Episode Transcript
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Skylar (00:00):
Foreign.
(00:15):
Welcome students, to Session Zero University. My
name is Professor Rainier, one of the many
teachers here at the university. But for right
now, I am your orientation representative. Here at
scu, you will find a variety of professors well
versed in the realms of tabletop role playing
games, offering you their insight on every facet
(00:38):
of TTRPGs. Perhaps you'd like to take a home
brewing class with our potions professor or join
in on a role playing class put on by our theater
department. Be sure to take all your required
general education classes like Character Creation
101, Intro to World Building, and NPC Voices for
(00:58):
Beginners to help round out your education. There
are also plenty of electives and intramural
opportunities to add some fun and diversity into
your everyday schedule. So get out there and
learn. Whether you're hoping to graduate with a
degree in DMing or playing, it matters not. There
is always room to grow at Session Zero University.
(01:24):
Welcome students, to another episode of Session
Zero University. Today I am your professor, Skyler
Gorsett, the creator and creative director over at
Session Zero Heroes. And today I'm going to be
sharing with you guys A rundown on one page
TTRPGs. Why they exist, why you should try them
(01:46):
out, and how to make one. So first of all, what is
a one page ttrpg? So the premise behind it, and
I'm going to be referring to them as one pagers.
moving forward, just so I don't have to say the
whole thing every single time. but essentially
what you're looking at here is a, an entire TTRPG
system. Basically everything a person needs to
(02:08):
play or run that TTRPG all within one page. Now
what I say one page. And I'll get more into this
later. The size of the page can vary pretty
drastically, as well as the fact that you can use
either just one side of the page or both sides of
the page. both are typically pretty well,
accepted. Unless you're doing some kind of like a
(02:29):
contest or something that specifies otherwise.
Usually everybody's fine with the idea of using
both sides of the page because it's all one page,
right? And in my opinion, why waste the, the, the
back page, Fill it in, put, put stuff on there if
someone's printing it. Anyways, whatever the case,
as far as my experience goes, just to kind of give
you guys a little bit of background, we've
obviously in session zero heroes done a lot of
(02:50):
larger sized RPGs. but we have also, both in the
show and out of the show dabbled in a couple of
one pagers as well. and I myself have actually
worked on creating some one pagers. So the, the
first one pager that I created was actually this
year. it was more a challenge to myself, but it
was part of a, one page TTRPG jam on Itch IO and I
(03:14):
wanted to see if I could even create one. Right.
It's one thing to create sort of a big overarching
campaign using another RPG system, or even just
like a full sized RPG PDF or whatever the case.
You know, creating that is one thing. Obviously
you can kind of like just brain dump, and then
fill in the little details and then bada bing,
(03:37):
bada boom, you're good to go. One page TTRPGs are
a whole different monster where you have a very
limited amount of space and to, to relay the
information for your game onto. And so I wanted to
see if I could do that because I notoriously have
the problem of overwriting. Right. Right. I create
too much. I brain dump too much. And then by the
(04:00):
time that I'm done, assuming I ever get to that
point, I've created, you know, a dozen or so pages
and nobody really wants to dive into it because
it's just a little bit too much and too
complicated. So I wanted to challenge myself to
see if I could actually pull off creating one of
these. One page all encompassed TTRPGs. And I'm
(04:21):
really excited because I was able to do that and
it was a lot of fun and it pushed me to do it
again. And, and now I'm working on like a whole
series of one page TTRPGs. but currently, let's go
to what I've actually created and published. So
first off, there was Spice Mages, which was for a
TTRPG jam that had specific words that you had to
(04:42):
sort of base your theme off of. And I believe one
of the words was spice and one of the words was
magic. So I took the two together and I created
what was called Spice Mages, which is a bit more
of a narrative, one page ttrpg. You can play it
with players. In theory, you could solo play it.
although there's not really a mechanic to like do
that. You'd really just be making up a story. It
(05:03):
works better as a collaborative storytelling
situation. And the basic premise of it was that
you are a spice. Right. Whatever form that takes,
you know, you've got like cinnamon, which is a
bark that kind of curls usually. so you know, you
have bark type or a Bark tribe, rather of, of
spices versus, you know, you could literally just
(05:25):
be a jar of sort of a powdered like chili powder
or something like that. Right? And the thing that
made this really unique was, in the character
creation section of this one page ttrpg, there's
this giant table. It took up most of the page,
which, was a little bit scary. All the rest of the
mechanics pretty much had to go on one page. And
then the second, the back page was literally just
(05:47):
character creation and almost entirely just this
T. And so the table had obviously your column and
your rows. So the columns, were each different
flavor types or smell types or whatever the case
for these spices. And that kind of represented
your training within magic or kind of your
(06:09):
personality that flowed through into your magic.
Whereas on the rose side you, you have all these
different tribes that you come from and that sort
of creates your type of spice, your physical,
form, you could say. So as I mentioned before,
you've got like bark type, which is like cinnamon.
You've got leaves, right? Leaves that are turned
(06:31):
into spices. You've got bulbs, you know, like
garlic or onion even, and all of these, these
different tribes of spices that exist in this
world that I sort of allude to, which is referred
to as the fridge, right? To kind of keep this
cooking them, as part of it, whatever the case.
that was the first one that I created. It was a
lot of fun. It wasn't a contest that we submitted
(06:54):
this to. It was just more for fun to show that we
could do it and to give something to the
community. So again, all of these that I'm
mentioning here are all available to download over
at our Itch IO page. just kind of a soft shout out
promo, there. If you want to go check them out,
you're more than welcome to, and you can kind of
see how this stuff kind of came into play as well.
So, the second one that I did again for another
(07:15):
RPG jam, this one was totally open thematically. I
think they gave a prompt that you could choose to
do but weren't required to. And so this one was
kind of left open. And I, and I have to preface
this, I had the idea to create a simple, simple
rule system that anyone could obviously pick up
(07:38):
pretty quickly and play, which is a lot of the
purpose of one page ttrpgs and I'll get more into
that in a moment. but I wanted to make something
that surrounded the theme of you are playing a,
skeletons who used to be just your generic
Skeletal army, members of, like, some evil
overlord. Well, the Overlord has been defeated.
(08:00):
And although his magic was what brought you back
from the dead as a, as a skeleton in his army or
her army or their army, you're now freed from
that. You're still alive. The magic that they
infused within you is still pulsating and keeping
you moving. But you're no longer tethered to that
evil overlord's will. And so now you're kind of
(08:23):
free to do whatever you want. And I, I wanted to
preface that I actually wrote this entire one page
ttrpg, all the rules. I published it, yada, yada,
yada, totally before I realized that somebody
before me had actually created, what is known as
adventure Skeletons, I believe is what it's
called. And it's actually a pretty popular one
pager, that's out there already now. My mechanics,
(08:44):
totally different than theirs, or at least fairly
different than theirs. They, both center around
rolling dice, but mine involves, each number on
the dice representing a different part of the
skeletal body. So 1 is head, 2 is body, 3 is arms
and hands, 4 is legs and feet. 5 is sort of their
(09:05):
magic, right? It's that thing that stems from the
necrotic energy that's keeping them moving. So it
allows them to cast spells and things along those
lines. And then six is wild. And so whenever you
would go to do an action in the game, you'll roll
3D6 and you're aiming for whatever body part is
related to that. So if you're trying to punch
something, right, you're rolling for, threes,
(09:27):
which is your arms and hands. And for every three,
or of course, six and six is wild, that you get
that that's considered a success. And it will go
towards whatever number of successes that you need
in order to do whatever it is that you were
setting out to do. And of course, if you're shy of
that, but, you still succeed, you know, you might
(09:47):
get a partial success or you might fail entirely
if you get nothing, so on and so forth. If you get
more successes than you need, there might be a
special benefit that the GM will put together.
Whatever the case meant to be kind of this fun,
potentially pretty goofy adventure of skeletons,
you know, going out and doing things, you know,
(10:08):
doing whatever the adventure kind of entails that
the GM put together. And so those were the two
main ones. Those are the two that I've created and
actually published so far. There's actually
another one that I'm currently working on right
now that's a whole series. So I don't want to
release anything until I have most, if not all of
this. The series that kind of goes along with this
(10:30):
one page TTRPG completed. So just be aware of
that. it's being worked on and once it releases
you'll be like, oh, this must be what he was
talking about. So, just four, I've probably gotten
four I think of this series, completed, which I'm
really excited about. It's going to be a lot of
fun. we've actually had a chance at Session Zero
Heroes to play test it once so far and it was a
(10:51):
really great time. So excited to be able to throw
that your way once it's done. But just a little
bit of background on my involvement with one page
TTRPGs. So with that being said, I want to dive
into why, why even make, why have one page TTRPGs?
Why not go find a larger system that's able to
encompass a rule set that's a little bit more
(11:13):
dynamic and detailed and broken down in such a way
that can really handle large style campaigns?
Well, it's for that reason that we have one page
TTRPGs in part, we don't always have the time to
go learn an entire new RPG or to teach players a
(11:34):
larger RPG. Right. Obviously, you know, DND 5th
Edition has become incredibly popular. if you find
people that are, have delved into TTRPGs pretty
much at all, they've probably played it. Most
people are familiar with it. There's, you know,
Pathfinder is a pretty big one. You got things
like Vampire, the Masquerade, which is pretty big.
But there's still like a ton of other large RPGs
(11:57):
out there that are less known. And therefore when
you sit down at a table and you decide, you know,
we're kind of tired of the high fantasy D and D or
whatever the case, we want something new, but we
want something that's not super heavy. We want to
be able to just, you know, jump into it really
quick and just have a good time. And that's one of
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the beautiful things about One Page ttrpgs is that
they can really work with that. Right? So it's
easy to learn, it's easy to just pick up and play
it. Honestly, all the one page TTRPGs that we've
run at Session Zero Heroes, it truly was. Hey
guys, so and so can't make it tonight. We can't
record the main campaign. What's something else
(12:38):
that we could play that we can throw together
really quick or have an adventure for really
quick. And it's a one page TTRPG every single time
because it's just so easy to just jump into it and
have an adventure. So if you're looking for that
or if you just need something for a one shot,
maybe you want to intentionally take a break. It's
not so much because somebody's missing and you
(13:01):
want something that can last for, you know, one to
five sessions. Maybe one page TTRPGs are great for
that, right? I, again, I can create a short story.
The mechanics aren't something that are going to
last me a super long time necessarily, but we can
have fun in the moment and we can create some fun,
exciting adventure in the meantime for this one
(13:23):
shot. So if you're looking for something to create
a one shot with one page TTRPGs are great. They're
just great. And the beauty of it too, from a GM
perspective is I don't have to put a huge amount
of work into it to play according to the mechanics
of whatever RPG that I'm doing, because the
mechanics are usually incredibly simple in one
(13:43):
page TTRPGs. And that's another thing that really,
it they have going for them. So let's talk about
now that we know why we should have one page
ttrpgs. And let me tell you, there are a ton out
there. You go to itch IO and you search for one
page ttrpgs, you'll find someone like drive,
drivethrurpg has some on there. You can probably
(14:05):
find 101 discord servers that kind of are centered
around one pagers, subreddits. Of course, you'll
find a ton of them there. There's no shortage of
them. There's no shortage of concepts that are out
there. With that being said, there's also plenty
of opportunity to create your own concepts.
Because with a one page RPG you have to get
(14:27):
somewhat narrow or broad with kind of a narrow
element to it, if that makes any sense. I'll try
to explain it. So for example, you might get super
narrow. For example, there is a one page TTRPG
that is titled Cracker Barrel Has Fallen. And it's
one that I've been really looking at because I
really want to run it with our, for our podcast.
(14:50):
And the premise of it is that you are people that
are at Waffle House and in the United States. For
those of you that are listening from outside of
the United States, or maybe you're in the US and
you're not familiar with this, the United States
actually uses a sort of emergency determinant,
system to decide how bad an emergency is based on
(15:15):
the status of a. The Waffle Houses in that area.
Waffle House being a sort of diner restaurant. If
they are open and fully functioning, then the
disaster must not be that bad. But if they're
limited on staff and the things that they can
cook, obviously you're getting a little bit more
into an intense, more intense disaster. And if the
(15:37):
Waffle Houses are closed, we're in DEFCON red or
black or whatever's worse. things are bad. It's a
wild concept to think about for sure. And so the
premise of this, this ttrpg, Cracker Barrel is
fallen, which is, again, two sides to the paper.
The premise behind it is you guys are people that
(15:58):
are at Waffle House. Some of you are probably
employees. There might be a couple of people that
are customers. The players are all just people at
this Waffle House. And there's a zombie apocalypse
happening. How bad is the zombie apocalypse? Well,
that's really determined through the game as you
play that. That same index that I had talked about
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before is moving from a green zone, which means
things are pretty fine. Honestly, it's not that
big of a deal. All the way through yellow, which
means things are getting pretty bad. The Waffle
House is starting to be unable to cook some
things. Maybe their menu is shortening or their
equipment is going out and then down to red where
it's like, this is bad. Waffle House is on the
brink of Clos or is closed, in which case the game
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is over. And so that's a very narrow scope.
Right?
You have specific things, very specific elements.
You have the zombie apocalypse, which kind of
focuses, the theme. And then you have the
specifics of your. All like people at this Waffle
House, specifically. Right. there's another rpg
and this one's actually not as narrow, it's a bit
more wide. And it's under the premise that you
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guys are a bunch. Sorry, I say you guys. I'm so
used to talking to my players. the players are all
a bunch of just generic townsfolk in a fantasy
village. They're just farmers, they're local
business people, whatever the case. And a monster
attacks, some sort of horror or villain or
(17:23):
something along those lines, attacks their
village. And they're the. There are no heroes.
They're the only ones that, that can go out and
fight this thing. So that one's got a bit more of
a broad, wide premise to it. with a Narrow element
of you're all these town folk that have very
limited resources for fighting monsters, right?
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You might go grab your torch and pitchfork. But
time and time again, you know, watching some of
the movies and shows that we watch, it's usually
not as effective as, you know, the hero that comes
in with a sword and a shield and he's got some
sort of magical blessing given to him by some
deity to fight this specific monster, what, what,
whatever it may be. So it's again taking that
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theme that you want to have and either narrowing
it down or making it super broad. and a good
example, a couple good examples for a very broad
theme. there's a very famous one page TTRPG titled
Honey Heist. And you've probably, if you're a fan
of like critical role, you've probably seen them
play it. There's plenty of other actual plays that
(18:27):
have done Honey Heist as well. And the premise of
Honey Heist is that you're all playing bears,
different kinds of bears. there's tables to roll
on it and then you get sort of benefits and things
along those lines based on which bear that you
have and your personality. And you are bears
trying to pull off a heist. So it's a heist game,
right? You're going to be robbing somebody of
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something or breaking into a facility and trying
to get some asset or resource where whatever the
case, it's very broad because that's kind of where
the theme of it all stops. They're not giving you
an end game. They're not even telling you what the
heist will be. That's for the GM and for the
players to kind of decide. And so that's a very
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broad concept. You're really just creating a
mechanic for the game. You're creating a mechanic
for the character creation and then you're kind of
saying go wild. And for the most part a lot of
these one TRPGs will, will do that. It's really
about how much you want to focus that in on,
right? So with the Cracker Barrel is fallen,
right? It's kind of just keep the restaurant open.
(19:31):
I believe it's for like six hours is what they
specify in the rules is kind of the goal. And
that's like a pre established goal that you go
into it knowing now obviously the GM can
definitely adjust it or change it, whatever the
case. but that's kind of the recommendation from
the game creators. With Honey Heist there really
is no end goal outside of whatever you as the GM
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or your Players or whatever the case decide. So
another good example of that, I, actually just ran
a game with a one page titled Goose. And the
premise is, is that the players are all a gaggle
of geese, each specializing in something
different. So very similar to Honey, Heist, where
everybody's a different bear that specializes in
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different things. There's obviously a dice roll
system to determine if you succeed or fail at
things. And all they say is like, your goal is to
cause havoc and mayhem amongst the humans. You
know, you're aggressive geese. And it kind of has
sort of a military vibe to it where, like you have
guns and stuff. It's pretty wild. but what I'll
say is that there really is no end goal outside of
(20:36):
whatever. Again, the GM and the players decide. So
you take your theme and your theme can have that
end goal. You can kind of pre establish that if
it's a very specific rpg or you can leave it wide
and kind of keep things open as far as what the
story will be. Now, obviously some people like, to
just pick up an RPG and have that goal as a GM and
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just have that goal already written out so that I
can just kind of jump right into the game with my
players and it makes it a lot easier. Some people
like to do a little bit m more customization and
theme planning themselves as the gm, and so they
want to pick up something that doesn't have an
ending to it. solo RPGs are going to be really
interesting with that because obviously the GM per
se is also the player to an extent. or the page
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itself has to offer enough to it to create a
system where you don't need a GM whatsoever. You
just get to be the player. And so that's also kind
of a big thing that we can get into as well is
what kind of RPG are you trying to design?
Obviously, if it's a group collaborative rpg, we
see those the most. Right. no different than D and
D or Pathfinder or whatever else. You have
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somebody running the game, but everybody's kind of
contributing to the story. Sometimes you might
have systems where there is no GM and the players
as a whole kind of all contribute to the story,
which is. That's a very fun way to do it as well.
You have solo RPGs, oftentimes kind of a
journaling type game. a friend of mine sent me a
(22:07):
one page TTRPG that sort of made a dungeon as you
go, and then within that dungeon you would fight
things. And so you'd be rolling to see what the
next chunk of the dungeon is, but you'd still have
your character who would be battling whatever it
is that you ended up rolling. And it was kind of
like a fun. It almost felt like a video game
because you're trying to see how far you can go
(22:29):
before you inevitably die. And I also, I want to
say it was kind of roguelike, that you could play
again. Maybe, maybe I'm making that up. I don't
know that for sure. But again, it's kind of this
idea that there is no GM M, but there's a mechanic
setup so that it, the game itself is generating
things for the person to do. And that's kind of
really cool and exciting. kind of going along with
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that. You've got a lot of map making RPGs out
there which are really neat. You have the dungeon
one that I just mentioned. obviously there's
Cartograph which has sort of a simplified version
of it that you can, I think can fit on one page so
you don't have to have the whole booklet. Or maybe
I just put that together for something. if you go
back and listen to our Session Zero University
episode about map making, with Chip, he, he and I
(23:14):
actually sat down and played sort of a simplified
version of Cartograph. And so there's a lot of
other ones out there, these map making ones that
have mechanics built in to help you sort of build
a map and tell a story as you do, which is really
cool. So all of this, let's take all of this that
we've talked about so far. We're talking about
(23:35):
theme, right? So you're going to create a theme
and usually this is a place that everybody starts
at. Right. I want to make a one page TTRPG that
fits a story that I kind of have in my head, but
keeps things open so that obviously anyone can
tell their own version of this story. And so
that's kind of a really great starting point.
(23:56):
What's your theme? For me it was magical, spice
characters running around a world where everything
is sort of like food related. one of my favorite
anime to watch is Toriko. So I'm very inspired by
that. Where everything is just food and
everybody's trying to turn things into interesting
foods and stuff like that. But there's also kind
of a combative adventure mechanic to it as well.
(24:20):
so that you can explore the world and fight
things. there's maybe like a big overarching enemy
that's trying to take over. Which in mind was Sort
of this concept of lacking flavor. this sort of
force of nature that just absorbs flavor, takes it
away, leaving things bland and gross. And it's
trying to take over this world. Right. And so that
(24:41):
was the theme with Bones in human clothing. The
theme is you are a group of skeletons that have
been separated from the control of your overlord,
and now you have free will. So again, there's an
adventuring element to it. you can go out and do
whatever you want. One of my favorite things to
add into any rpg, one page or larger, regardless,
(25:03):
is creating sort of a secret goal for the players
or for the player characters. What is that
character trying to achieve that maybe they don't
want to share with the other players? That might
maybe stand in the way of the other players. Might
be something embarrassing they don't want to
share. Whatever the case, it's a secret goal that
(25:24):
they don't tell everybody else. It might come up
eventually, and it probably should. But the key
thing is that nobody knows what each other's
secret goals are, and those might step on the toes
of the other players. And that creates a little
bit of drama, that creates a little bit of,
tension between the different player characters.
(25:45):
And I think that helps to integrate them into the
story so that it's not just me, the gm, kind of
railroading anything or whatever the case. Right.
They can kind of help contribute to the story
because they have things that they desperately
want to seek out before you guys get to the end of
the one shot or the end of the campaign, whatever
the case. So anyway, all of that kind of goes into
(26:08):
theme. And again, theme should be usually pretty
easy, I think, maybe. Very rarely do people come
up with the mechanic of the game before they come
up with a theme. I always find that the mechanic
part is actually m. The bigger challenge. Theme is
usually where people start. I have this kind of
general idea of a world I want to create, and I
(26:28):
want to build a system that fits it. And that's.
That's great. That's great. So that's a good place
to start. Now, as far as, like, my style of
writing, everybody's style writing is going to be
different as far as advice goes for writing out
the theme and kind of the one page TTRPG in and of
itself. But I'll go theme to kind of help out is
(26:51):
don't worry too much about organization, but just
enough to ensure that you don't just vomit onto
the page. A lot of people say just vomit onto the
page right off the bat. To an extent, yes. But I
don't fully disagree with that for this reason.
You don't want to get lost in your own. You don't
(27:16):
want to get lost in your own vomit. This is true.
You don't want to get lost in everything that
you've just sort of gushed out onto the page. You
don't want to lose bits and pieces, because I've
definitely had that happen before. Try to keep
things organized. Use multiple pages for now.
Okay? This isn't where we're stopping at when we
first dump everything onto the page. We're gonna
(27:36):
adjust this, we're gonna clean it up, we're gonna
organize it even better by the end of this. But
for the time being, when you first get started,
get everything out onto paper, but try to keep it
organized into chunks. If you use something like
Google, Docs is really good for this, where you
can have different pages and you can one of those
pages and have obviously different information on
(27:57):
each one. So you might open up a page. When I do,
like any RPG, I might have one page that's like
key NPCs. I'll have a page that's locations. I'll
have a page that's just general ideas that I
haven't really labeled or decided where they go
yet. I'm going to have a section for side quests.
I'm going to have a section for the main quest and
the plot line and the story and all this other
(28:18):
stuff. So feel free to do something along those
lines. Use different tabs or different pages or
whatever the case. Wherever you're formatting all
of this on, unload all of your ideas on there, but
do it in a way that you can quickly find and re
reference the information. Because the last thing
you want to do is get lost in your own information
(28:39):
and then lose motivation and then be done with the
project. You also don't want to over organize
because again, we're going to go back and we're
going to do all of this in a nice clean fashion by
the end. But we've got time to get there. So don't
over organize to the point where again, you lose
motivation, you lose steam, and some of those
(29:00):
ideas that are already in your head that need to
just get spat out onto the page, get lost because
you're overthinking through some of the details,
right? It's best to just get everything out as
quickly and efficiently as you can before getting
too detail oriented. So all of that kind of
encompasses theme and sort of the starting point
of Creating this one page ttrpg, now we can move
(29:24):
into mechanics. Now this is what I said before was
kind of one of the most challenging elements. You
might think to yourself, well, easy, I'll just,
you know, do something somebody else has done. And
there's nothing wrong with that. If you want to
use somebody else's idea of you roll three D six
and a, five or a six is a success. And then you
count the number of successes against however many
(29:45):
the GM said that you need. That's a pretty
standard system for a one page ttrpg. It's easy,
it's effective, it gets the job done. And there's
nothing wrong with that. But one thing that I
would encourage you to do is really think through
your theme and create mechanics that work nicely
with that. There are so many, and I cannot
(30:09):
emphasize this, so many incredibly creative ideas
that people have come up with for their one page
TTRPGs. And sure, other RPGs do some unique things
as well, but one page TTRPGs, the, the sort of
ease of write and access and posting of them have
created just an absolute wealth of just really
incredible creative ideas out there for how you
(30:30):
can create mechanics within your game, how you can
determine success or failure as the players are
trying to progress or whatever it is that you're
trying to do. Right? Character creation, again,
jumping back to spice mages, because that was
probably a more unique one than bones in human
clothing had a whole table. And I, I'd forgotten
to mention this, but once you choose, you know,
(30:51):
your flavor profile and once you choose what tribe
that you would come from, the two points on this
massive table would meet and it would actually
show you, I think, three to four words that become
your magic spells or become a portion of your
magic spells. They're usually descriptive words
or, you know, something that kind of alludes to a
(31:14):
concept. You have the freedom to slap another word
or two onto it to like actually create the full
spell. But you might get a word like spicy and
then you could add something to it. So you could
say spicy meatball and a, giant hot meatball comes
shooting out of your wand, right? And so the
mechanic to that was the character creation
(31:36):
actually directly goes into your magical casting.
And the words that you'll use for that are all
words that would fit for a spice that would be
typed as, you know, a hot bark type spice mage.
Right. Spicy comes out of that. And that's one of
the words that you get to use. Mechanics can vary
(32:18):
pretty massively. You know, everything from
something that's very narrative focused. Like
spice mages was, right? It wasn't any kind of,
like, super technical stuff. I cast a spell using
these words. It works, right? There's not really a
lot to it. It's just how the GM then responds from
there. And then you go back and forth as players
casting spells, and the GM presenting more
(32:41):
problems or challenging whatever it is that you
just cast in some way, shape or form to create
kind of a fun narrative, collaborative
storytelling. On the other hand, you got a very
classic approach, like we mentioned before, with
the dice. Now you might think, okay, well, you did
that for bones in human clothing. but I would. I
would argue otherwise, right? So each number on
(33:02):
the dice represented a part of your body. So it's
not so straightforward that 5 and 6 is a success.
Everything else is a failure. I wanted to give it
a little bit more life than that, right? So when I
roll to use my eyes to. To look around and try to
perceive if there's an enemy hidden within the
darkness, I'm not just rolling for fives and
(33:23):
sixes. I'm rolling for ones which represent your
head, and I'm rolling for sixes. And then I
furthered that mechanic to tie in with the
skeletal element by saying, when you fail in a
situation that would cause you harm or cause you
damage or maybe you're fighting something and you
would take damage. Whatever the case, when you
(33:44):
take this proverbial damage, you take pieces of
masking tape and you cover up portions of your
dice. And because those portions of your dice
represent your body parts, it alludes to the idea
that you, as a skeleton, your parts are getting
damaged, right? So if I go into combat and I take
(34:07):
a swing at some guy and I fail, and he comes back
at me and he. He whacks me really good with his
warhammer, and I take two damage, I have to take
two pieces of masking tape, and I have to look at
my D6s and decide where I want to put that piece
of masking tape. Meaning if I put one over my
number one on one dice, that means his hammer
(34:29):
probably cracked my skull a bit. And if I put the
other. The other piece of masking tape on my four,
as it whacked me over the head, it also came down
and crushed one of my feet. And so now my foot is
also damaged. I've got broken toe bones. And so I
thought that that felt really thematic, right? Is
(34:52):
parts of my bony body are breaking due to the
damage. And therefore, when I roll those later, if
the face up value on the dice is covered by
masking tape. It doesn't count as anything. So
it's not helping me at all. So if I wanted to, in
theory, I could cover up say both ones on my dice.
(35:13):
And what does that mean? I lost my head. I don't
have a head anymore. He whacked me so hard, my
head is gone. Who knows where it, went. And so the
DM might present an opportunity later on for me to
either get a new head or maybe I, only cracked it
horribly and so it could be re pieced together. Or
maybe he whacked it and it sent it flying and I
(35:34):
have to go find my head now if I want to get those
ones back on my dice. So kind of opens up that it
takes that skeletal theme and it opens up some
story elements as well. I was very proud of how
that turned out. I was very excited with how that
turned out. so again, highly recommend going and
checking it out because I think it's worth a try.
Now you might have some more variable approaches,
something that I've seen here and there, but I
(35:57):
haven't. It's not as common as dice, which I
probably would argue are the most common mechanic,
asset to any RPG, but definitely one page TTRPGs.
So variable mechanics could include things like
playing cards or I've seen tarot cards, even
(36:21):
something that makes sense that it fits with a
game. I've even seen people use other. Oh yeah,
one of the most famous, examples of this would be
Jenga Tower in the game Dread, which is like a
horror game. And the mechanic worked really well
with that because as you're pulling those bricks
off of the Jenga Tower, your heart rate is going
(36:41):
to increase because you're, you're nervous, you're
maybe even scared that you might knock over the
whole tower and bad things are going to happen.
And so you'll have these variable approaches to
mechanics like that, that kind of create. Again,
it's people thinking to themselves, I want to make
something that fits the ma. If you're doing a game
(37:02):
that's very mystical, that's maybe uses witches or
wizards or something along those lines, Tarot
cards could be a really cool way to do that. Now
how you do it with tarot cards is going to be
tricky because there's so many with, with playing
cards, you know, you have four suits and you have
the numbers and you have the face cards. So
(37:23):
there's only so much you really have to plot out
for tarot cards, there's a lot there, so you might
be tempted to go a little bit more narrative with
it. Something that leaves it open to the GM
interpreting what the card means and how the story
progresses from there. With the tarot cards. So
those kind of embody variable approaches as I
would call them. something that's just not super
(37:45):
traditional but still kind of logically makes
sense as a, as a mechanic. Now with that being
said, you also have the unique approach, the
unique mechanics. This is an infinite possibility.
Infinite possibility. I have seen one page TTRPGs
that go off of the premise of taking a piece of
(38:07):
paper, usually a small piece, and writing a word
on it. And as you would take an action that might
succeed or fail, right? That would usually prompt
you to use whatever the mechanic of the game is to
determine if you succeed or fail to. You have to
tear off a portion of that word and when you would
separate the last like chunk into those last two
(38:30):
pieces so that you only have like one letter left,
your character dies. But usually you get like one
final action to do something really cool or
heroic, right? And so again, extremely unique,
very unexpected. Something that's non traditional
from the furthest concept of gaming. And so
(38:51):
there's plenty of ways that you could do this. You
could have something very nature oriented and you
start out by like bringing flowers to the table
for each of your players. And whenever they want
to do something in order to achieve it, they would
have to pull petals off of the flower, based on,
you know, however much that the DM requires. So
(39:13):
the GM says, well if you want to do that, you're
going to need to pull three petals because that's
a pretty big action. So you lose three petals, you
succeed. You could choose to fail and then not
have to pull any petals. and of course at some
point you're going to hit a point where you don't
have any petals left or you only have one petal
left and then you know your character's done or
(39:33):
just can't do anything. I don't know, whatever
that this is just an idea, this is a hypothetical.
But again it's using a non traditional item to
create the mechanic of your game. And you want to
do that to ensure that you fit the theme. Dice is
not a bad idea. Okay? Dice ensures randomness.
Dice, has limitations, which is nice. It's easier
(39:56):
to work within those limitations. But what I would
caution you to is always think back to your theme,
create the game based off your theme, create the
mechanics based off your theme, because that's
creating a better experience. For everybody. And
it's going to really throw the players and even
the GM into that story, even more intensely.
(40:17):
Right? They're going to be able to picture it,
visualize it, all that good stuff. So, with
mechanics, you also have characters. How are the
characters being created? I've already kind of
gone over how Spice Mages is created, which, is a
little bit more of an interesting mechanic versus
bones in human clothing, which uses a very
standard tell me about your character. What's
(40:38):
their personality? What's their secret goal? Yada
yada yada. It's all narrative focused. And then on
the other hand, you're going to have something
that's a little bit more stats oriented, right?
You're going to have specific stats that are
defined and you as the player will have maybe a
pool of number, a number that represents your pool
(40:58):
that you can distribute into those stats. So you
want your character to be extra strong, you'll put
stats into strength. If you want your character to
be extra dexterous, you'll put them into
dexterity, so on and so forth. And then those
stats will be defined by the theme. So again, if
you're kind of doing a sort of simplified DND high
fantasy, you might do strength and dexterity and
(41:21):
charisma or whatever. You might do something else
entirely that is way out of this world. You might
do something that's entirely based on the premise
that everybody is playing an alchemist and so
they're not all that interested in doing feats of
strength or they have potions or mechanisms or
(41:41):
whatever the case, magical things that will give
them strength. So they're not worried about
strength and charisma and dexterity and
constitution. They're more interested in different
elements of intelligence. So you might have a
mechanical stat. I'm an alchemist that focuses on
creating gizmos and gadgets that can help me in
things. You might have something that's more
(42:02):
potion oriented, you might have something that's a
bit more spell casting oriented, as far as the
stats go. And so of course players are going to
input numbers based on what kind of alchemist or
what kind of magic caster that they want to do.
And it's going to be specific to whatever they
really push those stats with. Character creation
(42:24):
can be absolutely massive just as much as any of
the other mechanics. Right? How you create your
character, what your character represents. Some1
page TTRPGs really don't even delve into
characters. Right. A lot of those map making ones
is kind of more I'm controlling a world and so
it's not one singular character that I'm creating.
I'm just sort of a, third person, maybe a God of
(42:47):
some kind that's sort of overseeing this world and
moving things around in order to create stories.
So there might not even be a character creation
depending on your theme. So think about that when
you're going in. Again, it's all based on the
theme. It always kind of goes back to that, what's
the theme and how do I best create to make
somebody really feel like they're within that
(43:09):
theme? Next up, we're going to talk about creating
the design and layout of the ttrpg. And this is
kind of where the more technical aspect comes in.
So you've written the premise of the one page
ttrpg, you've come up with the mechanics, you
pretty much have all the details here. For the
most part. A person could theoretically pick up
(43:31):
this set of word documents that you've written at
this point and they could play the game. But how
do you make it look nice, how do you make it look
good and how do you make it look professional?
Something that will catch people's eyes and make
them want to play your game. So first of all, are
you doing this on digital or are you doing a hand
drawn? when Honey Heist came out, it was all
(43:51):
handwritten, which is really cool. And it's been
digitalized of course since so that everybody can
play it. But it was originally like, you can see
it's handwritten, hand drawn. and there's nothing
wrong with that. If you have good handwriting,
awesome, go for it. You don't need to have any
fancy skills when it comes to drawing. If you look
at the artwork for Hunting Heist, it's very
(44:11):
simple, it's very basic, but it feels, feels
right, right. It feels good for this. And I'll get
more into artwork here in a minute. But when we're
talking about designing this, obviously you want
to keep a few things in mind. First of all is the
software that you're going to use when you
inevitably digitalize it. Now, of course, if you
hand draw it, you're going to want to scan it in,
maybe throw it through Photoshop or something like
(44:32):
that. But that's pretty straightforward. If you're
happy with the way that it looks from a hand drawn
perspective, you're good to go. You're good to go.
And you can cut down to talking about publishing
or things like that. On the other hand, if you
want to do this all digitally, like I typically
do, you're going to want to pick a software to
work within. It could be anything from one of the
Adobe softwares, pretty much whatever you're
comfortable with. if you're like me, I love Adobe
(44:55):
Illustrator. I do pretty much everything when it
comes to designing stuff in Adobe Illustrator
because I love it that much. InDesign is also a
fantastic software if you want to do sort of page
layouts. It's like literally what it's designed
for. Photoshop that can also be an option if
you're a Photoshop wiz. That's probably a good go
to. If you don't have the Adobe software is never
(45:17):
fear. You can use something like Microsoft Word,
or something similar. Google Docs again is a free
option that you could take. you could use Canva if
you want to really like design it, make it look
super nice. that's the kind of the downside of the
word processing softwares like Google Docs or Word
is that you're pretty limited on design per se.
(45:37):
Yes, you can bring assets in and things like that.
but it can be a little bit tricky to navigate
through. What is the size that you're going for
for this one page ttrpg because page, the word
page can envelop a lot of different things. This
I've seen one page TTRPGs that are as small as a
note card and as big as a tabloid sheet. Tabloid
(45:59):
being 11 by 17 in case that term doesn't translate
for whatever reason. So you can really delve
within anything, any sort. There's people that
have talked about doing it even smaller than note
cards. as far as size goes, you might be kind of
pushing it if it's not something that people can
easily print. you're starting to get into a gray
(46:20):
area where maybe you should tone back. Maybe m you
should look more at some more traditional sizes.
Right. Because people want to be able to access
this. You want to be able to share this with the
world and see other people play it. If you're
making this for yourself, you can do whatever you
want. Obviously I m everything that I'm going to
talk about today is more from the idea of doing it
(46:41):
for the world, doing it for anybody that plays
TTRPGs that wants to jump into it. So you're going
to want to do something that someone can easily
print out or copy down or whatever the case. And
that's why most of these sizes work. I typically
will always do mine on letter sized paper since
it's the most common. That's an 8 and a half by 11
sheet of paper front and back. Typically, again,
(47:02):
you're more than welcome to do just front or
whatever it is that you want to do. when it comes
to a lot of the design elements, there's a lot of
sort of key rules that designers will follow.
Right?
One of the big ones is font size. Now, you can,
you're limited on space, so that's a big
challenge. You don't want to make your fonts too
(47:24):
small. If you're going down to like 8 point font
or smaller, it's going to be super, super hard to
read. And people are not going to like that. If I
have to bust out a magnifying glass to see what it
is that you said or to sort of get the information
off the page, this is going to be a challenge and
people are going to be turned off by that. you're
(47:46):
probably safest going maybe 10, 11 point font, if
you can fit it, 12 point font, go for it. But
obviously you're fitting a lot on the page and
that's going to take its toll. One of the big
things that I've seen a lot of designers say is
remove words or paraphrase things before you start
shrinking the font. So if you're getting pretty
(48:09):
close to filling up the page, you might want to go
back through and maybe cut a few words that are
unnecessary, maybe summarize things a little bit
more quickly and simply. And that's actually going
to help a lot for people to understand it.
Remember, we're creating an rpg. We're not
creating an actual story here. We're creating a
(48:30):
way for people to tell stories so we don't need to
over explain every single thing, every single
detail. They'll figure it out or they'll fill in
the blanks. A lot of times, of course, font
styles, like the actual style of the font is going
to be a big element as well. This is going to tie
into your theme. You want something that feels
(48:52):
like the theme of your TTRPG so that when people
read it, they really kind of can, can better
imagine all of this. With that being said, I do
want to emphasize, oftentimes use this font style
more for headers and titles and things along those
(49:13):
lines. Don't overuse it, especially if it's, a
difficult to read font style. You don't want to
fill out entire paragraph sections of your one
page TTRPG with this style. It'll become difficult
to read and again, it'll turn people off. If I
don't know what it says, I'm not going to keep
trying to read it or whatever the case. Use a font
that's easy to read for the big chunks of text.
(49:37):
Speaking of big chunks of text, avoid those. Avoid
too much. Make sure to break things out in some
way, shape or form so that people have room to
sort of pause for a moment to rest their eyes on
some white space. Separate, paragraphs. You can
put things into different columns. Whatever it is,
(49:58):
don't do just a big block of text. Oftentimes you
don't even want to use sort of like one column.
You want to kind of split information up to give
people that center point to know that they can
kind of rest their eyes. Of course, when it comes
to page formatting, make sure you don't forget
that printers most of the time will not print to
(50:20):
the edge of the page. So you don't want to overdo
it, with putting your information too close to the
edges because it'll either get cut off or what the
printer will do is shrink the whole page down to
fit within the margins. And then your font is
super small, so keep that in mind. Usually, you
(50:40):
know, softwares like Word or things like that will
do that for you. but other softwares that give you
more openness with the page, you might have to
clarify those margins before you get started. And
that's always a good thing to have there. Before
you jump too far. there's other things to keep
note of between, you know, CMYK versus RGB and
like print versus digital things along those
(51:02):
lines. I'm not going to get too deep into those.
Those are something that probably somebody else
out there can explain a lot better than I can as
far as how you should design things for those
different uses and like, you know, what
resolutions and things along those lines to be
keeping in mind. but again, somebody else can
probably explain those a lot better than I can.
You should usually be pretty fine. For the most
(51:24):
part. It's one page. It's not the end of the
world, obviously. Print things out, check that
they look nice before you go publishing them,
wherever it is that you're going to put them, just
so that you know that everything looks the way
that it's supposed to. One other thing that I will
add, and this will kind of, this applies a little
bit more to publishing, is are you going to do a
(51:46):
color version or a black and white version or
both? Personally, I recommend doing both. if I'm
somebody that's printing from a printer that I
have to pay like per print, I might be a little
bit less inclined to print it if the only version
that exists out there is a color version and
that's going to cost me extra. Or maybe I don't
(52:07):
have a color printer, I just have a black and
white printer and it's going to look all, all
crazy funky when I try to convert it or let the
system convert it and it's going to come out
looking weird. And so I highly recommend doing a
display version which is one that a GM could
reference or the players could reference on their
computer or on their phone. And then there's a
(52:29):
print version, more print friendly version that's
in black and white. or maybe you've just cut back
a lot of the color and that allows people to have
a little bit more access on printing it as well.
So just something that I personally like to do,
I'd also like to mention, and this is kind of a
side thing as well, is that usually, I mean, if
(52:50):
you're doing this for a contest, they're going to
have specifications on what can be in the one page
and shouldn't be in the one page a lot of times.
And if you're not doing this for a contest, then a
lot of this doesn't really matter anyways. But a
lot of times you can. They expect you to put all
of the actual rule set and everything like that on
(53:11):
one single page, front and back. As we mentioned
before, you can do other things for the one page
TTRPG as like supplemental, as long as they're not
immediately required in order for a person to play
the game. Then you can have them as separate
documents. For example, bones and human clothing.
(53:32):
I have created character sheets for. It's actually
three separate sort of 1/3 page character sheet.
So you print out one of these pages, you cut out
the three things and hand them to each of the
players. It has the little diagram to show the
different portions of the skeleton and what number
on the dice it relates to so that they could
quickly reference that. Otherwise it just has some
(53:54):
space on there for details about their character.
And those are supplemental, those are extras. They
aren't necessary to play the game. All of this is
stuff that a player could easily just jot down on
a piece of notebook paper or on their phone or
whatever the case to reference or. But I like to
create sort of these little supplementals that I
can upload on the side. So this is just kind of a
bonus point, I guess you could say. and, and
(54:17):
that's just kind of a fun thing. That you can add.
It could be anything, right? For bones in human
clothing. Another thing that we added, and we
didn't do this on any kind of paper. Although
maybe I should. there's actually a topic at the
bottom of the Itch IO page that's just a huge list
of all the spells. So if you're going to play a
magical based skeleton, what are the spells that
you're even casting? How do they work? And so we
(54:37):
actually created a whole bunch of spells, for
people to kind of quickly reference if that's the
direction they want to go. Is it necessary for the
player to play a mage? No, you can make stuff up
as you go and you and your, your GM are going to
work on those rules yourself. But it's not
something that's immediately necessary for people
to just pick up and play the game. So we didn't
(54:59):
add it to the main document and really we didn't
have any space to add it to the main document, if
I'm being honest. next up we're going to talk
about art, where you can get art doing your art.
Whatever the case. Okay, going back to the point I
made earlier about needing space to breathe. Art
is a really good way to sort of break up different
sections of your one page TTRPG or just kind of
(55:23):
adding more to that theme. Right? Giving a little
bit of inspiration here and there with visuals. I
highly, highly encourage it. And the beauty of it
is you might be thinking, I'm not an artist.
That's okay, you don't have to be an artist and
you certainly don't need to go and get a bunch of
AI generated art at all. there's plenty of stock
art out there, non AI generated that you can
(55:47):
absolutely use free of charge for commercial or
non commercial purposes and made by again real
artists that, that exist out there that have just
kind of put these pieces of work out for, for free
use. There are sites like Pixabay or Pexel I think
is another one. There's, I mean any number of
(56:07):
sites you can usually find just by searching like
royalty free art or commercial use free art or
things along those lines. And you'll find things
out there of course. Highly encourage you to, if
you, if you feel any level of confidence within
art skills, feel free to draw it yourself.
Nobody's looking for anything overly professional.
We all recognize one page TTRPGS as its own style
(56:31):
and that style really lends itself to indie art or
maybe non professional styles of art. If going
back to my example earlier Of Honey Heist. We're
not talking about these incredibly intricate,
highly detailed drawings of bears. These are like
someone took a pen and kind of sort of drew out an
outline of a bear, filled in a couple of little
(56:53):
minor details and called it good. And they look
great. They fit the theme of the ttrpg. They fit
the feel of it. So I highly recommend if, if you
feel confident. I personally don't. I do all my
work digitally and I'm not by any means a
character artist or anything like that. But if you
do lean into that at all, I highly recommend doing
it. Go for it, have fun with it, make it yours.
(57:15):
you don't need to go grab art from, from places on
the Internet. You, you've got those skills. And
don't, don't feel awkward, don't feel bad about
it. have fun with it and have confidence. And then
the last thing that I want to talk about is
obviously publishing your one page ttrpg. Now,
again, some people might be listening to this and
say, whoa there, Skyler. I, I don't want to
(57:36):
publish. And that's okay. That's totally okay if
you just want to make something for you and your
friends. Nothing wrong with that at all. I had
mentioned earlier the one page TTRPG Goose that we
ran recently with our players over at sessions of
your heroes. It wasn't something we were going to
record. It, was just kind of a fun thing because
one of our players couldn't make it that night and
(57:57):
we wanted to as kind of a humorous thing. And for
those of you that have seen the show Arthur, the
animated kids show from pbs, Arthur, there was an
episode where in the game all the kids, Arthur and
his friends play a game called Best of the Nest.
And it's sort of this goofy trivia based, game
(58:20):
where you play as a different type of goose and
you get met with a scenario and you have to make
one of three choices in this sort of survival
scenario. So, for example, one of the geese gets,
to the edge of a heavily flowing river and has to
decide do you want to try to swim through it, do
you want to try to fly over it, or do you want to
(58:41):
do the Hokey Pokey? And that's a whole joke in and
of itself. And the character chooses wrong and a
shark jumps out and eats his goose. And then
that's the end of the game for him. And so we
wanted to do something inspired by that Best of
the Nest game. And so we actually took Goose, the
one page TTRPG and we adjusted a handful of the
(59:02):
elements of it. I think we kept the dice rolls,
mechanic that they had in play. But otherwise we
adjusted a lot of the other stuff to fit with Best
of the Nest. And it's not anything that we were
ever going to publish. We just wanted to have fun
that night, so we threw it together. And it was a
lot of fun. It was a lot of fun. And so if that's
kind of the goal for you, feel free to go for it.
(59:25):
You know, there's nothing wrong with it. You and
your friends are gonna have a great time. And
that's what matters at the end of the day. For
those that do want to publish their work, for
those that want to enter contests or join in with
RPG jams and things along those lines, a couple of
key things. first of all, obviously self
publishing, if you're somebody that runs an actual
play or some kind of like side company or
(59:47):
something along those lines, that creates things
of their own for profit or whatever the case, you
might have your own Patreon where you can publish
it at. You might publish it through your own
website or whatever kind of sort of forum profile
it is that you have. Obviously social media, some
of them will support PDF documents and you can
(01:00:08):
publish it through there. but one of the big, big
names in one page TTRPG publishing is Itch IO,
which is a website that sort of centers around
indie game creations of different kinds and indie
sort of resources. Indie created resources. That's
where we've published our one page TTRPGs. So the
aforementioned spice mages and bugs of human
(01:00:30):
clothing. So if that's something that you want to
check out, that's where you can do it at is Itch
IO and again I highly recommend it. It's super
easy. You set up a whole page for it. You can
upload the different documents. So you can say
this is the, the display rule sets for your
computer. This is the black and white one. If you
want to print it out, here's a character sheet,
here's whatever other supplementals people can
(01:00:51):
comment, if they have questions about your system
or can create entire topics where you have a whole
forum based around your one page TTRPG to give
people an opportunity to chat about what they've
done with it, if they've played how it went,
things along those lines, ideas, they can leave
ratings. And of course if it's something that you
are interested in, you can obviously sell your
(01:01:13):
content as well or even just post it as you know,
if anybody out there wants to donate to me, feel
free. And then, you know, that's an option that
they have. A lot of those same things kind of
translate over to Drive Thru RPG as well. so it's
another place where a lot of people are going for
RPGs. You're more than welcome to go to
DriveThruRPG and post your onepage, there as well.
(01:01:35):
And then of course there's just forums, right? You
got things like Discord or you got Reddit or
things along those lines, those social media
forums where people love to see and, and share
their one page TTRPG creation. So of course those
are options as well. With all that being said,
that's my big giant Overview on why one page
(01:01:56):
TTRPGs, how one page TTRPGs, right, how to create
them. some of the steps that I've taken, some of
the methods that I've used, some of the tips that
I can offer and then like where to go with it once
you're done, where to publish it, how to, how to
use it, things along those lines. So hopefully
this was helpful to all of you. Hopefully it gives
you some ideas, gives you some inspiration. And of
(01:02:18):
course if you've created a one page TTRPG or you
found one that you absolutely love and you want
everybody to know about it, please, please let us
know in the comments. We want to see what you've
come up with, we want to see what you've fallen in
love with and hopefully we can have a chance to
play it ourselves. I love one page ttrpgs. I think
it offers so much opportunity, so much creativity,
(01:02:40):
whether you're creating or playing one that
somebody else created. And so I always love to see
what people have come up with and I love to see
those crazy mechanics people have come up with as
well. That is just always manages to blow my mind,
the creativity there. So again, if you have one,
that you've made or been inspired by, please let
us know in the comments which one it is. We'd love
to hear about it. And once again, thank you all
(01:03:01):
for coming and learning at Session Zero
University. We'll see you guys next time.
Thank you so much for joining us for today's
class. We hope you gained some new knowledge and
ideas from our incredibly knowledgeable professors
which you can take with you to your table and
implement into your games and sessions. If you
(01:03:23):
enjoy what we're developing here at Session Zero
University, then be sure to check out our lessons
in in practice by checking out various actual play
episodes. We have tested and recorded a variety of
games, systems, stories and themes for your
enjoyment, from Dungeons and Dragons to Powered by
the Apocalypse to Kids on Bikes and more. Be sure
(01:03:43):
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(01:04:05):
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