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Lewis Pulsipher

This brief (4.5 hour) course introduces you to RPG design. (No course of this length can pretend to be comprehensive, of course.) The goal is for you to understand the fundamentals of RPG design (which is a subset of game design). For example, what are you really doing when you "design an RPG?" There are at least three parts to that.

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This brief (4.5 hour) course introduces you to RPG design. (No course of this length can pretend to be comprehensive, of course.) The goal is for you to understand the fundamentals of RPG design (which is a subset of game design). For example, what are you really doing when you "design an RPG?" There are at least three parts to that.

The three main sections are an introduction to game design (mainly "Need to Knows"), an introduction to RPG design, and a discussion of the business of RPG design. The primary purpose of the last is to help you understand why RPG design, especially tabletop, is very unlikely to earn you a living.

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What's inside

Learning objectives

  • Understand the fundamentals of rpg design (which is a subset of game design)
  • Recognize that rpg design, especially tabletop, is very unlikely to earn you a living

Syllabus

What this class is about, and about the instructor

The business section of this class is primarily for tabletop RPGs. I also lean toward the tabletop side because people can create tabletop games without the programming and other skills required to create video games. Furthermore, video RPGs tend to be "big" games, because of the great amount of content required, and big video games are beyond the reach of individuals. Nonetheless, much of the advice about design applies just as much to video games as to tabletop. (Keep in mind that video RPGs derive heavily from tabletop RPGs.)

This class is not a recipe book or (much worse) a "monkey-book". That is, I don't give you step-by-step simple-to-follow instructions to make an RPG. Because game design is about thinking, not rote. There is no formula.

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For most people, RPG design will never be more than a hobby, though possibly a money-making hobby. There's just not much money in it unless you work full time for a publisher.

RPGs are a very small segment of tabletop games ($15m out of $700m) not much more than two percent. Except for a lucky few, designing RPGs is a hobby, not a living.

Designing RPGs is somewhat different from other design because they are co-operative, episodic games with (on the tabletop at least) no win condition. The big difference is between the tabletop and computer, as tabletop designers can rely on the human referee, who is far more able than a computer; computer opposition must be pre-generated at great cost, so tabletop budgets can be small, computer budgets tend to be large.

You can look me up in Wikipedia. I used to be contributing editor to Dragon, White Dwarf, and other magazines. The Princes of Elemental Evil, among others, is one of my contributions to the original Fiend Folio in the 1970s.

I'm most well-known for my boardgame Britannia, which has been in print most of the time (in one edition or another, including four non-English editions), since 1986.

Many like my book "Game Design: How to Create Video and Tabletop Games, Start to Finish" (McFarland, 2012).

My latest adventure game, Sea Kings, has gone throughthe Kickstarter and is scheduled to be released in summer 2015.

This is an attempt to point out all the reasons, other than money (which you probably won't earn much of), to design games. Remember, my premise is that most "game designers" don't make a living, or even close to one.

There's nothing here that I haven't said in my classes and blogs, but gathered and summarized for convenience. 10 is an arbitrary number; I have another video with 11 more.

This is a follow-up to ""10 Need to Knows about Game Design." There's nothing here that I haven't said in my classes and blogs, but gathered and summarized for convenience.

Nothing original here, rather a summary of some ways to learn game design (video or tabletop). You'll probably want to use several.

Game design can't be reduced to rote learning, but there are steps most designs (and designers) go through. This is a brief explanation of those steps.

This video grows out of my experience at the East Coast Game Conference in April. There was much discussion of story in games, Ken Rolston (Morrowind, Oblivion) called himself a writer rather than a designer, and the notion floated around that writers were the ultimate creators of games, not designers. Is that so? Which are you, designer or writer?

Tastes in games vary so greatly that it's impossible to make a universal list. There is no universal "fun", there are so many ways that people enjoy games. So here's my list for hobbyist games, games for adults that play games as a hobby. Part 1.

Tastes in games vary so greatly that it's impossible to make a universal list. There is no universal "fun", there are so many ways that people enjoy games. So here's my list for hobbyist games, games for adults that play games as a hobby. Part 2.

Most of this is software to help design games, not to create video game software. A video game designer benefits from having some expertise at some of the latter, however, and if you're doing a video game solo, you'll have to learn a video game engine.

With thanks to Robert Fulghum's little poem “All I really needed to know I learned in kindergarten.” It has inspired people since the late '80s.

Keep in mind this applies to video games as well as tabletop. As many have written (especially when Gary Gygax died in 2008) D&D is a massive influence on video gaming.

This is part 1 of two parts.

With thanks to Robert Fulghum's little poem “All I really needed to know I learned in kindergarten.” It has inspired people since the late '80s.

Keep in mind this applies to video games as well as tabletop. As many have written (especially when Gary Gygax died in 2008) D&D is a massive influence on video gaming.

This is part 2 of two parts.

When you "design an RPG", what are you actually doing? There are three major parts, potentially, and more details, as described here. Part 1

When you "design an RPG", what are you actually doing? There are three major parts, potentially, and more details, as described here. Part 2

This provides a good list of "need to knows" about RPG design. Part 1

This provides a good list of "need to knows" about RPG design. Part 2

Pacing is how you regulate the periods of tension and relxation in an adventure (or story). If it's always tense, if you're always saving the world, that in itself becomes tedious.

From my (very large) "Learning Game Design" course.

Tips based partly on my own experience (which includes contributing monsters to the original Fiend Folio, and to Dungeon and White Dwarf magazines), and what I gleaned from a GenCon panel that including Wolfgang Baur and Jeff Grubb. Part 1.

In my piece about creating good RPG monsters, I mostly talked about the Dos, little about the Don'ts. Making up for it here.

Game Expo question: "How do you build a set of rules that make a roleplaying game fit the theme, the campaign and the game world.”

This involves modeling the situation you want to represent, whether historical or fictional. I discuss how modeling works, and is different from abstract games. Part 1

Game Expo question: "How do you build a set of rules that make a roleplaying game fit the theme, the campaign and the game world.”

This involves modeling the situation you want to represent, whether historical or fictional. I discuss how modeling works, and is different from abstract games. Part 2

In keeping with my motto (short version: Keep it simple), a game designer should find ways to avoid using lots and lots of dice. Examples and explanations here.

Which of the two major methods of generating character ability numbers should you use? (If you use character ability numbers at all . . . )

Though RPG rules are more like minis rules than boardgame rules, subject to lots of negotiation, you still want and need people to play the game as you conceived it. You have to write a clear set of rules. This is a summary of a my 4 hour course about this topic. Part 1.

Though RPG rules are more like minis rules than boardgame rules, subject to lots of negotiation, you still want and need people to play the game as you conceived it. You have to write a clear set of rules. This is a summary of a my 4 hour course about this topic. Part 2.

RPG rules are different from other game rules, because in tabletop RPGs a player can try to do ANYthing. How do you cope with this?

This is a brief description of the tabletop RPG market. In the Bonus Materials is a more recent, and far more detailed, discussion, "RPGs - Prisoners of Capitalism?"

This one comes from my class "How to Design Levels/Adventures for Video and Tabletop Games."

Freelancers write/design material on contract, usually (except for full game designs) on a "work for hire" basis.

When you have a game published, you should help market it. You are a brand, and (we hope) you've been promoting your brand for quite a while, to help raise interest in your games. This is a discussion of the many ways available for you to do that.

Twitter is such an important resource for marketing that I've made a separate video for those who know little about it.

On the face of it, the 140 character limit on Twitter doesn't promise much for a discipline that revolves around critical thinking. But Twitter can be useful in many ways, especially publicity for you and your projects.

This video is about attracting support for board and card games, but it can serve for RPGs as well. Unfortunately, unless you're already very well-known, Kickstarter is a poor place for role-playing games, perhaps for the same reason that it isn't good for card games. (Yes, I know about Exploding Kittens; but that was The Oatman's influence, not the game. I am talking about the norm, not about outliers.)

When Warren Spector and company were making the now-famous video game "Deus Ex" (2000), he specified a set of rules for the game that he recently revealed. Here is my description of them. This is from my course "How to Design Levels/Adventures".

Why write a book in the 21st century, an era when people rarely read non-fiction books? And why a game design book? Here's why I did it, and how it's different from other game design books.

If you write a game design book these days, you'd better have some ways in which it's unusual or unique. Here are mine for "Game Design: How to Create Video and Tabletop Games, Start to Finish"

RPGs are "prisoners of capitalism", doomed to fail periodically.

First, the economic need to constantly produce more rules results in games that have become too complex, and have to be replaced.

Second, "over"-saturation has set in.

Third, “crowd-sourcing” changes things.

Together, they've made the RPG market very difficult for all but the largest publishers, or for small PDF specialists.

Part 1

RPGs are "prisoners of capitalism", doomed to fail periodically.

First, the economic need to constantly produce more rules results in games that have become too complex, and have to be replaced.

Second, "over"-saturation has set in.

Third, “crowd-sourcing” changes things.

Together, they've made the RPG market very difficult for all but the largest publishers, or for small PDF specialists.

Part 2

If you're convinced you're going to get rich designing games, you might want to read this. You're more likely to win big in a lottery.

(Keep in mind, "Notch" (Minecraft) is a one-off. There are more people who win big twice in lotteries, than there are developers as successful as Notch.)

Lew's online courses and information sources

Traffic lights

Read about what's good
what should give you pause
and possible dealbreakers
Explores the fundamentals of RPG design, offering a solid foundation for those new to the field and those who want to learn more
Addresses the business side of RPG design, which is helpful for those considering turning their hobby into a money-making venture
Highlights the collaborative and episodic nature of RPGs, which is a key aspect that differentiates them from other game design genres
Includes insights from the instructor's experience as a contributing editor to Dragon and White Dwarf magazines, which may be useful to learners
Warns that designing tabletop RPGs is unlikely to earn a living, which may be a sobering but realistic perspective for some learners
Requires learners to understand game design in order to design a good RPG, which may require learners to take additional courses

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Reviews summary

Fundamentals of tabletop rpg design

According to learners, this course provides a solid introduction to the fundamentals of tabletop RPG design. Students particularly appreciate the instructor's extensive experience and the practical insights offered, especially concerning the business realities of the industry, including the fact that it's often a hobby rather than a full-time living. While the course covers broad topics, some found it a bit brief or wished for more in-depth coverage on specific design mechanics or rule systems. Overall, it is seen as a highly valuable starting point for aspiring RPG designers.
Emphasizes thinking over step-by-step rules.
"I liked that it wasn't just a 'monkey-book' telling you exactly what to do, but encourages thinking."
"It teaches you *how* to think about design, not just a rigid formula."
"The course makes it clear there's no single right way to design games."
"Focuses on principles rather than a prescriptive method."
Course primarily focuses on tabletop RPGs.
"This course is primarily focused on tabletop RPG design, though some principles apply more broadly."
"As the title suggests, the emphasis is heavily on the tabletop side, which is what I needed."
"While it touches on video games, the core examples and discussions are about tabletop."
"Be aware this isn't a deep dive into video game RPGs, it's for pen-and-paper."
Excellent starting point for beginners.
"This course is a fantastic introduction for anyone curious about how RPGs are made."
"It gives a solid overview of the key concepts in a short amount of time."
"A great jumping-off point before diving into more complex topics."
"Perfect for someone who has never thought about the design process before."
Provides realistic view of the business side.
"The section on the business of RPG design was sobering but very necessary and informative."
"I appreciate the honesty about the low probability of making a living from RPG design."
"It really helps set expectations regarding making money in this field."
"The insights into the economics of publishing were eye-opening."
Instructor's experience is highly valued.
"The instructor is extremely knowledgeable and gives a lot of useful tips drawn from long experience."
"Lew is one of the OGs of game design, and shares decades of knowledge in an easy to digest way."
"The instructor's personal stories and insights from their extensive career were really enlightening."
"It's great to learn from someone with such a rich history in the industry."
Course is short; some want more depth.
"It's a brief course, and while it covers the basics well, I wish some topics went deeper."
"As advertised, it's an introduction, so don't expect comprehensive coverage of everything."
"I would have liked more detailed examples of specific mechanics design."
"The course feels a bit too short to cover such a complex topic fully."

Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Introduction to (Tabletop) Role-playing Game Design with these activities:
Review 'Game Design: How to Create Video and Tabletop Games, Start to Finish'
Gain a deeper understanding of game design principles by reviewing this comprehensive guide.
Show steps
  • Obtain a copy of 'Game Design: How to Create Video and Tabletop Games, Start to Finish'.
  • Read the sections relevant to RPG design, focusing on core mechanics and player interaction.
  • Take notes on key concepts and examples that resonate with your own design ideas.
Review Basic Probability Concepts
Reinforce your understanding of probability, which is crucial for designing balanced and engaging game mechanics.
Browse courses on Probability
Show steps
  • Review basic probability definitions and formulas.
  • Practice calculating probabilities for dice rolls and other random events.
  • Consider how probability affects game balance and player experience.
Design a Simple RPG System
Apply the concepts learned in the course by designing a basic RPG system with core mechanics and character creation rules.
Show steps
  • Define the core theme and setting of your RPG.
  • Create a simple character creation system with a few key attributes and skills.
  • Design a basic combat or conflict resolution system.
  • Write a short introductory adventure or scenario.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Write a Blog Post on a Specific RPG Design Challenge
Deepen your understanding of a specific RPG design challenge by researching and writing a blog post about it.
Show steps
  • Choose a specific RPG design challenge, such as balancing combat or creating compelling NPCs.
  • Research different approaches to solving the challenge.
  • Write a blog post summarizing your findings and offering your own insights.
Playtest Each Other's RPG Systems
Gain valuable feedback on your RPG design by playtesting each other's systems and providing constructive criticism.
Show steps
  • Form a small group with other students from the course.
  • Schedule a playtesting session where each person presents their RPG system.
  • Playtest each system and provide feedback on mechanics, balance, and overall fun.
Review 'Britannia'
Analyze a successful game design by the instructor to understand strategic gameplay and historical simulation.
View Britannia Game on Amazon
Show steps
  • Obtain a copy of the board game 'Britannia'.
  • Play the game several times to understand its mechanics and strategies.
  • Analyze the game's design, focusing on how it simulates historical events and creates strategic choices for players.
Create a One-Page RPG Adventure
Solidify your understanding of adventure design by creating a concise and engaging one-page RPG adventure.
Show steps
  • Choose a setting and theme for your adventure.
  • Develop a compelling plot hook and a clear objective for the players.
  • Design a few key encounters and challenges.
  • Write a concise and evocative description of the adventure, fitting it onto a single page.

Career center

Learners who complete Introduction to (Tabletop) Role-playing Game Design will develop knowledge and skills that may be useful to these careers:
Tabletop Game Designer
A Tabletop Game Designer creates games that are played on a physical surface, such as board games, card games, and role-playing games. This course on Role-playing Game Design is directly relevant, since it introduces the fundamentals of designing RPGs, with a focus on tabletop games. The course emphasizes understanding the core elements of tabletop RPG design, such as the cooperative and episodic nature of the format, and how the human game master can improvise, all of which are key considerations for any tabletop game designer. This course can serve as a great introduction for those looking to begin a career in tabletop game design.
Game Designer
A Game Designer conceptualizes and designs various aspects of games, including rules, mechanics, and gameplay. This course on Role-playing Game Design is directly relevant, since it introduces the fundamentals of designing RPGs, a subset of game design. The course emphasizes understanding the core elements of RPG design, such as creating cooperative, episodic games with no win condition, all of which helps build a foundation for designing compelling games. Those interested in game design should take this course given that it offers insights into both tabletop and video RPGs, while the instructor's extensive experience in the field helps bring vital practical applications to the concepts.
Indie Game Developer
An Indie Game Developer works independently or as part of a small team to create and publish their own games. This course on Role-playing Game Design is relevant, given it introduces the fundamentals of RPG design while clarifying that video RPGs derive heavily from tabletop RPGs. The course emphasizes understanding the realities of the game design market, which helps build a foundation for success as an independent developer. Anyone who wishes to be an indie game developer should take this course given that it offers insights into both tabletop and video RPGs, while the instructor's credentials add credibility to the advice.
Freelance Game Designer
A Freelance Game Designer works on a contract basis to design games or game components for various clients. This course on Role-playing Game Design is highly relevant, as it helps you understand the fundamentals of RPG design, along with a discussion of the business of RPG design. The course makes clear that designing RPGs is unlikely to earn you a living, which provides a dose of needed realism, especially for aspiring freelancers. If you desire to freelance, you may want to take this course given that it offers insights that can help you understand the tabletop game market.
Rules Editor
A Rules Editor is responsible for ensuring the clarity, consistency, and balance of game rules. A course on Role-playing Game Design is directly relevant, as the instructor emphasizes that game designers should find ways to avoid using lots and lots of dice. There is also a description of the tabletop role-playing game market. Anyone wishing to work in this area may want to take this course given that it offers insights into the details of the game.
Game Master
A Game Master facilitates and manages a role-playing game session, guiding players through the story and adjudicating rules. This course on Role-playing Game Design may be relevant, as it introduces the fundamentals of RPG design. Understanding the course content helps build a foundation for effective game mastering. Those looking to improve their skills as a game master should take this course given it offers insights into how to create enjoyable and engaging experiences for players.
Level Designer
A Level Designer creates the environments and layouts in which games take place, ensuring they are both visually appealing and conducive to gameplay. This course on Role-playing Game Design may be useful, as the instructor references their course about designing levels and adventures, which will help with pacing. The course is about thinking, not rote, so the course will not be a recipe book or a simple-to-follow set of instructions for making an RPG. This may be a good beginning for anyone wishing to design the levels for video games or tabletop games.
Narrative Designer
A Narrative Designer crafts the story, characters, and dialogue within a game. This course on Role-playing Game Design may be beneficial, because it looks into the concept of RPG design. The course is about thinking, not rote, so the course will not be a recipe book or a simple-to-follow set of instructions for making an RPG. The instructor has contributed to Dragon, White Dwarf, and other magazines, which will add a layer of depth to how a narrative designer conceives stories.
Game Producer
A Game Producer oversees the development of a game, managing the budget, schedule, and team members. This course on Role-playing Game Design may be useful, as it introduces the fundamentals of RPG design and discusses the business of RPG design. It emphasizes the financial realities of the industry. The course also emphasizes understanding the business aspects of game design, which helps build a foundation for managing game development projects. Anyone who wishes to become a game producer may want to take this course, which offers insights that can help you understand the complexities of the game market.
Game Writer
A Game Writer is responsible for creating the written content within a game, including dialogue, lore, and in-game text. This course on Role-playing Game Design may be useful, as it introduces the fundamentals of designing RPGs, emphasizing that when you design an RPG, you are designing a game, not a story. The course emphasizes understanding game design, which helps build a foundation for any kind of game writer. Those looking to become game writers should take this course given that it offers insights into both tabletop and video RPGs.
Lead Game Designer
A Lead Game Designer guides the design process for a game, overseeing the work of other designers and ensuring a cohesive vision. This course on Role-playing Game Design may be useful, since it introduces the fundamentals of designing RPGs, a subset of game design. Considering the course covers the the business of RPG design, one can learn the details of the real-world applications of game design, and why RPG design, especially tabletop, is very unlikely to earn you a living. Anyone who wishes to become a lead game designer may want to take this course given that it offers insights on how to best organize the work of other designers.
Curriculum Designer
A Curriculum Designer develops educational materials and programs, often incorporating gamified elements to enhance engagement. This course on Role-playing Game Design may be helpful, as the course looks at the fundamentals of designing RPGs. Many of the videos in the course explain different steps in coming up with game designs, such as software assistance, which helps one model the curriculum. Those considering a career as a curriculum designer may want to take this course given that it offers insights that can help you understand the real-world utility of the approach.
Quality Assurance Tester
A Quality Assurance Tester evaluates games to identify bugs, glitches, and design flaws. This course on Role-playing Game Design may be useful, as an understanding of the fundamentals of game design may provide a useful background in evaluating the quality of a game. The instructor has contributed to Dragon, White Dwarf, and other magazines, which will add a background for discovering flaws. This background may prove useful for working for larger publishers or smaller PDF specialists.
Crowdfunding Manager
A Crowdfunding Manager is responsible for creating, managing, and promoting crowdfunding campaigns for various projects, including games. A course on Role-playing Game Design may be useful, because it introduces the fundamentals of RPG design. The course emphasizes that, unless you are already well known, Kickstarter is a poor place for role-playing games. Anyone wishing to work in this area may want to take this course given that it offers insights into the details of the game.
Community Manager
A Community Manager builds and maintains relationships with a game's player base, fostering a positive and engaged community. This course on Role-playing Game Design may be useful, as it introduces the fundamentals of RPG design. The instructor has contributed to Dragon, White Dwarf, and other magazines. There is also a section on Twitter. Anyone wishing to work in this position may want to take this course given that it offers insights into the details of the game.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Introduction to (Tabletop) Role-playing Game Design.
This book, authored by the instructor, provides a comprehensive overview of game design principles applicable to both video and tabletop games. It offers valuable insights into the design process, covering various aspects from initial concept to final product. Reading this book will give you a deeper understanding of the concepts discussed in the course and provide practical guidance for your own RPG design projects. It is particularly useful for understanding the instructor's perspective and design philosophy.
This board game, designed by the instructor, provides a compelling example of strategic game design and historical simulation. While not directly an RPG, studying its mechanics and player interactions can offer valuable insights into designing engaging and balanced game systems. Analyzing Britannia can help you understand how to create a game that is both challenging and rewarding for players. It is more valuable as additional reading than as a current reference.

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