#cuz ive got thoughts about how balance applies to ttrpgs
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rathayibacter · 18 hours ago
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Ok so how does one MAKE a tabletop game because this is something I want to try!! Are there good references out there for non-d20 systems or how to balance mechanics yourself?
oooh, hell yeah! honestly the big thing is to just do it, unlike board and video games the gap between idea and execution in ttrpgs is incredibly narrow, so if youve got an idea just start writing stuff down and see where it starts pulling you, where it feels like something's missing, find what excites you and what you feel isn't working. but that's not very specific, so let's get into it!
first off, read games! read weird games! there's tons of free ttrpgs on itch, lots of people sharing their work here and on other social media, there's 200 word rpgs here and here, and lots of system reference documents written specifically for people looking to hack games. reading other games is a great way to enrich your work whether you're building systems from scratch or working in an existing framework, because every game you read will show you a new way of approaching design problems.
on that note, draw inspiration outside of ttrpgs too! i pull a lot from video, board, and card games in my work, as well as poetry, novels, movies, etc etc etc. im autistic, and ive spent a lot of my life thinking about and dissecting unwritten social rules, so that's another big source of material for me. take your passions, whatever they may be, and put them in your work!
next up, think about the core of your game, sometimes called the minimum viable product. this is whatever the fundamental idea at the heart of your work is, and it's important to keep in mind because it keeps you from spiraling down unnecessary tangents. the core of your game can change, don't get me wrong! in fact, it likely will. what you want to do isn't prevent your work from growing and changing, but have a point of light you can always refer back to and ask "is what im doing important to this game?" you might be surprised by what you find isn't actually as important as you thought at first, and what turns out to be vital to the experience you're going for.
next up, once you start working, don't throw things away. if youre working in a word processor or google docs, it can help to have a section at the bottom of your document that you copy anything youd otherwise delete into. i do the same with my Affinity documents, ill have a few pages i dont export to store all my scraps. i know other folks who keep a dedicated scraps document that they use across projects. whatever works for you! the reason you do this is twofold: it makes it easier to cut things if you know you can always put it back later if you change your mind, and it gives you a lot of raw material that you can pull from in the future. months or years from now, you might find yourself looking to fill a gap in a new design and realize that some cool toy you set aside is exactly what you were looking for.
lastly, i wanna strongly encourage you to practice finishing things. that's often the hardest part for people, cuz we have a lot more experience starting projects than finishing them. here id like to once again direct you to 200 word rpgs, because that strict limit means you wind up with a finished first draft really quickly, and the rest of it is polishing and editing. once you've finished some bite-sized projects, you'll have a better idea of what it entails, what parts you're good at and what parts you struggle with, when to keep working and when to cut yourself off. i find it really helpful to add arbitrary limitations and deadlines on my work because that helps me push myself to finish something when otherwise i'd just keep adding and tweaking, but you'll find what works best for you!
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