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How do you guys get inspired?

Started by JohnnyWannabe, July 10, 2008, 10:51:33 AM

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JohnnyWannabe

Quote from: J Arcane;227579Honestly the biggest hamper on it is just that I find game design pretty damn tedious.  Oh sure, some basic system monkeying is fun every now and again, and main concepts I can do alright, but when it comes to the nitty gritty of lists and more detailed rules and things like that, frankly, I start wanting to drill holes in my brain for excitement.

Yep. Just when you think you've covered all the angles and all your bases, some other "it might happen in a game" situation hits you and you say, "How do I write some rules to cover that, specifically rules that fit into the rules-set I've spent weeks tweaking?"

You slap your forward and realize that the rules-set falls flat when dealing with that specific situation. So, you bin all of your previous material and start from scratch.
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RPGPundit

My first RPG book came to me in a prophetic dream.

The second was mostly born out of a love of cool random tables and a desire to write up a setting based on an historical experiment.

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JohnnyWannabe

Quote from: RPGPundit;228530My first RPG book came to me in a prophetic dream.

The second was mostly born out of a love of cool random tables and a desire to write up a setting based on an historical experiment.

RPGPundit

Do you plan to publish something else in the next year or so?
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

Gunslinger

The best advice I've ever been given is to carry a notebook with you everywhere possible.  As inspiration hits you, jot the idea down even if you have to flesh out the idea later.  I find I'm constantly bombarded by new and varied sources of inspiration.  I've been inspired by bumper stickers.    

The problem I'm having is the work of organizing the thoughts into a coherent form while still drawing new sources of inspiration and not being inspired while trying to translate those thoughts.
 

JohnnyWannabe

Quote from: Gunslinger;230579The best advice I've ever been given is to carry a notebook with you everywhere possible.  As inspiration hits you, jot the idea down even if you have to flesh out the idea later.  I find I'm constantly bombarded by new and varied sources of inspiration.  I've been inspired by bumper stickers.

I tend to do this. As a result, I have scraps of paper all over with notes scribbled on them. Some of my best stuff was generated from handfuls of notes. I keep the notes in several cardboard boxes and paper bags. That way, I revisit the notes from time to time, and often I find some useful nuggets or even great ideas I have yet to expand.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

dsivis

I watch horrible sci-fi and fantasy movies most Saturday nights with my girlfriend and some best friends. Add caffeine, sugar, popcorn and sleep deprivation before stirring.
"It\'s a Druish conspiracy. Haven\'t you read the Protocols of the Elders of Albion?" - clash

JohnnyWannabe

I am working on two principal RPG-related projects at the moment. The inspiration is there, but so is the drive to do things right. Clash has taught me that system does matter. Incorporating a working mechanic into what I think is a cool setting is a difficult task. I am bending every aspect of the mechanic to see if it will break. And when it does break, it's back to the drawing board. As a result, the things I am working on now are taking much longer to complete. It's two steps forward, and one step back. It's a slow plodding journey to my destination. In the end though, I think the end result will be much better for it.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

flyingmice

Quote from: JohnnyWannabe;269102I am working on two principal RPG-related projects at the moment. The inspiration is there, but so is the drive to do things right. Clash has taught me that system does matter. Incorporating a working mechanic into what I think is a cool setting is a difficult task. I am bending every aspect of the mechanic to see if it will break. And when it does break, it's back to the drawing board. As a result, the things I am working on now are taking much longer to complete. It's two steps forward, and one step back. It's a slow plodding journey to my destination. In the end though, I think the end result will be much better for it.

I tested the StarCluster system internally for five years before I released it in 2002. The original design was a framework with modules which can be added or removed as needed to customize the feel of the game. I've added components to it since, including several different task resolution sub-systems,  but the base system has held up without breaking since release. Thing is, once you do this thoroughly, you don't need to re-do it. The only thing you need to test is how the modules act within the framework, because the framework itself is solid. It radically cuts down testing time, and allows me the luxury of worrying about the things that are different, rather than the whole thing.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
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HinterWelt

Quote from: flyingmice;269112I tested the StarCluster system internally for five years before I released it in 2002. The original design was a framework with modules which can be added or removed as needed to customize the feel of the game. I've added components to it since, including several different task resolution sub-systems,  but the base system has held up without breaking since release. Thing is, once you do this thoroughly, you don't need to re-do it. The only thing you need to test is how the modules act within the framework, because the framework itself is solid. It radically cuts down testing time, and allows me the luxury of worrying about the things that are different, rather than the whole thing.

-clash

This is very much so. I have found that a good modular design allows for swapping the elements you want for a setting in and out without much difficulty or issues. For instance, my free form magic subsystem for Iridium is tried and true for nearly 25 years now. I can alter it to handle Psi or any type of magic I or others can imagine. Within the subsystem itself is an internally extensible paradigm allowing the subsystem itself to be adapted. I mean, the elements of Fatigue and the individual checks can be changed to reflect the system it is being put into. Thus, you have a subsystem that can be moved with ease between systems.

Oh, and system does not matter in the way Edwards meant it. ;)

Bill
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flyingmice

Quote from: HinterWelt;269123This is very much so. I have found that a good modular design allows for swapping the elements you want for a setting in and out without much difficulty or issues. For instance, my free form magic subsystem for Iridium is tried and true for nearly 25 years now. I can alter it to handle Psi or any type of magic I or others can imagine. Within the subsystem itself is an internally extensible paradigm allowing the subsystem itself to be adapted. I mean, the elements of Fatigue and the individual checks can be changed to reflect the system it is being put into. Thus, you have a subsystem that can be moved with ease between systems.

Yep! Exactly, Bill! I point to your system and Brett's as other examples of the same modular design philosophy. Design the framework to be robust and simple, and design the modules to be flexible and extensible.

QuoteOh, and system does not matter in the way Edwards meant it. ;)

Bill

Yes! It matters, but it matters in a very different way. :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

JohnnyWannabe

Quote from: HinterWelt;269123Oh, and system does not matter in the way Edwards meant it. ;)

Haha! This is true.

With reference to what you and Clash are talking about, the base system I am using is sound. The difficulty at the moment is incorporating two new elements to the base system. These elements can disturb the balance of the game if handled improperly. The elements are specific to character development and character play. The goal is to ensure that no one "character type" (for lack of a better term) outshines the others. Each should have the same amount of appeal, advantages, disadvantages, etc.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.

Narf the Mouse

Any advice on dealing with burnout? It seems like every time I fix something, there's another problem. And sometimes fixing things creates a problem. It's like nailing fog to a wall!

Needless to say, enthusiasm is being replaced by frustration. I still think it's a good game with potential, but...I don't want to end up hating working on it.
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

Silverlion

#42
I'll say play more is a good idea. I play a lot and I'm always coming up with new ideas. However, getting them from idea to ready to sell form takes forever.

I lose focus, which is why I tend to juggle more products than I have common sense, yet unlike some people I keep plugging along, working on them as I can.

I was playing a video game I got from a friend--pretty neat IDEA but the execution is hideous. It made me start thinking of an old project I want to finish, now I've got an idea on how to do it that I hadn't been brewing previously...


As for dealing with burnout? Generally I go read a book, play a game unrelated to the one I'm having issues with, talk to friends who are willing to pitch ideas back and forth with.

You know, it might be a good idea to set up a chat time online for those of you who might want help/feedback, or just some time to get it out of your system--as you know I LOVE to talk about games and game design and if I can find the time would gladly meet up with you, online, to help.

If only we all lived in the same city, coffee and a bullpen/hangout session would be a way to do it as well...
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Narf the Mouse

Sounds good. Name a channel and I'll hop on. :)
The main problem with government is the difficulty of pressing charges against its directors.

Given a choice of two out of three M&Ms, the human brain subconsciously tries to justify the two M&Ms chosen as being superior to the M&M not chosen.

JohnnyWannabe

Quote from: Silverlion;269226You know, it might be a good idea to set up a chat time online for those of you who might want help/feedback, or just some time to get it out of your system--as you know I LOVE to talk about games and game design and if I can find the time would gladly meet up with you, online, to help.

If only we all lived in the same city, coffee and a bullpen/hangout session would be a way to do it as well...

Ah, you know, you are on to something there. Back in the day (circa 2004), there was a large online connection between many of us. There was opportunity to share and bounce ideas off one another. Even better it was a morale boost to connect directly to other game designers. Forums are fine, but chat is better. Heck, I haven't connected with my fellow BMT publishers in-chat in over a year. I find when I am riffing ideas with someone, it really helps fuel my enthusiasm.
Timeless Games/Better Mousetrap Games - The Creep Chronicle, The Fifth Wheel - the book of West Marque, Shebang. Just released: The Boomtown Planet - Saturday Edition. Also available in hard copy.