Worlds of Design: Why Would Anyone Write a RPG?

Commercial RPGs have existed for some 45 years. Where RPG ideas are concerned, there's not much new under the sun. Then why do people keep writing new RPGs? It's a LOT of work, even if you don't do it well. I think of composer Sir William Walton's remark after writing his only opera: "don't write an opera. Too many notes." Change that to "RPG" and "words" and you have my point of view. We're also going to try something different, and offer a reader’s poll.

Commercial RPGs have existed for some 45 years. Where RPG ideas are concerned, there's not much new under the sun. Then why do people keep writing new RPGs? It's a LOT of work, even if you don't do it well. I think of composer Sir William Walton's remark after writing his only opera: "don't write an opera. Too many notes." Change that to "RPG" and "words" and you have my point of view. We're also going to try something different, and offer a reader’s poll.

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Photo courtesy of Pixabay.

With help from Twitter correspondents I've made a list of "reasons why" that I'd like to discuss. I'm sure some readers will have yet-other reasons for make an RPG.

  • You have an ideal game in mind and no such game exists
  • to make money (most unlikely, but it happens)
  • to gain a modicum of fame (or at least, notoriety!)
  • for your friends, to make a game they'll enjoy more than existing games
  • to make a limited set of rules to use in conjunction with a board game design (my reason)
  • Creative outlet
Of course, there are lots of tongue-in-cheek reasons, which I'll leave to readers to convey. (Rule #1 for a columnist may be, don't try to joke in "print". Someone will misunderstand and dislike it.)

Let's discuss these in turn:

  • The first reason, that you have an ideal game in mind and no such game exists (as far as you know) is probably a common reason. I understand the search for perfection, but knowing all the difficulties of completing a standalone game, I modify an existing one (D&D), rather than start from scratch. The "Cult of the New" may come into this: the belief that new is necessarily better. So your new game will be better than older games. Some say "the old ways are best"; more say, "the new ways are best" (the Cult of the New). I say, the best ways are best. To hell with old or new.
  • “To make money” is a poor reason, because most of those writing RPG rules don’t make money. Old joke: “How do you make a small fortune in RPG publishing?” “Start with a large fortune”. While it may not be quite that bad, most RPGs sell hundreds rather than tens of thousands of copies, it’s not a place to make money unless you’re extraordinarily lucky (it’s something like playing the lottery) or extraordinarily good.
  • "To gain a modicum of fame" certainly is in the minds of some. Anyone who has written an RPG has done something much more notable just play a game, or GM a game. But how much fame you get from this may be doubted. And keep in mind, designers are known more by the names of their games than by their own names.
  • "For your friends to play" is praiseworthy, and probably related to the first reason that no existing game is good enough for you. Fortunately, if your game is just for friends, you can get away with notes rather than much-longer formally written rules.
  • "To make a limited set of rules to use in conjunction with a board game design" is my reason, but has to be exceptionally unusual. My prototype rules are suitable for a limited campaign if a GM is available, but lack the myriad details of many rulesets.
  • Designing a game can be a creative outlet. So many people have nothing in their lives that appears to be creative, but no one can fail to see creativity in game design (though often there's much less than people think). Creativity, like destruction, helps people feel powerful and good about themselves. Sadly, destruction is much easier.
Topic for comment: If you've tried to design/write an RPG, what were your reasons, and how far along did you get?

This article was contributed by Lewis Pulsipher (lewpuls) as part of EN World's Columnist (ENWC) program. Lew was Contributing Editor to Dragon, White Dwarf, and Space Gamer magazines and contributed monsters to TSR's original Fiend Folio, including the Elemental Princes of Evil, denzelian, and poltergeist. You can follow Lew on his web site and his Udemy course landing page. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

ART!

Deluxe Unhuman
I've written one, with a friend, and did it after many conversations with said friend about RPGs and what I liked, didn't like, etc. He suggested some ideas, did a lot of the footwork, worked out some mechanics, and I pulled it all together and did a lot of writing.

It was a system that used multiple d20s, which represented a characters basic ability to do stuff, and as you used them, got hurt, tired, etc., you would move the dice around into one or more of 3 sections in a bowl. I found 3-compartment Tupperware-like things to implement this.

It worked really well. It was effectively a resource-management system, with the resource being your dice pool, or at least the number of dice in your pool that you currently have access to, that aren't currently committed to something else. It was probably too complicated and/or "gimmicky", but I liked it.

I also really like editing down text to make things crystal clear, and I'm very good at it, so that was satisfying.
 

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