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Hard Six: The Devil's West

An adventure TTRPG about devilish gunslingers in a hellish West · By izzypetersart@gmail.com

Editing, as the Most Important Part of Design

A topic by izzypetersart@gmail.com created Aug 28, 2024 Views: 383
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I'm getting rid of the spells and magic system; I spent about three months working on it, so why would I cut it?

In short, because it didn't serve the goals I set for myself in making this game. It was big, sluggish, and didn't feel like a western. It's important to me that every part of a game I make be included deliberately, and in service to the game experience as a gestalt. 

Do you remember the Homer (the car Homer Simpson designed)? I don't want bubble domes, shag carpeting, and tailfins just because they look cool, individually, or because other cars have them. I think a lot of games have mechanics only because other, older games have them, and I'm trying hard not to re-hash systems that already exist, except when that serves a specific need dictated by my design goals. Adding a bunch of extraneous features doesn't improve a product; it usually makes it worse.


Part of writing a game is, of course, writing, but editing is every bit as important, and knowing what to cut is just as important as knowing what to create. Magic still has a place in Hard Six, in the form of charms and hexes, but it will be a smaller system with less to track and more attention paid to keeping the game feeling like a quickdraw spaghetti western in hell. Do I regret doing the hours of work that I'm now axing? Not at all. That system will see light again in another game. Look out for Sanguis Draconis, which will be my next TTRPG after the publication of Hard Six.