Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Who here has created their own RPG?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dethklok" data-source="post: 6142850" data-attributes="member: 6746469"><p>I've created two, though I don't intend to publish either one (despite some of my players' arguments to the contrary - it's a lot of work).</p><p></p><p>The only general pitfall to game design I can point out is the desire to keep building a game system after it's complete. You'll be tempted to add rules to cover every foreseeable situation, but ultimately no amount of designer foresight can do the GM's job. There comes a point when more rules simply get in the way, distracting from more important mechanics and making the game more difficult to get at. (And really, the same goes for the setting.) Once you've completed the system (and the setting), turn the passion you have for the project into designing scenarios for it. These are really what make the game work anyway - gamemasters will find it easier to learn the game from the scenarios.</p><p></p><p>The only other general piece of advice I can offer is one I became aware of fairly recently, and it's this: Good games start simple, and increase in complexity with player familiarity. This means a newbie should be able to make a character in only a few minutes and get through a game without more than his imagination and common sense, but that after playing a few sessions that same player should have access to the additional options for customizing the character and using special abilities in the game.</p><p></p><p>One last observation I can offer is much less likely to be useful to most game designers. But I'm constantly plagued by GMs who try to play the games I write as though they are D&D or some variant of the d20 system. The mechanics, setting, and style they're accustomed to are often so thoroughly ingrained that they don't realize they're just not in Kansas anymore. You may never encounter this, but the more your game differs from what people think an rpg is "supposed to be," the more I'd suggest stressing that your rpg works differently - otherwise, it won't work differently at all; it will be the same games they know, just with different character sheets. If this is going to be a problem, you'll find out when you have other people playtest it.</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6142850, member: 6746469"] I've created two, though I don't intend to publish either one (despite some of my players' arguments to the contrary - it's a lot of work). The only general pitfall to game design I can point out is the desire to keep building a game system after it's complete. You'll be tempted to add rules to cover every foreseeable situation, but ultimately no amount of designer foresight can do the GM's job. There comes a point when more rules simply get in the way, distracting from more important mechanics and making the game more difficult to get at. (And really, the same goes for the setting.) Once you've completed the system (and the setting), turn the passion you have for the project into designing scenarios for it. These are really what make the game work anyway - gamemasters will find it easier to learn the game from the scenarios. The only other general piece of advice I can offer is one I became aware of fairly recently, and it's this: Good games start simple, and increase in complexity with player familiarity. This means a newbie should be able to make a character in only a few minutes and get through a game without more than his imagination and common sense, but that after playing a few sessions that same player should have access to the additional options for customizing the character and using special abilities in the game. One last observation I can offer is much less likely to be useful to most game designers. But I'm constantly plagued by GMs who try to play the games I write as though they are D&D or some variant of the d20 system. The mechanics, setting, and style they're accustomed to are often so thoroughly ingrained that they don't realize they're just not in Kansas anymore. You may never encounter this, but the more your game differs from what people think an rpg is "supposed to be," the more I'd suggest stressing that your rpg works differently - otherwise, it won't work differently at all; it will be the same games they know, just with different character sheets. If this is going to be a problem, you'll find out when you have other people playtest it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Who here has created their own RPG?
Top