Jim comments
I haven’t listened to the episode yet (or watched the stream, I guess), but the topic reminds me of a conversation on MeWe a while back. Someone was complaining about people making new systems (it was about OSR-flavored 5e hacks, IIRC) instead of just using one of the systems that already exist, and how all those attempts weren’t “worthwhile”.
I said, “If I make a game, it’ll be because I wanted to do it, and because I enjoy creating things, even if they’re not very original, or someone else has done it better. Sometimes creating things is a selfish act, and whether anyone else has use for it is at best a secondary consideration.” And a bit later: “It’d have been a shame if everyone who thinks about making a game decided not to, because someone else might decide it’s not worthwhile.”
So I’m glad you’re making your own game, and I hope it’s creatively satisfying work for you. If you decide to share it outside of your gaming group, so much the better.
Edit: I should mention, sometimes it’s not the external critics that end up discouraging one from creating something new. I think most if not all of the people in this particular community of gamers will be pretty encouraging of such efforts. It’s the internal critic that starts thinking “Why am I bothering with this? Doesn’t system X already do this better than what I’m trying? Does anyone actually need another dungeon crawl / investigation / story game?” The response to that internal critic can also be “Who cares? I’m having fun!”
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Gabe follows up
This is such a good comment. And there is so much to say in response.
I think that a lot of what has been called the OSR has shifted into DIY. Why Do It Yourself?
Chances are one does so anyway. Whenever one makes a Ruling, one Does It Yourself.
Get enough of those Rulings together, and one has a new game.
If one “writes” one’s own game, it’s super familiar. Time taken looking up rules decreases. Play is more efficient.
As you say, it’s irrelevant if the resulting game is shared with the wider community or not. Doing it at all was the point.
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Warden, aka Todd Crapper, aka Broken Ruler Games comments on building your own system
As someone whose entire creative career has centred around designing original games and systems, kudos to you for wanting to give this a shot @Fafhrd.
For me, it’s been a masterclass in puzzles as you try to find a way to have either the physics of your world or the story prompts follow game mechanics to create a cohesive and coherent experience across the board. Even when I start using an existing system (like we’re using the Pip System for our Wiccan/Pagan RPG, Ironbound: Guardians of Novala), it quickly becomes a hack of the original.
However…
…when the next stage is playtesting, it becomes a true test of personal character and endurance. It’s one thing to make sure the adventure you wrote works for your group, it’s another to ensure your game can hold mustard at EVERY TABLE THAT WILL EVER TRY IT.
Luckily, you have a horde of ravenous fans eager to put whatever you make to the test and swarm you with other systems that might solve the 27 problems pointed out in session 1. And there hasn’t been a game designer who’s been abducted and forced to re-hash their work a la Misery so it’s safer than writing a novel.