Designing Your RPG


There are a number of reasons why you should want to write something for your own game. Generally you will either want to lend it to friends, have something nice to put on your bookshelf, or try to persuade someone to market it for you. In any of these cases you will probably be aiming for a facsimile of the games that you can buy in your local gaming store. Ideally you would like to have it full of full page images and fancy typesetting, but it is really more important that you think out the sections of your game. When it comes right down to it, it is the accessibility of the game and the conception of its background that will make it worthwhile.


Sections of your Game

The Introduction to Roleplaying

In most cases a person producing their own RPG will not feel in necessary to do a full section on 'What is roleplaying' or to have one of the hilarious 'examples of roleplaying' since most individually produced games are destined for circulation amongst people who already know full-well what roleplaying is. If you do feel the need, however, you may want to look at our " Introductions to Roleplaying" section in the Encyclopedia GEAS.


The Introduction

It is important to carefully introduce your game. In most cases what will make, in your opinion, your game worth using, will be the background. Whether you intend to try and sell your game, to lend it to friends, or even just to use it yourself, I think that it is vital to define your world properly. Even if no one other than you ever reads the game a well defined background is what stops you from going over the top when you have to improvise while running the game.

Exactly what you have to define depends on your game. In a real world setting there will be little introduction to in terms of scene-setting (though see The Strange below), while in a Fantasy or SF game you will need to introduce your entire world or galaxy. You will need to describe the terrain, the world, its creatures, monsters, cities, and Gods in a Fantasy game, or its ships, empires, planets, and technology in an SF game.

This is surely the most imposing part of writing a game, transferring your own conception of the background to paper, but it is ultimately what makes an RPG interesting, not the rules.

Once the world has been introduced you need to define the role of the PC's in the world of the game. What is it about your world that would make people want to take part in it, and what would they be doing? Once you have answered these questions the rest of the information that you need should be obvious. Just ask yourself what the players need to know, and what knowledge you have that someone else would need to run a game in your world.


Main Rules

It is not possible, or course, to go through all the possibilities of how a game system can be made, there are almost as many ways as there have been games. The important thing is that there should be some underlying mechanic, hopefully explainable in a few lines, that all the rest of your system works on. For instance the World of Darkness games have the mechanic that all rolls are made with one or more D6's, with the player trying to get as many of the dice as possible equal to or less than a specified target number. Once you have a basic mechanic its easy to invent new rules for a given situation that go along with the feel of the rest.

In general most rules fall into three rough sections:


Combat

Important elements of a combat system are some sort of timing, rules for hitting and inflicting damage, and rules for healing it back again! It is also worth remembering that you will probably need rules for cover, armour and knockout/stun damage. Also highly recommended is an extended example of a combat to clear up the use of the rules.

The combat system of a game is usually the easiest part to do.


Magic

If combat is the easiest section then the Magic/Psychics/Technology section is usually the hardest. There is no greater difference between Fantasy games than their Magic systems, and the same applies to Fantasy/SF Psychic systems and Hard SF technology systems.

In each case, however the same general things are needed, an evocative description of the Magic (I'll use the word for all three types of things), a detailed rationale for why it is meant to work (e.g. 'its the spirits', 'we call on the Gods' etc.) since most Players will want to know what their character's know about things and what they believe, and a set of rules.


The Strange

In games set in the modern day world the attractive element is often some sort of supernatural or alien element, thus Chill, Nephilim, Vampire, Call of Cthulhu etc. In place of the Magic section you may instead have a section on the strange world beyond what we know, what the government is hiding etc. In this case it may well be that Magic of some kind still exists, but only in the hands of the NPC monsters.


Bestiary

Finally, as the last part of the main rules, you will need some sort of Bestiary, either of monsters or of groups of antagonists. Monsters are an essential part of most games, and should be well described. However there is mostly little use for the AD&D style ecological discussions for every monster! What you want is something half way between this and the CoC 1 paragraph sketches, which seldom contain enough information.

As well as the obvious list of monsters it is also good to produce a set of indices, such as by environment, by frequency, by Experience Point values and so forth.


Adventure

The value of an example Adventure in the rule book is highly dubious. In a published game such adventures quickly become too well known to use, and in a game intended just for your friends it is obviously rather pointless. However if your game is rather unusual, in philosophy or system (such as Everway), then an example adventure just to show a potential GM what the game is about. If the unusual thing about your game is the background then you may well be better off with a short story running through the rules than an example adventure, depending on your writing skills.


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