Much of the world of TRPGs--and much of this site, for that matter--is about Dungeons & Dragons. But there are many other games out there which provide different experiences for players, both well-known in the world of TRPGs and relatively unknown. What matters with a TRPG system is that the game's rules support the type of experience you want your players to have. And you can create your own system to meet the needs of your campaign and your players with a bit of time and attention; all it takes is thinking about what the players should experience. Read on for a guide to designing your own tabletop roleplaying game.
I personally have created two tabletop games from scratch. I want to keep my descriptions of them here minimal, as I want to be able to retain publishing rights for later, but I will provide examples by way of these games in addition to directing the creation of a brand new TRPG system, one which revolves around the solving of mysteries (something near and dear to my heart). The first step is to devise a setting. You want something that is somewhat unique. For my first custom TRPG, which I call Algernon's Tower, I wanted a high-flying, spectacular combat system that allowed the players to creatively use their abilities. So Algernon's Tower is about combat, and in order to provide a variety of settings to enrich combat, I set the game in a dizzying tower where each floor of the tower provides a different setting: a lava level, an Old West level, a creepy museum level, etc. The second game I created I call A Time and Place, and it is dedicated to the concept of time travel; players choose a time and place from a set of options and can play sessions in three different time periods in that setting, trying to use time manipulation to creatively solve problems. The game is supposed to feature the setting heavily, so I chose places and time periods that would be broadly appealing, such as 1750s London or 1870s San Francisco. Finally, we have our to-be-designed system involving a mystery concept--we want a unique setting that also serves the mystery format. We might choose Victorian England for the game, casting it as a classic Sherlock Holmes-style game. We might similarly choose 1930s America and run a film noir-style campaign. But for the sake of making something that is more unique, let's pick a less reality-based setting. I am going to go with 1970s California; that way, we get a more modern setting that still doesn't have the narrative-destroyer that is the cell phone, and the setting is broad enough that practically any story could fit into it.
Next, we need to consider win conditions and lose conditions. For some games, this is simple: as in Algernon's Tower, winning means being the best at combat, and losing means being defeated. It's more nebulous for A Time and Place; the GM will select a certain condition for winning, like "prevent such-and-such disaster from happening," and the players win when they prevent it; because the players can time travel, there is no such thing as a real loss condition, only more time spent trying to solve the problem. For the mystery system, which we'll call Truths for Sleuths (TfS) from here out, we need to know how the players win or lose. Let's say that the players must solve the crime correctly before a certain deadline in order to win; dying, identifying the wrong suspect as the perpetrator, or running out of time constitutes losing the campaign.
Then we get to my favorite part of the design process: mechanics. This may be a surprise for regular readers of this site; I am a very storytelling-and-roleplaying focused GM, so designing numerical values is not exactly my wheelhouse. But it is very fun to determine mechanics because this is where your game really comes to life. You decide in this step how the players engage with challenges, and that means a great deal to the players. There are two main elements to the mechanics you'll need: player abilities and game mechanics. Let's start with abilities.
In Algernon's Tower, players are outfitted almost entirely along the lines of combat. I created a series of five attributes (Strength, Dexterity, Knowledge, Thought, and Socialization) with five skills under each attribute (hit points and melee weapons under Strength, reading others and screen presence under Socialization). [Screen Presence refers to the fact that the fights in Algernon's Tower are broadcast live on television, and there is a mechanic whereby players advance through their powers by attracting more viewers.] Between these 25 skills, every action in combat should be represented. This is a system, which like most TRPGs, has a set selection of skills that the player chooses proficiency in. Your system doesn't have to work like that, though: in A Time and Place, the players choose their own skills altogether. It's a relatively simple system. Each player starts with a pyramid, with one slot at the top, two on the next rung, three on the next, and all the way down the the bottom. The pyramid has six rungs--one for each type of dice included in a standard set. The player places their most proficient skill in the top rung and rolls a d20 for it; the two next-most skilled areas go on the next rung down and roll d12s for their checks, and so on down the line. Players can choose any skill they choose; the more specific, the greater their successes, and the more broad, the lesser their successes (all as a mechanism to balance narrow versus broad skills). Now we need to design the player abilities for TfS.
The most important thing in designing player abilities is in asking how they serve the players. This means we need to be thinking about how people will actually play the game, and that means you'll probably need to playtest your game to ensure that you've covered everything. Before you get there, though, you have to make some educated guesses. Let's shoot for a system that's somewhere in between Algernon's Tower and A Time and Place, a system that allows the players to use an array of skills, but with enough structure to allow for the creation of unique characters. For that, let's have a small number of attributes to work with and a slightly larger collection of skills related to them. I'm imagining three overall detective archetypes with a handful of skills underneath them, perhaps four or so skills per archetype. Let's go ahead and fill in those details.
For our three archetypes for detectives, we want to represent different styles of investigation. The classics that jump to mind would be brawler (a detective who gets into scrapes and fights his way out, like Bigby Wolf in The Wolf Among Us), a smooth talker (a detective who uses their wit and charisma to solve crimes, like Columbo), and a sneak (a detective whose specialty is moving about undetected, like some versions of Batman). This gives us some range to let the players express themselves, but all while providing a framework that reinforces the game's design and setting.
Now we want some skills that can be associated with each archetype. The archetypes won't be something that the players are forced to stick with--they can choose skills from all three archetypes without issue--but they represent pure images of detectives. We might choose to grant a player a bonus for choosing all of an archetype's skills, and we may not, depending on what we want out of the structure. I'm of the mind that it's better to not grant a bonus, as I want my players to choose skills that inform their characters rather than build super-effective characters. So let's go ahead and create four skills for each archetype:
Brawler:
- Fists of Fury - Raises unarmed damage from 1d6 to 1d10.
- Pile of Bruises - When reduced to 0 hit points, you regain 3 hit points. This can be used once per day.
- Sap the Sap - Once per day, you can cleanly knock unconscious one distracted person with a sap.
- Nerves of Steel - Once per day, you may intimidate someone into sharing what they know.
- Kind Eyes - Once per day, you may appeal to someone's emotions, convincing them to share what they know.
- Fast Talker - Once per day, you may confuse someone, possibly causing them to reveal what they know.
- Truce - Once per day, you may talk your way out of being physically attacked.
- Con Artist - Once per day, you can visually or audibly impersonate someone. Requires a roll of 1d10, and any roll of 4 or below blows your cover.
- Right Place, Right Time - Once per day, you can overhear someone discussing important information.
- Silent Step - Once per day, you can approach someone without their noticing it.
- Shadow Strike - Once per day, you can render someone unconscious if they are unaware of you.
- Invisible - Once per day, you can create a distraction and evade anyone who had previously noticed you.
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