Yes; a super-duper-lightweight d10-based system for general characters; four attributes, roll and add one, opposed checks. Fun, stupid lethal combat system. Your series of "Things on Character Sheets" posts with all the police and mobsters and such with guns inspired me.
1. Yes and no. I have a complete system/structure that occupies about 5 pages with multiple settings designed for it, dice-optional, but I haven't published it because I don't think it would sell. My players love the hell out of it though, so it's worth having at least for me.
2. Yes, several in pieces at the same time. A campaign world for use with the Pathfinder core, and a few different games from the core-up using psychological modeling for character creation.
For questions or remarks, address them to my above handle, [at]abstrusion[dot]org.
I've designed, oh, three systems, of which two were playable as written but pretty standard (and very dependent on me as GM to make it work) and the third postdated me finding the Forge and is consequently much more ambitious and an unplayable wreck. I eventually hope to get back to redesigning and playtesting it, but it's been a couple of years now.
1. I've written two roleplaying games, and published one (if ashcans count, which I seem to remember you feel they do).
2. I'm designing on designing a roleplaying game right now. I need to read and I have (legally) downloaded what I need to read.
1) I never wrote a game from scratch, but I think I wrote literally hundreds of pages of house rules and variant for every system I played until a few years ago, trying to make them "work". Never published, obviously.
2) No. I like to say that I "got out of the tunnel" (or, if you prefer, got out of the wagon) of game (re)design, now I am an happy player who is all about play and no work!
This is A LOT of people designing games! It's exciting.
I always get in trouble when I talk about what my blog here is for, but since a few of you ask, the short form: for a while now I've been talking, to my mind, second-game rpg theory. I've been curious how many of you are, in fact, second-time (or beyond) rpg designers. Answer: not all of you, but for sure a bunch of you.
I wrote a lot of games before On Mighty Thews, games that thankfully will never see the light of day. One of the things that I get from reading your blog is understanding why On Mighty Thews works when so many other games I worked on didn't. I think I didn't have the skill at the time to intentionally design towards the effect I wanted, and instead just stumbled on it by accident. That process, revising and improving On Mighty Thews, and the work I'm doing on new games has definitely given me the tools to understand what you're saying a lot more now.
I look back at things I read two or three years ago, and realise that I really didn't understand them the first time I read them. I think I finally get it now, but who knows? In two more years I might read them again and see something totally different.
I'd like to hear what you'd call "first game" theory, even if in sketch. I'm guessing the first game is just to get a working game for your standard group by hacking something mercylessly, whereas the second game and onwards is about doing something specific.
2nd game rpg-theory?
My experiences mirror those of Simon C. My "success" with Space Rat was more accidental than by design. Since then I have come to better understand what I was doing (let alone what others were doing!). I think it has made it harder to design subsequent games, but am not yet able to articulate why...
And yes! But no idea whether I will published once it's finished.
I only recently got into rpgs, and decided to try out this guideline for players thinking of designing their own game. So of course I jumped right in despite my inexperience, although maybe that will be better in the long run. I like the idea of starting with my own ideas first, then altering and refining the system as I learn more, instead of being entirely influenced by other systems from the get-go.
Haven't been here in a while, but I've been known to lurk from time to time...
1) Yes--I've designed functional games before but none of them were fit to publish.
2) Yes--I'm working on two (or possibly three) games at the moment-- the first is the latest re-design of the system (a relatively rules-light but fairly traditional generic cyberpunk system) mentioned in #1, and the other is a smaller, much more focused game dealing with gang violence.
Yes, although I find it difficult to stop revising things.
No, unless just to some friends counts.
Yes, sadly, four all competing for my attention (ref: four plots, some waiting): a game about virtue, faith, and culture clash set in the land of Nod to the east of Eden, the same game slated to have cultures as characters rather than individuals, a victorian game about propriety, eccentricity, favors, and masterminds, and a high fantasy game about emulating and creating legends as a form of self-identification and source of magical power.
I need to narrow down that list. Given aforementioned problem of not knowing when to stop revising, this means I'm not getting very far :'[