How the hell do I make an RPG?
[p]Hello everyone and Happy New Year! I am definitely NOT going CRAZY thinking about how fast 2025 flew by and wondering how I'm going to get everything I want done in the new year.[/p][p]Today I want to talk to you about something front of mind- playtesting Muffles' Life Sentence. Why? Because playtesting on the final episode is set to start REALLY SOON! I'd give an exact date but trust me, it's coming very soon.[/p][p]How have playtesters impacted Muffles? How do I use feedback to make the game better? And what about RPGs necessitates a lot of player involvement during the creation?[/p][p]I have no idea. [/p][p]Just kidding I got some ideas.[/p][p][/p][h2]Players are the secret weapon[/h2][p]Our playtesters have much more impact on Muffles than they even realize. It's not just about bugs and typos- they help guide the pacing, flow, balance, and focus of the entire experience. And for an RPG, these things are absolutely critical![/p][p]I joke with the inmates (members of the Discord) when they bring up crazy and silly ideas that if they aren't careful I will put their ideas in the game full stop. For some reason, that doesn't in any way stop them from throwing out wild suggestions.[/p][p]A few ideas from players that I used in game:[/p]
- [p]Emo pettys[/p]
- [p]Secret dialogue if you sequence break into the Drachencrag orientation room[/p]
- [p]A map that Dee scribbled to help you navigate Tangletop forest[/p]
- [p]More curated experiences (just because it's an RPG doesn't mean it needs to be all things)[/p]
- [p]Game length and graphical scope are limited[/p]
- [p]Insightful playtesters are involved in every step of the process[/p]