in love with a rule so much you aren't willing to change it to make your game better. The more you use it, and as others interact with it, you may have to change this or that. If you get so attached to how something works (or doesn't work) in the game and are unwilling to change it, you just might kill interest in it.
 

Big thank you to everyone so far! I have tried creating a card game before as a NaGa DeMon project and understand how important play testing is, and how variation is key. I'm hoping that it will be easier to get feedback on an RPG than a card game, as anyone should be able to just download the pdf (when it's done) and take a look and maybe even a play through. Asking people to print off two card decks to play test a game is a bit much though.

I started work on it yesterday, taking ideas from pages and pages of notes, and started looking at character creation. I won't be ramming this all down your throat - if you're interested, I'm sure you could find me online - but while I do have your attention, I'd like to see what people think about my very basic idea: Rise of the Atomata.
 

When I was a teenager. From memory it was pretty dire (GURPS Fantasy Heartbreaker). As for now, do Apocalypse World hacks count? Or do I need to come up with my own engine?
 

I'm working on a game right now called Abstract Dungeon (you can get a free copy of the beta-test rules by checking out my sig). It's designed to be super fast, flexible, and rules light.

For advice, I'd just say play as many RPG as you can. You'll start to see how particular designers handled different challenges, see what's been done before, and see the wide range of mechanics that are available out.
 

After trying out few systems my players and I settled on my own game. It's a kin to 3.5 but every part is modified with few parts being wholly new.
 

You'd be surprised how little is necessary for a complete equipment table. Usually with equipment, less is more. Heck, send me a PM, meatboy; I'll design an equipment table for you.

Thanks for the offer! I am letting the SRD do most of the heavy lifting on this one though. I've rewritten classes into a few generic classes and put all class features into a feat system. For equipment its only a matter of hitting the delete key on things I don't want.
 

I've created 2 games in the past, primarily for personal use. I'm working on a system and setting(s) now that I term something other than a game, but it can be used as an RPG as one of its modes. I'm currently defining my career as a creative designer, so I'm pretty serious about this now.

Here are some thoughts:
1. Learn about what has already been done. Research the most popular and influential games. See how games have evolved over the years. You don't have to know what every game has done, but make sure to look at at least 3 or 4 major contenders for each decade. There are also a plethora of freely available games online. Some downloadable games were even popular commercial games at some point. One edition of Ars Magicka is available as free download, for instance. And of course there are Lite versions of games. Don't limit it to just the big hitters either. Look at some of the smaller Indie games. You shouldn't have to pay a fortune for this. You would be well advised to purchase copies of some of the games you can't get otherwise, but you can get a lot for free. And if you can convince your players to do some of the shopping, even better. It's a great excuse for them to get to try out new systems! What you're going for here is a breadth of understanding of what sorts of systems, ideas, and feels have been done.
2. Determine your vision for your game. Is it about something? I would encourage you to think of the experience you want your participants to have. Is it designed to be Sim<Something> (adventurer, robot, mage, etc), or to be a storytelling game, or to be a Game with loads of dice and cards and balance to rival chess? Is there a genre you are attempting to emulate? How narrow or universal are you going for? Again, focus on the experience, don't worry about the details yet.
3. Once you know what you want people to experience and get out of your game, figure out how best to do it. This is where all that research comes into play. By now, you will have a clear understanding of how detailed or simple a game can be, generic or specifically focused, dice heavy or light (or Other). So from there you can analyze your vision and the systems you've examined, and determine how they would do it. If you think they would do it perfectly...well, at this point you might want to forget about designing that particular game, and just play the one that does it well already. Since you're designing a game, I'm going to assume that none of them will completely do what you want yours to do, and therefore you need:
4. Different stuff. If you are just rearranging what is already there in one or two games, you are making house rules, not a full-fledged game system. Of course, if what you are going for is an experience of a setting or genre--that might be exactly what you are going for--just a new presentation of something people are already familiar with. If that's the case, go for it. Otherwise, make sure you come up with new solutions to the design issues you face. Not gimmicks--solutions. As has been said, don't make something up just to make it up. Make it up because it does it better than what you found, and you need better.
5. Don't be afraid to revise and re-imagine if it improves your product. In some cases, your vision may shift and you might like it that way, and consciously decide to change and go with it. In other case you might have drifted, and you need to catch on to it so you can refocus it back where you need it.

I think that's a good start. Some of the more practical concerns (how often to work on it, how much caffeine you can consume before quality begins to suffer, how can you get friends to forget about meaningless things like MMOs, jobs, or food, and instead spend time playing and critique your system) aren't my forte.
 

I took a quick look at your Rise of the Automatia - you seem to be off to a nice start.

I am a little leery of making the default success of actions be 14 on a roll of 2d10, as well as how you figure malfunctions/critical failures.

I'm curious to see the character chassis - and what the stats for a bog-standard human looks like in comparison (as I imagine humanity may be the main enemy in the game).
 

I did, my brain child is Under the Moons of Zoon (you can find it here: artikid.altervista.org/?id=Games&detail=Zoon)
Kind of sword and planet rpg
 

Into the Woods

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