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.
Surely roleplaying games could offer more than a rambling pastiche of other people's tropes and plots! Surely rules could facilitate story more than they derailed it!

I went searching and I stumbled across The Forge.
I was blown away almost immediately by a revelation: games didn't have to be for everybody, or try and do everything.

An early love was Paul Czege's My Life With Master. It aimed to tell a specific kind of story, for a specific audience, and either you were in or you weren't. Image
One of the other things that really struck me was that "indie" meant something specific. It meant creator-owned.

These two ideas combined to feel so empowering to me. I could design games! Games that told the stories I wanted. Games that were mine to share as I saw fit.
But while the freedom to create was empowering, left to my own devices it probably wouldn't have taken me very far.

The Forge also offered a structured environment to think through play experiences, apply specific critical lenses, and share what approaches worked or failed.
Was the structure and methodology of the space always the best one? Haha, nope! There was a lot of intellectual posturing, some might even say gatekeeping, and there was a culture of over-eager criticism that wasn't always invited. I was slowly learning those lessons too!
But what I valued was that The Forge was a dedicated and intentional hub, one that helped me develop a sense of game design as a craft and a discipline.

I don't know that I would have ever done ground-breaking game design work without its influence on me in that nascent period.
I've analyzed what I found useful in that cluster, and here's the formula as best I can nail it down: It was an intentional space. People were encouraged to experiment. People were encouraged to dissect their own experiments and each other's. There was a goal of honing craft.
I valued the work put in to create a new scene. Years went by where I didn't think about D&D. It just wasn't relevant to my life; or, at least, it was no more relevant thank Risk Legacy or the newest thing that my friend had made.

I wasn't part of the industry. I was an indie.
One of the ways that The Forge worked to manifest that vision of an independent scene was The Forge Booth. I participated at Gencon. Indie designers pooled funds and logistics, and created this booth. Books on display racks, but more importantly: tables to demo at. We did shifts.
We prepped 10-15 minute demos. We learned one another's games and how to demo them.

The demo was key! It was how you got out of the trap of comparing your game to things like D&D. "You know what, why don't we just try out a quick demo? Let me rope in another person or two!"
The more comfortable I got with pitching my game and offering demos, the quicker I realized when I was talking to someone who wasn't my audience. And that was great! I could direct them to the work of a different indie designer who they might like. Or I could just say goodbye!
I came to realize that Katana And Pin-Up Aficionado #49 didn't care about the merits of my work, and probably never would. He wasn't for me. I wasn't for him.

I could focus on designing the things that I cared about, and connecting with the audience that would care about them.
Lately, I've been reflecting on the misuse of the word "community" to describe game design scenes/cliques/networks, especially digitally-mediated ones.

I wouldn't call The Forge a community. But I think it was a hub⁠—one that communities and lasting bonds could emerge from.
The Forge permutated. Much of the network migrated to Story Games, which was good and bad. Slowly, people migrated to other platforms. Google+.

When I think about The Forge, I'm often more accurately thinking about the post-Forge network. I'd characterize my work as post-Forge.
The post-Forge networks I found myself a part of on Google+ were probably my favourite RPG discourse spaces I ever found myself in.

Conversations could be long-form. Audiences could be circled in on an intentional basis. There was space to have conversations on their own terms.
I'm reflecting on all of this in part because I want to pinpoint what I am yearning for today, as a game designer.

I want to feel like I have colleagues and we are honing our craft together. I want to feel like we have a dedicated space for intentional, generative conversations.
Game design twitter confuses me most of the time! Every time a conversation emerges, I struggle to figure out: who are you talking to? What are you hoping to get out of this? Is this a conversation? Is this intended for us, or for them? What am I supposed/allowed to contribute?
I haven't really talked in this thread about the design axioms or theory that emerged from The Forge. Much of it can be left in the past: inaccessible jargon and intellectual sneering. Bah!

But some stuff was really valuable! I wrote about it here:

@kazumiochin But I think that some of the keys are: building a container, establishing customs and shared expectations, clarifying what it is that we're collectively (and individually) trying to do, having protocols for dealing with issues that emerge, and having a dedicated space.
@kazumiochin I have tried experiments in creating intentional spaces in the past, but always been too mercurial and unstable to actually sustain them. Which is why I've gravitated toward workshops and more intensive approaches!

But I would totally help organize such a space if people wanted.
@wundergeek But yes, "hacks" got an ugly reputation until the favourite men of the scene started encouraging their proliferation.

I remember when Monsterhearts came out, people were actively discouraging me from ever referring to it as a "hack" because it was seen as lowly.
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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
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
Oct 21, 2019
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.
Read 22 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

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