How do you decide what projects to design?

How do you choose what projects to design?
That’s a toughie. I could say something trite like “the designs choose me!” because it’s kind of true. If I have an idea, I try to take it to execution. I might put stuff on the backburner but I always try to work on things periodically, keep old projects in mind, and take notes. Google Drive is a huge tool for this. I have loads of unfinished ideas lurking in a folder on Google Drive where I will take notes and log ideas.
Here are the major things I think of, honestly, when it comes to deciding whether I proceed with a project.
Do I have ideas for it?
If I don’t have ideas for a project, there’s no point in working on it. If I’m in a rut, I can dig at it, but often that just keeps me digging deeper instead of finding my way out. There’s a lot to be said for having inspiration and enthusiasm for a project, and without those things, it’s just toiling, and I don’t design to toil. I design to create things people will enjoy, and if I don’t enjoy making it, it’s not my best work.
Now, it’s one thing to design something that is hard or tedious, but I’m talking complete lack of interest. If you ask me to design something based on politics (like bureaucracy) or something with strict history guidelines, I probably will have a lot more trouble and enjoy it a lot less unless it’s something I find fascinating.
Do I have an audience for it?
I have loads of ideas just hanging out and waiting to see if there is someone who wants to play it. With Girls’ Slumber Party WOO! I am anxious because it’s kind of a niche game. I have ideas and enthusiasm for it, but I don’t know whether there’s a big enough audience to sell it, which is why it may end up being a free release once it’s done. One of the keys with having an audience is having playtesters, and we all know that having playtesters is a struggle for designers. If you can’t playtest a design, you put yourself at risk of having design flaws. Yeah, it can be done, but I’d rather find obvious design flaws before I put my games in the hands of people who paid for it. This is why development for Clash and Tabletop Blockbuster have taken as long as they have – we playtest, we find flaws, redesign, and playtest again. Rinse, repeat.
Is there interest in it?
It’s one thing to have an audience. Having an audience means there are people out there in the demographic and with preferences that means your game might appeal to them. Having interest is a whole ‘nother deal. Interest means that there are individuals or groups out there that receive your pitch and say “YES. Let’s DO this.” You don’t want to be putting something out there and have people bored to tears or uninterested because you didn’t design it to appeal, or because there’s just not interest in what you’re selling. You want people picking up what you put down, right?
Can it make money?
This sounds shallow, but frankly, I like getting paid for my work. To put it in perspective, I was not going to sell Clash. I was going to print it out and give it out for free. Then a few IGDN members went “Oh, no no no!” and gave me what-for about it. They showed interest in the game (see the last question), and gave me reasons for why it was a money-making possibility. Subsequently, I invested tons of time and some of my own money in getting it to ashcan state over six months, including taking it to cons, paying for scenarios to be written, etc. I still think free products are great, but I also think that models like Patreon are appropriate for people making “free” games because I think it’s fair to pay people for their efforts. As much as it would be great to just create and be free of societal expectations of financial responsibilities, we still live in a world where living – just living – costs money. Design work isn’t magical. You still have to eat while you’re designing, and keep the internet and power on. When I’m working on design, I’m not working at my day job or doing freelance writing, but I’m still using power and burning calories. Something’s gotta pay for that. This doesn’t mean that I’ll never release something for free, it just means that I’ll try to create products that can pay me back for the work I do.

Does the design concept work?
I’ve written down some really silly design ideas. Some I saved, some I deleted. The thing is, if your design concept is flawed – like bad math or too much complexity or too much simplicity – there’s no point in pursuing the design as is. You either need to redesign or dump it. And there’s nothing wrong with dumping a design! Generally when I dump a design I put it in a Google Drive folder just in case I want to pull it out and pull ideas from it at a later date – I’ve saved every revision of Clash, every draft of Tabletop Blockbuster rules, and a bunch of other stuff.
Do I have time for it? OR Will I make time for it?
I’m super busy. I work and go to school and have this blog, plus I do freelance writing and design. So, stuff I’m working on personally has to have a lot of value for me. I have to either have free time, or make time. And whether I make time really depends on whether I like the product.
Do I like what I’m working on?

Some stuff this is a quick and easy “Yup!” like Girls’ Slumber Party WOO! Some of it is harder, like certain aspects of Tabletop Blockbuster (like GM rules, which were quickly handed over to John, my partner-in-crime). While designing is something I have found passion for, I still need to like the stuff I’m doing. This is different than having ideas; this is more an emotional investment. I need to want to pour my soul into what I’m doing.
In the end, it’s about whether I like the project and whether I feel like it’s worth investing in.
What helps you decide what projects to focus on?

Design Brunches and Collaborative Creation

Some of you may be aware that my local gaming community hosts semi-regular game design brunches. We basically get together on a Sunday and chat about game design, and everyone brings a problem with them if they have it, and we’ll discuss things, do rapid playtesting, try out designs, bring prototypes, and all of that. I’ve discussed them before, but I want to delve a little more into some of the stuff I find valuable.

The first thing is that we have a wide variety of experience levels, backgrounds, and types of expertise in the group. I, for example, am mostly a writer and player (aside from now designing), with experience playing more traditional games as well as story games. Stras is an ace playtester, a designer, and has tons of experience with trad and story games alike. He also has a lot of technical knowledge and baseline design knowledge that I don’t have. John, on the other hand, is our graphics genius, and is a really good designer, with traditional experience and the same level of story games experience as me – however, both he and Stras have GM’d WAY more than me. Paul is a designer (the only one paid-published of us, I think) and writer, with a ton of trad experience and story game experience, and one of his biggest points of value (imo) is that he plays with games that most of us have not or don’t anymore (like GURPs and Gumshoe). Marc is almost exclusively traditional/OSR, and has a great mind for math, and is a designer who does most of his own writing. Rachel is mostly a player, but offers a unique perspective, is a great storyteller, and provides us with a good sounding board. Jeff and Heather both have traditional and story game experience, and both offer a good player perspective. Nick, who just started coming, is a really fantastic designer and writer with a lot of experience developing his own games.

I don’t think I’m forgetting anyone! I hope not.  

Reading that, I think most people can see how we’d have a huge variety of input and different perspectives at every brunch, even if some people can’t make it. We also have a good group that gets along pretty well.

It’s awesome. It allows us a lot of opportunities to find flaws in design, or just redirect design that seems to be going away from its purpose. We also can focus on a variety of things: writing, graphics, technique, development, and prototyping.

This week, we playtested Nick’s Medical Bay 3 creation, evaluated Tabletop Blockbuster playsheets, discussed Stras’s Calamity Engine (super excited about that) and looked at his art inspiration for another project he’s working on, and had a long discussion about scenarios for Clash. All in a few hours! (We also talked about Patreons, Creative Commons, power dynamics in the indie RPG industry, and gatekeeping.)

The conversation about Clash was really interesting for me. One of my first scenarios is based on Romeo and Juliet and written by Stras, and I am planning on doing a couple more in the main book with some as stretch goals if/when we crowdfund. I have some great creators in mind and a few already signed up. I am hoping to make this a successful product, and I think scenarios are essential to doing that.

Anyway, one of the coolest things about this is that with all of this variety in input, we have managed to create things by collaborating. Clash would not be where it is without the input of the group, nor would Tabletop Blockbuster. I know that we have put a lot of input into Stras’s Hexes and Eights (which you should check out, btw). We also often run into solving problems for each other – I’ve written monsters for Marc’s Paramount, while John has created character sheets, free-to-use dice icons, and other such things for the group. The others have contributed so many things, it’s impossible to list them all.

We’ve had some shakeups in people’s availability so we might have to start working around an occasional design dinner but I am hoping we can keep this up. I think it’s really valuable.

Do you discuss design with your group? Do you have any regular get-togethers?

Do you find you design better alone, or with outside input?

Game Design Brunch 1-19-14

We had a game design brunch on Sunday. This time it was just four of us, thanks to the plague hitting Pittsburgh and taking out multiple members, plus people being busy due to work, etc. I missed people but it was still good to get together and do the business we needed to do.

First up was Clash. I’m taking Clash to Dreamation in February (OMG NERVOUS), which is exciting and challenging all at once! Problem is, I’m terrible at pitching games and explaining what they’re about. Cue me bothering my Game Design Brunchers for phrases, keywords, and the like about Clash.

(the following is not verbatim)

Marc said: It’s a game where you give up what you want in order to get what you need.

Rachel said: It’s a game about relationships and how strained they can be.

Everyone agreed that it really is a game about conflict and that I should zoom in on that, and the sacrifice aspect. I also asked for a few examples of stories that could be told with Clash. Number one, as usual, is Romeo & Juliet. I wish I knew more about the play! Others included our current game-in-progress (the Untouchables vs. the Mob), as well as high school rivalries (which can get surprisingly messy), and John says Eastern Europe during WWII. I know nothing about WWII so I’m not helpful there, but it seems rich for the taking.

Finally, for Clash, I had some thinky time about how the game requires specific things, based on comments at the table. John, Marc, and Rachel said that they noticed that they needed to have time interacting with each other, so it’s hard to do people on distant battlefields, you need people forced together in space. One of the best examples of this in media I can think of is North & South, which I saw multiple times as a kid. I’m sure it’s epically problematic, but I <3 Patrick Swayze and was a big fan. The big thing about the miniseries is that the characters are literally at war with each other but still find themselves in the same places – family gatherings, business meetings, etc. That’s the kind of thing I’m looking at for Clash. Take tons of bad blood and problems, shake ’em up, and put everyone into one place. Bam. Done.

With this in mind, I added a new mechanic to the game. Locations are now like, a thing! And there are mechanical bonuses based on your location, plus some narrative stuff with locations. I’m pretty excited about that.

Up next, we discussed Tabletop Blockbuster and the possibility for going back to positive and negative traits. So far, all of our players have liked the idea, we just need to playtest it now. I think it will work out just fine.

Finally, we did some work with Marc’s Legends of Bardic Distortion game, which he needs to be writing more about. We helped out putting together some new talents for the Kensei tier of talents, and it sounds like we also figured out some stuff that he’d been sitting on. Cool beans.

It was pretty damn productive! I love these brunches.

Favorite Games Evar!

Title coined by Meguey Baker


I realized recently that I’ve been gaming for about 10 years! Like, wow. I know I’m still a n00b in comparison to many people out there, but that’s a pretty long time for me to keep up with any hobby. It’s so cool to realize I’ve been doing something for so long!


I asked G+ what I should blog about and Meguey suggested I write about my Favorite Games Evar! which I thought was a great idea. I neglected to ask whether she meant specific games or game systems, so here’s a little mix of both.


This is going to come as no shock to a lot of people, but one of my favorite games of all time is Shadowrun 3rd Edition. I haven’t played any of the other editions. I know the mechanics are kind of wonky and that it’s crunchy as all hell, but the gameworld is so rich and flavorful that I couldn’t help but love it. My first session of Shadowrun was one of the first tabletop games I ever played, and I only lasted 5 minutes in the session before my character was gunned down with poisoned syringes and killed. With probably any other game I might not have ever played again, because character death without meaning is one of my biggest turn-offs when it comes to games. But not Shadowrun! I have played MANY sessions of Shadowrun, multiple campaigns of varying length, and built tons of characters.


I don’t think I have a favorite Shadowrun game, but I have a lot of favorite characters. Enough to fill a different post, so we’ll wait on that!


This is kind of a confession here: I actually like Pathfinder. Not a ton of people are fans of it, because it’s kind of a remix of D&D 3.5, but I enjoyed playing 3.5 with houserules. Pathfinder fixed a lot of the rules so we didn’t have to houserule it as much anymore, plus I really like some of the world they have put together. It’s inclusive and exciting.


In 3.5, I played a game in a world my husband designed that we eventually ported over to the Pathfinder system. I played a half-giant woman who fought in tournaments, owned her own land the size of Alaska (that was filled with diamonds), and was a serious badass. I also got to build a bunch of the gameworld, which was super fun.


I’ve also discovered I really enjoy Monsterhearts. It’s kind of funny. Up until about last year or the year before, I was very no-sex-in-games, no-relationships-in-games, etc. A few sessions of Monsterhearts changed that pretty quickly. I’ve even made two skins for Monsterhearts . I have really pushed my boundaries as a player and as a person with the game, and I’d love to do more of it.


I’m playing a Rusalka in our current game, and it’s mega fun. This is only the second campaign I’ve been in. I really am enjoying the kind of sex-and-drama-filled mess of a high school we’re playing in!


Finally, Clash and Tabletop Blockbuster are my babies. Tabletop Blockbuster is fun as hell, a rocking good time. My favorite session of it? So far, the one I played as Ransom Bentley, who I’ve been writing a fair bit about. She’s a private eye in a supernatural world. Super fun. Clash I’ve only played a few times, but I love the system I’ve designed. Right now we’re playing the Mob against the Untouchables and it is badass. When the system is really showing off, the scenes are tight and filled with conflict and it’s exactly what I wanted out of the game.


What about you? What are your favorite games?