Scampir

Be the Choster you wanna read

  • He/Him + They/Them

One Canuck built the #ttrpg tag and the #mecha tag. And that was me.

Cohost Cultural Institution: @Making-up-Mech-Pilots
Priv: @Scampriv


Scampir
@Scampir

if you want to write a ttrpg, here's my advice

  1. figure out what big one you want to write
  2. shelve that, write a small one instead
  3. find someone who's written a few small games to chat with about your big game
  4. find someone who's burnt out before releasing 3 games to chat with about your big game
  5. find someone who's released a game to chat with about your big game
  6. find someone who you perceive as big on twitter without any evidence to chat with about your small game, intimate that you have a big game in the works and be shy about it.

with all of that covered, what I actually recommend is get involved with a ttrpg community that is in the throes of playtesting. You want to meet people who are playing ttrpgs because you're going to find people who will match your freak. find a group that vibes good etc.


Jackie-Tries-Internet
@Jackie-Tries-Internet

Figure out that one big ttrpg you wanna write

Work on it for 10 years in secret

Put it out for public playtesting

Find your freaks


binary
@binary
  1. Figure out that big TTRPG you want to write.
  2. Work on it for like 2 years (it helps to have a major pandemic start during this timeframe, write that down). Really go to town on it.
  3. Try making a little thing right before you finish with some new-fangled little indie system.
  4. Realize you made a better game in a month than you had in the past 2 years...
  5. ...buuuuuuut, by doing this, you'll have gotten extremely good at churning out a ton of content in a fairly short period of time, which will come in handy when you're on the hook for like 3-4 hundred pages of content.

Scampir
@Scampir

ok for real thought, I do think that people who get started on their dream projects are getting useful experience by learning the design languages they want to explore the medium with in one central piece. I have soooooo many folders on google drive that are like, half a page ideas of me trying to articulate something in the language of game writing that just does not shake out.

Nobody walks the same path. A lot of ttrpg design can actually be scope management. But every shuttered project is still taught you something.


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in reply to @binary's post:

It's worth finishing something if only to know how it feels. It's definitely a different feeling to put something out and say This Is Out Of Development.

I want to either finish everything I've started or explicitly cut them off as dead projects or prototypes, personally.