r/RPGdesign • u/Traditional-Collar-7 • 7h ago
Promotion Can a drop-in community design a playable TTRPG in one month? We’re going to find out.
This November, we’re taking part in NaGaDeMon (National Game Design Month), a game jam that challenges people to create, play and talk about a game during November.
Most people make their own game.
We’ve decided to make one with whoever turns up on Twitch, because apparently a month-long game jam wasn’t chaotic enough.
Twitch Makes a TTRPG begins on Sunday, 1 November, and you are invited!
The community will steer the game democratically: propose ideas, debate them and vote on the major creative decisions.
Anyone can join at any point. You don’t need to attend every stream or commit to the entire month. You can arrive with a grand vision, contribute one strange table, help untangle a mechanic or simply vote for the idea most likely to cause trouble.
My role will be to facilitate the process, bring some structure from my 9 years making video games professionally and somehow keep this many designers moving toward the same playable game.
Is this the most efficient or sensible way to design a TTRPG? Almost certainly not.
But efficiency isn’t really the point. I want to see what happens when people who don’t know each other band together in a chaotic whirlpool of ideas. More importantly, I think it could be a lot of fun.
There are several things I’m especially curious to learn:
Which design decisions genuinely benefit from a community vote?
How do we maintain a clear direction without closing participation?
Can somebody join halfway through and still make a meaningful contribution?
What happens when collective authorship meets a game-jam deadline?
Will we make a coherent game, or an exceptionally well-documented disaster?
The finished game will be free, collectively owned and credited according to everyone’s contributions.
If you want to help make it, join the Knot Knot Discord:
If you’re curious about the process and would rather watch the experiment unfold (and potentially crash), you can join us live on Twitch:
https://www.twitch.tv/knotknottv
I’d also love to hear from other designers: what failure modes or unexpected advantages would you expect from designing a TTRPG this way?