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I'm designing Wyverns & Warrens (WyvWar), an effort at a short, easy-to-learn, easy-to-play, fast-playing fantasy ttRPG that still has a depth of options. This series of articles is my "How To" for designing a ttRPG from scratch, with detailed, step-by-step stages from concept to (hopefully!) final design. Ever wonder what a ttRPG designer's process is? Well, here's mine!

I was doing these weekly through the middle of 2025, exclusively for my paying Patrons, and then health limitations stopped me. But now Part 12 is nearly ready, and I plan to go back to these soon!

(Cover art by Eric Pommer. Cover graphics by Lj Stephens) 

You can check out the articles at the links below.

First Look - Wyverns & Warrens Fantasy ttRPGPreview 01 - When Are Hit Points Not Hit Points?Preview 02 - Paths & EdgesPt. 1 Writing and RPG (How We Got Here)Pt 2. First Outline DraftPt. 3 - Core Mechanic, Attacks, and DamagePt. 4 - Target NumbersPt. 5 - Damage and BenchmarksPt. 6 - Time, Space, Scale, Distance, Movement, and RangePt. 7 - What Defines A Character, First Draft: AttributesPt. 8 - Hero McHeroFacePt. 9 - A Framework for Magic Pt. 10 - Enough to Start WritingPt. 11 - What Is A Roleplaying Game... and How Do I Design For That?

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