| name | tabletop-rpg-designer |
| description | Complete tabletop RPG design guide covering core resolution mechanics, character creation systems, combat design, skill systems, setting integration, character advancement, GM tools, one-page RPG format, playtest feedback collection, and publishing on DriveThruRPG and itch.io. Use when the user asks about tabletop rpg designer or needs help with related topics. Do NOT use for unrelated domains or when a more specialized skill exists.
|
| license | Apache-2.0 |
| metadata | {"author":"foundry-skills","version":"1.0.0","tags":"game-design tabletop-rpg guide","category":"game-development","subcategory":"game-design","depends":"","disclaimer":"none","difficulty":"intermediate"} |
Tabletop Rpg Designer
When to Use
Use this skill when:
- The user wants to design a tabletop RPG system from scratch, including core resolution mechanics and character creation
- The user needs help choosing dice systems, designing combat or skill systems, or building character advancement tracks
- The user is creating GM tools, session frameworks, or one-page RPG formats
- The user wants guidance on playtesting tabletop RPGs and collecting structured feedback
- The user needs publishing advice for DriveThruRPG, itch.io, or print-on-demand platforms
Do NOT use this skill when:
- The user wants to design a board game without role-playing elements (use board-game-creator instead)
- The user is designing a digital RPG or video game (use video-game-designer instead)
- The user wants to write campaign content or adventures rather than design game systems
Process
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Gather requirements. Ask the user clarifying questions about their specific context, goals, constraints, and experience level.
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Analyze the situation. Review the information provided and identify key factors, challenges, and opportunities relevant to tabletop rpg designer.
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Develop the framework. Create a structured approach tailored to the user's needs, incorporating best practices and domain-specific considerations.
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Deliver actionable output. Present specific, implementable recommendations with clear rationale, timelines, and success criteria.
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Address edge cases. Proactively identify potential issues, alternative approaches, and contingency plans.
Use this skill when:
- User needs guidance on tabletop rpg designer
- User asks about tabletop rpg designer best practices or techniques
- User wants a structured approach to tabletop rpg designer
Do NOT use this skill when:
- A more specialized skill exists for the specific subtopic
- The request is outside the scope of tabletop rpg designer
Questions to Ask First
Before designing any tabletop RPG, clarify:
- What experience do you want to create at the table? (Epic adventure, horror tension, political intrigue, collaborative storytelling, tactical combat, comedic mayhem)
- What is the setting? (Fantasy, sci-fi, modern, historical, abstract, genre mashup)
- What is the tone? (Gritty realistic, cinematic heroic, comedic, dark, whimsical)
- What is the target audience? (New to RPGs, experienced, specific community)
- What is the scope? (One-page RPG, small zine, full rulebook, multi-book system)
- How important is combat vs. social vs. exploration? (Balance of pillars)
- What existing games inspire you? (And what do you want to do differently)
- What is the GM burden? (GM-full, GM-lite, GM-less)
Core Resolution Mechanic
Choosing Your Dice System
THE RESOLUTION MECHANIC IS THE HEARTBEAT OF YOUR RPG.
Every action in the game flows through it.
d20 + MODIFIER vs. TARGET NUMBER (D&D style):
Pros: Familiar, clear pass/fail, easy to calculate
Cons: Very swingy (5% chance of any result), binary outcome
Best for: Heroic fantasy, action-oriented games
Example: Roll d20 + Strength modifier. Beat DC 15? Success.
DICE POOL (Roll multiple dice, count successes):
Pros: Bell curve (consistent results), granular scaling, partial success
Cons: More dice to manage, slower resolution
Best for: Gritty/realistic games, narrative systems
Example: Roll dice equal to your skill. Each 5+ is a success.
Need 3 successes. (World of Darkness, Shadowrun)
STEP DICE (Different die sizes for different abilities):
Pros: Intuitive scaling, minimal math, tactile variety
Cons: Requires multiple die types, probability less intuitive
Best for: Accessible games, narrative-leaning systems
Example: Your Strength is d8. Roll it against their d6 Defense.
Higher wins. (Savage Worlds, Cortex)
2d6 + MODIFIER (Powered by the Apocalypse):
Pros: Simple, predictable curve, built-in partial success
Cons: Narrow range (2-12), less granular
Best for: Fiction-first, narrative-heavy games
Example: 2d6 + modifier. 10+ = full success, 7-9 = success
with complication, 6- = failure (GM makes a move).
d100 / PERCENTILE (Roll under your skill):
Pros: Intuitive percentages, highly granular
Cons: Large numbers, calculating modifiers is clunky
Best for: Realistic/simulationist games, investigation
Example: Your Investigation skill is 65%. Roll under it on d100.
(Call of Cthulhu, RuneQuest)
PLAYING CARDS / TOKENS:
Pros: Unique feel, resource management built in
Cons: Unfamiliar, deck management, reshuffling
Best for: Genre-specific games, innovative designs
Example: Play a card from your hand. Higher card wins.
(Deadlands classic, Castle Falkenstein)
NO DICE (Narrative/resource-based):
Pros: Pure storytelling focus, accessible
Cons: Can feel arbitrary, less tactical crunch
Best for: Collaborative storytelling, one-shots
Example: Spend tokens to declare narrative truths.
(Amber Diceless, some story games)
Outcome Spectrum Design
BINARY (Pass/Fail):
Simple but limits narrative possibilities.
"You pick the lock." / "You fail to pick the lock."
THREE-TIER (Success / Partial / Fail) -- RECOMMENDED:
Creates the most interesting fiction.
Success: You achieve what you wanted.
Partial: You achieve it, BUT there's a cost or complication.
Failure: Things get worse (not just "nothing happens").
"You pick the lock, but it takes long enough that the guard
is now walking toward you."
FOUR-TIER (Critical / Success / Partial / Critical Fail):
Adds dramatic highs and lows.
Use sparingly -- constant criticals diminish their impact.
GRADUATED SUCCESS (Degrees of success):
The margin of success determines how well you succeeded.
More complex but rewards high skill levels.
GOLDEN RULE FOR FAILURE:
"Failure" should never mean "nothing happens."
Failed rolls should ALWAYS move the story forward,
just not in the direction the player wanted.
"You fail to pick the lock" is boring.
"The lock breaks, alerting the guards" is a story.
Character Creation System
APPROACHES TO CHARACTER CREATION:
CLASS-BASED (D&D, Pathfinder):
Players choose a class that defines abilities and role.
Pros: Clear identity, balanced roles, easy for new players
Cons: Can feel restrictive, multiclass complexity
Design tip: Each class should feel meaningfully different
in play, not just in numbers.
SKILL-BASED / CLASSLESS (Call of Cthulhu, GURPS):
Players build characters from a point-buy skill list.
Pros: Maximum customization, unique characters
Cons: Analysis paralysis, potential for optimization traps
Design tip: Provide archetypes/templates as starting points.
PLAYBOOK-BASED (PbtA games):
Pre-built character sheets with some customization.
Pros: Fast creation, built-in narrative hooks, balanced
Cons: Limited options per playbook, less freeform
Design tip: Each playbook should play differently and have
a unique narrative role in the fiction.
LIFEPATH (Traveller, Cyberpunk):
Random or semi-random events during "character history" phase.
Pros: Creates surprising, rich backgrounds, story hooks built in
Cons: Uneven characters, less player control
Design tip: Each lifepath event should create both an ability
AND a narrative connection (an ally, enemy, debt, or secret).
COLLABORATIVE (Fiasco, Microscope):
Characters emerge from group discussion and shared world-building.
Pros: Characters are immediately connected, rich fiction
Cons: Slower, requires group buy-in, less tactical
Design tip: Provide structured prompts that create relationships
between characters during creation.
CHARACTER CREATION DESIGN PRINCIPLES:
1. Creation should be exciting, not homework
2. Every choice should be meaningful (no "right answer")
3. Characters should be playable immediately (not after 2 hours of setup)
4. Backstory tools should create hooks for the GM to use
5. New players should be able to create a character in under 30 minutes
6. The character sheet itself is a design artifact -- make it beautiful
and functional
Combat Design
COMBAT PILLARS:
SPEED: How long does a combat encounter take?
Target: 15-30 minutes for a standard encounter
Longer = tactical depth but pacing drag
Shorter = cinematic speed but less tactical satisfaction
MEANINGFUL CHOICES: Does the player have interesting options each turn?
Bad: "I attack again" (only viable option)
Good: "Do I attack the mage, protect the healer, or reposition?"
Each turn should present a genuine tactical decision.
LETHALITY: How dangerous is combat?
High lethality (OSR, Call of Cthulhu): Combat is to be AVOIDED.
Creates tension, resource management, creative problem-solving.
Low lethality (D&D 5e, PbtA): Combat is a dramatic setback.
Creates heroic moments, allows frequent combat, accessible.
Choose based on the experience you want. Both are valid.
COMBAT DESIGN OPTIONS:
INITIATIVE SYSTEMS:
Individual (D&D): Roll for turn order, fixed for encounter
Pro: Tactical, rewards initiative stats
Con: Waiting between turns, tracking order
Group (many OSR): One side goes, then the other
Pro: Faster, encourages teamwork
Con: Less individual agency
Popcorn (some story games): Acting player chooses who goes next
Pro: Dynamic, dramatic choices
Con: Can be exploited, quieter players may be skipped
Simultaneous (Troika): Everyone declares, then resolve
Pro: Fast, creates chaos and tension
Con: Complex resolution, can be confusing
ACTION ECONOMY:
Actions per turn: More actions = more decisions but longer turns
Action points: Flexible but requires more tracking
Move + Action: Simple, proven, but can feel limiting
Free-form (one significant action): Narrative and fast
DAMAGE AND HIT POINTS:
HP attrition: Classic, trackable, but abstract
Wound system: More realistic, but more complex
Condition-based: Injuries create narrative effects
Stress/composure: Social and mental "damage" alongside physical
Skill System
SKILL SYSTEM APPROACHES:
BROAD SKILLS (5-10 skills):
Example: Fight, Sneak, Talk, Know, Survive
Pros: Fast, flexible, less bookkeeping
Cons: Less character differentiation
Best for: Rules-lite, narrative games
MODERATE SKILLS (15-25 skills):
Example: Athletics, Deception, History, Medicine, Perception, etc.
Pros: Good differentiation without overwhelm
Cons: Skill overlap can create confusion
Best for: Mid-weight games (this is the sweet spot for most)
GRANULAR SKILLS (40+ skills):
Example: Lockpicking, Calligraphy, Herbalism, Diplomacy, etc.
Pros: Maximum character uniqueness, specific expertise
Cons: Analysis paralysis, many skills rarely used
Best for: Simulationist games, specialized settings
SKILL DESIGN PRINCIPLES:
1. Every skill should be usable in play (cut skills that never get rolled)
2. No skill should be mandatory (don't punish players for not taking Perception)
3. Skills should be balanced in utility (if one skill applies to everything,
it's too broad)
4. Let skills overlap slightly (multiple paths to solve problems)
5. Skills should suggest fiction ("What does it look like when you use
Intimidation here?")
Setting Integration
THE SETTING SHOULD INFORM MECHANICS:
HORROR SETTING:
- Sanity/stability as a tracked resource
- Combat should be dangerous (high lethality)
- Investigation skills prominent
- Information is the primary reward
- Mechanics should create feelings of vulnerability
SPACE OPERA:
- Ship combat as its own system
- Faction/reputation mechanics
- Technology as character capability
- Scale from personal to galactic
- Resources: fuel, supplies, crew morale
SWORD AND SORCERY:
- Magic system is the centerpiece
- Equipment and treasure matter
- Dungeon/exploration procedures
- Leveling and power growth
- Monster ecology and encounter design
MODERN HORROR/INVESTIGATION:
- Research and clue-gathering mechanics
- Social encounter rules alongside combat
- Real-world grounding (skills reflect modern capabilities)
- Psychological effects mechanics
- Resource: time, relationships, sanity
SETTING INTEGRATION CHECKLIST:
[ ] Does the core mechanic FEEL like the setting?
[ ] Do the skills reflect what characters DO in this world?
[ ] Does the advancement system match the setting's power scale?
[ ] Do the equipment/resource rules fit the world's economy?
[ ] Would removing the setting make the mechanics feel generic?
(If yes, the integration is weak)
Character Advancement
ADVANCEMENT APPROACHES:
EXPERIENCE POINTS (XP):
Earned through: combat, quests, milestones, good roleplay
Spent on: levels, skills, abilities
Pro: Clear progression, satisfying accumulation
Con: Can incentivize grinding, tracking overhead
MILESTONE ADVANCEMENT:
Level up at story-appropriate moments (GM decides).
Pro: Pacing matches narrative, no XP tracking
Con: Less player agency in advancement, can feel arbitrary
SESSION-BASED:
Advance a set amount each session regardless of what happened.
Pro: No incentive distortion, simple
Con: Decoupled from fiction
ADVANCEMENT BY FAILURE:
You improve skills when you fail at using them (Mouse Guard).
Pro: Elegant (you learn from mistakes), encourages risk-taking
Con: Can incentivize deliberate failure
UNLOCK-BASED:
New abilities unlocked by in-fiction achievements.
"You slew the dragon, so you gained Fire Resistance."
Pro: Deeply narrative, memorable
Con: Hard to balance, requires GM creativity
ADVANCEMENT DESIGN PRINCIPLES:
1. Advancement should FEEL rewarding (satisfying click of leveling up)
2. Players should have meaningful CHOICE in how they advance
3. Advancement should not make the character unrecognizable
4. Low-level play should be fun, not just a grind to high levels
5. The game should be interesting at ALL power levels
6. Reward the behavior you want to see at the table
GM Tools
TOOLS EVERY RPG SHOULD PROVIDE FOR THE GM:
ENCOUNTER/SESSION PREPARATION:
- Adventure structure templates (one-shot, campaign arc)
- Encounter building guidelines (how hard should this fight be)
- NPC creation shortcuts (quick stat blocks, personality generators)
- Random tables for improvisation (names, locations, events, rumors)
IN-SESSION TOOLS:
- Quick reference sheets for commonly used rules
- Monster/NPC stat block format that's scannable in 5 seconds
- Procedure for handling unexpected player actions
- Pacing guidelines (when to cut scenes, when to zoom in)
WORLD-BUILDING TOOLS:
- Faction creation and relationship mapping
- Settlement generation procedures
- History/lore creation frameworks
- Map-making guidelines
GM ADVICE SECTION:
- How to handle common situations (player conflict, rules disputes)
- How to adapt to different play styles
- How to improvise when players go off-script
- How to handle sensitive topics (safety tools: X-Card, Lines and Veils)
- Session zero guidelines (setting expectations)
RANDOM TABLE DESIGN:
Every entry should be usable IMMEDIATELY.
Bad: "17. An ancient evil stirs." (What does this mean in play?)
Good: "17. A crumbling tower on the horizon emanates a green glow.
Locals avoid it. Inside: an alchemist who can't die and doesn't
want to." (Immediately gameable content.)
One-Page RPG Format
THE ONE-PAGE RPG CHALLENGE:
An entire playable RPG on a single page (front and back).
WHAT TO INCLUDE:
Front side:
- Title and pitch (1-2 sentences)
- Core mechanic (how to resolve actions)
- Character creation (3-5 minutes maximum)
- 3-5 key rules
Back side:
- GM guidance and setting details
- A starting scenario or adventure hook
- Random table or reference sheet
- Safety/tone guidance
DESIGN CONSTRAINTS THAT HELP:
- One resolution mechanic (no exceptions)
- 3-5 stats/attributes maximum
- No equipment lists (describe what you have)
- Character creation in under 5 minutes
- Rules that fit in memory after one read
EXCELLENT ONE-PAGE RPG EXAMPLES TO STUDY:
- Lasers & Feelings (John Harper): 2 stats, 1 mechanic, 1 page
- Honey Heist (Grant Howitt): Bear criminals stealing honey
- The Witch is Dead (Grant Howitt): Animals avenging their witch
- One-Page Dungeon Contest entries (annual competition)
LAYOUT TIPS:
- Use columns for readability
- Bold key terms
- Use icons or simple graphics to break up text
- Font size no smaller than 8pt
- Leave enough whitespace to not feel cramped
Playtest Feedback
PLAYTEST STAGES:
ALPHA TESTING (Designer's table):
You GM. You observe. You note every moment that:
- Feels slow or boring
- Creates confusion about rules
- Produces unexpected outcomes
- Makes players smile or lean forward
- Causes frustration
BETA TESTING (Other GMs, your guidance):
Other GMs run the game with your rules. You observe or get reports.
Key questions:
- What rules did they get wrong? (Your rules writing failed there)
- What rules did they house-rule? (Your design may have a gap)
- When did they have to improvise? (Missing procedures)
BLIND TESTING (No designer involvement):
Groups play with only the written rules.
This is the real test. If they can't play from the book alone,
the book needs revision.
PLAYTEST FEEDBACK FORM:
1. What was the most fun part of the session?
2. What was the least fun part?
3. Were any rules confusing? Which ones?
4. Did anything feel unbalanced? (Too powerful/too weak)
5. How long did the session take? Was pacing good?
6. Would you play again?
7. What would you change?
8. Rate 1-10: Character creation, Core mechanic, Combat,
Non-combat encounters, Overall fun
Publishing
DRIVETHRU RPG:
- Largest TTRPG marketplace
- PDF and print-on-demand options
- Revenue split: ~65% to creator (for exclusive), ~60% non-exclusive
- Free to list; they handle payments and delivery
- Community content programs (DMs Guild for D&D)
- Visibility through categories, tags, and promoted listings
ITCH.IO:
- Creator-friendly platform
- Set your own pricing (including pay-what-you-want)
- 0-10% platform fee (you choose)
- Strong indie/creative community
- Bundles and game jams for visibility
- Less discoverability than DriveThruRPG
SELF-PUBLISHING CONSIDERATIONS:
- Layout: Affinity Publisher, InDesign, or Canva (free option)
- PDF: Standard format, low cost, immediate delivery
- Print on demand: DriveThruRPG, Lulu, Amazon KDP
- Offset printing: For Kickstarter fulfillment (500+ unit runs)
- Pricing: Research comparable products. $5-15 for PDFs,
$20-50 for physical books
BUILDING AN AUDIENCE:
- Share development process publicly (social media, blog)
- Participate in RPG communities (Reddit, Discord, forums)
- Run your game at conventions and online
- Offer free quickstart rules
- Create actual play content (podcasts, streams)
Practice Exercises
Exercise 1: Resolution Test
Pick three different resolution mechanics. Run the same encounter with each. Which creates the fiction you want? Which is fastest? Which produces the most interesting decisions?
Exercise 2: Character Creation Sprint
Design a character creation system. Test it with 3 people who've never seen the game. Target: playable character in 15 minutes. Every question they ask reveals a design gap.
Exercise 3: One-Page RPG
Design a complete one-page RPG in one sitting. Play it that same day. This forces you to cut to essentials and teaches you what's truly necessary.
Exercise 4: GM from Someone Else's Rules
Run a game written by someone else. Note every moment you need to check the book, improvise a ruling, or wish a rule existed. Apply these lessons to your own design.
Exercise 5: Encounter Stress Test
Design one combat encounter for your system. Run it 3 times with different groups. Track: time to complete, decisions per turn, moments of excitement, moments of boredom.
Exercise 6: Safety Tool Integration
Design a session zero procedure for your game that naturally incorporates safety tools (Lines and Veils, X-Card, Stars and Wishes). Test whether it creates better table experiences.
Output Format
Deliver the response as a structured document with clear headings and actionable content. Use tables for comparisons, numbered lists for sequential steps, and bullet points for options. Include specific examples where applicable.
[Tabletop Rpg Designer deliverable]
1. Context and objectives
2. Analysis or framework
3. Specific recommendations with rationale
4. Action items with timeline
Example
Input: "Help me with tabletop rpg designer for a mid-size project."
Output: A complete tabletop rpg designer framework tailored to the specific context, with actionable steps, relevant considerations, and measurable outcomes.
Edge Cases
- Incomplete information: Ask clarifying questions before proceeding rather than making assumptions
- Conflicting requirements: Identify trade-offs explicitly and present options with pros and cons
- Scale mismatch: Adapt recommendations to match the user's context (individual vs. team vs. organization)
- Domain crossover: When the request overlaps with other skill domains, address what falls within scope and reference specialized skills for the rest