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How do you organize your campaign/setting/system designs?

Started by eykd, October 26, 2012, 09:41:13 AM

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eykd

For all you campaign, setting, and system designers out there:

  • How do you organize your design work?
  • What tools do you use?
  • What do you like about your workflow?
  • What do you hate about it?

This is an open-ended, exploratory question, as I'm interested in process and tools used at each stage in a design. Thanks!

MagesGuild

#1
I presume that you mean for actually writing something.

For hardware, I have the following:
A PowerMac Dual-G5, a Powerbook Titanium DVI, a Dell Inspiron 910, and a Dell Inspiron slim-desktop machine... I forget the model number. My 910 runs Linux (Debian / Ubuntu 10.04), OSX and Windows XP, and therefore I can work on most projects with it, albeit in 'slow and tiny' mode.

For the original document process, I use MS Word (MacOS X v2004; Windows v2003 IIRC), and OpenOffice (Linux / Debian v3.2).

I begin by writing a chapter outline, figuring out where each section should exist in the final product. I may modify or expand upon this as needed. I write the chapters in any order that I desire, going back to revise earlier chapters if I must, as things change or evolve. I keep a precision version numbering on all revisions, never over-writing any older documents, and I try to write as much in one document as possible, rather than separating each chapter into its own document.

If it becomes bulky and cumbersome, then I simply copy and paste the section on which I will be working into a blank document, and save it with its own versioning system. The version of that sub-document is noted int he core document when I past it back in after editing/expanding it, and then the main document increases in versioning.

My versioning system is four places, starting with '0.0.0.0'. The first digit denotes a theoretically complete product. Thus, 1.0.0.0 would be 'complete', but may need some touch-ups, and I may expand on it a bit. The second number denotes the percentage of completed content based on my approximation of how long the product will be when completed. Thus, if I think it is going to be 100-pages, each 0.1 is ten pages of content.

The third place, is for level of completeness as well. If I decide, as I did for 'Zoria', that it cannot reach 0.4.0.0 until a specific section is done, then I denote additional content by the third place, so 0.3.1.0 becomes 0.3.2.0 when I do enough to warrant that change. My present version if 0.3.5.126. That means I have had 127 saved versions of v0.3.5.

The fourth place is session number. Each time I open a document and add to it, unless I complete enough to bump the second digit up by one or more, I add a single digit to the fourth place. Thus, 0.2.0 becomes 0.2.0.1. This number is infinitely scaling, so I could have 0.2.0.105, or 0.2.0.45629 if I need it. It denotes the sequential order for saving the file, after every so many changes.

Naturally, these numbers go up fourth place first and first place last, so 0.0.1.0 becomes 0.0.1.1, and then 0.0.1.2, and then maybe 0.0.2.0, and so on as i complete more and more of it. This way I can always track changes, and never lose any work. If you have ever saved over a file and had your editing programme crash at the same time, juss tot have it save a blank file, you'll understand my reasons.

If you never have, I hope it stays that way. it happened to me once, and only a few times in my entire life. Why? because after the first time, I learned my lesson,always saving new versions and all future times were auto-saves, and I could recover, as I had saved the previous version, and lost very little that I then needed to re-write.

I suggest saving often, each time with a number bump. At least save when you are taking a break for any reason, or whenever you finish something critical or lengthy. never delete old files.

i archive them in hierarchical directories with master versionings, so I have a directory for the main system, then directories under it for the master number, and then directories for the sedond digit, and then directories for the third digit, and finally directories for groups of the fourth digit, usually ten to twenty at a time.

A path may look like '/root/gamesyatemname/v0/v0.5/v0.5.4/v0.5.4.0-20/'.

This keeps everything organized. it is also critical for any cooperative project, where multiple people are working on sections, and editing the document, so nobody is working on an old version. I mirror my local directories on a server with password-locked access, and a RAID-array so that all people working on it can constantly access the master files, and upload their own fork-files. The process of a team-writing effort more complicated to explain, but I will if you need it detailed.

In this case, we work on sections, and give those sections individual numbering. The numbering is maintained int he master file, so you could read through a section and see 'Weapons v1.3a' or something like that. The numbering system is different, so that it is never confused with main document numbering. We use a primary digit, one decimal place, and an alpha-sequence A-Z, then AA-AZ, then BA-BZ, etc) to track those.

In any event, once I have the entire document finished, I do an initial series of proofing runs: As many as I need. I also have assistant copy-editors go over it after I run through it and find no further errors. The writer may miss some, by simply knowing what is supposed to be there.

Then, I begin layout, using Framemaker (MacOS-9 or Windows XP v7); or use Scibus on Linux (Debian v1.3.3.13) for very small projects. IMHO, Framemaker is the only way to go for large books. The anchoring features for auto-generation of the Index and TOC that are instantly updated, the layout functions, and the style features crush every other programme. Framemaker was intended for writing technical literature, such as user-manuals.

For the cover and interior graphics, I use Adobe Illustrator and Photoshio (MacOS X vCS1) and Corel Draw (MacOS v8, IIRC) and a Wacom Intuos3 tablet. I contract for any additional art as needed.

I can use some of the artwork in Framemaker, or I can dump the file into an EPS and open it in InDesign (MacOS X vCS1) and further the layout.

Once I have the interior done, I run it through another series of proofing stages. I proof the contents again, and the layout. After I go through this and can find nothing more wrong, I pass it to any assistant copy-editors and assistant layout-editors for external proofing.

After I correct anything noted by them, I do a second pass of the same, repeating until we all agree on it.

Then I process it as an EPS, process the cover as an EPS, and it's in a print-ready state. I also produce a secondary cover for a PDF version, and produce a PDF of the TOC, the core document, the index, and the appendices, then bind them together in order.

I proof this to ensure it is correct, and run it by assistant editors. After this, I add the front and back covers, and add PDF bookmarks to match the TOC, and some bonus bookmarks for tables. I check every link, and proof the text for the links, and then pass this final proof to my assistant-editors to review, going over it until we confirm it.

Now the document is done, both as a print-ready version, and a PDF digital version.

I follow a similar process for working as a contributing-editor, copy-editor, layout-editor, or any combination thereof.

I hope this is what you wanted to know. Good luck to you on your project(s). (X|S)

Bedrockbrendan

  • How do you organize your design work?[/B]

    We set goals, a schedule and chapter outlines. For me it is important to have an outline of the document before hand so I know what I need before creating anything. But before any of this we usually start by discussion what we want to do, what we can improve on this time around (i.e "the fire rules never really satisfied last game, lets rework them"), etc.

    Playtesting is very important. Our whole process revolves around that.

    • What tools do you use?[/B]

      For software microsoft word and Indesign mainly. But I make use of lots of soiral bound notebooks, three ring binders full of notes and scanned documents.

The Traveller

How do you organize your design work?
Sloppily. If there was a way to lay out and write a book as ideas come, that would be awesome, but of course that's not possible at the moment. Ideas-> notes-> rules/stuff/settings-> layout-> finish. I have occasional energetic bursts where I get whole sections finished but life and all that.

What tools do you use?
Fancy ones. I prefer moleskine notebooks for scribbles and sketches, I have a quiver for the text ones and use a fountain pen just because. Someone had a special offer on hardbound soft paper sketchbooks a while back so I picked up like fifty of them. I have a weakness for paper. Three 24" screens on a PC (also used for work), I got a Wacom Inkling a while back but its unbelievably crap, just cannot be used, I'll be picking up a no-name graphics tablet soon, what I should have done in the first place. I had a scanner for a while but it just wasn't used.

Software, OpenOffice, working on Blender, Illustrator and Photoshop. I've yet to find a useful open source alternative to the braindead simplicity of MS Publisher though.

What do you like about your workflow?
I don't feel as though I'm missing or forgetting anything, always having a notebook handy, so any random thought gets written in.

What do you hate about it?
Its random! Some of it is quite good (I feel) but I have a tendency to transcribe my notes in a jumble; putting them into a form which is not just useful, but properly indexed and above all else entertaining is a bit of a problem.

Some great ideas in this thread, but having no desire to become a "publisher" as such, its more or less a labour of love.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

eykd

Quote from: MagesGuild;595171I presume that you mean for actually writing something.

Indeed.

Thank you for the painstaking detail in your reply. I'm impressed by the discipline of your versioning system--I knew of an editor once who versioned manuscripts by the number of times "copy" appeared at the end of the filename. ;)

eykd

Quote from: BedrockBrendan;595175Playtesting is very important. Our whole process revolves around that.

That makes sense--at least as crucial as the editing process that MagesGuild describes, I would imagine. How do you (and anyone else) prepare for and run playtesting?

eykd

Quote from: The Traveller;595197What do you hate about it?
Its random! Some of it is quite good (I feel) but I have a tendency to transcribe my notes in a jumble; putting them into a form which is not just useful, but properly indexed and above all else entertaining is a bit of a problem.

I have this same trouble organizing my own work. I've never found a solution to it, beyond time and effort.

Quote from: The Traveller;595197Some great ideas in this thread, but having no desire to become a "publisher" as such, its more or less a labour of love.

Thanks anyway, your input is really helpful--I'm interested in the whole scale of effort, from pure hobbyist to pro publisher.

Philotomy Jurament

For versioning, I recommend using git or mercurial.  Small learning curve, but once you start using such a version control system you can't imagine life without it.

Just about everything you'll read about git or mercurial is targeted at programmers, but version control is a universal need/concept, and these tools make it easy and give you an incredible amount of power and flexibility.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

eykd

Quote from: Philotomy Jurament;595217For versioning, I recommend using git or mercurial.  Small learning curve, but once you start using such a version control system you can't imagine life without it.

I'll admit, I'm a programmer by trade, and I can't imagine life without git. However, there are few version control systems that work well with large binary files like Word docs and images. There are some accommodations, however.

MagesGuild

I have to admit, in terms of versioning, I'm old-fashioned. I see git being useful when you have dozens of people working on a project and need a repository, but I don't see the practicality when your total team is ten or less, and few or no people are working on shared areas of text.

In programming, it's mandatory because a change in one place can affect other lines of code, but in writing, if you change a sentence in Chapter IX, you don't need to instantly go back to Chapter II and fix it.

I didn't mention the Moleskins either. I keep hand-notes in them myself, usually the non-ruled books with the closing strap. I have dip-pens (using teal, turquoise and violet inks) as well as Shaeffer and Parker fountain pens for my novels, as I tend to distract myself when writing, and the simplicity of pen and paper (for novels) forces me to avoid any potential electronic media.

For writing RPGs, less tends to get in my way, but I often work out ideas in notes first. That wasn't part of the overall process that I felt would interest most people, as the average person today doesn't know how to function without a laptop. I wrote almost all of SRPG using red and teal pencils in a mini-Moleskin (one of a three-pack), while re-watching 'Robin Hood' (BBC) one evening with a pipe of Medium Flake.

That is, I wrote most of the framework that makes it a system, not every word of the book. I detailed the skills by name, and the Psi-powers and basic weapon information, but much of the rest remained in my skull until I broke out OpenOffice on my 910.

Therefore, yes, basic notebooks are a good tool for the drafting process, or for tracking new ideas and for workshopping sessions.

If someone has me editing their content, and they use an abstract or unpredictable versioning system, I send the files back and say 'Put version numbers on these that a human being can follow.'. I would have fired a copy-editor that thought hat by having 'Copy' in his job title, he could use the word in repitition for version numbering: That's absurd.

The 'Save as...' menu option exists for a damned good reason, as do off-site backups. A word of warning: keep off-site backups of your work. I've seen on-site backups go up in flames, or crash on the floor, or be chewed on by a dog. If a dog eats your backups...

Seriously, you can get free server space for projects in many places other than file-sharing sites. Insomnia 24/7 gives shell, FTP and SSH accounts if you ask nicely. We have server space donated to us, and make use of it. The hard part is ensuring that anyone who has server-access knows what the devil to do when using it, and doesn't demolish the account somehow.

If it is only you using it, then there is no problem. Our solution is to have a sub-space for each person working and a central repository for each project. FTP accounts for each member though, are a different issue, as we need to request them one at a time.

Lastly, we certainly playtest everything before publishing it. Some of our writers ensure to make their games non-broken, and others don't know how to foresee issues. Often we fix problems that others would playtest merely by spotting them and deducing how a variety of players or GMs would break them, but some become an issue during play. The main problem many writers have is to write powers or abilities that are worded in a vague way that can be misinterpreted by the 'rules lawyer', and we strive to avoid that dilemma.

Occasionally, we spot a silly problem. An example is the Zoria Sorcerer class, as the number of chins that the sorcerer learns is based by multiplying two modifiers, an if one is zero, then they would have received no spells. I didn't pot that until someone played a character with the problem, and corrected it, by adding 'Minimum One' to the text.

Interestingly, we haven't noted any balance issues with the classes or powers in Zoria to date, but that is probably because of the sheer amount of work we do to make everything balanced; it could also be because we don't have a munchkin player in those playtest groups.

We have active playtests in person, and on-line using our chat system on the BBS, so we playtest games that we're developing on an almost daily basis. Not all of us are involved with each playtest, but the writers are involved with most of them. We also ensure that people playtest games both as a player and as a GM. One way or the other is not sufficient, and it is important that someone other than the system author can run the game.

The golden rule here is that the creator of a game system will always be prepared to deal with flaws in the system.


In order to make a product suitable for public consumption, anyone buying and reading it needs to be able to run it or play in it without writing to the author about a variety of subjects.

'Epiphany' is in a Gamma phase, as the Alpha and Beta versions were very problematic; the first too locked (as it is supposed to be a very open system) and the second a GM and player nightmare, in terms of dice-mechanics. Eric devised this multiplier system for rolling d10s that had no real curve and involved complex equations and mathematics, requiring--no joke here--a scientific calculator. beyond that, he wrote the equations in his own style; a linear style without the normal functions that define the equation, so it was possible to yield wildly different results depending on how you read the equation, with the same numbers.

The Gamma version is back to dice-pool mechanics, with playtest additions by my suggestion for handling critical success and failure values on 0s and 1s. The powers are now fully modular, but unproven. he has a lot of problems balancing powers by degree against each-other, so we all cooperate to assist with that by reading and comparing them all first. He also has a habit of forcing game mechanics to work to his meta-theories, rather than being balanced in the context of a game.

It's fine to believe something about metaphysics, but when your belief makes two characters of equal advancement non-equal because instead of building a balanced framework, you use your metaphysical beliefs to design powers, then you have a broken product. We've fixed a lot of this issue, but it takes a lot of effort to induce a change.

One of the issues, that I defined as broken from Day-One is hi concept of 'Faith' (in yourself, or any concept). A character with the 'Faith' attribute in Alpha and Beta who used powers on a character without 'Faith' never had to make a check on them. His powers always worked on the one without 'Faith', and conversely, the person without 'Faith' could never use powers on the one that has 'Faith'.

i explained it this way: As it is possible int he system to start with Faith if you roll in a lucky way, or configure yourself properly, you could be a low-level moron and blast away someone with much more power without 'Faith', and that's broken. "Faith' should probably grant an advantage of some kind if you want to include this concept, but it should be a mathematical advantage. This is a guaranteed success, and nothing should ever be a flat guarantee at all times.

He didn't believe me, and kept it that way through to the Beta playtest, when I proved it in actual play. I created a character with 'Faith', and demolished other characters who were far more powerful, but didn't have it, until they were all minions, out of sheer terror.

Another broken ability that you could buy at creation, introduced in the Beta version, was called 'Chaotic Wind'. This is a character trait, and thus something you could buy at the building phase, and not something you earned in play (unlike faith).

It gave the character the trait that everytime they used a power, there was a 50% chance that it always worked, and a 50% chance that it always failed. Yes, that was the description. No defense rolls, no willpower combat checks, no nothing. Just flip a coin.

How broken is it? Start out with that and Telekinesis and a five willpower, then walk up to a deity and turn their brain to mush. 50% chance that they will survive, even if they have faith.

It also meant that any power used on you had a 50% chance of succeeding or failing, so it was even more terribly broken, as it also could act as a shield, so that no-matter the power of your opponent, you had a 50% chance of evading any power used on you.

Needless to say, it has been removed from the Gamma version, due to my demonstrations, and many powers have been reworked and reworded.

I'm sure most of this doesn't make much sense without reading the manual, but it still needs a lot of work. it's a big game, so that is expected. My zoria system still needs a lot of work too, but it needs content, not fixing. At that point, Epiphany had all the content, but much of it was broken...

I write systems very slowly, because I'm methodical about balance.

That brings me to the point of all of this: You need to sit down and think about balance and possibly broken concepts, powers, skill usages, etc. while you write them, and before you playtest them. If you see something that could be a problem, fix it before your players fix you. :D

The other tools I suggest for working are as follows, and you can take it with the humour intended: tea, a pipe or cigar, some whiskey or ale, and either operatic metal music or audio plays at very low volume, and an oil lamp or candle. Give yourself the mood or atmosphere you want to keep you writing, or to put you in the 'mood of the system'.

Honestly, if you're writing a fantasy / middle-ages type setting, try writing in candle-light with a mug of ale. If you're writing science-fiction, try writing with neon lights and techno music or anime playing. Watch or listen-to something of a similar subject before you start writing to put you in the right mental atmosphere. This way, your creativity is bent toward the subject matter. (X|S)

beejazz

Quote
  • How do you organize your design work?
In the early stages, I don't really. Thanks to school, I haven't gotten far beyond the early stages.

Quote
  • What tools do you use?
For design? Books? A calculator?

By the time you're using something for mapmaking or whatever I'd hope the thing was already designed.

Quote
  • What do you like about your workflow?
I make sure I write everything down somewhere, and looking back I'm honestly a little surprised at the volume I've come up with just by doing that, and in as little free time as I've had.

Quote
  • What do you hate about it?
It's been slow. No surprise there though.

The Traveller

Quote from: MagesGuild;595238I have dip-pens (using teal, turquoise and violet inks) as well as Shaeffer and Parker fountain pens for my novels, as I tend to distract myself when writing, and the simplicity of pen and paper (for novels) forces me to avoid any potential electronic media.
Yup, I've a Cross myself, its less utilitarian than a ballpoint but I refuse to write fantasy in anything less. Weird, I know, but it does help, along with some Medieval Babes, Gregorian chant, or Clannad.

Quote from: MagesGuild;595238Honestly, if you're writing a fantasy / middle-ages type setting, try writing in candle-light with a mug of ale. If you're writing science-fiction, try writing with neon lights and techno music or anime playing.
And cheap Russian vodka for cyberpunk. :D /or how designing an RPG turned me into an alcoholic
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

TristramEvans

Um, I use a notebook. Then I type it up on a computer when I get it written.

Philotomy Jurament

Quote from: eykd;595219I'll admit, I'm a programmer by trade, and I can't imagine life without git. However, there are few version control systems that work well with large binary files like Word docs and images.
Excellent point.  I'd think that most images wouldn't require version control, but if you're saving your writing in Word documents then the binary file issue would definitely be a drawback.  I write text using a text editor and save in text format (e.g. LaTeX or XML, usually), which avoids that issue.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

LordVreeg

Quote from: eykd;595107For all you campaign, setting, and system designers out there:

  • How do you organize your design work?
  • What tools do you use?
  • What do you like about your workflow?
  • What do you hate about it?

This is an open-ended, exploratory question, as I'm interested in process and tools used at each stage in a design. Thanks!

I use a wiki for everything.  PBwiki, though most will do.  Make sure it searchable, though.  That becomes priceless after a while.  Or after you pass the thousand page mark.
Also allows me to have collaborators.  Like right now, when I look at recently edited pages, one of my PLayers hase been cleaning up my grammer.

All versions of pages are also saved automatcially when I want to look.

It works well as you can always add on and link pages.  It is so important when you are adding a lot of detail in.  It allows easily for a setting index, as well.  I can work from home or the office or mobile on any part of it.
Currently running 1 live groups and two online group in my 30+ year old campaign setting.  
http://celtricia.pbworks.com/
Setting of the Year, 08 Campaign Builders Guild awards.
\'Orbis non sufficit\'

My current Collegium Arcana online game, a test for any ruleset.