How it came to be.
There are a lot of reasons why people choose to create their own game, so I don’t imagine my reason is going to really blow anyone’s mind with my answer.
You know the scene. You are sitting around with your friends and talking about gaming. Your frustration in how things may be done in the game. For me it was Dungeons and Dragons 2nd Edition. Don’t get me wrong, I have a lot of fond memories playing this game. It was the game that got me hooked into gaming 20 years ago.
So around five years ago we were playing a bunch of 2nd Edition, and it started to wear on me. My problem with D&D has always been that it was a bit too rules extensive, and trying to teach new people how to play the game? Good luck. By the time you got to Thac0, it was a mess. So this is how this started. We started to wonder if we could make a game that was not as confusing, and easier for new people to learn. Most of our newer players came from our book club and had no experience in gaming at all.
So on a trip back from a Renaissance Faire that was rained out, we started talking a script for a movie. Or Chris did, since he was the one thinking about it. In the story, people were getting killed by monsters from a rpg they were playing. After talking about it, we decided to make a game for the movie. A very simple game.
Or so we thought.
Then all those thoughts of thinking we could make a game we actually wanted to play started coming out. The three of us (Chris, Henry, and myself) started wondering if we could design something more. So, it turned into something much, much, more. We call it Perdition.
Why it is important?
I miss creating. I have always felt better when I was creating something. I am written most of my life, and remember how often my life seemed better while I was actually doing it. Then came a new type of creation with the RPG.
It was awesome.
It was a new kind of euphoria. Because we were creating an entire world. I will talk more about the game on a later date, but it is a world that the elements are a major force, and the creation aspect of that was something I loved so much.
But even more than that, there is a sense of accomplishment (even on a game that is nowhere near done) that comes with the creation of it. Even small parts that you finish can make you feel great about what you are trying to do.
What does the future bring?
The one thing I have to do is get consistent with all of it. It has been a little over a year since we have actually done anything, and I am in the process of moving back towards starting designing the game again. I just have to re-read everything and see where we are.
The funny thing is when we started we had created a D&D clone without even realizing it. Then I started playing indie games and fell in love with them. How simple the games can be, and how they are more about roleplaying, instead of it being all about rules.
But beyond that I am really excited about getting back into the game
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