RPG Design

Like so many role-players, I like to consider designing and publishing my own RPG(s) or RPG materials. These days, between crowdfunding and "Print on Demand" publishing, as well as all of the software and knowledge resources available, there are no barriers in making this dream come true really, aside from your own perseverance and talent. In fact some of my friends that I play with have Kickstarted and published material through Superhero Necromancer! As for myself, I put together a fan made 20th Anniversary edition of Street Fighter: The Storytelling Game back in 2015, which I'm proud to have completed, but isn't actually my own game.

One thing personally working on SF20 taught me, however, was just the grind of getting something completed. Ideas are nothing without the willingness to put in the grind. It's strange to me, what has personally driven me to engage in the grind. I did it for SF20, to an extent I'm doing it for this site or the Traveller game I'm playing in now. Here is just a giant list of my RPG ideas I've idly had. For the most part, they don't have strong rules reasons to exist so far. I don't know if I'll ever be willing to put in the grind for any of them, but they are fun to think about regardless.

Why Make an RPG?

That's ultimately the question, right? What sets any RPG apart from any other, and can you quantify that or explain it for your own ideas? Most of the ideas I consider border on clone territory. They shuffle some chairs around. Below is a list of the ideas in order of how much work has been done on them, followed by a more complete summary of what each is in alphabetic order, with a logo.