This chapter is my attempt at providing advice on stuff like layout. It’s something I’m still working on myself, but I’ve at least distilled what I’ve learned (with a lot of trial and error) here.
The next chapter gets into the details of publishing per se. This chapter is about how to take an RPG you’ve created and make it into something you can show to the world.
Like a lot of things in most any creative endeavor, there’s not really any single way to decide on a title. It depends a lot on your particular project and the audience you’re going after. For a retroclone intended to evoke old-school D&D, an alliterative title with an ampersand in the middle could be a good way to communicate what you’re about. Titles like Dogs in the Vineyard or Thou Art But a Warrior may not grab your average geek, but that’s totally fine if you’re going for a different crowd.
While keyword optimization can be kind of obnoxious, it pays to google potential titles to see if there’s anything else out there already, and generally if it’s possible to find your game online. Even if you’re unlikely to get into legal trouble, a name that resembles something else makes it harder for people to find your game even if they do know the name. I like the title of my card game Channel A overall, but it’s also the name of a Korean TV channel, so to find it online you have to search for something like “channel a card game” unless you really want to dig through posts about Korean pop stars.
In the 1980s Steve Jackson Games developed a multi-genre RPG—not the first of its kind, but one of the most notable—and in 1986 they published it under what had been a placeholder title, “GURPS,” short for “Generic Universal RolePlaying System.” That in turn made acronym titles kind of a running gag in the RPG world, with the likes of FUDGE (Freeform Universal Donated Game Engine), TWERPS (The World’s Easiest Role-Playing System), CORPS (Complete Omniversal Role Playing System), SLUG (Simple Laid-back Universal Game), and there are more but we don’t have all day. Some are old favorites, some are well-supported small press games, and a lot are joke games. I won’t say you should never go for a title like that, but I wouldn’t personally unless it was a particular kind of satire or I had devised an agonizingly clever pun. Continue reading Tools for Dreaming: Games Given Form