I have created several over the course of my 20+ years of adventures in gaming. More recently, my newest system,
Fables & Foxtales, is presently in playtesting!
Do I have any advice? Yes, absolutely! Here are my thoughts.
Suggestion #1: Make a game that you want to make. People who make truly good role-playing games don't do it because they're looking to get rich, famous, or because they want to make their game popular. They do it because they're unsatisfied with what they've played and thought, "I wonder if it would be more fun if _____." They're the thinkers, the schemers, the dreamers who refuse to settle for something 'good enough'.
Maybe the games of today are missing some important facet or role-playing that you want to explore. Maybe you have a brilliant idea for a mechanic that you think could revolutionize things.
Whatever the case, always keep your enjoyment and interest front and center, because the moment you start making games for any other reason is the moment your spark starts to fade. Worry about whether or not others will enjoy it after it's done!
Suggestion #2: Start small! As others here have already suggested, consider making a 'mod' or 'hack' of a game that you already play. Fables & Foxtales started off as several hacks of different systems (D&D 5e, Ryuutama, PbtA), which I took pieces from to form a larger, more cohesive whole. Starting with a hack or a mod lets you learn how to 1) create new rules, 2) learn how to expand on existing rules, and 3) figure out how to balance things.
Once you've done this a few times, then try an build a new system.
Additionally, don't be afraid to 'borrow' things to make what you want to work, work. Some of the most popular role-playing games out there were born from the bones of other games. It's totally fine to want to port in the parts that you like. Not every part of the game has to be wholly unique.
Suggestion #3: Make some friends! You'd be surprised how many people out there are interested in game design, but aren't really the type of people to jump into it. Moreover, there are tons of other game designers out there, and there's nothing we like more than talking shop about our systems.
Designing systems requires a sounding board, whether that's potential players, other designers, or maybe even someone from outside of the hobby who can give you a new perspective.
However, at the same time, make sure that your idea stays yours. Getting feedback or suggestions is fine, but to reiterate the first point, make
your game first, and then refine it based on your playtests.
Suggestion #4: Keep a log. I personally keep a dev journal that I make entries in for major milestones, or just whenever I feel like rambling into the ether about my creations. Only a few people will actually read it, but that's alright. It gives you something to look back on and appreciate the achievements you've made.
Moreover, it can also serve as a sort of To Do list, roadmap, or some other tool to help you keep on track to your goal.
Suggestion #5: Play lots of games! This may seem counterproductive because you're trying to make your own, but trying new games and finding their flaws is what likely made you want to make your own game in the first place. Use that dissatisfaction to power you forward!
Moreover, the more games you try out, the more it will help open up your perspective of what rules can look like and do. I don't personally think there is such a thing as an 'ultimate' game that everyone is going to like, but if you stumble across something and think "oh, that's actually really clever," then there's free inspiration staring you in the face.
Suggestion #6: Take. Your. Time. The funny thing about me is that when it comes to life, adulting, and a job, I'm kind of middle of the road. I'm not terribly ambitious, and I'm generally fine with mediocre output, so long as it doesn't get me in trouble. When it comes to game design, though, I am a workaholic, and I have spent many a night on caffeine-induced spells trying to cross things off of my checklist.
The simple truth is that game design is a process. It takes time. A lot of time. And any time you commit to a big project, you're going to put a lot of yourself into it. Time, energy, and emotional stability. And eventually, if you aren't careful, you'll burn out. I cannot count the number of times I have worked on a game so hard that I gave myself a headache, or hit a point where I would try to do something, only to just stare at the page until giving up.
You
need to have the right mindset when you work on a game. Eagerness will only get you so far; you have to also be inspired, efficient, and you have to set yourself up for success. Eat something energizing, watch a show you've been meaning to watch, take a nap. Do what you have to do to take care of yourself, and when you can't seem to get anything else out, take a break, do something fun, and come back to it later. It ain't going anywhere, and trying to force yourself to do it will only result in a bigger burnout.
Suggestion #7: Have a good, strong goal in mind. It doesn't have to be refined, detailed, or exact. In fact, it should be broad, mutable, and easy to turn in a new direction. When I started Fables & Foxtales, I did so because I was tired of games that focused on being good at one thing, and everything else being resolved with simple, depthless checks. I wanted a system where I could change the mechanical focus by the game I wanted to run, whether that was a war drama, a high school rom-com, a cozy rural fantasy story, or a Victorian court drama.
So that became my goal, and the rules were shaped according to meeting that goal. With a lot of trial and error and headache, I might add.
The point is, having that goal in mind is a focal point. It helps you stay grounded, and as long as you keep it in mind, you'll continue to question things, refine things, and change things completely. But in the end, you slowly get a little bit closer to what you're trying to do.
Suggestion #8: Plan ahead! I've said that before, I know, but honestly, the best thing you can do for yourself is to leave yourself room to expand, and don't write anything 'final' until you're ready to present it. Eventually, these things are going to get big enough that you start to misplace things, or you wind up forgetting something you set in stone before, only for it to come back and bite you later.
Case and point: recently, I've been learning how to code for Google Sheets so that I can make a "campaign/setting wiki" that imports data from a master document. Initially, the thought was that I'd have a tab for each campaign I plan to run in the near future, but all of these games also took place inside of the same world, so there was also a table for Universal games.
The problem I didn't foresee was "what if I want to run a game in the same geological region as another game, but didn't want to include the minute options for that game specifically, like NPCs, settlements, and other things that would have zero consequence in the new game?" What I should have done in the first place was have a 'Universal' tab for things that applied generally across the world, and then tabs for major 'Settings' that I planned to use. And then have tabs individually for things that were specific to each game.
I went back and corrected them, but this is an example of a time when I should've had a little more foresight and thought ahead about what I could do to save myself time and energy and the need to take an aspirin.
Suggestion #9: Review, Review, Review! Going along with the previous point, game systems tend to get quite large, and it's not always easy to remember this or that. That's why you should make an effort to regularly stop, go back, and re-read bits and pieces of your work so far. The more you do, the clearer that picture in your mind becomes, and eventually it'll be second nature to you.
You can help yourself out in other ways, too, like by putting reminders of important facets where they're easy to see, like post-it notes on your screen, a corkboard of diagrams, charts, or inspirational art that reminds you of the game, making lists of features or creating a practice "table of contents".
The more you keep your system in your mind, the more you'll think about it; and the more you think about it, the better you'll understand it, and the more you'll find yourself excited to work on it!
Anyway, I hope some of that helps. I imagine some of it is probably somewhat self-evident, but I think it's important nonetheless. Just remember that creating a system probably isn't something you're going to be able to create quickly. I've been working on my game for probably close to five years now, and it has been a wild ride full of rewrites, revisions, and more than a few periods where I needed to just step away from it for a few weeks or months.
That said, if you're committed to the idea, then I truly hope you find joy in creating games as I do! It's really a lot of fun in and of itself, and the payoff when you actually get to play it is a wonderful feeling ^^
Last edited December 17, 2025 5:52 am