Why do I design games?
In the past people have asked me, why I bother to write games? There a already hundreds of roleplaying games out there and since I don’t intent to sell them and make some money, why bother? The reason is pretty simple: it’s fun!
There is actually a bit more to it. I am sure every GM worth his salt has already thought about writing his own game. And sometimes you just want to challenge yourself, see if you can really pull it off and design and write a game that works. If someone else enjoys the work you’ve done, great, but usually it’s sufficient to know that you actually pulled it off.
That was what motivated me to write Warrior, Rogue & Mage in the first place. When I was under the shower I had an idea about using the basic fantasy RPG classes as the attributes of a character directly. And so I started writing down my ideas. The initial idea was to write a game similar to one of the Microlite games. But soon I realized that I wouldn’t fit all my ideas to just a single sheet of paper. And when I have a burst of creativity I try to put it to good use. So I challenged myself to release the game the next day!
Its a bit different with my other project, Gears. With Gears I want to create a free game system that I can release together with the campaign settings I’ve written. I want that people can download Ad Astra and start playing because everything is already included.
But the most important part is that it’s fun to throw some ideas around, mix and match elements from games you love and to create something new. It might be far from perfect or perhaps not work at all, but you made something yourself!
Related posts:








You have a question about an existing or upcoming Stargazer Games product? Ask away! You want to know what we think about a recent development in the RPG industry? Send in your questions. You always wanted to know what we think about game X? Send us an email.


Absolutely. I wrote my first RPG while in college, a fairly crunchy generic system that I used to run two short horror campaigns (one set in the 1920's, one set in the modern era) and two long fantasy campaigns. It worked well enough, but it taught me a lot about what I did right and what I did wrong.
Over the last eight years or so I've been pecking away at a replacement for that old system. It's mostly finished now, and I'm happy with the results. I might one day have a PDF for people to download and use if they wish, and I hope to write a few campaign settings for it, but I've created the RPG for me and my own gaming, not as a "product".
In the end, if the game you're writing isn't "for you" in some aspect, the fire just won't be there. It's got to be fun and it's got to reflect something you like in order for you to put the right kind of creative energy into the project.
.-= Badelaire´s last blog ..TnB RPG: Carousing, Brawling, and Feasting =-.