Hi folks,
I've lurked about her for a while reading with interest. I am mainly a main-stream RPGer, but the excellent Cold City has given me a real insight into RPGs with rules designed to evoke a style of play, and I've become more and more interested in indie games. I've picked up a few (Aeternal Legends, Mob Justice, planning on getting Duty and Honour when it arrives) and I had the pleasure of looking over Hot War, though I didn't get to playtest it as I intended as my employer (the Army) had plans involving me being a few thousand miles from home for the last few months.
Now, I have always been a tinkerer with games, and have written more small home systems than I can recall. most were dire, but they all helped me understand more about RPGs in general, and I do it for fun. My new-found passion for indie games has made me want to try designing one (not for publication, but purely as an exercise in fun and helping me to understand indie games better).
However, divorcing my head from the mainstream RPG structure is a lot harder than I thought. I can churn out normal-structure stuff without an issue (not always good, but it comes), but indie-wise I have all these grand ideas and absolutely no clue on where to start.
So, Collective Endeavour, where do I begin? What advice can the luminaries here give a neophyte indie gamer in the process of designing an indie RPG?
Thanks in advance,
Shane


It's a tired old cliche I
Submitted by Malcolm Craig on Thu, 19/06/2008 - 16:59.
It's a tired old cliche I know, but what do you want the game to be about? What are the characters going to do? What are the participants going to do?
These are all simple questions that have a huge impact on where you go with the game, how you design mechanics, setting elements, even the very structure of the game itself, to support what you want it to do.
You're familiar with Cold City, so I'll use that as an example:
What is the game about?: Hidden agendas, trust and monster hunting in 1950s Berlin.
What do the characters do?: They are secret agents from a variety of nations who must collectively hunt down monsters and technology from World War Two.
What do the participants do?: One (the GM) sets the scenes, plays the role of antagonists and allies. The rest (the players) take on the role of individual characters, each representing a different nation.
That's a simple breakdown of what the game is all about.
So, the thing to do is think about these things and try to work out in your head what means would allow you to translate that stuff into an entertaining game. In Cold City, the mechanics support those themes of hidden agendas and trust. They are vitally important to the game. The background supports this and brings in what Berlin is like as a place.
A game you are designing might be totally different. You might want to have a game that is heavy on tactical combat decisions but that also allows players to bring in flashbacks about their characters to give them and edge in that situation. That's just plucking something out of the air.
A well written, well structured traditional game is just as difficult to write as an 'indie' game, with the same rules applying. Again, it very much depends on what you want from the game.
Do you have any current ideas for a game that you would like to discuss? Ideas that are rolling around in your head, but you are unsure how to approach them? If you came up with your own solutions to design issues as well (even just top-of-the-head stuff), that would be a great basis upon which to really get the discussion rolling.
Cheers
Malcolm
Contested Ground Studios
Good structure to approach it.
Submitted by Shane Mclean on Thu, 19/06/2008 - 20:07.
Thanks Malcolm, that is a good way to approach it. I'll mull it around and try and come back with a solid starting point idea and plan.
Regards,
Shane
Free Your Mind
Submitted by Neil Gow on Fri, 20/06/2008 - 08:43.
As always Malcolm has hit the nail on the head. However I would add one other (potentially controversial) thing.
Don't get too locked into the 'indie' and 'trad' thing. One thing I have discovered is that your game will grow to be what it will be and it may well buck some of the preconceptions that you had when you started. Trying to make a game something that it isn't in order to fit a label is never a good thing.
Neil
Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/
The Big 3 applies to all games
Submitted by Andrew Kenrick on Fri, 20/06/2008 - 10:11.
Neil and Malcolm both make very good points, and I'd reiterate Neil's advice about indie vs trad games. The more you read and game, the more you'll find that those boundaries aren't quite as clearly-defined as you might first have thought, so sit down to design a "game."
To back-up this point and reinforce Malcolm's, take a look at D&D4 from the same perspective. The designers appear to have approached it in this way, and it's all the better for it:
What is the game about: it's about going into a dungeon, killing monsters and taking their stuff.
What do the characters do: the characters raid dungeons and tombs, fight monsters they find there and steal their treasure. They get more powerful as a result.
What do the participants do: one player (the DM) sets the scene, controls the monsters and acts as the antagonist and narrator. The other players (the PCs) each control an adventurer, planning out their actions and combat manoeuvres.
Hope that helps somewhat!
More good points.
Submitted by Shane Mclean on Fri, 20/06/2008 - 10:34.
Neil, Andrew, thanks for that. Its a very good point - I'm designing a game, not an 'indie' game, or a 'traditional' game - just a game.
And good points about D&D4, thats a nice example (and a really fun game, too, to boot!).
Shane
The other thing...
Submitted by Graham W on Fri, 20/06/2008 - 12:25.
Malcolm's big three questions (they're traditionally called the Big Three) are great.
Also, I'd suggest...
Imagine actually playing your game around the table. Imagine what people say, how they start a scene, when they'd roll dice. In your head, go through a little script of how everything works.
Make sure that little imaginary script sounds fun. (Lots of people write games sound functionally OK, but which wouldn't actually be fun to play.)
Write rules down based on that.
Then go to a pub with a friend. Run him through your game, as a test version. Kick ideas about. Try things out. When something feels wrong, change it. Do that, and you'll have a good, workable first draft.
Graham
Fun fun fun and MECHANICS
Submitted by JoE PrincE on Fri, 20/06/2008 - 20:49.
Yeah, make sure you have an idea of where the fun is in your game.
Is it a tactical minis game (like D&D4E)?
Is it about crafting emotionally moving stories?
Is it fun to explore the vast setting?
And, don't neglect the mechanics, tacking them on as an afterthought does not a good game make! You want the mechanics to directly promote the type of fun you're going for. Like 4E's MMO styled combat mechanics.
I always start my game design by designing the core mechanics, and working outward from there.
Welcome aboard the good ship endeavour!
Cheers
JoE
Prince of Darkness Games
Rock N' Role-Play....
And remember ... design in a
Submitted by David Donachie on Sat, 21/06/2008 - 18:44.
And remember ... design in a way that makes you comfortable. All the techniques you may find online to help you (power 3, 19 etc.) are just suggestions. In the end whether you design from the fiction, or the core mechanics, or the play style, or whatever, make sure you design a game you like and can be proud of.
http://www.solipsist-rpg.com/