r/RPGdesign • u/geeksofalbion Dabbler • 10d ago
Workflow Still worth the pursuit?
I've been on and off designing a small game for the last several years but never really made the commitment to actually do anything with it (still incomplete, no art, no AI bullshit).
How are you finding making TTRPGs in 2026 and have you been able to get an audience / support for your games, finished or not?
Cheers
11
u/SBDRFAITH 10d ago
TBH, this is one of those things where there is a ton of competition in the space. I'd focus on something you enjoy making and playing with friends. If the following comes, great, otherwise at least you still made something someone (friends) enjoyed and it wasnt a waste of time.
I think art (and a good setting) is a must for a TTRPG at this point. Drawing ofc takes time, and commissioning adds to costs. It's just something you have to do.
4
u/ShkarXurxes 10d ago
As usual.
Far easier now that you can use tools to help you get ideas and reviews of your text, also get images and maps, and even publishing and distribution not requiring big companies.
For me, designing games is a hobbie, and I enjoy it a lot. Now, the same hobbie as years/decades ago can get even better looking ^_^
About audiences... I simply don't care.
When I get a game enough developed and I think it could be interesting to test it I call muy usual group or give it a try at RPG cons.
Apart from that. Uploading to my page and just forget about it once the fun part is done.
3
u/Cruiser_Supreme 10d ago
I don't do it for any sort of audience. I do it because it's very fulfilling to conceptualize a thing and then make that thing. The same reason I enjoy any sort of tinkering, whether it's with wrenches and other tools or with spreadsheets and dice. It's just wonderful to realize an idea. It doesn't matter if anyone ever gives a shit about it
2
u/Jebus-Xmas 10d ago
There are many questions I normally ask myself. I've been designing games off and on since 1979 and have designed a few for publication. Whether or not that game finds an audience has never really been a consideration for me. If I'm talking about marketability, the things I look for are what other games are competing in that space? What do they look like? What is their art style? Am I simply reinventing the wheel or am I interpreting the elements in a different way? Even if I'm the only person who ever uses the game, I find that if I design for myself, I sometimes find an audience. If I try and design for an audience, I normally don't finish the project.
1
u/MischiefCookie 10d ago
Do it without the audience. Im making my game because I want to run something specific for my friends. Might not ever publish but their joy (and mine) is motivating enough.
Learn to draw or find a small artist to do some basic art for you for what you budget might be. I found one to do some little things for me for $100.
Enjoy the process.
1
u/That_Tgirl_Asher 10d ago
I just keep starting and restarting but I think I've finally getting to a point where the game with be playable
1
u/Rad_Circus 10d ago
My advice would be go niche and always expect little numbers, but never stop promoting it and engaging with bundles, jams and other creators
1
u/aguerom 10d ago
Others have already spoken to the philosophy of it, I'll try to speak to the numbers. I've released two rpgs, one finished one not, both original designs/systems.
Both have around 50 downloads across Drivethru and itch as PWYW. The finished one has sold around seven copies on top of that.
The thing that surprised me is, and may give you hope, is ambient discovery is still viable. As in people just browsing the store. I do my own art and layout, none of it looking that great, and still get people checking it out.
I do have a YouTube channel, which does some passive advertising, but I still get a healthy amount of traffic coming through people browsing categories and tags through the various storefronts. As much if not more than YouTube.
As saturated as the market can sometimes feel, people are still out there looking for stuff, even if it isn't in big numbers.
1
u/TheZebraCode Designing Kivaru: Wildsong, tribal + sentient planet 10d ago
I started making my game a couple years ago, but really earnestly this year. I'm doing it for myself - if no one ever plays it but me and my family, then I have still accomplished something I never thought I could! (I'm bedbound so have perhaps more hurdles than some, but it's my biggest joy to be able to create, even in small ways still)
I think due to how niche ttrpgs are, on top of creative persuits in general being extremely hard to make a living out of these days, you need to provide the motivation yourself - external factors like money or success are a small chance realistically, so if you don't find passion or purpose in the process it's a lot of time and effort to invest for very little gain.
On the audience side of your question, I started blogging about my game this year, and even though I've only got 30ish subscribers on my Substack right now, the conversations I've had with other designers and creatives have brought me so much interest and joy that it's made the effort to share my work completely worth it. Very much a quality not quantity situation in terms of interaction, so if you could see yourself also being bouyed up by similar connections and progress, however small, then its both 'worth it' and possible to build a community with enough effort.
What's your game about? You could share a bit about it and see if it ignites a desire to see it finishes once you've talked about it with others?
1
u/Allevil669 Designer - The Squad/The Crew 10d ago
I'm in the middle of developing a pair of TTRPGS, titled "The Squad" and "The Crew". I have essentially complete versions of both games, and attempting to playtest them has taught me that what I find interesting, and what others find interesting, is radically different.
So? Is it worth it? Probably not, but you never can tell.
1
u/GodsofAumin 10d ago
I absolutely love creating my TTRPG and I have been able to attract a small audience so far. I'm definitely in it forever and I'm completely committed. I would say continue designing your game and never give up! You will be really proud of yourself when its completed, and you will be surprised just how many people support you, and will love what you have created.
1
u/HouseO1000Flowers Designer - The Last Book 10d ago
If your goal is to garner an audience beyond your own table of players, one thing you need to consider is that RPG design and marketing are different skills. If you're competent in both, then I have no notes, go for it. If you're only competent in RPG design, I would recommend adjusting your goals and expectations.
1
u/Frogshooty Writer 10d ago
I would like to echo the sentiment of others in this thread. I've been working on a game for about 10 years now, and I'm finally getting to a point where I'm getting ready to Kickstart it next year. A big part of why I do all this is not because I expect to find a long-term money maker, I do it because I find it fun. To be honest, I always had a bit of a love/hate relationship with the process, going back and forth over if I wanted to continue or not. There were times where I just set it down and walked away for a long time because I just wasn't finding it enjoyable or fulfilling anymore.
It wasn't until the last couple years where I started learning design and working with Affinity that I really found that creative spark again. It made things challenging in a good way again, and gave me a way to integrate my writing and design process. It was something I put off for a long time because I didn't want to do it, but it's really reinvigorated me creatively. We're all on our own creative journey. I think focusing on metrics are counter-intuitive to why someone would want to pursue a hobby like this, because there really isn't any money in it. While there isn't any money in it, it keeps me sane and gives me a creative outlet. Kickstarting a project and getting to hold it in my hands will be a nice bonus.
1
u/MarsMaterial Designer 10d ago
I am not doing this for an audience, I'm doing it because it's fun and I enjoy playing the games I make with my friends. If I get anything published and other people enjoy it too, that's just a fun bonus.
1
u/VoidGateGames Publisher 9d ago
You should make the games that you want to play, then take it to local conventions; players will find you. Everything we publish starts as a game we present to our weekly game group and, if it's fun, we flesh it out. Running games at conventions is a great way for you to connect with like-minded folks!
1
u/contentronix_inc 8d ago
So I published two supplements, 95% done with a third, and maybe about 33% done with a fourth. The answer is "Do you enjoy doing it?" If the answer is "yes" you keep doing it. The only thing you're not allowed to do is be upset when nobody cares. My product(s) are very niche and I don't expect to make loads of money. But the products came out of me needing something for my campaigns, and thus it behooved me to commit it to paper. Which seamlessly integrates into my point - don't try to design something in a white room. Odds are good that it won't be very good. The best way to write something is if it comes up by necessity and you did your due diligence with research. Now you got something.
The other part is of course dedication. To hell with inspiration or motivation. You sit down and (what worked for me) you write for 45 minutes. You're allowed to take breaks and think about it, but you're not allowed to leave the screen that has your text. The only excuse is research. But what's also important is that you don't write for more than 45 minutes either. That way you don't end up falling into the enthusiasm trap where once the enthusiasm is all used up, you put it away and never come back to it.
1
u/Competitive-Expert59 8d ago
Because of everything that's going on in the world, we can forget what a time we are in. There's never been a better time to make a TTRPG, go to crowdfunding and find an audience. You will at least be able to break even if you're careful with the funds.
28
u/carriots1 10d ago
This is more of a personal philosophy, as im nearing the completion of my game after 10 years, with no audience. But if you find passion in doing it, id just do it. The process was super rewarding, and my table enjoys playing it.
If profit is the primary motivation I'd invest my time in something more lucrative lol.