Final round of Kira Magrann’s cool challenge for April, the 30-day tabletop role-playing game maker or #AprilTTRPGMaker challenge.
Day 25: Being a tabletop role-playing game designer means…
Argh! This kind of question makes me worry about gate-keeping. I feared at the beginning of this challenge that many people would self-select out because of impostor syndrome.
I think of the definition as flexible and inclusive: if you create games, supplements, scenarios, settings, rules, playbooks, worksheets, and other tools to share with the world, if you listen to constructive critique and try to improve, if you keep polishing your work, then I’d say you are a game designer.
I’m not saying that keeping your meticulous DM campaign notes since the first game of D&D you ran in 1979 and trying to run games in that compendium at every convention makes you a game designer. Based on my training as an engineer, I think that in order to qualify as a designer:
- You need to articulate what it is you are trying to create.
- You need to separate the product of your work from your own identity, enough to listen to reasonable criticism.
- You need to want to improve the product of your work even if the improvement goes in a new direction.
- You need to keep informed about approaches other designers have used to solve similar problems so you don’t try to reinvent the wheel or publish fantasy heartbreakers.
- You need to think of several different solutions to every problems rather than pre-select based on bias.
- You need to try, evaluate, reject or refine, and try again until your design can be pronounced good by comparing to your objectives.
These are features of design, any kind of design. It’s not about how many copies you sold, or how long you have been working on an idea.
Continue reading “#AprilTTRPGMaker: Questions 25 through 30”