Monday, October 21, 2024

What “Should” Be in an RPG Design Book

 

What “Should” Be in an RPG Design Book

 

This is an unusual piece because I want to talk about what “should” be in an RPG design book. Somehow I once again have the idea of writing a 100,000 word book about role-playing game design. This is not the first time I've thought about this, last time was in 2017. Actually a great deal of it has already been written in my old articles from the 70s and 80s, in hundreds of my videos for online courses and YouTube, and in my “Worlds of Design” column, plus stuff that I've written that has not (yet) been published. This book might pair well with my 2012 book game design how to create video and tabletop games, which is still in print and not outdated, and still sells. I prefer small to medium books that people might actually read (rather than “TL;DR”) rather than a monster book, hence the limit to 100,000 words, about 250 pages in 5” by 8” format (the average novel is 90,000-100,000 words).

 

The question is, what would people expect in such a book, because I have far more material than I have space.

 

First we should ask what goes into a published RPG. An RPG can have up to three parts, but can do with just the first. The first is the RPG rules, the mechanisms that govern play. You can’t have a role-playing game without that, you can have something else but not a role-playing game. The second component that might be in the game is a description of a world or setting. Third could be sample adventures or how to GM advice, or both.

 

So why setting? Some games rely on a default setting, for example, D&D's default is late medieval Europe (stone castles come after the halfway point of the Middle Ages) plus magic and monsters. But the publisher has released many separate D&D settings. Still, everything references back to that default, which is kind of the default setting for fantasy novels and games in general. A World War II RPG would have a World War II setting, a Tolkien RPG would have the Middle-earth setting, etc.

 

There are also RPGs that are as much or more the setting as the rules. for example Dystopia Rising is very heavily focused on the rich post-cataclysm setting rather than on the rules. The rules unfortunately are not good, much too complicated for a setting that cries out for simple rules. Of course there are games everywhere between the extremes.

 

When you write a role-playing game, sometimes you expect the reader to know how to GM already, sometimes you don't. This depends on your target market. For example, if you have a heavily storytelling game, then you might want to provide advice to the reader about storytelling. At the other end of the spectrum there is at least one book, by Alex Macris who designed the Adventurer, Conqueror, King system, that's about GMing in a general sense.

 

You can include adventures with the rules, and an adventure itself might include advice about how to make stories. Or we can assume that the readers already know how to make an adventure. A sample adventure included in the rules may be a compromise.

 

 

I just described what a role-playing game can be. What should the book be? Clearly a book must discuss game design generally and role-playing game design specifically, at length. This is not a problem for me, I've written and talked a lot about this in my online video courses on Udemy and wrote a book about it. This needs to include an extensive section on rules writing, as poorly written rules can ruin a good game.

 

What about the rest of the possibilities? Worldbuilding? There are books, and many long YouTube videos (not mine) about worldbuilding. It's of great interest to some aspiring novelists. I think that is the main reason why there is so much material. But it's also quite complicated. Yet it's not directly related to the game. Too many GM's concern themselves more with their world than with actual gameplay. So their adventures are “look at what I've made” instead of actual adventures. I think less emphasis on the world may be better than more. So worldbuilding may be a matter of what space is available in the book after we take care of other elements.

 

Adventure making? Again, there are entire books about video game level creation, and innumerable books about writing stories. Perhaps an example adventure would be better than extensive advice. I recall Advanced D&D included a sample adventure as well as tables to help create adventures.

 

What about “how to GM?” That could be a problem when the space available is only 100,000 words. An entire book can be written about how to GM. This can’t take up much space.

 

How about including an actual complete role-playing game with commentary about its design? I think this might be especially useful but has to be short and simple, if only to fit in the book. I do have one that has been partially tested. I originally wrote it to accompany a boardgame, but decided that it wasn't practical because the boardgame would never have a GM and something like a deck of cards wasn’t good enough to control the opposition on its own. So I have this very simple game that makes a lot of sense in many respects.

 

There are lots of subsidiary possibilities, for example, would you expect to see lots of dice tables in a book about RPG design? I wouldn't. What about a glossary? There’s a glossary in my general game design book, but I don’t think there’s space for much of a glossary in this case.

 

 

I seek your comments. However large or small, what do you think must be in or must not be in a book about role-playing game design?

 

END

2 comments:

jdoublep said...

Here's a sample outline of how I'd like you to approach such (and hope you do!):

What is a TTRPG?
Conceptualizing a game: genres/core experience/audience
Mechanics: probability systems; rules vs. freeform play; turn structure; interaction with the game's world
World-Building: setting as part of mechanics; maps; factions; NPCs, ART ART ART
PC creation and progress
Player agency
Challenge design: combat, puzzles, social - how to balance
Designing reward systems
Designing rules/systems that support/reward roleplaying/players' investment
Designing for replay-ability
Considerations for modular design/designing for future
How to balance and playtest
Writing rules (best practices), rulebook structure and layout, avoiding rules bloat
Encouraging inclusivity and accessibility
How to publish/market/build a community

Appendices for: a typical development timeline; a playtest feedback form; a list of resources (this is where how-to GM lives)

Even better if the book were designed to take the reader from concept to finished product!

Be happy to be another set of eyes along the journey when you're looking for early readers. Good luck.

Lewis Pulsipher said...

When I started this (I've been posting versions of my questions for a while) I didn't think I would need to say much about alternative choices of mechanics. But commenters have convinced me otherwise. Thanks.