Wow, my semi-regular blog posting got totally hosed by my recent lack of Internet access. My thanks for that go to AT&T, who seem incapable of sticking to a connection date. Bleh.

Anyway, on to the meat of this post.

I’ve wanted to be a role-playing game designer since I was eight years old. My dream was to grow up and go to work for TSR so that I could write D&D books for the rest of my life. Until recently, I’d pretty much given up on designing my own game .

Fortunately, people like Clyde Roher, Ryan Macklin, Sam Chupp, Mick Bradley, and a whole slew of other folks have re-inspired me to try designing my own game. With that in mind, I figured that I’d start a design diary here on Raptus Regaliter, so that I can get some feedback on where the game is at.

I’m going to keep this particular post somewhat brief, since I’m still working on specific details. I’m just going to outline some of the specific design decisions that I’ve made so far.

  • This will be a short-form story game. I was directly inspired to write this kind of game after having played John Wick’s Wilderness of Mirrors. I really find this style of game to be both fun and useful. They tend to be either somewhat lighthearted or very intense, and they’re great for just killing time, or for when a player doesn’t show up for your regular game.
  • All the prep work will be done at the table. I want to design something that can be just pulled out and played. So, everything from character creation to creating the main conflict to playing out the scenario will be handled right then and there. Therefore, all the character creation rules need to be simple. Hell, all of the rules will need to be simple. If it’s made to be played at the drop of a hat, it should be able to be taught to new players easily.
  • I’d like heavy player authorship. I see the role of the GM in this game as something of a moderator, more than a storyteller. Perhaps his primary role will be to start things off and nothing more.

Finally, there is the actual concept of the game, the answer to the question “What is your game about?”. So the concept is this: all the players have just died, and are waiting to pass on to the afterlife, but first, they have to come to terms with their deaths. So, who’s fault was it that you died, and can you forgive them?.

So far, that’s what I’ve got. Beyond that, everything is simply a nebulous collection of ideas. But, at least I have a starting point now, and can finally move on to some of the more important aspects of designing.

One Response to “Design Diary 1 - The Concept”
  1. Clyde L. Rhoer says:

    Hey Shaun,

    The first thing I think of… is that some of character creation should be out of the players hands. If the idea is for them to come to terms with something then they need something not created by them to have to deal with, otherwise the challenge of… can you come to terms… seems too easy. I’ve got no easy answers to how to do that. I might be trying to figure out just such a thing myself. Heh. Either that or you could force them to take on something difficult through the game, or reward them based on the difficulty of how hard they make coming to terms for themselves.

    You might find this interesting. They’re posts from a game that I was really interested in that never got made which is ironic as it was called Neverwake. It dealt in an area that’s similar and you might find good inspiration in these threads: (just don’t post in them as they are too old to post to)

    http://www.indie-rpgs.com/forum/index.php?topic=18888

    http://www.indie-rpgs.com/forum/index.php?topic=25824

    http://www.indie-rpgs.com/forum/index.php?topic=18724

    Feel free to hit me up if you feel like chatting about problems or vision by sending email through the strange paths of the internet to a scrunched up theory from the closet via that good old place gmail dot com. I’m pretty sure that was extremely bad grammar….

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