How we design a role-playing game

I thought I’d share a bit about how our game design process works and (in a subsequent post) what we’re currently working on. This is not necessarily the best way to design a game, and we’re always looking at ways to get more stuff done, but at the same time we are only two people, geographically separated and both with full time jobs and families. This is what works for us.

Idea

We have lots of ideas. Any time we have an idea that might be game worthy, we put it on our (private) Wiki. Currently we have around 40 ideas that are worth making an entire game from. At this stage the idea is simply a 1-4 line premise. This could be as simple as “A spy game” or as in-depth as

Status: Refugee (working title) – Set today, the Solar System is destroyed by a nova. Luckily for us, the Interstellar government intervenes and transports all 6 billion of us off-world, in the very short space of time we have left before the Sun explodes. We all then become refugees spread across dozens of worlds, with no clue about laws, customs, aliens, technology, where our families are, etc. Many, many campaign and adventure possibilities.

Germination

We let the ideas sit on the ideas page for a while to germinate. Because we tend to read that page relatively frequently, we’ll see something that catches our eye and remember something to add it to the idea. Eventually, one of us will write a piece of fiction or a scrap of a system or background, often as a blog post. This gives the idea enough weight to drop into …

Development

At this point we give the idea it’s own wiki page and move any content to there. Usually we’ve had enough work done on this point to at least fill one page. Our wiki sends us updates via RSS any time someone makes a change to any page, so that’s usually what sparks things off. I’ll check out an update Matt has made, then I’ll add a bit to what he’s done, based on whatever goes click in my head when I read (and vice-versa). This tends to be bursty, so we get 4-5 “bits” done at a time, where a bit can be anything like a collection of relevant links, a piece of relevant fiction, some background notes, or even an entire system.

Our projects hang out in this stage for a while, until they gather enough of these bits that the wiki starts to become an unwieldy place for them to gather any more. We currently have 12 games in this stage, some of which we have blogged about (as seen under our Game Design category). This is one area where we are inconsistent on what happens next, but generally we go into …

Book Development

We create a book outline (with all four parts of course) that gives us some idea of how big the book is likely to be. Then we’ll slot whatever blog posts and wiki material we have into that book outline in a desktop publishing app.

From there we keep adding written material, look for artwork, rewrite things we don’t like and so forth. We currently have 5 ideas in this stage, at various stages of completion. We expect to see one of them drop out of this part of the funnel and into print Real Soon Now.


Originally written for lategaming.com.

Paper, PoD, PDF

All of the books we’ve published (whether as Crucible Design or LateGaming) have been less than 100 pages. In general, this has felt big enough for the game that was being written, and every time we start out with a new game, one of the earliest questions is “how big is the book?”

With the advent of PoD and the easy acceptance of PDF-only games, this question is now preceded by “are we making an actual book?” The major downside of printing a book is of course the up-front cost of printing, although once you get beyond a certain number of copies (usually around 1000 or so, depending on your printer) it becomes a lot more cost effective than any print-on-demand service.

In general, we prefer to have printed books, and we believe that most of our target market are the same. It’s a lot easier to play a game when the rules are in a book that can be easily handed from player to player, and a lot less exclusive than having the screen of a laptop on a the gaming table. However, people have printers (and printers in work) and some folks would rather save the money or environment by buying the PDF and printing out at their leisure.

Personally, I love buying books. I love the “new book smell”, the cracking that pages make when you first turn them, and reading something paper as opposed to on my screen. While I have no qualms about buying (or selling) titles on PDF, I will always want something on paper, and in my old age I like to have things that are quality. With any book, I prefer to buy hardbacks than paperbacks, illustrated over plain, and so forth. The caveat there is what my wallet can afford.

Which segues nicely to print-on-demand. No up front costs to the publisher, and a physical product in the consumer’s hand, which seems to be a good compromise. But you can’t stack it on the shelf in a shop and even knowing that the PoD quality has made these books virtually indistinguishable from offset printed ones, there’s always that little niggle of doubt about whether it’s as good as “the real thing”.

So, what does all this mean for LateGaming? It means that as much possible (which usually means budget allowing) we will offset print a Limited Edition of every game, hard-bound if possible, along with offering the books via print-on-demand and digitally via PDF.


Originally written for lategaming.com.

Game book layout: the four parts

In trying to layout some of our recent game projects, I’ve noticed some common components in every book, which has led me to the conclusion that every game book really consists of four parts:

  1. Character Generation/Creation (Chargen)
  2. Game Rules
  3. Setting
  4. GM Section

Different games put these sections in different orders or interweave one or more of them into single sections, and put different levels of emphasis on each one. Some games even go so far separate those sections into different books.

Is there a right order for these? Although I’ve put them in an order above that is purely to show that they are four in number. Often Character Creation and Game Rules are intertwined, and the same with Setting and GM Section. Likewise, the GM Section will often contain Game Rules that are not applicable to players. Sometimes games will make the split into Player Section and GM Section, with sub-sections of Game Rules and Setting. Usually Chargen is bundled under the Player Section in that case.

Let’s take a few quick examples (from memory, so apologies if there are any inaccuracies):

  • GURPS – Chargen comes first, bleeding into Game Rules, and finally GM Section. There is very little Setting in the main book. Many supplements exist with Setting, and many of those also include extra Chargen, Rules and GM Section.
  • Pendragon (4th Ed) – Chargen is again first, bleeding into Setting. Then Game Rules, with more Setting, and finally a GM Section with more Setting. The Setting is tightly interwoven throughout the entire book, which is why Pendragon ranks highly in my estimation. Supplements follow that same pattern.
  • SLA Industries – Setting comes first, then Chargen and Game Rules, with many of the Rules surrounded and influenced by Setting. The GM Section is comparatively small.
  • 23rd Letter – A little bit of Setting, followed by Chargen and Game Rules and then a GM Section which includes more Setting (given the conspiratorial nature of the game).

I think what is important is that your game (or our games) consciously include all of these sections, whether or not they are labelled this way, or are separate sections. Any game will need to have components that fall under those four headings in order to be complete.

Do you have a preferred order for these? Seen a game which didn’t have all four? Is there one that must be there that I’m blatantly missing?


Originally written for lategaming.com.

Solo: The Hero’s Journey (Part 3)

After generating all the names for the main people in Toby’s life, I came up with a bunch of background – all of this just came to me as I typed it into an IM to Matt. I think having the location and other basics already decided made all this detail very easy to come up with.

[aidan] I’ve decided my character grew up in Grand Rapids.
[aidan] So he’s a Michigan boy.
[aidan] but the other side of Michigan.
[aidan] And that’s where his folks still live.
[aidan] His sister lives in Chicago, and works in advertising.
[aidan] Toby works in the bookstore because he can have flexible enough hours to pick up his daughter after school, although he has to usually do one day in a weekend, which he hates.
[aidan] Toby and Joanna have been married 8 years, and have a relatively affordable mortgage on a 3-bed house in Ann Arbor.
[aidan] Toby drives an old blue Chevy Camaro that is half transport, half restoration project. In the winter, he drives an old Ford truck. He likes old cars. Joanna has a Prius.
[aidan] He is in reasonable shape – not superfit, but not overweight. Plays basketball once a week with the guys from work, and leads a fairly active life with his daugther: park trips, bike rides, etc.
[aidan] He has short dark curly hair with smatterings of grey, and is clean shaven.
[aidan] Joanna’s hair is medium brown and straight. She has green eyes, Toby’s are grey-blue.
[aidan] Katie looks like her mom 🙂
[aidan] He’s pretty smart, but his wife is smarter (and Katie’s smarter than both of them). He reads a lot, particularly history, politics, philosophy, American literature and the odd thriller.
[aidan] They both like to drink wine.
[aidan] They are both members of the Democrats, and the whole family will help out at political rallies, campaigns, etc.
[mj] Other important people. His boss. Other assistant managers?
[mj] lol, for later

[aidan] Heh, yeah. I’ll add more in.

Part of the reason we’re blogging all of this is to show how we are generating this character in a narrative way, how the story starts without any real role-playing, and to give everyone a feel for the main characters so that it becomes easy to follow along with the story once it starts.

I know Matt is busy working on story – I can see he has protected some pages on our internal wiki and filled them full of notes – so I expect once I’ve finished with rounding off this character, we’ll be underway.


Originally written for lategaming.com.

Solo: What’s in a name?

I’ve seen a bunch of name generators, especially around generating random fantasy names, or names that look Tolkien-esque. However, this random name generator is for normal first and last names, as might be found in the USA. I can set an obscurity factor (from 1 to 100) and select a gender. It uses US census data as the source for the names.

The names

My character is going to be from the Midwest, so I want a reasonably common name – I’ve set the obscurity factor to 40 (to rule out names like Modesto and Britt). Here’s what I got:

  1. Toby Sandvik
  2. Darrin Ruta
  3. Dominick Purdon
  4. Emmett Krane
  5. Toby Rayne
  6. Cary Montpas
  7. Santos Gettle
  8. Winston Citrano
  9. Darnell Laskowitz
  10. Van Arnaud

I’ve opted for Toby Rayne. It’s nice and short and has a good ring to it, and I’ve been watching a lot of The West Wing lately. I also like the name Winston Citrano, so I’ll use that for his best buddy. I figure Toby’s middle name will be the same as his dad’s first name, so let’s find out who Dad is, using the name generator but ignoring the surname. I’ll run through Dad, Mom, Wife, Big Sister and Daughter:

  • Dad – Charles (Charlie)
  • Mom – Rebecca
  • Wife – Joanna
  • Sister – Erica
  • Daughter – Catherine (Katie)

Given the names that have come up, I’ve decided that Mom is part-Jewish, but that the family are loosely Christian (i.e. church at Christmas). I also decided that Dad ran his own auto repair shop.

The updated R-map now looks like this:


Originally written for lategaming.com.

225 days

SI 1995/3297, also known as “The Duration of Copyright and Rights in Performances Regulations 1995”, this UK law came into effect on January 1st 1996. At its most basic, it extended the copyright for any written work from 50 years after the author’s death, to 70 years. Any work which had already become public domain prior to 1st January 1996 remained public domain.

H. G. Wells died on the 13th August, 1946. All of his works thus missed becoming public domain in the UK by 225 days, and now remain copyright to his estate until 2016. Bizarrely, his works are public domain in the USA.

We’re currently investigating whether it is still feasible to publish War of the Worlds: Earth after learning of this curious quirk of legality.


Originally written for lategaming.com.

Solo: The Hero’s Journey (Part 1)

[09:15:14] So, have you thought about where you want to set Solo?
[09:16:11] Nope. ? A lot of that is up to you. Want to be a yank?
[09:18:07] It makes things easier to visualise in some regards, because we’re so brainwashed by Hollywood. However, it’s also very clichéd as a result. I’ve no desire to roleplay someone from N.I. though.
[09:22:50] I’ve zero desire to set a game here. For me it would be started either in some city in the US or a major city in the UK
[09:27:03] *nod* Let’s go with the US. It’s easier for other people to read too.
[09:29:01] which city rings and sings for you?
[09:34:13] One with a bit of character. Pick from Chicago, Boston, New York, Philadelphia, San Francisco, Seattle.
[09:36:04] Instinct says to pick Philadelphia but let’s go with Ann Arbor
[09:36:27] OK 🙂
[09:45:34] I can be from Michigan.

[09:48:44] you can be whatever you want to be
[09:54:52] Aye, but that’s a good starting point.
[09:55:26] Somewhere in Middle America works for me. I’m just reading the Wikipedia article.
[09:57:11] I looked at Ann Arbor as a possible living place, during one of my many interviews last year.
[09:59:24] 114K people. So not far from the size of Lisburn.
[10:00:37] Right. But close to Detroit. Population 6m.
[10:01:13] Though it has UMich so….BIG DIFFERENCE
[10:01:32] Yeah.
[10:01:57] Which is tough because I’m a Buckeye fan.

[10:01:51] What’s Buckeye?
[10:02:12] Ohio State
[10:04:33] So pick somewhere in Ohio?
[10:05:55] No, Ann Arbor is great.
[10:07:23] I’ve never been there 🙂
[10:07:45] Columbus works
[10:08:57] I love Columbus. It’s a beautiful city.
[10:09:16] But I’d rather it be Ann Arbor.
[10:10:11] Okay. As of December 2006, Democrats hold the mayorship and all council seats. It’s a hot-bed for left wing politics.
[10:17:28] pot is decriminalised…
[10:29:35] “Ann Arbor is also home to the headquarters of Google’s AdWords program” Borders Books *started* in Ann Arbor. Domino’s Pizza is HQ’d there too.
[10:30:05] OK, cool.
[10:30:15] I’ve got stuff to think about now.
[10:48:29] OK, I have a character concept.
[10:48:37] Something near and dear to my heart 🙂
[10:49:19] He’s one of the assistant managers at the Ann Arbor Border’s branch.
[10:49:34] Mid-30s, married, 1 child.
[10:49:59] Child is 5, and his wife works as a lecturer at UMich.

[13:20:21] Wikipedia says: “With tongue-in-cheek reference to the city’s liberal political leanings, some occasionally refer to Ann Arbor as The People’s Republic of Ann Arbor or 25 square miles surrounded by reality,”
[13:24:36] Yeah, I had in mind someone who was reasonably politically active.
[13:25:07] He’s not from Ann Arbor originally, but his wife works at the university, which is why he stayed.

First iteration of Hero’s R-map


Originally written for lategaming.com.

WotW: Earth – Vox Populi

“Have you seen my Jim? Have you seen him? My son? About four feet tall, blond hair, covered in freckles? … what about you, sir? Have you seen my Jim? He’s about four feet tall–“

– worried mother, Ealing, Day 1 after the end of the invasion

“We opened fire with the mortars, next. I tell ya there was nothing like that feeling when we first got one of ’em. After that bleedin’ Heat Ray had wiped out ‘alf the squadron, including Sergeant ‘arkins, remember ‘im? Sometimes I wish those Invaders ‘adn’t all been killed by the measles, or whatever it was. That way, we’d get to kill ’em proper.”

– Corporal James Walker, East Surrey Regiment, Day 10

“The wing itself is curved like a teardrop, causing the air to move over the top of it. The air below the wing is thus at a lower pressure than the air above, causing lift. It is brilliant in its simplicity, and eminently reproducible.”

– Hiram James Maxim, addressing the Royal Society, Week 3

“Of course I’m sure. I ‘ad it from Bert Tate’s sister, y’know the one with the big ears, who ‘ad it from her brovver-in-law. ‘E’s a sergeant in the Buffs and ‘e saw one of the Fightin’ Machines go down into the water near Margate. There’s been nothin’ about anythin’ being recovered in Margate. I reckon we could make a bloomin’ fortune.”

– overheard in a pub near Canterbury, Week 5

“If you thought Black Strawberries were strange, you should see the Black Barley that’s growing round our way. Not sure I’d drink the Black Beer that might come from it.”

– farm hand, Sussex, Week 37


Originally written for lategaming.com.

WotW: Earth – The Second Launch

“Hundreds of observers saw the flame that night and the night after about midnight, and again the night after; and so for ten nights, a flame each night. Why the shots ceased after the tenth no one on earth has attempted to explain. It may be the gases of the firing caused the Martians inconvenience. Dense clouds of smoke or dust, visible through a powerful telescope on Earth as little grey, fluctuating patches, spread through the clearness of the planet’s atmosphere and obscured its more familiar features.”

Chapter One “The Eve of the War” – The War of the Worlds, by H. G. Wells

Roughly two years after the arrival of Martians on Earth, a second series of ten “shots” are fired from the surface of the red planet.  Is this another invasion?  Was the first invasion actually that, or was it just a scouting mission?  Now that we have had two years in which to come to terms with such technology has been left behind, will that make it any easier for us to communicate with inter-planetary cousins?

The Second Launch is a set of ideas, guidelines and scenarios for GMs to allow them to generate that same sense of wonder, awe and terror that the original landings created.  Here are some questions that will be answered:

  • Where do the capsules land?  Was England an accidental or deliberate target?  If they landed somewhere remote, would they have had more time to adapt and be ready?
  • What weaponry will they bring to bear?
  • Will they have some kind of protection against our microbiology?
  • Will they be able to multiply when they get here?
  • Do they have Earth-bound help?
  • Can we talk to them?
  • Can we kill them?
In running a WotW: Earth campaign, the GM has the opportunity to create a rich and dark atmosphere, based on the late 19th century society, and its science, in which the game is set.  To let the characters create their backgrounds, encounter some of the strangeness created by the Aftermath, and come to understand the world as it is now.  Then to put that world back into danger by giving them an enemy that is known but yet unknown, and terrifying in either capacity.
The Second Launch forms part of the War of the Worlds: Earth game book.

Originally written for lategaming.com.