Tales of an Indie Game Designer — After: The Machines
One day a few years ago, my brother casually mentioned how he thought it would be fun to create our own RPG game. After a bit of conversation, I understood this was not an off the cuff remark and found myself excited about the prospect. We had a number of conversations about it. Would we use an existing rule set or setting that allowed others to write content into, or would we create our very own?
We decided to build our own. Neither of us had built a game from scratch, but we have played a lot over the years. I had also house-ruled any number of decisions. For those that do not know, house-ruling in RPGs is when the game master (GM) determines a rule on the fly or establishes a rule for their game that either contravenes or is not covered by the rules themself. This is a common activity for GMs because RPGs cannot cover every single thing a player may want to do.
My brother and I bounced a few ideas around, particularly setting. What kind of game did we want? Without knowing it, we stumbled our way through answering a number of questions in the Power 19. In the early 2000s, among the indie RPG movement, a number of names in that space interacted on The Forge. Folks in the indie RPG game community — for example, Ron Edwards the creator of Sorcerer — discussed game design.