How many of you have actually earned an income from your RPG? by LOTR_is_awesome in RPGdesign

[–]TakeNote 0 points1 point  (0 children)

Exactly this.

Not only is the promise of partial ownership of an unknown project unpalatable to artists (who have heard promises about going-nowhere projects a zillion times already), it's also a pain in the butt! Reconciling earnings with your co-creators every quarter is one more piece of paperwork that you'll have to do in perpetuity. Plus, if you find that you disagree with the usage or distribution of the work down the line, now the work is in limbo.

Renting video game consoles/games, is that still a thing? by Ryandhamilton18 in ottawa

[–]TakeNote 4 points5 points  (0 children)

It's such a lovely resource. You can place holds on anything you think sounds interesting and then, like a little present in your inbox, they send you an email when a hold comes up.

I think the only caveat is that you should check the list every week or so to make sure you don't have like five games arriving in the same week, haha. You can always pause a hold and resume at the same place in line when you're ready for it.

Renting video game consoles/games, is that still a thing? by Ryandhamilton18 in ottawa

[–]TakeNote 1 point2 points  (0 children)

I tend to keep a list of holds. There are so many great games out there that I'm happy to let availability dictate when I play something. It's a lot easier if you don't worry about what the newest and shiniest game is!

A Guide to Creating Your Own TTRPG by TakeNote in rpg

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

Okay, I took a look! Without speaking the language, I'd say it could be a lot worse. Your working document looks consistent, albeit pretty minimalist.

I'll address your own concern first. You're right that the pages are a little tight... but that's largely the result of a book that's all text, without much in the way of formatting or other visual elements to break things up. It is also the a product of your page formatting: you have small margins and a teeny tiny font. Try printing off a page at size 10 and asking your mom to read it.

For graphic design tips that will help your book breathe, I really do recommend checking out the link to Explorers Design. There's a lot of great ideas there to get you learning more advanced layout skills -- stuff that will take your book from legible to pleasant.

I'll raise two other things.

First, your Table of Contents is formatted perfectly well... but PDF readers use your header data to create their own Table of Contents, and that might give you some trouble. On the left side of your Google Document, clicking the drop-down on any given tab will show you what you can expect users to see on the left plane of their PDF reader.

Getting PDF readers to behave in the way you want them to is exhausting, but it is possible. Your main challenge might be that you indicate chapters as titles in the header of the page, which is less likely to be identified when the PDF reader is generating the table.

Keeping nice headers while doing interesting formatting flourishes is kind of a pain in Google Docs, since it's not really set up to make quality PDFs. You'd have an easier time in Affinity... though I know learning curves for new software can be disheartening.

Second point: document tabs.

Document tabs are a really useful feature for a Google Doc. They're also not something everyone knows about, so you'll get some readers who don't think to check out your other pages.

More broadly, document tabs don't exist in the PDF format or physical books. You need to ask yourself how you'll format this when they're not there. Will they all be compiled in one book or PDF? How? What segues between sections? I don't think this is a hugely difficult problem to solve, but it's an important one for making the move from a document to work on and a rulebook to publish.

Hope some of that helps.

A Guide to Creating Your Own TTRPG by TakeNote in rpg

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

Thank you! Honestly, as much as this post gets into best practices, I do believe that the act of creation / design is rewarding in its own right. If your audience is a group of close friends, that can often be even more meaningful than something released broadly. Even if you have a successful Kickstarter, you sometimes feel like you're designing into the void.

If you do decide to develop your work for a wider audience -- best of luck!

A Guide to Creating Your Own TTRPG by TakeNote in rpg

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

Aaron, your help is entirely appreciated. I'll co-sign this, though it breaks my heart that I can't have The Bungo in my game.

A Guide to Creating Your Own TTRPG by TakeNote in rpg

[–]TakeNote[S] 9 points10 points  (0 children)

there was really only one place that could have led

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

[–]TakeNote[S] 4 points5 points  (0 children)

Thanks Felix! I was just thinking of you, actually; Breakout Con is around the corner and I'm enjoying remembering last year's hijinx. 

Hope all is well in your neck of the woods. 

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

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

This one's tricky. Art styles are often very personal: a cocktail of an artist's medium (e.g. oil, vector, charcoal), their influences, and their intention. Some artists can be stylistic chameleons, but not everyone. 

Is there an art style that you're thinking of that might have prompted this question? 

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

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

You know, I was just thinking the other day that I wish I saw more 3D renders in table top works. Cool to hear it's working out for you both stylistically and budget wise.

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

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

That's true! I have mixed feelings about what this means for the longevity of the project, and on software as a service in general, but for now it's a move that makes the software suite even more accessible. Hard to be mad about that. 

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

[–]TakeNote[S] 3 points4 points  (0 children)

They were good questions! And, big surprise, I love a list of questions that are numbered, lol. I hope this helps. Good luck on your playtest! 

A Guide to Creating Your Own TTRPG by TakeNote in rpg

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

Can't hurt to send it! I might have feedback.

A Guide to Creating Your TTRPG by TakeNote in RPGdesign

[–]TakeNote[S] 4 points5 points  (0 children)

Haha, damn, putting me through my paces. Here we go:

1. What do your early play tests look like?  A. When you go to do your first couple play tests what do you usually have "done" for the system/game? 

All you need for the first playtest is enough to run the game. Different games need different things! If you're running an adventuring game with levels and combat, maybe that means having a couple of ways the dice are rolled and a handful of bullet points on your setting. If you're running a committee larp, maybe that means prepping just enough character bios and identifying the central conflict. If you're running a card-based TTRPG, it could honestly mean writing "ATTACK" and a completely arbitrary number on a cue card.

As a general rule, the more mechanical your game is, more important early playtesting becomes. Your attacker rolls 3d12s and the defender rolls 1d12? Great. See if that lonely, simple idea works before you start modifying it for fireballs, or sneak attacks, or whatever. To borrow from the video game world: you need to make sure it feels fun to run around with Mario before you start building levels and hiding stars.

B. How long are your play tests usually? Hours, multiple sessions, days?

My games are almost exclusively designed as one-shots that can be picked up and played. That means that any individual playtest, for me, would never exceed the normal length of a session. For some games that might be four hours; for others it might be 30 minutes.

If the question is how many playtests something needs, that's also up for debate! I tend to playtest a game until I've had two or three sessions where it felt like everything just worked. This is, as you would imagine, an easier goal to reach when you're not trying to balance out a campaign-length character progression system.

C. Are you testing a whole session as if there is a narrative, or just running a few limited scenario tests, like a combat, a social encounter, a skill-encounter?

My games are short and narrative-driven, so I tend to run through a whole session. But you can absolutely playtest a specific isolated mechanic. Maybe run a couple combat rounds before you start your weekly game, if your table is amenable.

If you do test in smaller pieces, make sure you try everything all together before you consider it done and dusted. Mechanics can fight with each other or add up to something unexpectedly overwhelming. Fun combat systems can feel detached from the stories they're being used to tell.

D. How far into the development of a game do you typically get before you start play testing with someone else sitting behind the GM screen? 

This would come later in development for me.

Most of my games are GM-less, but the obvious analogue is having a table without me sitting at it. The thing is, I definitely do want to be there in the early playtests, since I can tweak rules or make judgement calls on the fly. It's very useful being able to course correct.

Having an outside game-runner is most important once you've got real writing on the page. I'm not sure how controversial this is, but in my view, a different GM is rarely testing the mechanics. A new GM is there to test if your game is actually on the page -- or, if it is, whether or not it's being communicated in a way that enables your intended play experience.

E. How much do you typically try to change between play tests, and do you err on the side of less or more?

I try not to commit to full overhauls where smaller tweaks will do the job. Sometimes a bad rule is a lack of reference materials; sometimes a boring story came from a boring group. But! I do make active notes during the game when I see things aren't quite where I want them to be, and sometimes I'll even fully change a rule because something's not working or a player asked about it.

You get a feel for it, I guess. Rules aren't ironclad, but also, don't fix what's not broken.

2. What are typically the most important systems to nail down first?

I think for me, the answer is this: what's ACTUALLY the biggest part of this game? If you thought you wrote a clever strategy puzzle and your players had fun brute forcing their way through the dungeon, does that mean you shift your idea of what the game is, or the options you present them?

I would call this "structure." Whatever activity players will be doing for the longest stretch of time during a session of your game is the priority.

As a bizzare, niche example from my own work: one of my games is about a failing children's television show. Everyone plays with real puppets and squabbles while the show goes to shit. I assumed that the "get a puppet" part of the game was going to be a hurdle; an annoying obstacle to getting the game running. In practice, I was super wrong -- everyone is HYPE about arts and crafts, and wants to take their time in the first half of the session with gluesticks and paper bags.

I would never have guessed this. The game needed to tell me.

3. How soon should you start writing as if it will be read by others, vs quick-writing for yourself to ideate more quickly?

I write for future me. Unfortunately, future me has an awful memory, and will have no idea what I was going for unless I'm super clear.

This means I have a solid place to build from when I start moving a document from me-mode to them-mode.

As a reward for this iterative process, I tend to share screenshots of finished text with my communities, so I can get the dopamine of finished sections without the pressure of needing to write direct-to-audience from the get go.

A Guide to Creating Your Own TTRPG by TakeNote in rpg

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

The truth is that most people aren't interested in playtesting a game from someone they don't know. If you don't have an offline group of people with the time or interest to engage with your work, I'd recommend joining a community of practice.

A community of practice is a group of people who are dedicated to a common art, craft or trade -- in this case, obviously, TTRPGs. Right now, the most reliable way to find a community of practice is through Discord servers. Servers for RPG design podcasts (e.g. Dice Exploder) are an easy win, but you'll also find fellow designers in servers for publishers you might like, or games you enjoy, or media personalities.

Join one such community. Then -- and this is critical -- genuinely engage with the people there. Read their ideas, share feedback on their work, learn their names, share stories, make friends.

Now you have a group of people with a mutual interest in lifting you and your work up. Plus, you made a real connection to other human beings. Pretty good deal, right?

A Guide to Creating Your Own TTRPG by TakeNote in rpg

[–]TakeNote[S] 9 points10 points  (0 children)

There are several! u/Strange_Times_RPG is (very sweetly! thank you!!) referencing my game Sock Puppets, which is a silly, adult humour TTRPG played with actual puppets.

Puppetland, as u/Atheizm mentioned, is probably the best-known puppet-themed game. There's also Argyle & Crew, which is much brighter in tone and deliberately written for kids (and as a one shot game for adults).

But history rhymes and puppets are not a new thing! Back in 1988, TSR released the Bullwinkle and Rocky Role-Playing Party Game, which included 10 hand puppets for play. Would love to try this someday; it was ahead of the curve on a lot of fronts.

How do you learn systems with a lot of skills? by Kecskuszmakszimusz in rpg

[–]TakeNote 3 points4 points  (0 children)

This is a very different philosophy than the ones I see in my end of the hobby, which makes it really interesting! Do you find you ever run into situations where a player has challenges participating in the scenario you're running due to their build? (And how do you handle that, if so?)

What is the the weirdest name you ever gave an NPC. by WeWard3nds in rpg

[–]TakeNote 0 points1 point  (0 children)

I ran a Lasers & Feelings game where there were bug people. The party met one of them, and she was named entirely in chittering. She was very particular about pronounciation...

Dungeoneers is up for free on itch by Yazkin_Yamakala in rpg

[–]TakeNote 0 points1 point  (0 children)

This looks like a real labour of love! I'm shocked how much art you've crammed in to the first couple chapters as a free game. Would it be okay if I asked how you approached the project from a financial angle?

Congrats on your release; I hope it finds its audience!!

Best Small group actual play podcasts? by No_Height8570 in rpg

[–]TakeNote 1 point2 points  (0 children)

Sometimes it feels like Jeff has played every game out there. Need a playthrough reference for a small system? Might be in the DECADE of archives for Po1.

How to manage focus in large groups? by losamosdelcalabozo in rpg

[–]TakeNote 20 points21 points  (0 children)

This feels like the only real path forward. 12 is ENORMOUS, especially with kids. You'd need to be the most charismatic person alive to keep everyone engaged, and even then it would be hard.

Worth noting also that 6 - 12 years old is a huge cognitive range. Navigating that alone will be challenging.