I am currently designing a new roleplaying game, with the working title of Universitas Magarum. It is a GM-less, co-operative roleplaying game, and, as one playtest group said, it is sufficiently different from those currently on the market to avoid the question of why you would play this game rather than something else. If you want to do what this game offers, this is your only option.
Unfortunately, it doesn’t work.
I am currently stateless.
But this is a good thing. Because Japan does not recognise multiple citizenships, you are required to renounce your existing citizenship as part of the process of becoming a Japanese citizen. If your current countries of citizenship will allow you to renounce those citizenships before you gain Japanese citizenship, you must do so; the Ministry of Justice will not finalise your naturalisation without the document proving that you have renounced your other citizenships. The UK does allow you to renounce your citizenship in anticipation of gaining citizenship of another country, and so I had to.
I have a complete first draft of the playtest scenario for the Universitas Magarum game. It’s about 17,000 words long, and has five situations, introducing all the major rules for the game and the background, just like a playtest and introductory scenario should. I’ve already played through it by myself, because the rules do support solo play, and it works.
Obviously, I do plan to go through it again before I send it out to other people for playtest. There may be places that need a bit more explanation, and I need to check for typos. Then I need to lay it out do that it’s easy to use; there are a few bits in the rules that work much more easily with a nice layout.
I am not, however, planning to do any more structural revisions. There are a couple of things that occurred to me as I wrote it. For example, I think it might be better to have more explicit connections to the climax from earlier in the scenario. Everything does build up to it, but the results of some situations do not make a significant difference to the final outcome of this scenario, although they would be very significant in a campaign using the rules. However, I want to get feedback from other players before I start tinkering like that. There may be more fundamental problems that need fixing first.
I’ll be asking around my friends and contacts to find playtesters from next week, I think, but if anyone reading this would be interested in playtesting, leave a comment. The playtest scenario should work with one to six players; with more than six players there would be situations where at least one player had no opportunity to act.
Nearly there! (And then, of course, I have to revise, and start working towards the full game, which will be at least five times the length of the playtest scenario.)
In this post, I want to write about practical things that publishers can do to increase diversity among the authors of tabletop role-playing games. I suspect that some, even most, of these points will apply to related fields, but I am writing based on my experience of 14 years as the Line Editor for Ars Magica; these are all things that I have tried, and that are practical. There is a further limitation: these are all ways to reduce the barriers to participation as an author of role-playing games. I am not going to write about positive steps for bringing people in for the simple reason that I didn’t find anything that worked well. I will return to this point at the end.
So, what should publishers do to reduce the barriers to entry for people outside the traditional range of role-playing authors?