How I wrote City of Judas (part one)

How I wrote City of Judas (part one)

How I wrote City of Judas (part one)

A short break from the play reports: this is going to be a series of very brief discussions about the design process of the game. I’d love to hear your opinions – as fellow game designers and as players as well. So feel free to comment, ask questions, present your own experiences! 

I am absolutely not an authority on game design, so I’m sharing these with the hope the discussion can actually help me to improve!

Inspiration

While I designed the City of Judas, I looked at multiple sources of inspiration. I hope I mentioned all the important ones in the Credits, but I might have forgotten someone. I apologize for that; if you notice something in my game that resembles the elements of another game, or a concept that was mentioned in some article, blog or forum, feel free to notify me. I will be glad to give the proper credit to those who influenced me.

I did not mention every single source of inspiration, both because some I forgot, and others because the list would have become too long. RPG design is an extremely interesting field, and quickly evolving, as far I can see: it’s really great to see so many committed people, which are also usually very nice in person and kind when you ask for advice. 

So if you’re a designer, pick your contacts, ask advice from your favorite authors and don’t be afraid: always look also at other people’s work for inspiration.

If you’ve ever designed a game (who didn’t?), what were your main sources of inspiration? Have you ever reached out to other authors and asked their help? How did it go?

As a Player, what’s your feeling towards game that somehow “recycle” known mechanics, or tune or tinker with them a little? Did you ever encounter an hack which did something in a way that felt “just right” and perhaps suited your personal taste even better than the original?

2 thoughts on “How I wrote City of Judas (part one)”

  1. Well to answer one question. I feel that there are a lot of good rule systems out there, so there is no need to create a new system unless you have something truly unique. That said building settings, specially cool settings like COJ, is what most people should focus on. Then you modify an existing set of rules to fit into that setting. I really like COJ and its take on on the AW system, I like the conditions the most and the dark feel. Makes me prefer it over Dungeonworld which includes too much D&D for my tastes. 

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