This is Part III of a series about publishing my first TTRPG supplements. You should start at Part I. Now that I know what I...
Articles for TTRPG Content CreatorsVisit the blog
Now that I have a goal (publish 3 TTRPG projects on the popular marketplaces) and a budget, I need to figure out what I will create.
To make this decision, I asked myself four questions:
- What is already selling well on my target marketplaces?
- What is currently underrated?
- What do I already have that I can leverage?
- What do I personally want to create?
Articles and Resources for Game MastersVisit the blog
I’ve sat at many game tables over the years, attended more than a few LARPs, and run my share of games. Throughout that experience I have noticed that whenever a game master talks about how the rules “just get in the way of their story” it sends up a big, fat, red flag that tells me to get going while the getting is good.
If you are a game master who feels that rules are nothing more than an impediment for the story that you’re telling, take a moment to step over to the other side and try to see things from your players’ perspective.
If you’ve ever read Tolkien’s work, you’re probably familiar with the old complaint that he’ll spend half a page on how green the grass is, or provide the history for a dozen generations of trees as the Fellowship walks past them on the road. A lot of game masters will attempt to duplicate that style and feeling, believing it will make their games more immersive.
I can tell you this right now… it won’t.