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Q&A with Owen for Digital Gen Con

Heya Folks!

I have an ear infection, which took me out Thursday and most of Friday. But I also did some AMA things to try to replicate the hanging out experiences of Gen Con for its digital equivalent. A lot of the good questions and answers are buried deep in threads, so I wanted to pull them together for you with simplified versions of the questions as a double-helping of blog post content!

So, just pretend this was all said while hanging out at a bar after-hours of a convention. 🙂

Image may contain: Owen KC Stephens

Q: What general advice would you give someone just starting to get into ttRPG game design?
A: Keep creating.
Seek work-life-balance.
Try new things. Write a new poker game. Do a chess variant. Look for the neat parts of games you dislike.
Listen to and read advice from everyone. Especially people with different backgrounds and life experiences.
Diversity is gold.

 

Q: Other than writing and creative writing, what skills should I develop to be a better tabletop Roleplaying Game designer?

A: I recommend looking at some game-specific skills. For example, what makes something fun? (And, I absolutely suggest A Theory of Fun for Game Design by Raph Koster). Look at probability and averages and bell curves, with regards to dice. Especially if you use dice-based games.
Then, write some things for yourself. Doing it on a blog or appropriate form can help get some feedback, but the important thing is to write ALL of a few different kinds of game content.
For example, write an entire adventure.
That adventure can be just three encounters, but include the introduction, the instruction to the GM, descriptions of areas and NPC motivations, any monsters, treasure, wrap-up, and so on. For example for Pathfinder 2e: I’d say write a short adventure. Write a spell at each level, and make sure they are divided among the traditions. Write some feats. Write an archetype. Write items at different item levels. The best way to start is to *start*. You’ll learn from there.
If you want to write for a game that has multiple publishers supporting it, reach out to all of them. Find emails. Know what lines of products they publish. Make some pitches. I have some blog articles where I talk about pitches.
https://owenkcstephens.com/2018/12/10/writing-basics-rpg-pitches-part-one/
https://owenkcstephens.com/2019/01/23/writing-basics-rpg-pitches-part-two/
Also, follow and read every professional game designer, editor, and publisher you can on social media. Interact with them, politely and positively. Learn from them, both in the knowledge they offer, and how they comport themselves (you can learn from bad examples too).
Don’t just follow and interact with designers that fit one mold either. Learn from everyone. All games systems, all backgrounds, all life experiences. Diversity is golden. I

 

Q: I am often convinced my ttRPG project has no value. How do I push through and finish it?

A: Sometimes, you just have to push through. I often promise myself I’ll send a thing out to be reviewed and, if the reviewers hate it, never publish it. Self-inflicted negativity is super common among gaming pros. I talk about it at bit in this blog article.
https://owenkcstephens.com/2018/08/13/imposter-syndrome-in-the-game-industry/

 

Q: How do your organize your projects?
A:  I generally start by working on an outline. Be it a huge book. tiny article, or even a whole game line, an outline of high points and sections is the best way for me to organize my thoughts and keep track of where I am.
I personally just organize my outlines in word, using various headers.
I talk a little about outlines in this blog article, which also links to my related article on headers/
https://owenkcstephens.com/2019/10/28/writing-basics-the-freelance-work-process/

 

Q: What are the most important elements of game lore and worldbuilding?
A: Creativity
Clarity
Relatability, balanced with originality.
Utility. If a GM or player can’t use it somehow — to describe a region or culture, to inspire adventures, to explain important bakground — then why are you including it?
And a few interesting touchstones of details that are just enough to catch GM and player’s interests.

 

Q: Is the twenty-sided die the best randomizer for ttRPG rules?
A: There is no ideal. Each randomizer had pros and cons. d20 is simple, easily understood, and has a nice range of results. But 2 is as likely as 20. For some things, bell curves are good. For some, die pools. For some, drawing cards. It depends on what the needs of your game are.

 

Q: How do I acknowledge the impact previous games have had on my game design?
A: Ignoring the question of specific licenses (such as the OGL) which can complete things– I like forewords, myself. “Many amazing games and designers helped guide me as I worked on Halfling & Haberdasheries. I was particularly inspired by the Kobold Caps “hat trick” mechanics.”

 

Q: How much should I budget for art in an RPG? How much do artists charge?

A: Most concept artists have rate sheets, so you know in advance what you need to budget for them. Which runs from dozens to hundreds of dollars per piece. Also, talk to them about how they handle sketches and revisions.
Here’s sample rates, for finished art from Jacob Blackmon.

Image

 

Q: I want to learn to play new RPGs. Other than dropping in on new groups at conventions, what else can I do?

A: When life gets back to normal, you can see if your Local Friendly Gaming Store has new game nights, or a board with people offering to teach games. 🙂

 

Q: I have a project I want to send to playtesters since I can’t safely playtest in person but… what if the people I send it to steal it?

A: Get signed Non-Disclosure agreements from everyone before sending them the files. And send them to folks you trust. That’s what big companies do. And if you can, get at least one session done digitally so you can watch, it can be super-insightful!

 

Q: What are good and bad ways for fans to approach you at a convention or event>

A: My favorite way is politely and directly. “Hi, I’m a Big Fan. Would you sign my book for me?”
If I seem to be at liberty, invite me to a meal (Monica is not wrong — I got some quality time with Aaron Allston by offering to buy him lunch), or a drink.
If I am in a group, just stand in it, and if the conversation goes that way, offer to say hi.
My least favorite is barging and demanding. I have had people interrupt whoever I am talking to, or interrupt me, to introduce themselves and gush out a question in the middle of someone else’s answer.
Also, don’t ask me for a lot of time to do you a favor when we first meet. “Hi, will you go over this adventure I printed and have with me and tell me what I need to do to it so you’ll publish it?” is a bad introduction.
Nothing wrong with letting me know you’d like to know if I do such things, but work up to it in stages, and don’t expect it to happen right here and now.
Also if I am on a panel, or heading to another panel, or manning a booth and trying to sell things, don’t plant yourself in front of me and monopolize my tine.
Also, introduce yourself, even if we’ve spoken before. I can be bad at connecting name and face. Let me know the context of why you want to talk to me.”I love your work on Star Wars Saga Edition” tell me you know who I am. “You’re a designer, right? You hire people?” makes me wonder if you are just an opportunist.
Being an opportunist can be fine, to be clear, but even then I recommend using something I just said as a jumping -off point to talk to me, rather than try to jerk the conversation to your topic.
Don’t hug without asking if it’s okay (I am generally fine with it, but I am also a big believer in enthusiastic, ongoing consent).
Also, I personally recommend attaching your name badge with two lanyards, one in each corner, so it is less likely to flip around backwards.

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Design Diary: Creating d20 Classes (Part 4)

Last month we began a line of Design Diary entries discussing how to create a character class from scratch for a d20 class/level based game. We’ve gone over concept, and discussed the class progression tools various games give you to fill out the mechanical roles your class might fill, and begun discussing the etiquette of the presentation of special abilities (the heart of any d20 class).

So, we need to dig into Class Features… and that’s a big topic. So this week we get a big post, that tackles some of the context and frameworks you can use when designing how a class and a character interface with class feature choices.

When looking at what special abilities to give a class, you should consider the category of each ability. Some abilities are access abilities, such as a spellcaster’s access to a spell list (and we’ll talk more about spells and spell lists in a later post) or access to a list of feats. Some are unique powers available only to that class. Some classes (and some game systems) blur that line — Pathfinder 1st edition has fighter-only feat, which some later classes can can access as their own class features. Pathfinder 2nd edition has feats for every class that are unique to that class, except that any other character can pick many of them up by taking a mutliclass dedication feat.

In addition to the access-unique spectrum, class abilities can be divided into static abilities, group abilities, and selectable abilities. Static abilities are things the class gets with no variation or choice (and least without accessing optional or advanced rules). In Starfinder, every operative gets trick attack. Group abilities are things where a player makes a choice between one group of abilities and another, but once that choice is made the abilities it grants are set. Looking at the Starfinder operative again, each operative select one specialization. That specialization has a few abilities it grants over the course of the operative’s career, but once the choice of which specialization to take is made the abilities within that choice are set. Selectable abilities are individual things that can be chosen from a list (though they might have prerequisites). The operatives exploits are a good example of this.

Some of the access choices are things every character class can take some portion of, so when designing a class you need to consider not just what access options help their role within the game and a party, but how that interacts with other classes in the game. Skills are a perfect example of this. Most classes have access to more skills than they can take (whether through a skill-point system, scaling proficiencies, or just what ability score they focus on, depending on how the game system handles classes). If you give a class access to all a game’s skill options, the chances they’ll overlap with some other class that needs a skill more for its core function increases. Even if no one character can take all the skills, adding some limits to what subset they have to choose from can help give a class focus and clarity of purpose.

There are some pseudo-choices a character can offer as well, where every member of the class has the same ability, but characters may be differentiated by which choice they make. For example, all fighters in most d20 game systems have access to all martial weapons, armors, and shields. However, most fighters select a small set of weapons to use most often. Even though two different fighters can both use a greatsword or a longsword and shield, most characters go with one or the other. While that’s a minor difference at first, as the character evolves the other choices they make are likely to reinforce one equipment selection over another.

One of the less-obvious consequences of how you allow ca class to access its abilities is complexity. A character that has access to a wide range of spell choices, for example, is less likely to have lots of selectable abilities. The need to read through and pick spells is already a lot of footwork to ask of a player. (Even if a character ends up with only a small number of spells, the need to pick them from a large list slows and complicates character creation). If you are designing a class to add to an existing game you likely can afford to make the design more complex overall–players who don’t like more work to make their character can stick to existing class options. But if you are designing all the classes designed to be used in a campaign (such as if you are creating new classes that are all that is expected to be available for a campaign setting), you should consider having at least one class that is simpler and has fewer choices, to allow players who prefer simple design an easy entry point.

That’s not universal, of course. Many players prefer highly customizable characters with lots of options. Many just enjoy being able to build a character closer to their pre-existing concept, while others want to have enough flexibility that if another player chooses the same class their two characters act and play differently from one another.

However that plays off another important fact, which we need to discuss before we move on to ability balance–the more selectable options a character class has at a given level, the more potential for min/maxing exists. Even if the options are tied to a set of options that are (theoretically) all at the same power level, the wider the set of options you give access to the more powerful a character can become. For example, if you give a class access to a single specific feat at 5th level, that’s a typical and easily balanced level of power. If you give the character their choice of one of 6 feats, that is slightly more powerful, even if all those feats are perfectly balanced against one another. If you allow a character to take any feat they meet the prerequisites for that is much more powerful, even if you assume every feat in the game is perfectly balanced.

This is because players who achieve a high-degree of system mastery can use synergy between options to make a character that can do more than an off-the-rack build. Especially in games with growing rules additions (which are most games that are seen as “well-supported”), every adjustable class feature is a chance to find some combination that works better than a typical combo. Even if none of the new options are built into you class’s features (a character who has a set of 7 specific feats they can choose from doesn’t have that list automatically expand just because new feats are added to the game, unlike a character with access to all of a type of feat–or one with access to all of one set of spells), a synergy could develop between an old choice and new options any character can access.

There’s no right or wrong choices with these elements, to be clear. They are just things to consider when looking at the ways you can organize and hand out class features.

With all that in mind, we can look at power level of class features and appropriate choices by character level… next time! (Maybe in a week… maybe in 2-3… )

PATREON

These Design Diaries are among the most popular of the things I wrote, but they are also the biggest, hardest, and most time-consuming to create. I was thrilled to be able to really take some time to write and develop this particular entry over a few weeks, thanks to your kind support! If you want to help me keep producing these Design Diaries, I encourage you to join my Patreon. Just a few dollars a month can make the difference between me having the time to tackle these larger, in-depth design articles, and sticking to shorter, simpler topics.

All Hail the Nerdarchy!

I had a chance to sit down with the awesome folks of Nerdarchy at Gen Con 2018, and talk a bit about tabletop gaming, content creation, and the evolution of RPGs!

(And some thoughts on Starfinder RPG, Paizo Inc., 5th Edition D&D, Green Ronin, crowdsourcing, and more!)

PATREON
If you enjoy any of the content on this blog, please consider adding a drop of support through my Patreon campaign!

Gen Con Schedule

I’ll be at Gen Con! Here’s what my schedule looks light right now.

WEDNESDAY

I come in before noon. I have a few informal things planned, but you might be able to catch me someplace (like the Omni hotel lobby) if you want to.

THURSDAY

I’m open most of the day! I might try to Meet and greet hour someplace, if folks express interest (and yes, that would be a good time to have me sign stuff).

I mysterious disappear around 7pm, and likely for the rest of the night.

FRIDAY

I’m on several seminar panels!

Starfinder 101

11am   Location: ICC room 212

Introduction to the new Starfinder RPG. Learn the story of the Starfinder universe, what you need to start playing, & where to begin your own character’s legend.

Starfinder Rules Q&A

12pm   Location: ICC room 212

An up-close look at the rules of Starfinder, including differences between the Starfinder & Pathfinder rules. Ask questions & discuss the philosophy behind the Starfinder game system.

ENnies  (6pm)

I’ll be at the ENnie Awards! A great time to meet a lot of your favorite game designers, especially those with products up for awards!

SATURDAY

More seminars!

Starfinder Rules Design workshop

10am   Location: ICC room 212

Participate in a hands-on workshop focused on rules design in the Starfinder universe & assist in developing original rules from concept to execution.

Designing Starfinder Aliens

12pm   Location: ICC room 212

Learn the secrets of monster making & everything that goes into creating a truly terrifying foe.

Secrets of the Pact Worlds

1pm     Location: ICC room 212

Come explore the inner region of space in the Starfinder universe. Learn about Absalom Station & discover alien species.

Starfinder – The Digital Tools Horizon

2pm     Location: Crowne Plaza Victoria Stn B

What does the digital destiny of Starfinder look like? Leading companies answer your questions & outline their visions of the future!

I mysteriously disappear again in the evening. 😀

SUNDAY

Currently wide open!

This is the OTHER day I might schedule an open meet-and-greet, if there was interest.

MONDAY

I fly out in the afternoon, and I suspect I’ll watch the Moon eat the Sun from the airport.

Tales from Gen Con

Paizo was kind enough to ask me if I had any thoughts on Gen Con. I ended up writing more than 1,000 words on my experiences, and how they have both shaped and been shaped by my career path.