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Introduction to (Tabletop) Role-playing Game Design
Rating: 4.0 out of 5(28 ratings)
215 students

Introduction to (Tabletop) Role-playing Game Design

A brief (4 hour) course to introduce you to RPG design. A section of "need to knows" about game design is included.
Created byLewis Pulsipher
Last updated 8/2021
English

What you'll learn

  • Understand the fundamentals of RPG design (which is a subset of game design)
  • Recognize that RPG design, especially tabletop, is very unlikely to earn you a living

Course content

6 sections42 lectures5h 22m total length
  • Who am I and what is this class about? (The Promotional video, but read notes)1:59

    The business section of this class is primarily for tabletop RPGs. I also lean toward the tabletop side because people can create tabletop games without the programming and other skills required to create video games. Furthermore, video RPGs tend to be "big" games, because of the great amount of content required, and big video games are beyond the reach of individuals. Nonetheless, much of the advice about design applies just as much to video games as to tabletop. (Keep in mind that video RPGs derive heavily from tabletop RPGs.)

    This class is not a recipe book or (much worse) a "monkey-book". That is, I don't give you step-by-step simple-to-follow instructions to make an RPG. Because game design is about thinking, not rote. There is no formula.

  • Fundamentals of RPG Creation: Business versus Hobby, RPGs versus other Games4:15

    For most people, RPG design will never be more than a hobby, though possibly a money-making hobby. There's just not much money in it unless you work full time for a publisher.

    RPGs are a very small segment of tabletop games ($15m out of $700m) not much more than two percent. Except for a lucky few, designing RPGs is a hobby, not a living.

    Designing RPGs is somewhat different from other design because they are co-operative, episodic games with (on the tabletop at least) no win condition. The big difference is between the tabletop and computer, as tabletop designers can rely on the human referee, who is far more able than a computer; computer opposition must be pre-generated at great cost, so tabletop budgets can be small, computer budgets tend to be large.

  • How do I know this stuff?2:17

    You can look me up in Wikipedia. I used to be contributing editor to Dragon, White Dwarf, and other magazines. The Princes of Elemental Evil, among others, is one of my contributions to the original Fiend Folio in the 1970s.

    I'm most well-known for my boardgame Britannia, which has been in print most of the time (in one edition or another, including four non-English editions), since 1986.

    Many like my book "Game Design: How to Create Video and Tabletop Games, Start to Finish" (McFarland, 2012).

    My latest adventure game, Sea Kings, has gone throughthe Kickstarter and is scheduled to be released in summer 2015.

Requirements

  • Some familiarity with game design is useful, though the course provides a summary

Description

This brief (4.5 hour) course introduces you to RPG design. (No course of this length can pretend to be comprehensive, of course.) The goal is for you to understand the fundamentals of RPG design (which is a subset of game design). For example, what are you really doing when you "design an RPG?" There are at least three parts to that.

The three main sections are an introduction to game design (mainly "Need to Knows"), an introduction to RPG design, and a discussion of the business of RPG design. The primary purpose of the last is to help you understand why RPG design, especially tabletop, is very unlikely to earn you a living.

Who this course is for:

  • This course is for inexperienced designers, taking you through "game design" quickly to RPG design and the business of RPG design