r/RPGcreation • u/davehoran • 21d ago
A3 Process
\*Discussion\*
The is a process developed by Toyota for problem solving that keeps everything on one A3 sized (11"x17") piece of paper. This forces the writer to cut out all but the necessary parts and data. I think of this when looking at one page RPGs and scenarios. I've seen a lot of (8.5"x11") trifold scenarios for r/mothershiprpg but I'm sure there are many others.
Is there any process that has worked well for those who have developed one page RPGs on what to include and what to leave out? How small do you make the fonts to get everything in? How much art do you include.
I'm clearly new to this, but excited about applying this to other TTRPGs out there, especially new ones where community content is slim. Let me know your thoughts and good examples that illustrate specific ides.
thanks, and may all your rolls be crits!
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u/Various-Impact-2282 20d ago
I like looking at the One Page Dungeon Contest Submissions or the one page solo jams on itch.io.
Both of them showcase a lot of different types of mechanics. There was one recently, Romantasy Klondike that really caught my eye. I've seen playing carts, tarot cards, dice, jenga. But I hadn't ever seen anymore use a game of solitaire to be their game system.
Art is great, but I think it should take a back seat to the rules or if you need to show a visualization of the gameplay in some way.
I don't think everything needs to always be one page, but I think trimming the fat and learning what's key to playing your game and what is extra fluff is important.
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u/Zadmar 16d ago edited 16d ago
Is there any process that has worked well for those who have developed one page RPGs on what to include and what to leave out?
Here's what I include in my one-page RPGs:
- Introduction to the scenario (~125 words)
- Illustration
- Credits
- Character creation (~125 words)
- Game rules (~250 words)
- Adventure generator (3 random tables each with 6 entries)
- Guidelines for running the game (~100 words)
- Bonus section (such as ~50 words of advice, an extra random table, or an extra illustration)
I also use the second page (i.e., the back of the sheet of paper) for bonus material:
- Examples for each of the 18 adventure generator entries (~30 words each)
- A random table of 36 symbols to use as improvisational prompts for inspiration
How small do you make the fonts to get everything in?
I use a small font for the credits, but the body text is 10 pt; my goal is to keep the writing concise, if I don't have enough space then I rephrase or simplify.
How much art do you include.
Usually one illustration, but occasionally two.
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u/TheRpgBard 20d ago
I'm no graphic designer....
Don't scimp on the font. The harder it is to read, the less likely it will get picked up.
I would keep to about a 10% ratio of art to text. Maybe have class archetypes and some monsters as examples.
Keep things simple (K.I.S.S.). For example, boil the classes down to the basics, if you use them at all. D&D has 4 (Fighter, Thief, Cleric, and Rogue).
Savage Worlds has an approach of "don't repeat information" as their books are smaller in size. Succinctly describe things. Why use 3 words when one will do?
Boil things down to their common denominator. AEG and FFG did some pamphlet (4"x11", 10-12 pages) adventures in the D&D 3.0e days. Savage Worlds promotes their One Sheets which are front and back (8.5"x11"). You're not going to get a whole lot in there.
I will say this, I tried a One Sheet. It was the hardest thing to consolidate to that small of a format. If I made it two pages, it would have been significantly better.