What's your secret? How do you come up with this stuff?


RPG Superstar™ General Discussion

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Liberty's Edge Marathon Voter Season 7

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This started as a conversation in another thread, but I thought it would be fun if entrants showed their thought processes in a very vague way. I also thought it might be good for showing others how different people think things through.

I see a lot of stuff written up saying "do think this way" and "don't think that way" when the truth is my way works for me. It's unlikely that some one else's method will work great for me. My way will NOT work exactly as is for ANYONE. My method can stand improvement, which is why I'm starting this. My son and wife's methods are different than my own, and I mostly taught both of them. (if you're wondering there's almost 75 years of gaming between us.) I don't want the method's of the winners. I've stewed through plenty of that and taken what I can. I want to know all of it. =) Somewhere out there is a first year entrant that has an idea I can use to improve. Somewhere out there is an experienced entrant that can help me too, but they are mostly old farts like me and set in their ways.

My "from the hip" design will probably cost me. But this is the process I went through for my item. I go through a similar process for most item/spell/creature creations. =P

It's important to note that the error I vaguely mention is not alone in the submissions. While I consider it a very "newbie" type error on my part (I should have known better) and one I shouldn't have made. It's one that any very experienced person could make and one I've seen less often than I'd like to help calm my flustered ego, but often enough that I don't feel totally alone.

1. I thought of what I wanted to be able to do. In this case it was not a combat item but was definitely something that any adventurer would use. So I had the "generally anyone can use" and "not armor, weapon, etc" for the wondrous item.

All of this was actually a long process. The idea was first conceived just before the 2013 contest, but I wasn't up to entering that year. (no explanation provided) About two weeks before the contest this year, I pulled it out along with a bunch of stuff I'd thought of since then and decided the concept was sound. So I went on.

2. Filed through my brain to see if I knew of an item that did that. Nope.

3. Filed through my brain to see if I knew of a spell that did that. Nope.

4. Told my son and wife what I wanted to do. They didn't know of an item or a spell that did that.

5. Figured out who, other than an adventurer, would use it. This made the description easier.

6. Dumbed down the item even more so that those people could use it.

7. Thought about if there was anything similarly themed or simple and handy that could enhance the item without overloading it. (A lot of items would benefit from doing this and NOT adding anything else after that.) I went with a simple addition.

8. Spent some time thinking about potential campaign problems from it. In this case, the item is simple enough that there was only a small caveat I had to add about the minor addition I made. Since it was non-combat and not strictly adventuring oriented, I didn't really worry too much about campaign balance (that might have killed me, because it contains a mechanics error of sorts. I can "justify" the error, but I'd have to justify it and that isn't what the judges want.)

9. The day of the deadline I wrote it down and showed it to my son and wife. My son made minor fixes to my mechanics. (The mistake came after this. I can't fault him.) My wife got rid of phrases like "appears to be a normal..." (not really, but there was a phrase in there that needed to go and I've SEEN it many times this year.) She fixed grammatical and punctuation errors. I posted it and emailed a copy off to my son. He never commented on it, but when I was reading his response to something else, I noticed my error.

As a side note, I copied the format suggestion from the contest rules and pasted that into a word processor. I saved frequently and copied and pasted the item from the file to the website.

I also read all of Sean's suggestions over that one year period of time. And read some of the peanut gallery's comments as well. I like peanuts.

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The worked example thread I made this year is one approach I often use. There should be enough detail for your needs I think.

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Tokoz wrote:
As a side note, I copied the format suggestion from the contest rules and pasted that into a word processor.

yeah I did that some time ago.

My creation process was not nearly as complicated as yours... I thought of an effect that I wanted and then sat down and created an item the produced that effect. after seeing my item again, I doubt I'll make the top 32, part of it is a little more confusing the way it is written than it seemed to me when I submitted it, but it's all good, there is always next year.

Liberty's Edge Marathon Voter Season 7

cwslyclgh wrote:
My creation process was not nearly as complicated as yours...

I tend to be kind of anal about my thought process. =P

Dark Archive RPG Superstar 2012 Top 16 , Star Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8 aka FaxCelestis

Generally I hear a song, see a picture, or watch a movie and get a tangential concept in my head--my item this year is one of these, which I can reveal post-voting as an example--which storms in my head anywhere from a few hours to a few weeks, mostly visuals and "how could this be used" imagery, whereupon I am struck by a bolt of inspiration and a desperate burning need to commit my idea to paper; actually doing so takes anywhere from a few minutes to a few hours (most notably is the time I banged out a whole 20-level class on my lunch break), after which I let it simmer for a few hours, retread and do some minor revisions, and post.

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It all depends for me. The first year I did this, I had a vague idea of a a concept that I wanted to do, and didn't end up successfully developing it.

Two years ago, I decided I wanted to find something mechanically different- something that used an existing rule in a different way. I came up with the Mantle of Dominion as a result. Mechanically, it needed a bit of tweaking (and I definitely agree with criticisms that it was too narrowly focused, which was an issue I struggled with, but ultimately erred on the side of caution over- and it proved to be an error.)

Last year, I started by trying to find a slot that wasn't really already saturated with entries, and then a particular sort of item within that slot category, and designed my item around that. So I ended up creating the Surcoat of Accord. After the fact, I learned that there was an item in a Paizo book that did a similar thing to one of the features (treating the surcoat as a banner), and just in general it was a little less exciting than other entries, although it was solid enough that it landed in the top 89, which was nice to see.

This year, I actually worked on two ideas, one of which (my entry) was based on an ability of a character in a story that I created many years ago. The other was more of a psionics-but-not-really idea that I still think was cool, but turned out to be a little too SIAC, and I couldn't quite think of how to make it less so prior to entry. Perhaps next year.


I tried to follow the K.I.S.S. (Keep it simple stupid) method this year. Tried to keep it as simple as possible. Kept description simple, the mechanics as simple as possible and the theme simple. Just hoping it works this year so I wait and see.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

My idea started off as an archetype ability. The archetype was scrapped from development and I thought it could work well as a wondrous item.

Last years item was inspired by a recent read through of Seeker of Secrets and watching Aladdin.

My 2012 item was taken straight from my home game, which I had never actually written like up like it was in a book. I would just tell players what it did.

My first submitted item was horrendous and was inspired by the insects from the Mummy. After I read the judges feedback, I read previous year's items and the help threads.

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I started with a type of mundane item that I didn't feel had enough magical versions (a handful in all of the published material I've seen over three editions of the game) then added abilities that I liked with it.

We will see how it turns out.

RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka theheadkase

I have a blog series on The Flying Pincushion that covers exactly this topic each week.

Pairing it Down

Liberty's Edge RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka Locke1520

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I answered this in the other thread but I've re-posted it here under the spoiler:
Evan Draughon wrote:
I would be very interested to hear the different approaches to the contest. These few weeks are going to drive me mad lol
Voice Of Reason wrote:

Evan,

I'll chime in here (without being specific about my item).

Since you asked I'll chime in too.

This year I changed my approach from previous years. Following advice that can be found throughout the Superstar threads but was reiterated to me in person during Gencon, I began my design with a cinematic visual which I jotted down immediately. Then I imagined what sort of item could give me that visual and wrote down a brief description of the item. Then I tried to imagine what effect in game terms that visual would have and wrote that down.

Each of these bits was clunky and messy but I had something I could refine. So over a couple of days I slashed words, cut more words, eliminated some passive voice, cut a few more words, rearranged the order, added some words which were summarily cut and or moved, worried at the pricing, shared it with a couple friends (thanks guys!) listened to some advice ignored other advice, read it aloud, ran it through Sean's advice thread made sure it didn't have any of the "don't"s, reviewed the grammar, repeated some of those steps, changed the name a half dozen times and finally submitted.

Mostly it looks like it did even in those first moments just shinier. I'm very happy with the results even if I don't make The top 32. In fact I've never been calmer about releasing an item into the wild than I am this year.

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Nathanael Love wrote:

I started with a type of mundane item that I didn't feel had enough magical versions (a handful in all of the published material I've seen over three editions of the game) then added abilities that I liked with it.

We will see how it turns out.

Nathanael, I think this is GREAT way to come up with an item, especially if you add abilities that make sense with the mundane item.

Silver Crusade Dedicated Voter Season 7

It's hard for me to talk too much in detail about how and why I did what I did without spoiling it. =/

RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Champion Voter Season 8, Marathon Voter Season 9 aka GM_Solspiral

Last year I had 2-3 competing ideas. I narrowed that down to 2 one was a phoenix feather headdress that used feather token type effects and if a certain number remained could be used to burn and resurrect the wearer with the young template. I decided it would take too many words and instead complicated the crap out of a simple item from my home game.

This year's idea hit me all at once in a way that led to a rapid and fairly cool draft of my item. The roots of the idea are from 2 very different characters of mine from 2 very different worlds and they inter-meshed in an evocative and interesting way.

Idea to draft is nothing for me. Some weeks I output next to nothing some weeks I light up 5-8k words in a week. Blog posts get the majority of this output until recently.

Ideas cannot be taught. You either have a good muse or you don't. You either get what gamers find cool or you don't.

Now the hard part, editing.

Editing is painful. You have to kill some of your babies in editing. You have to let your ego go and show your work to someone else and let them tear holes in it. It hurts sometimes to hear that your favorite part is someone's least favorite part. Buck up, that's what it takes to get better. Listen don't defend. Ego is an enemy you cannot afford.

I'll take a hard working designer without a good muse or a good cool meter over a talented designer that's lazy and can't take criticism. I have tons of ideas I can let the first guy work into something useful, being the idea guy is easy peezy.

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http://psycnet.apa.org/index.cfm?fa=browsePA.volumes&jcode=aca

expensive but all about this ideas can be taught

RPG Superstar Season 9 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Champion Voter Season 8, Marathon Voter Season 9 aka GM_Solspiral

Lightminder wrote:

http://psycnet.apa.org/index.cfm?fa=browsePA.volumes&jcode=aca

expensive but all about this ideas can be taught

I disagree. You have evidence but I'm an American I'll stick to my guns!

Dedicated Voter Season 7, Dedicated Voter Season 8

sounds like they need to be cleaned better if they are sticking to you.

the journal is american also.

there are tons of idea generating approaches out there. improv games etc... whole sections of libraries full of the stuff, you can get multiple university degrees in it.

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Last year, right before sleep, thought of a cool little mechanic that I hadn't seen before. So with some feedback from friends, I fleshed it out into an item pretty quickly. Was my first year entering, it had some issues but it worked pretty well. :)

This year, again before sleep, thought up a cool visual first which was combined with mechanics quickly after. Then pretty much the same process as before, though this year I took more time.

To cut it short, bounce ideas around in your head, for some reason before sleep has worked for me. When something sticks, flesh it out. Get feedback. Edit, then edit some more. Polish, polish, polish. Get some extra eyes to check if you missed anything. Some final checks and polish, submit.

RPG Superstar 2012 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9 aka motteditor

Yeah, I find my basic ideas tend to just come to me -- if they're good enough, I'll write 'em up ASAP and then go back and edit later. Sometimes it's a base item, sometimes a power...

I find it's often when I'm going to sleep (last year, preparing for the archetype round should I have gotten in, I kept having to get up from bed to write down notes on ideas or look at some rules/campaign setting details), but also showering, walking the dog, even long drives or hikes...

RPG Superstar Season 9 Top 16 , Star Voter Season 7, Star Voter Season 8 aka Cyrad

This is my process:

1. Think of an object that does something inherently interesting -- cool visuals that would make the item appealing even if no mechanics were associated with it. A good place to start is find ordinary objects and have them do something strange and unexpected. Or, find an ordinary object and associate it with a strange adjective like "Rippling Wall". I try to think of several possible candidates and choose the best one.

2. Brainstorm mechanics associated with the visuals, writing down any and all ideas without analyzing any of them. I dismiss nothing until I proceed to the next step.

3. Do research to determine a base line for the mechanics. Do any spells match the brainstormed ideas? Does an item like this already exist? What systems are involved, and what are their standards? How expensive would the item have to be to achieve these effects? What slot is appropriate based on core items?

4. Write an outline of the mechanics, including figuring out the cost, aura, and requirements.

5. Write a draft of the item. Repeat this step. I completely rewrite the item for the first few drafts instead of just making revisions.

6. Polish and proofread the entry. I check to make sure it follows format conventions.

7. Prepare the entry for submission. I copy/paste the fields from my entry work into the provided template, making sure I use a preview and perform one final proofread.

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Some general thoughts so far: (sorry, I don't want to nest you over with quotes.)

1. I do think that creativity can be taught, but the stipulation I'd put on that is that the person has to be very willing to learn. It's a hard thing in our group the first time a new player comes up with an idea and the rest of us sit there looking at each other wondering who is going to be the one to explain nicely that the idea in question has been brought up no less than five times in the last twenty years. The ones that realize that it's just as hard on us as it is on them; they stay and learn that it's ok to throw ideas to us. We're happy to admit if it's new. =) But it's also not fair to expect us to be enthused with an old hat we've seen over and over.

2. I also think that the willingness to learn is something that can't be taught. And in that way, creativity can't be taught. Creativity does not just come from your personal muse though, you have to get out in the world and see what's in it, before you can come up with something that's not.

3. I'm not much of a multiple ideas person and neither is my wife, but my son totally is. He had four ideas for the contest, rejected two on his own, rejected another after talking to me, and then went with his current entry.

4. I don't actually get my ideas right before I go to sleep. My dreams don't even do much for me creatively. I do know lots of people that are that way though. The only time I ever had something cool come to me as I was going to sleep was a guild name in Everquest and you'd have to know the whole backstory there to understand why it was cool.

5. Thanks for posting though. I'm finding this very interesting and I hope others are as well.

Liberty's Edge Marathon Voter Season 7

Garrick Williams wrote:


7. Prepare the entry for submission. I copy/paste the fields from my entry work into the provided template, making sure I use a preview and perform one final proofread.

I'm seeing a lot that can benefit from this. =)


Call me wierd but I used these as my main drive:

Rule 1: Play the Game. (The more you play Pathfinder the more items you will think of as you play. Write them down and save them for next year!)

Rule 2. See a need...fill a need. (This is more complex than it sounds as it doesn't mean making a magic item to "Fix" something. It means coming up with something useful AND new without breaking the game or being too silly.)

Rule 3: Try and think outside the box. If you can't think outside the box, then you need to redesign the box...so to speak.

Rule 4: Catchy title or name. It needs to make sense, and not be campy. Alliteration is OK if kept to a minimum.

Rule 5: No swiss army knives! (I love items like this, and there are plenty in the game already, so this is a tough one for me).

Final Rule: Practice, Practice, Practice! (I have submitted a design every year, except one, and will continue to do so. Writing is hard, and no matter how good you are at it you can always get better!)

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Here was my process:

Step 1: Look at the RPG Superstar website and realize that the deadline for entries is tomorrow.

Step 2: Write up the first idea that comes to mind.

Step 3: Format the entry.

Step 4: Carefully read the entry and make sure that it is well balanced, falls within the rules, and it is something that someone will want.

Step 5: Make a few changes.

Step 6: Submit at last minute.

Step 7: Slap forehead realizing that there are a few glitches and typos in the entry (especially with the last minute ideas inserted from step 5).

This process is not recommended. Rushing an entry takes some of the fun out of writing it and mistakes will be made. Then again, it had the upswing of not overthinking every little detail of the entry. That's what messed it up last year.

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hey, um maybe consider this a resume process

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Carry a notepad and pencil with you at all times - inspiration often strikes when least expected, so not that inspiration down rather than forget it.

Dark Archive RPG Superstar 2010 Top 32, 2011 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Boxhead

I've used a variety of different methods to come up with my items:

-make a list of ideas and flesh a few out and pick the best (the rest go to Wayfinder!)

-find a new rule and a cool way to use it (see the Shadow Falconer's Glove, Steal was a new mechanic at the time)

-find inspiration as I drift off to sleep and write it up in a sleepy haze, then edit later (this year's approach, very close to the deadline. I have had a lot going on...)

-find an item that might have a cool visual and has few magical versions (see the Hourglass of the Insightful Conjurer)

-pull an item from my current campaign and polish it thoroughly (done it a few times, just make sure it can stand on its own)

These methods all have merits and flaws, and I would combine a variety of them if you have the time. I'm actually working on a short(-ish) article about Superstar at the moment that I'll post at some point.

RPG Superstar 2013 Top 32 , Marathon Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Phloid

I began designing for this contest by either taking an item I created for my home games in past additions and updating them, or thinking of an object of which there are few or no magic items and assigning magic abilities to it.

After failing to crack the top 32 in the first five RPGSS's I decided to take a different approach to it. A reverse approach, really. I started flipping through the core rules and some of the other books that added rules to the game, and looked for rules or pieces of the rules that have not been utilized in a magic item. I looked for new ways to implement an effect's placement, as well as looking for holes within rules that a magic item ability could fit to do something new. Once I had a design hole to fill, I reverse engineered it, assigning effects, spell requirements, an item slot, and finally a basic item. My fist result of this approach was my Thorn Creeper Sandals, which finally got me into the top 32 last year. I started with the idea that an effect could be laid down in the spaces you walk through and then got to thinking what that effect might be. Plants seemed like a likely candidate so I looked for spell effects that would cover this. My item wasn't perfect, and I muddied the writing right before submitting, but it got me to the coveted 32.

We will see if this approach gets me there again this year, cross my fingers. I'm sure it is not a fool proof method and it still takes some luck to stand out among the top entries, but I know this method has greatly improved the items I have designed the last few years.

Star Voter Season 7, Champion Voter Season 8

This is the first year that I've participated, but method isn't really system specific (played 2nd edition mostly, switched directly to Pathfinder). It's the concept portion of the process that is enjoyable for me. There are two approaches I've found useful that are somewhat different (or at least specific enough to maybe be useful for others):

1. Antique Shops: Walking through antique shops usually helps me with ideas. I'll usually run into something unusual enough that it doesn't seem to exist in game terms.

2. Etsy and Ebay: This is similar in terms of finding some visual inspiration. I've found useful to take the name of different item types and search them on these sites with the word "antique" in front of them.

Searching "Antique Amulet" right now one item that came up on the first page was interesting to me and sparked ideas. The first item was a "Antique bronze hamsa hand necklace" that was basically an upside-down hand.

So from that visual:
1. Search "hamsa" to find out more about it (sign of protection).
2. Start looking for defensive abilities that a "hand" can provide: Duelist Parry, Something related to Fighting Defensively, Hold a Shield, Stay the Hand (Spell), Interposing Hand (Spell), Something like a Crawling Hand.
3. Read all those rules to see what is interesting and look for something that might allow for a unique twist.
4. Think Visuals: This item made me imagine the hand closing. Perhaps some sort of protective barrier might be summoned that ties into the visual.
5. Rotate and Remove: Try out different ideas in combination trying to form a nice theme. Remove excess once that is done.

Most of the other methods I use have been mentioned: make sure it doesn't exist as an item, make sure it isn't already a spell, look for rules that may interact with the item, and then ask a friend if it sounds interesting.


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I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.

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Jeff Lee wrote:
I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.

But can you do that for round 2 as well?


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Maurice de Mare wrote:
Jeff Lee wrote:
I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.
But can you do that for round 2 as well?

My doctor advises against it, but then he's not a game designer.


Jeff Lee wrote:
Maurice de Mare wrote:
Jeff Lee wrote:
I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.
But can you do that for round 2 as well?
My doctor advises against it, but then he's not a game designer.

I'd dread what will you need to do to gain inspiration fitting last round...

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Drejk wrote:
Jeff Lee wrote:
Maurice de Mare wrote:
Jeff Lee wrote:
I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.
But can you do that for round 2 as well?
My doctor advises against it, but then he's not a game designer.
I'd dread what will you need to do to gain inspiration fitting last round...

Base jumping with a bungee 1/2 inch too long?


If I get that far, I thought I'd switch it up a bit and just spend a few days with a tincture of opium. Worked for Coleridge.


It might help with the accumulated headache...

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Jeff Lee wrote:
If I get that far, I thought I'd switch it up a bit and just spend a few days with a tincture of opium. Worked for Coleridge.

Maybe, if you want 2/3 of an amazing Round 2 entry and a lifetime of regret


Drejk wrote:
It might help with the accumulated headache...

See, here's someone that's beginning to understand my creative process.


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Garrett Guillotte wrote:
Jeff Lee wrote:
If I get that far, I thought I'd switch it up a bit and just spend a few days with a tincture of opium. Worked for Coleridge.
Maybe, if you want 2/3 of an amazing Round 2 entry and a lifetime of regret

I'm pretty sure his back story was simply a frame for the poem itself, and it was meant to be incomplete. Rather like Goldman saying The Princess Bride was just him doing an edit of a larger historical work.

Damn it, I went and ruined my own joke. Stupid English nerd impulses...

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Feros wrote:
Drejk wrote:
Jeff Lee wrote:
Maurice de Mare wrote:
Jeff Lee wrote:
I slipped in the bathroom and hit my head on the toilet. When I woke up, I wrote out my magic item.
But can you do that for round 2 as well?
My doctor advises against it, but then he's not a game designer.
I'd dread what will you need to do to gain inspiration fitting last round...
Base jumping with a bungee 1/2 inch too long?

Nah, surely it has to be the ultimate - bungie jump wedgie!

RPG Superstar 2013 Top 32, RPG Superstar 2012 Top 16 , Dedicated Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka Hodge Podge

This year my method ended up being:

1) Weakly decide on a base item about two weeks before the due date. Try in vain to come up with something else.

2) Drink lots on New Year's Eve.

3) Wake up at 10 AM, Paizo Time, with nothing but a hangover and an idea formed in half-sleep.

4) Almost completely scrap item at 1 PM.

5) Salvage the pieces and submit.

—~:-:~—

More ideally though, I always try to make an item that requires physical/visual movement/change that is directly related to the base item. Like if I had a broom, I would have it sweep. If I had a teapot, I would make it boil.

Even in my severely protracted design process this year, I made a text file for brainstorming. I just list every damn thing I can think of that is related to the base item and the core power that I want, even the really off-the-wall stuff. Somewhere in that process, I can find some well-jiving elements that make the core of my item.

I look to spells for inspiration sometimes, but I never have the item do exactly what a spell does. I also NEVER have the item give +X to anything, unless it makes sense as a sort of requisite ability for the main one.

Aaand I'm late for a very important date. We'll definitely talk more about this.

Liberty's Edge Marathon Voter Season 7, Marathon Voter Season 8

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Before anything else, I read (over the span of a week) each and every one of the top 32 items since the beginning of RPG Superstar. A little much, I know, but it's great research, especially all of the comments (from judges and spectators alike).

After doing my research, I embarked on the oft-perilous journey of crafting my own wondrous item! Below is my exciting (i.e. not really) guide.

1. Well before the contest officially started, I made a series of lists to help me design my item, broken down as follows.

  • Visually cool ideas (things I had either read (in books or manga) or seen (in movies, television programs, anime, video games). These were either actions (teleporting via a murder of crows, causing a partial physical transformation of the wearer in order to cause effect 'X', etc.).
  • Mechanically interesting ideas (spell combinations, manipulating rules of the game, weird alternatives to uses/charges each day, etc.).
  • Solidly useful purposes. Tasks, items and interactions that could be at least semi-frequently used and that would give the user a feeling of accomplishment.

2. I tried to make sure each list was composed of 10 items. Some were certainly more well-formed concepts, but other had pizzazz. Thankfully, a couple had both! I then rolled a d10 for each list and wrote down the resulting combinations. I did this around a dozen times. This removed a lot of the stress, and instead I was able to focus on exploring the random pairings.

3. I wrote a detailed paragraph about each combination. This was pure prose, not worrying about mechanics, available level, cost or other such details. The entire purpose of this step was to get myself thinking more and more about what *could* be.

4. I read over those paragraphs several times each, determining the very basic details of what would be necessary for each, including (but certainly not limited to) the following:

  • Is this too similar to anything that already exists?
  • In which power level bracket does this item belong?
  • Would this item give the player options during gameplay? Combat, non-combat, or both?
  • Would a player be excited to find this item?
  • Would a player be excited (if a little afraid) to encounter an NPC with this item?
  • Simply put, is it cool?

5. I narrowed down my paragraphs to 3 items: a primary and two back-ups.

6. I then proceeded to invest the bulk of my time in said primary item, fleshing it out to the best of my ability. I spent days on this step, simply working out the rules mechanics, pricing, etc. This was actually the most difficult part for me, as my base idea for an item was generally either too much, too complicated or simply too out-there for a 300-word wondrous item.

7. I then set my primary item to the side and began working on my back-ups. This not only got me thinking about these new (and exciting!) items, but more importantly, I *stopped* worrying over my initial idea.

8. Once I had three "workable" wondrous items, I laid them out, side-by-side, and compared them. Before I made any decisions at this point, I had friends and family look them over and give me feedback. There were a lot of great incoming ideas, and I reworked items accordingly.

In the case of the item I ending up submitting, it's a far cry from where it started. The slot used changed a good 3 or 4 times, the item cost was slashed in half, then quadrupled, then ending up somewhere in-between. This step was all done in the span of 36 hours--I had all my notes, which made this incredibly easy.

9. I worried over my item once it was done. Like, every second. I wanted to change it, to make it better, cooler, more...something-er. But then I thought of Bob Ross, who was fond of telling viewers that whenever they wanted to keep going, keep making changes, they were "piddling the painting to death". So I submitted four days before the deadline, simply to keep myself from butchering my work. I view this as the most important step: knowing when to just stop.

Anyway, that's how I did it. I'll see how things turn out. I'm hoping for the best, but even the worst-case scenario is nothing of which to be ashamed.

RPG Superstar 2008 Top 16 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka MythrilDragon

One of the things I do when creating a new item is to get "into character" and think about who and why the item is being made. It helps me determine what kind of visuals the item will have, what spells the creator has access to and at what level, and the attitude the maker may have about how magic works for them. I DO NOT think about a specific wizard who needed something to do X so he made Item that does x. Instead I think about goblins who want to be sneaky and how a goblin sorcerer might make an item that a goblin warrior would be proud to wear. More generic, but still specific enough to make the item feel "real" in the game world.

Sczarni Star Voter Season 7

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I'm quite random...

1) List all slots. Perfectly 12 types. Roll 1d12 to decide a type.

2) Roll 1d3 to pick up a spell list, 1 for Wizard/Sorcerer's, 2 for Cleric's, 3 for Druid's. What? Bard's?!

3) Roll 1d9 to pick up a level. Roll or choose a spell from that level.

4) Using the same method to randomly pick up another spell.

5) Try hard to put the type and two spells together...yepp, that does not work.

6) Change the slot type or spells or whatever makes the item usable and useful. If I couldn't, then I just roll another group.

7) Look for spells more suitable for the purpose of the item. Write it down.

8) Ask someone to check my bad English grammar.

Randomly generated magic item...

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8, Star Voter Season 9 aka CalebTGordan

I play the game, alot.

I read the messageboards, not just Paizo's but on occasion a few others.

I carry a notebook where I can jot down ideas.

I write, and try to do so daily.

When it comes time to create something for any project I just go with what comes to mind as I create. If nothing comes to mind immediately I look at what I have written before or the notes I made. It is rare that I don't find something.

This year I had an idea, I knew how it would work, and in the space of an hour I pretty much had my item. I sat on it for a week, showed it to a couple of people, and after some feedback and a few self-editing passes I submitted it.

Dedicated Voter Season 6, Dedicated Voter Season 7

First and foremost I try to think of an effect that is not only cool and useful but that is also unique in that it can't be done with an existing spell or effect.

Imho too many items fall in this trap, they duplicate things that are already there and just seek to recombine or reflavor them.

That said if someone is able to present such an item with a cool imagery and tight writing, kudos to him/her.

Shadow Lodge Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 9

3 people marked this as a favorite.

Things I've learned this year. They are about why my creative process misfired this year (I think).

Read first spoiler first.

Spoiler:

Getting some frustration/anger out. This is the kind thing you say when you think when you think 'who is the ignorant dumb---t who didn't get my item' and posted a rude comment on that other thread that can only be about your item (because you have the inside info). This my rant against things that cost you votes because the other person doesn't see the world the way they should---meaning your way because you are a genius who the masses should bow down and worship and causes James Jacobs to take one look at your item and resign his job...because he is in awe of you and knows you would obviously make a better creative director of Paizo than he is.[/sarcasm]

And yes, I know after I get over it,

Spoiler:
I can learn some important lessons. On one level I am on some level grateful to those people and know they are reasonably intelligent people like me. This is about that other level. It's dang good therapy.
Now when the critique my item thread comes up I can take my critique with grace and humility because I am genuinely learning stuff.

And yes, I'll look at the top 32, because I hope my assessment here is totally off.

Spoiler:

1) Don't go for genuinely disturbing. This means no Summoner/Eidolon romance items (or things that involve their children), no orcish barbacue items. Disturbing may be cool to a lot of people but you will loose 20% of your voters right there if you make people think about things they never thought about before and now want brain bleach to get the novel thought out of their head.

2) Name/write for the lowest common denominator. Assume that people will take some meaning from it that you don't intend. Assume people don't know jack about anthropology/sociology/biology or whatever. Assume people don't know the fine nuances on the race or god you used. If it doesn't match what they have in their head you've lost their vote. Yes, this is about clarity on some level. I get it.

3) Don't take risks with the name. If you think it is genius, refer to rule 2. This is the first thing they will see so this goes double. This is not about my item but is a mistake I almost made and saw about an item I greatly admired.

4) There are grammar nazis who will vote you down for a single comma. While you may want to line them up against a wall, unfortunately they may have a point.

5) People will love your writing and still vote you down.

Lesson, find a writing group who will point out these things before you enter RPG Superstar. Be polite and learn what you can. Put your ego in a jar (that might be a good idea for a magic item for next year, and I've genuinely gotten a lot of ideas like this).

Thanks for letting me rant. Hope it is genuinely helpful to others as well as to me.

Take Care,

Kerney


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This year was interesting for me.

It started with one mechanic - I wanted my item to be this but MORE!

Started figuring out the mechanics, costs, etc.

Reworked.

Made sure the item was generally useful.

Cut a few things.

Reworked.

Added some flavor. Changed the name to match the flavor.

Changed the abilities to more be in line with the name and flavor.

And ended up with something rather different than I started with.

Which, in the end, was a GOOD THING.

Star Voter Season 6, Dedicated Voter Season 7, Star Voter Season 8

Write, playtest, rewrite, playtest, rewrite, playtest, scrap, write, playtest, rewrite, playtest, rewrite, playtest, rewrite, playtest, scrap, write, playtest, rewrite, playtest, rewrite, playtest, show to people, scream curse words, scrap, write, playtest, rewrite, playtest, submit.

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