I want to talk a little bit about the tools I use to do tabletop roleplaying game design, and the process by which I use them.

I know that everyone's process is different, but maybe learning more about mine will be inspiring or helpful for how you approach your next project!
For me, the thing that kills my love for a project the quickest is feeling stuck and tired, and I encounter this ever time I sit down in front of a blank page and try to just *force* writing out of myself.

As a result, I work really hard to avoid the dreaded blank page.
The first phase of a design, for me, is always a mixture of idle musing in my own brain + two-way exploratory conversations over tea with loved ones.

Even if I have specific mechanics forming in my brain, I try not to put anything on paper until I have a vision, a desired feel.
I keep a bullet journal, and I use it for games projects in a few ways.

First, I sometimes dedicate a page to exploratory musings - scrap notes, random mechanics, vision words.

Second, every four months I do up a "major projects" spread and detail the steps each one needs next.
I avoid doing early design writing (whether exploratory notes, prototype mechanics, else) on the computer. I keep it to spare bullet journal pages + index cards. That way, nothing feels prematurely cemented (which can kill curiosity). It's easy to toss ideas or remix them.
Once I have a system prototype that I'm ready to test, I let the computer into my life.

But I stick to just designing character sheets, reference materials, and other things that players will touch. The play kit, the things I expect future groups to print before playing.
I lay these materials out as I imagine they might look in final release, because part of what I'm always testing is presentation and feel.

The game needs to be intuitive to run and play on reference materials alone, otherwise it's back to the drawing board. No big rules doc yet.
A lot of this is inspired by permaculture zones of use (image on left), which I have adapted to think about game design (image on right). Design outward from the things you touch and interact with most often, with an eye to the "wilderness" that contextualizes all that you make.
Concentric circles showing how to design a farm so that what you touch most is closest to your home.
Concentric circles showing how to design a game so that what you touch most receives the most design focus.
Preserving my ability to easily adapt, remix, jettison, & rework for as long as possible is big in my design process.

I don't start writing the rulebook until it's time for external playtesting, and by then I can usually describe the game's feel and structures with keen clarity.
When it does come time to write a full guide or rulebook, I use Scrivener. Scrivener changed how I approach writing. I put a lot of attention into outlining before I write a word. I give myself section word counts, and rework my hierarchy and flow of information until its tight. A document outline from Scrivener, a writing program.
Staying in conversation until I know how I want the game to work & feel. Staying in notebooks & index cards until the system is fully prototyped. Staying with handouts only until I know everything works. Outlining until everything flows.

From there, writing happens very fast.
I wrote the majority of the words in the Monsterhearts 2 book during a two-day writing retreat. I wrote the majority of the "Playing The Dream" and "Designing New Games" chapters of Dream Askew/Dream Apart during a three-day writing retreat.
I had the privilege to book a short writing retreat in a clean, uncluttered environment with no distractions or people. I never learned the wifi password. I just wrote, wrote, and took breaks to walk outside.

I can't imagine trying to write all those words with kids underfoot.
From there, it's time to work with an editor. Both Monsterhearts 2 and Dream Askew/Dream Apart were edited by Daniel Wood, who I happily recommend to others. Especially with Monsterhearts 2, I got Daniel involved in lots of developmental editing. Let editors transform your work!
Before sending my writing off, I import into Microsoft Word. Since I have already established the hierarchy and needs of my text, I design my paragraph & character styles to suit. And then I go through and apply in every single instance.

My editor checks for consistent styling.
The reason that I make sure to have well-labelled paragraph & character styles when a text heads into editing is two-fold: my editor can make sure everything is styled consistently, and also, styles can be imported into inDesign from Word, meaning everything is formatted already!
And then I lay out my game in inDesign, once all the editing is done. I don't know all the fancy tricks, so I keep it simple: single-column layouts, no backgrounds.

I've slowly learned to hyperlink my table of contents, add bookmarks, and for bigger projects to add an index.
I print through worker cooperatives whenever I can. I use a warehousing/fulfillment service because I am not well situated (geographically or temperamentally) to do my own mail-outs.

(I can offer referrals privately to interested parties.)
I have sometimes used Kickstarter (which needs to recognize its union asap!). I have learned over time to keep projects streamlined and scalable, and to go live as late in development as possible.

For project delivery estimates, I always double my own estimate + add three weeks.
That's it!

End-to-end: I start in conversation, move to paper notes, playtest using only that which gets marked or touched, start working on the document only when it's needed, outline thoroughly, write in Scrivener all at once, style in Word, pay an editor, lay out in inDesign.
Oh, and to wrap up the thread: if this description got you all excited about making games, especially making games in new ways, I'll just mention that in May I'm running a five-day game design intensive called Designing Games That Matter.

tatacentre.ca/programs/desig…
@threadreaderapp unroll

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Avery Alder, Buried Without Ceremony

Avery Alder, Buried Without Ceremony Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @lackingceremony

Sep 9, 2022
I've had this roleplaying game idea in my head since 2010 and after twelve years it's become clear I'm never going to do anything with it, so I want to just share it here in case anyone else is inspired to run with it.

It's a core mechanic for a paranormal investigation game.
The party is contending with a haunted house, possessed person, or other spooky phenomenon. Each character has their unique lens through which to understand the phenomenon: psychic, priest, skeptic scientist, detective, resident, and such.

The story starts before the sun sets.
Characters are defined not by a shared set of stats, but by their unique talents. Every talented is tied to the hours.

When the sun is up, talents tied to skepticism, logic, and fact-finding are strongest.

At darkest midnight, they are useless.
Read 5 tweets
Feb 23, 2021
Here is how credit cards work:

Imagine stumbling into a fairy ring that belongs to the fairy mafia. An enchanting being appears, smile wide enough to reveal rows of sharp and glistening teeth, and it remarks, "Why, traveler, you look positively destitute! I have just the thing!"
It turns its palms up, revealing fistfuls of gold coins. Gold coins falling to the moss below. Gold coins all around you.

"Borrow whatever you'd like! Just bring it back by the next full moon, alright, my sweet?"

That's when you notice its necklace of withered human fingers.
You take a handful of gold coins, because you really do need the money. As long as you pay this strange creature back before the next full moon, nothing bad will come of it.

Now, obviously the fairy is trying to trick you. You know that! But you're confident you can outwit it.
Read 11 tweets
Jul 7, 2020
Another thread in my series of game design threads:

I want to talk about what The Forge meant for me, as a new roleplaying game designer getting started in 2005.

I don't think it was perfect, but it definitely shaped my career and life. This thread is mostly autobiography! The logo for The Forge, which incorporates an anvil being struck.
At its core, The Forge was a site that hosted game design theory articles and a community forum for analyzing play and design, and it was live from 1999-2012. It was dedicated to independent, creator-owned RPGs. It also organized projects that spilled out into the real world.
While in high school, my friend group spent the better part of a year trying to start a D&D campaign. It kept crashing and burning. We would have arguments about the rules, about how beholden we were supposed to be to existing lore, and about how the game was supposed to feel.
Read 25 tweets
Mar 29, 2020
🎲✏️✨ Making an Income as an Independent Tabletop Roleplaying Game Designer 📚💸📈

I've been designing/self-publishing tabletop roleplaying games for 14 years. I've experimented a lot with design approaches, publishing formats, & funding strategies. I've learned from mistakes.
I started as a teen who was barely covering costs, but now my game design work is the primary income source for my family. I've had a lot of privilege and luck in my corner, which partially accounts for my success, but I've also developed a lot of knowledge I can share with you.
I want to open with a piece of advice, and I encourage aspiring designers to really sit with it for a while, and to re-visit it often: know why you're designing games.

Is it to make cool things to share with friends? To become a career writer? To give back to your community?
Read 48 tweets
Aug 24, 2019
When I was first getting into roleplaying games, @PaulCzege's My Life with Master (released 2003) was the first game to truly ignite my imagination. Its text was both atmospheric and conversational. Its design was spare and built upon emotional landscapes. It had an endgame!
Next, I discovered Shock: Social Science Fiction, released 2006 by @JoshuaACNewman. At first, I found the writing alien! I'd never seen neo-pronouns before! But Shock's setting matrix was fascinating - it enlisted the players in defining both the themes and verbs of their story.
My Life with Master invited players to think about, take ownership of, and extend its aesthetics. Shock invited the players to do the same with its material analysis of how technologies inevitably transform human relations. Those invitations both strike me as profound even today.
Read 26 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(