Devlogs
Metamorphosis
Here are the stages I think many TRPG designers have passed through, or will pass through:
- Play D&D or totally-not-D&D as a player
- Play D&D or totally-not-D&D as GM
- Experience the pain, try to "Fix D&D" (a time-honored tradition dating back to at least 1975 with Warlock)
- Paradigm shift (you either have this or don't): realize it's possible to make a separate game than D&D
- Obligatory fantasy heartbreaker
- Obligatory trying to sell said fantasy heartbreaker under a vague idea of making money from your hobby
- Get in touch with the indie TRPG community. Either get depressed by the utter failure of aforementioned enterprise, or get hooked on making progressively weirder games
- ???
- Don't profit