Here is an overview of my creative process when
I make tabletop games. I hope this can help you in your own process if you have
the urge, like I do, to create fun games for people to play at their table.
Read and/or play video games for
inspiration: When I’m looking for inspiration,
I go to my two favorite outlets, books and video games. I was inspired for
Idlewater and Cozy Monster Heroes by playing cozy farming games like Rune Factory
and Stardew Valley especially. I also tend to get inspired by games like Final
Fantasy (story-wise). My other inspiration are books, both fiction for the vibe
and other TTRPG books for mechanical systems and table ideas. I LOVE tables, and
I love making them. I have a ton of table books that I flip through for inspiration
sometimes. I also have books that I don’t intend to play ever because they aren’t
a good fit for solo roleplaying, but the vibe of the book is interesting or it
has a mechanic or two I can use as inspiration for my own ideas. I try to keep
as many different genres of fiction books and tabletop game rulebooks as
possible. Just reading them, even if I don’t intend to use anything from its
system, is fun and reminds me of things that I tend to forget, like what good
formatting looks like or appropriate sentence structure when describing your lore
or mechanics.
Have an idea: This is the most uncertain of these steps, because there’s no
guarantee that any inspiration or research will result in an idea. Or,
conversely, if the idea you have will be worthwhile. You may need more than one
idea to spark that next tabletop project. For me, though, it usually just takes
that one idea that will grab hold of me and not let go until I write it down
somewhere and analyze it.
Let the idea settle: Speaking of analyzing, that’s the next step. Letting the idea
settle is an important part of my process. Even if I’m flooded with passion
about an idea the moment in pops into my noggin, I still need to let the idea
settle for a day or two to make sure it’s as great as I really think it is. It
feels like the slowest part of my process, because at this point I have the
idea but I’m not doing anything with it, except maybe writing it down for a
little clarity. Then I just leave it and continue about my day, letting my brain
develop the complete picture of the idea on its own.
Jot down rough notes: After a day or two of letting the idea percolate, I write down
some pretty rough notes about it in a Google Doc dedicated to that single idea.
At this point I start reading again, looking for more inspiration, but mostly I’m
writing down things I think sound cool or that I want to try with this project.
I’m also developing what I call the Point of the project, or its purpose. Why
would you play this game? That’s the big question I have to answer at this step
in the process.
Develop the notes: After I have all of my notes written down, I then develop them
and write out what I would like them to sound like in an actual document or
PDF. This is a tricky part of my project: Making all of those rough notes sound
like a masterpiece and giving clear and concise instructions for my various ideas
and systems. But I want it to be so clear that when I transfer it to another
document, the Outline Document, that I hardly have to edit at all.
Transfer to an outline document: I then take all of my polished notes and transfer the information
to another Google Doc that I name (Name of the Project) PDF. I write a short
table of contents at the top of the document first of what will be in the final
work and in what order, then I start transferring the notes and information into
the document.
Proofread and edit the document: After that I proofread and edit like crazy. It doesn’t usually
take more than a few read-throughs, though, because I already polished my notes
before. I just want everything to look and sound nice and flow well. I also take
this time to underline what needs to be underlined and bold words that need to
be bolded.
Playtest the game extensively: After proofreading and editing is the fun part: The playtest! I
get to play the project I’ve been putting my blood, sweat, tears, and passion
into. I get to make my characters and roleplay as them in a world I created
with systems I developed for this game. I may playtest for a week, for a month,
or for several months. It all depends on the game.
Make appropriate changes/edits: After I playtest an appropriate amount of time I make changes based
on my playthrough that either didn’t work when actually playing or needed
tweaking. Things like enemy stats are the most common things I need to tweak at
this point, but sometimes major issues pop up that I only would have caught in
play.
Playtest the game some more: After that, I playtest some more! Now that I’ve made changes and
tweaks, it’s time to test them out! I play for a few more weeks and refine the
rules as I go along.
Make more appropriate changes/edits: After my final playtest, which could take a while, I make more
edits, tweaks, and read-throughs of my project for proofreading purposes. When I’m
satisfied I’ve made a complete game, and more importantly a fun game, I move on
to the next step.
Create a Cover: At this point I create a cover for my project. I don’t really
know how I come up with the cover ideas. I just sort of play around with
pictures and fonts and frames until I find a combination I really like that
evokes the overall aesthetic of the project. Then I save it to my computer.
Transfer edited outline to
Microsoft Publisher: Now almost all of the creative
work is done and the hard work begins, at least for me: Transferring all of my
outline into a Microsoft Publisher document. I basically copy and paste
everything into the document, organizing it and formatting it as I go along.
This is the hardest part because while I consider myself a creative person, I
am not a designer by any means. I try to make the document look nice and
formatted appropriately, but it’s tricky sometimes. Sometimes, no matter how
hard I try, it just doesn’t look the way I want it to. Eventually I may need to
hire an editor for this part. Until then, though, it’s a learning process.
Make A Character Sheet if needed: At this point, I make an official character sheet for the game.
Before, when I’m playtesting, I just use Google Docs to keep track of all relevant
character information. Now I use what I’ve learned while tracking my character’s
progress in the playtest to make a character sheet that covers everything you
need detailed about your character to play my game.
Hit export: When I’m done with my character sheet, my project, and any maps I
need to make for the project, I export all of these things as PDFs. I like to
keep them separate. It’s just easier to print out exactly what you want that
way, I think. At this point, I read over the PDFs just to make sure they look
okay and I didn’t miss anything in the editing and proofreading stage. If I
haven’t, I move on to the publishing phase. If I did, I go back to the
Publisher document, fix it, and re-upload it as a PDF.
Write up a sizzling description for
the store page: At this point is another tricky
part of my process: Making the game sound good to prospective players. Just
like I’m not a designer, I’m not a businesswoman or an advertiser either. But I
do my best to make the game sound captivating by listing the features and
giving a brief overview of what my game is about and what you’ll be doing in
the game.
Publish to the store page: After I write an adequate description of the game, I can finally
publish it on itchio or drivethrurpg. With itchio, it’s published immediately,
but drivethru has a waiting time before your game is officially published on
their site. So far, I’ve published seven core games and nine supplements using
this method. When I create games, I create several at a time. I’m always
working on something new! Some of my ideas for my games have been in my head
for years. Others were inspiration that have popped up within the past few
months. All of my games are works of passion, though, and I’m proud of each and
every one of them. That’s why I want people to play them and enjoy them! And
THAT’S why I have them as Pay What You Want, that way more people can afford to
play my games.
Anyway, that’s my creative process. Hopefully
this has given you a few ideas of your own. If you have an idea, jump on it,
write it down, let it percolate, and then develop it! You might just have the
next best tabletop roleplaying game!
No comments:
Post a Comment