Monthly Archives: February 2020
While I am personally a creative who suffers from mental health issues that include depression, and I know a lot of friends and colleagues who fall into that category, I don’t have scientifically valid statistics to prove that RPG creatives are often people struggling with depression. And that doesn’t really matter, because even if the numbers aren’t higher than for the baseline population, it still means that there are at least a few of us out there. I might just be talking to a tiny group today, but it’s something I am passionate about.
How do you write, draw, create, make things that are supposed to be fun for other people, when you are depressed? And I don’t mean down a bit because your favorite series ended or you can’t get that soda you like in your hometown anymore. I mean clinical depression, which can include loss of executive function, true hopelessness, sleep disruptions, and even thoughts of suicide.
I’ve talked before about how I get through my most serious depressions, but there’s one thing I haven’t touched on, or at least haven’t often enough.
Sometimes? You can’t. And that has to be okay.
Just as it is not a moral failing or sign of weak character to be unable to run when your leg is broken, it is not a moral failing or sign of weak character to be unable to create when your brain is broken.
If you are too far down the hole to reach any of your creative tools, please let that be, and instead seek help. That can be professional help, self-care, reaching out to a support network — whatever you can do. I’m not qualified to give professional advice on these things, but there are resources out there to find help if you don’t already have some in place. If you aren’t in a place where you can bring yourself to care about yourself, see if you can consider taking care of yourself as a way to help the people around you–sometimes I can only manage any degree of self-care out of guilt. That’s far from perfect, but sometimes I have to take what I can.
But then there’s the gray zone. Where you can try to work, but it’s terribly difficult and slow and you think everything you do is bad and pointless. Again, you have to be kind to yourself when you are here, but maybe there are ways to get a little more done if you find the hacks your brain responded to.
So, here are the hacks I use. They may not work for you, but if you try different things, and record the results, maybe you can find things to help you when work is possible, but damnably difficult.
For me some of it is habit. More than 21 years of it, at this point. If I’m not actively doing anything else, my brain naturally wonders if there is work I can do. When the thing that needs to be done FIRST is more than I can handle (sadly the project that is most important to finish often triggers the most anxiety which triggers the worst depression symptoms), I hop to something else if my brain is less opposed to it. No, that doesn’t help me get the most crucial thing done on time, but down the line it’s better to have worked on something, rather than nothing.
Some is desperation. This is how I pay the bills. Holding my own feet to the fire hurts, but it can also break through apathy sometimes. I don’t recommend this one unless you have already noticed a tendency of reviewing your situation to help you prioritize and take action. But if that is a tendency of yours, then it may be worth seeing if it can apply to creating.
A ton of it is therapy. I have learned to make my writing work for me in my battle with my brain. Often, that doesn’t actually produce anything that gets a deadline checked off. but sometimes, if produces a blog post when I need one, or at least helps me build my social media presence. And if nothing else, writing is a perishable skill. Writing privately helps me maintain the habit and edge I need to write for others.
My wife, Lj, is a HUGE help. In fact I have a lot of support group, including my public contacts. When I tell folks I am hurting, I get a lot of positive messages. People from lifelong close friends to social media connections I have never met in person also give me a lot of great private venting opportunities.
And sometimes? Sometimes I just have to melt down and give up for a bit. But Lj can hold me when I collapse and wail in great wracking sobs. When I am an inconsolable mess for an hour or two, convinced I have done so much damage to my reputation and career, that I’ll never work again. When it seems like I’ll never hit another deadline, that no one should ever trust me to get anything professional done. And that whole time, Lj tells me it’ll all be okay, and eventually I believe her.
Often, I pass out in exhaustion after that. Sleep, or at least oblivion, claims me for anything from a few minutes to a few hours.
And then, sometimes, I can write again.
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This is the sixth in my series of class-focused d20 Design Diaries. I suspect I only have a couple more posts to go on this topic, but we’ll see how the topics actually shake out (and what kind of feedback I get).
If you followed class design steps in the order I have written about them, we’ve settled on an appropriate and interesting class concept, set up the right class progression tools, made sure we are following (or at least only breaking by intent rather than by accident) the game’s style and etiquette, looked at how many options you want for each level of your class and how that impacts complexity, and discussed spell access and progression.
But we still need to talk about spell lists. Specifically, do you give your new class access to one (or more) existing spell lists, or make a brand-new spell list? And, it turns out, that.s a pretty complex question that depends very much on the game system you are using.
So, you know, let’s start by saying studying what that system does and how it handles those questions.
Also, it’s very important to know if you are building expansions classes that are in addition to a *core* set of pre-existing classes or are building a whole set of classes from scratch. Most of the advice here is directed at the former case. If you are in the latter situation, there may not even be pre-existing spell lists for you to borrow from. In that case you’ll need to make decisions about how many class lists to build from scratch, and the following advice may still be applicable to that decision.
Certainly the more you want a spell list to have a very strong theme tied to the class’s concept, the more you should consider a unique class spell list. The more you want the spell list to interact and grow well with other publisher’s content, the more you should consider using an existing class list.
In Pathfinder 1st edition, classes have access to a hodgepodge of class-specific lists, sharing class lists, and mixing class lists. The bard has its own spell list for example (though the skald later gains access to it as well), while the warpriest just has access to the cleric list (though it gets most spell levels later in its own level progression, when they are less powerful compared to the challenges being faced). Both sorcerers and wizards use the sorcerer/wizard spell list, though it has specific spells only one of the classes can take. Hunters get both druid and ranger spells (and gain access to ranger spells much earlier than rangers do, potentially making them more powerful compared to the challenges faced when you first access them), but inquisitors have a unique spell list.
Counting only official classes, no alternate classes, and only actual spell lists (as opposed to formula lists for alchemists and investigators), by the end of its run Pathfinder 1st d had 16 separate spell classes. On top of that, all of the class spell lists are defined as being arcane, divine, or occult.
In that environment, it seems insane to create a brand new unique class list. First, there are tons of lists with different themes already. Second, each of those lists has been expanded by so many supplements (official and otherwise) that any new lists is either going to fill a small book on its own, or have many fewer options than the 16 existing lists. Further, if someone is adding content from other publishers, those 3pp spells won’t even know to suggest what new spells should be on your unique class spell list.
By the same token, by the time a game has 16 unique spell lists, it’s hard to claim a 17th will be the bridge too far for design weight.
Pathfinder 2nd edition, as a counterexample, has only 4 spell lists. Absolutely every class has access to the arcane, divine, occult, or primal spell list. Some classes can pick what spell list they access based on other class features (such as the sorcerer), and many classes have access to a very small number of “focus spells” unique to their class. This includes both classes with access to a traditional spell list (such as the bards and their occult spells), and classes with no other spell access (such as champions). While it would be possible to build a whole 5th spell list (akashic magic, perhaps, or runic magic), this would likely only make sense if designing multiple classes that accessed it, or perhaps writing class variants of existing classes that accessed your new magic type. However, adding a small number of focus spells to any new spellcasting class, but otherwise tying them to one or more of the 4 existing lists, seems an excellent way to both benefit from that class having unique and flavorful spells of its own (new focus spells) and benefiting from ties to a growing standard spell list that other books and companies can expand. Pathfinfer 2nd ed also has things such as spell rarity which could be used to create “new” spell list options (such as creating a magister class that has access to common spells for multiple lists, but can never gain uncommon or rare spells).
By contrast Starfinder goes the opposite route, and give every spellcaster their own unique spell list.
Starfinder only has 3 official spellcasting classes so far of course, and each also has the same level of spell access and spells/day. That certainly sets an expectation for players that a class focused on spellcasting would likely follow the same path. There are many potential reasons to not go that route (if creating a mechanic/technomancer hybrid class, the Dronemancer, that only had access up to 3rd level spells, it might well make sense for it to have the technomancer spell list), but again the key point is to know what tools are at your disposal, and study how the core game (or similar games, if you are starting from scratch) use them.
Dungeons & Dragons 5th ed also gives each class its own spell list (at least in the Player’s handbook), including the sorcerer and wizard, who shared a spell list when the sorcerer was first introduced in 3rd edition. There is greater variety in both spell access (paladins and rangers only get up to 5th level spells), and how the class uses spells (warlocks and wizards have very different game mechanics dictation how they interact with and use their spells). The larger number of lists makes it more likely that you can match a specific class’s theme with an existing class list or combination of lists, but it also drives home player expectation in much the same way Starfinder does.
As a final note, it’s worth mentioning that whether a game has dozens of class spell lists or just three, d20 games almost always have some basic spells that appear on multiple (or even all) spell lists. the most flavorless and utilitarian spells are often there, from detect magic to light. By the same token, most such games have at least a few types of spells that are kept off specific spell lists, in the tradition of “clerics don’t cast magic missile, wizards don’t heal.”
But honestly, that’s another whole blog post worth of commentary.
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