Advice for new designers: What advice would you give?
Image from Pixabay.
As someone who got properly into TTRPG design only about a year ago and whose primary TTRPG experience at that point was D&D 5e, I had to learn a lot of tricks and techniques to get to the point I'm at now. My question to the community is simple, then:
What key things do you think a beginner designer should look at first, when they're learning the ropes?
I'll go first: probability and probability distributions, the difference between rolling one die (say 1d12) or multiple (2d6 or 3d4) and what that means for your design. A good site for this is AnyDice.
What other things do you think are good starting points for beginners?
"why do we even have that lever" is made funnier by the fact there are only 2 levers to begin with (disguised as a pair of tusks on a statue)
i find the implications hilarious:
kronk only had to remember the location of one lever, and couldn't even manage that
but on the other hand, it's easy to get two identical unlabelled levers confused, this one's on yzma tbh
yzma only needed to make one lever to begin with, but she actively chose to turn the second tusk into a functioning trapdoor. she could have just...just not connected the second tusk to anything. it didn't need to have a function
upon reflection, this also answers the question itself: "why do we even HAVE that lever?" it's because yzma herself specifically designed it as a booby trap. "why do we have that lever?" because yzma had it built to keep people out of her secret lair! yzma made the very purposeful choice to put that lever there! and then both she and her inept henchman immediately forgot about her own booby trap! yzma that is YOUR LEVER!!!!!
Some of my favourite looks from the Reese Cooper SS23. Honestly this whole collection is so tea. Reese is a smaller known brand I really feel like they will definitely be on the up and up after a killer collection like this.