Im going to make a ttrpg book, but i've never played a single game. I know its a poor idea, but i will do it either way. Do you have any advice on how to make it less shit? Anything i should avoid or focus on?
>>96697756No point in writing a book if you haven't played a TTRPG let alone GM'd one. Generally a book represents an idealised game or philosophy by the designer and if you have no concept of how a game should run you can't have a concept of a game.
>>96697770I understand that, and you're absolutely right. Still, I will do that none the less.What would you say makes for an "interesting" game book? From your personal experience.
>>96697756>Do you have any advice on how to make it less shit?Play a game first? Are you seriously planning to not playtest this shit or are you hoping you can convince a bunch of people to play it with you?
The design process for a game (any game really, vidya boardgame or rpg) is>design > playtest > repeatYoure either gonna have to write the entire book without iterating, which is like building an entire car without ever checking to see if the engine even starts, or you're gonna play a lot of games real soon.Basically, you're retarded.
>>96697756Don't make another VTNL.
>>96697756Are you good at art? Are you willing to pay an artist? If yes, make a mork borg clone. The design of the ttrpg can be as vague, minimal & poorly thought out as you like, just make sure it looks good.If you can't into art, make a pbta game. Figure out 'moves' which you want all actions the players can take to be categorised into, and maybe some classes which have their own moves, and you're pretty much done.
>>96697837 that makes sense. How much would you usually have completed before starting to playtest? >>96697855Got it
>>96697756Make a playable FATAL, ez profit.
>>96697873>How much would you usually have completed before starting to playtest?Normally, you'd want the primary gameplay loop finished before you can begin play testing.
>>96697863Yes, i will be doing all the art. I have just enough skill to make it somewhat interesting looking, at least. Thank you for the pointers, will research.
>>96697756Find a niche, preferably an untapped niche. For example, do not do vaguely medieval dungeon fantasy, D&D and its illegitimate children have covered that for the remaining span of human civilization.Once in that niche, determine the following, in order of priority:1. What do you want your player characters actually doing?2. How abstract or detailed-oriented do you want this process to be? (More abstract leads to more interpretive play and a heavier reliance on GM calls, more detailed leads to more mechanical play and a heavier reliance on the rulebook)3. What sort of setting do you have in mind for the PCs? (Different settings require mechanics for different things, no sense wasting detailed rules on things you don't expect PCs to ever interact with)With that done, begin putting the details into the most relevant factors of the game (A TTRPG about tactical combat might expect a big focus on its combat rules, an investigative TTRPG has a big focus on its investigation rules, etc.) Pay some lip service to the ancillary factors relating to these ideas (e.g. Most people don't want a merchant campaign, but they are almost certain to buy or sell something; similarly most people don't like pure social campaigns, but they are likely to try to convince someone of something at some point). Finally, playtest the fucking thing, you can't do this shit all academically.
>>96697756Play games.
>>96697905Oh don't forget to also avoid sci-fi, since that's also a pretty well tapped genre as well.
>>96697905Thank you for the detailed answer! Seems like a sensible outline to start with
>>96697756Obviously the wisest thing would be to play a couple of different games with different groups, but if for whatever reason you can't or don't want to, the next best thing is to find a group of players who will be willing to help you with the project, ideally players with experience. Playtesters are important, because they can come up with things that would never cross your mind when you're just writing down rules. Essentially, you need someone to stress-test your game in action. Finding at least one experienced GM is also a good idea, because how the game works behind the GM's screen is also very important.In short, get experience. If you can't, find people with experience.
>>96697949Of course. It will be neither fantasy or sci fi.>>96697889>>96697905Speaking of playtesting - where do ttrpg designers usually find participants for those? Assuming friends and irl spaces are not an option.
>>96697756The world has enough underinformed dipshits spouting off about things they have no actual experience with.
>>96698050>Assuming friends and irl spaces are not an option.Good luck.
>>96698050>Assuming friends and irl spaces are not an option.Lol, lmao.
>>96698141>>96698130lol, got it>>96698119im sure the world can bare just one more dipshit
>>96698150More seriously, the only way you're gonna be able to rope in complete strangers from the internet to playtest your game with you is if you make something really interesting/unique/good; which to be bluntly honest, is extremely unlikely without having played a tabletop game before.
>>96697756> Do you have any advice on how to make it less shit? Play a tabletop rpg.>Anything i should avoid or focus on?Play a tabletop rpg, you mook. Do you tell kids wanting to learn how to swim to jump in the ocean and work it out themselves? No, because thatโs stupid.
>>96698050Truly a shocker that the person who wants to create a thing they have zero interest in has zero friends.
>>96698183true, makes sense!i suppose if the thing I make won't be interesting enough to get any ttrpg players interested, then it means it's not interesting enough to exist in the first place. so that would be a good measure to aim for.thanks, that's actually helpful !
>>96697756I don't believe it's not a bait thread, but I'll chomp it anyway. What's the story here, what are your motivations?
>>96698232I truly love the idea of ttrpgs - I read a lot of the books and watched recordings of them being played (not just influencer/e-celeb stuff of course, just regular blokes playing). Genuinely, I never had a chance to join any games. None of my friends ever had the slightest interest. There was no IRL scene where I lived. I tried joining random strangers for an online game and the experience was so terrible it put me off on doing that again.On the other hand, i have an overactive imagination that loves coming up both with worldbuilding and game systems. Things I have nowhere to put or use for in my life otherwise. That's about it, I suppose.
>>96697756That sounds hilarious
>>96697756Look up dice values. There are xdx calculators online that can show probability. Dont overthink subsystems. They need to gel with your main resolution system (how you determine a success or failure). If you have a specific setting in mind, make sure your resolution system fits the setting. More or less failure, more or less swingy. The design philosophy of call of cthulhu makes sense for that game and dnd's system kinda made sense for it as well. T. Failed game designer. I played and gmed a ton and thought I was good enough to 'make it' but years later I look back and cringe.
>>96697756So VTNL? Not sure how you can surpass the greatness of this game.
>>96697756Its dead simple to make a TTRPG >pick a resolution mechanicPretty much anything will do, even flipping a coin>write down when to flip a coin>write down what can change a coinflip>(optionally) write an adventure for itPeople shit these things out all the time. They arent good, but thats not a requirement for them to exist
>>96697756Why though?>advicePlay games.
>>96698305thank you! that makes senseand don't be too hard on yourself, at least you tried
>>96697756If you are not gonna play a trpg before writing one the least you could do is read as many different trpg manuals as you can and have a good grasp of statistics. Nothing pisses me off more in amateur trpgs than a blatant disregard of distributions and how dice rolls affect gameplay.Try to keep it simple. Use as few rules as you can. Also remember that you don't need other people to playtest, you can playtest combat mechanics by yourself, so if your game has combat that's something you can do. You can also playtest solo roleplay by journaling.
>>96698282>>>/tg/srpgg/Solo games exist. They aren't the same as group games, but you have no point of comparison anyway.
>>96697855No, he should totally make another VTNL. I mean, it's not gonna be playable anyway, so it should at least be funny.
>>96698282Just make a system-agnostic setting. You need experience actually playing RPGs first.
>>96697756>lust provoking image
>>96698282What game? And where?Cause legitimately, you might just have had bad luck in going about finding a game. There's plenty of systems that just don't jive for everyone regardless of popularity, and plenty of communities which attract bottomfeeders. And while I don't doubt your sincerity in wanting to make something cool, it doesn't sound like you have the experience to judge what you like/don't like about ttrpgs to decide what your system will focus on.
>>96698282underage b&
Mod thread, do not engage.
Behold, they're already working on 6th edition.
>>96697756Yes, the advice is post here what you have so far and we tip from there.
>>96697873This >>96697889 is all you need really, but having a vertical slice is probably the best option. You'll be pulling stuff out of your arse anyway, so don't worry about only having 3 out of your 25 planned classes available, or whatever.You're gonna be hard pressed for playtesters of you don't already have willing participants. Paying for them in lfg boards might garner some interest, but even then it's a tossup.
>>96697756I want you to kill yourself ASAP
>>96697756Make an extensive homebrew edition of D&D, rename some shit and call it yours. That's how many people made theirs.On a more serious note, play some games first and accentuate simplicity and immersion during the development. Those two are the most important aspects of a TTRPG.
>>96699136>Mod threadRetard
>>96699470>accentuate simplicity and immersion during the developmentThat's a common misconception, but actually gamism and crunch are objectively the most important
>>96699484The majority of people who play them do so for social reasons and those who do so are barely literate more often than not. Otherwise people would just play AD&D or something more complex and be fine with it.
>>96699541The vast majority of people are playing d&d. You've already failed if your target audience is the lowest common denominator, an indie game HAS to lean into its inherent niche status. That includes accepting that all playstyles are equal.
>>96697756That is a dogshit ideaA good ttrpg system is a set of tools for the dm and players to use to make the gameThey could do anything, but these tools help them simplify things, allowing them to focus on more interesting decisions You have no tools, only expectationsExpectations are trash that weighs down a game, like having a wrench strapped to your arm, clanging against your computer as you type away at your office jobTools get you from a to b, expectations impede youYou should focus on actually fucking playing gamesAt very least grind out some solo gamesAlso, post about the fucking game. you are nobody, infact everyone here is. none of us matter, only our ideas. next time you ask for something you should have actual plans or ideas relating to in instead of women (An unknown woman unrelated to the idea no less)
>>96697756Is this a brand new system or trying to publish homebrew/setting for an existing TTRPG?Go for it. As long as it sounds cool, players will fudge the rools anyways.And no pun intended but that guy in your picture is ugly god damn.