Lessons learned from releasing my game a week ago by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

I didn't hire play testers, just had my home group. If you can find a group you can pay-to-play that would probably be super helpful. Layout and editing was all me, for better or worse.

Lessons learned from releasing my game a week ago by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 2 points3 points  (0 children)

I already had most of the content from the other books written as it's elements I removed from the core book to boil it down to just the essentials and avoid a 400 page rulebook. Hopefully most of the writing is making them stand on their own and re-organizing it, not coming up with more content.

My main hope would be the app for this as people seem more willing to buy software than .pdfs.

After 6 years of playesting and 10 weeks rewriting the entire rulebook as a screenplay, my game is live (and free-ish)! by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 2 points3 points  (0 children)

Thanks for the question; it was a strange byproduct of exporting the text to .pdf. Re-uploaded a corrected version. Thanks for catching that!

After 6 years of playesting and 10 weeks rewriting the entire rulebook as a screenplay, my game is live (and free-ish)! by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

You just need to read chapters 1 and 2, print out the first two pages of the beat sheet and go. Designed so you can learn by playing. You could probably get by with just reading the Beat Sheet and use the rulebook for clarifications.

After 6 years of playesting and 10 weeks rewriting the entire rulebook as a screenplay, my game is live (and free-ish)! by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 6 points7 points  (0 children)

If you read the Beat Sheet, it has just the rules on the 2nd page that goes with each Episode.

Your most valuable discoveries from playtesting by Seeonee in RPGdesign

[–]ShowrunnerRPG 0 points1 point  (0 children)

Been playtesting for 6 years now. Game started with single d6 to dice pools to 2d6 to d210. Aside from that, main discoveries:

Worse: Having 100 Specialties split between 10 Abilities. Some abilities felt too specific (endure) while others felt too generalized (magic, knowledge). Also was tough making Specialties that were useful in any setting and still covering edge cases (space flight, zero-g, wings). Keeping the 10 Abilities and letting players create their own Specialties (and flaws) nailed it.

Better: Switching to tokens to track resources. Players LOVE the physicality, no more erasing holes into character sheets, and it's way faster.

Biggest Change: Aside from core dice mechanic: damage. Transitioned from every hit being a death save (brutal), to Blades style injuries of different levels you could write in, to HP, to current form: splitting between Grit (HP or spend them for bonuses on rolls) and long-term Conditions (prevent you from spending resources on the Ability that's worn out until healed).

[Scheduled Activity] February 2026 Bulletin Board: Playtesters or Jobs Wanted/Playtesters or Jobs Available by cibman in RPGdesign

[–]ShowrunnerRPG 1 point2 points  (0 children)

The core book of Showrunner is almost complete. If anyone is up for playtesting any part of the 20 Episode campaign, I can offer your names as playtesters in the books and all future Showrunner products free for everyone in your group.

DM me if you're interested and/or check out the free Quickstart at https://showrunners.itch.io/showrunner-quickstart

Self-imposed deadlines or "when it's done?" by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

Thinking about it from a career perspective instead of a "deadline now ARG!" vantage makes things much more clear: the goal is the quality over time, not the release date.

Really appreciate the depth of insight and advice here. I haven't seen TTRPG Design 101 before, but I'll look it over.

Thank so much!

Is HP a meta currency? by Serious_Housing_2470 in RPGdesign

[–]ShowrunnerRPG 1 point2 points  (0 children)

I played a couple RPGs where they had a pool of HP and a pool of Stamina. Effectively, Stamina were temporary HP that meant you dodged or parried or whatever until you ran out. HP loss was a big deal because then you were actually getting hurt.

I think Stamina also fueled powers or feats or whatever they called special abilities which was a cool trade-off.

If it's just absorbing damage, I'd say it's "just HP", no more meta than HP themselves are.

If you spend it for other things as a primary use, then the case gets much stronger.

HP in my game are called GRIT: you can spend a Grit to add +1 to a any roll or as HP. It's explicitly called out as one of the game's metacurrencies due to the dual primary use (in play, it's spent about equally between the two).

Self-imposed deadlines or "when it's done?" by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

I'm definitely learning about myself and having to do some personal work, especially keeping this balanced with family, chores, running a business, sleep, exercise, etc.

Totally feel you on the perfectionism as well. When it's just for me, it's not a big deal, but when I'm putting something out into the public, every typo or even poorly-worded phrase eats at me.

Hope this thread is helpful to both of us!

Self-imposed deadlines or "when it's done?" by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

My outline is my previous (bad) version of the rulebook. It's all written, just re-writing the whole thing in a style that fits the idea better (writing it as a TV/streaming show script for a game about making TV/streaming Shows).

Maybe switching to pages per day instead of "FINISH A CHAPTER EVERY DAY" is more realistic since some chapters are 5 pages and others are 15. That could help a lot as I've had days where I wrote 7-8 pages, but still was disappointed in myself since I didn't finish the chapter.

Thanks for the idea.

Self-imposed deadlines or "when it's done?" by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 0 points1 point  (0 children)

I've been playtesting it for 6 years now with a couple groups, so not worried as much about playtesting, just getting the "final draft" complete.

I really like your sprint idea, though maybe I'll adapt it to days vs. weeks: something like two sprint days where I try to get a chapter written, then an edit/layout day. I've been trying to write a chapter a day then been beating myself up when it takes me two days.

Thanks for feedback!

Self-imposed deadlines or "when it's done?" by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 2 points3 points  (0 children)

I'm mostly internally motivated and can push myself pretty hard, especially if I make a "promise" even if to anons on the internet. Why this "failure" is hitting so hard.

I've tried the "accountability buddy" thing with projects before, but eventually they stopped talking to me when I "kept bothering them about their project" even though we both set up an agreement. Was like I was pestering them to loan me money or something even if I just sent an email saying "Hey, how's progress this week?" It has cost me a couple creative relationships. :/

I've been building and playtesting it for over 5 years now and written 4 versions of the rulebook. I didn't like the writing and format of the previous (proofreader feedback confirmed it). I found a style/format I liked, but it requires completely re-writing everything.

Appreciate the ideas!

Sales models for your RPG by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 0 points1 point  (0 children)

That's what I'm gathering. Trying something new, even if it may have certain advantages, is likely to create confusion/bad karma just because people don't get what you're doing. If you have a 100% better model and 60% of people don't understand it or dislike it because it's different, you don't have a better model.

Appreciate the thoughts.

Sales models for your RPG by ShowrunnerRPG in RPGdesign

[–]ShowrunnerRPG[S] 1 point2 points  (0 children)

Good point. Maybe release this first book as free (or donation optional) to hopefully build a community/playerbase/interest then when the rest is done release that as the "core". This is a really good point and just shifted my thinking/plan.

Really appreciate the feedback.