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Designing TTRPGs For Dummies Cheat Sheet

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2025-11-03 14:00:35
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Designing TTRPGs For Dummies
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Designing TTRPGs For Dummies
Designing TTRPGs For Dummies book coverExplore Book
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You have lots of information to keep track of when designing a tabletop role playing game (TTRPG). One helpful way to do this is to prepare lists of the important people, places, actions, and equipment you need to include in your game. To help you get started, I’ve prepared two examples: a list of basic TTRPG actions that the player characters (PCs) in your game might take and a list of key village locations — essential buildings and businesses normally found in settlements.

Though these lists don’t include everything your game might need for these categories, they’ll give you a place to start.

Basic TTRPG actions

Whether you’re designing a fantasy, science fiction, Weird West, or another genre of TTRPG, your PCs will perform many similar actions. This section presents a list of important basic actions to keep in mind as you develop your mechanics (the rules for determining outcomes in your game). The exact language you use to describe these actions may vary depending on your genre. (See Chapter 11 in Designing TTRPGs For Dummies to learn more about taking action.)

  • Covering ground: You do this by walking, running, sprinting, sneaking, crawling, or wheeling (to reflect PCs using wheelchairs or other mobility equipment). Be sure to consider how far or fast PCs move when covering ground in any of these fashions.
  • Climbing, flying, swimming, or falling: Sometimes characters move over different terrain, and sometimes they plummet through it! Determine how fast or far PCs travel when moving in a different fashion, and whether they need to make checks or use special skills.
  • Melee combat: Many TTRPGs include hand-to-hand combat, so consider including the following actions:
    • Unarmed attacks: Punching, kicking, or biting; grappling, pinning, tackling, or pushing.
    • Armed attacks: Slashing, stabbing, or bludgeoning.
  • Ranged combat: If your game includes weapons PCs can use to attack adversaries at a distance, be sure to consider how the type of weapon, its range, and the visibility of the target affect the attacker’s likelihood of succeeding.
  • Reloading or switching weapons: Reloading a ranged weapon, whether it’s a rifle or crossbow, often takes an action, as does replacing one handheld weapon, like a sword, with another. In many TTRPGs, PCs may simply drop a weapon to save time.
  • Casting spells, using superpowers, or employing technology: Many PCs possess special abilities of some kind. Determine how long using them takes, including whether they can move and use their ability, or whether casting a spell or controlling an attack drone (for example) takes their entire turn.
  • Charming, persuading, or intimidating a non-player character (NPC): Attempting to influence someone’s behavior via fear or flattery can often be its own action, and the game master (GM) will need to determine how likely the PC is to succeed.

Depending on the genre, you may need to expand this list to reflect the kind of tasks the PCs regularly perform. For example, if you’re creating an espionage-themed TTRPG, you might include “photographing suspects or documents” as a separate action.

Key village locations

The heroes in your TTRPG will likely spend at least some time in populated areas during adventures. This might be a village in a fantasy game, a mining town in a Weird West game, or a spaceport in a science fiction game. The list in this section includes key locations to include in these areas. Feel free to adapt them and expand this list as necessary, and see Chapter 5 in Designing TTRPGs for Dummies for more information on world-building.

  • The seat of government or authority: This can be anything from a mayor’s office to a command center to a gambling den where the local crime lord does business. Your genre determines what is most appropriate.
  • Churches, temples, or houses of worship: If your TTRPG’s world includes any form of religion, be sure to include a place where the people practice it.
  • The central market or trading post: The local population and the PCs need a place to go where they can buy supplies and catch the latest gossip.
  • Inns, hotels, and other lodging: Most population centers provide accommodations for travelers, usually for a fee that varies depending on how comfortable they are!
  • The police station, city watch, or security offices: Decide who keeps the citizens in line, whether it’s civil law enforcement or corporate security guards, and give them a base of operations.
  • The transportation hub: Depending on your setting and genre, the transportation hub might be a harbor, airport, train station, or stable.
  • Theatres or entertainment venues: Every town needs a place where people can relax and unwind and where PCs can gather information and — even more likely — get into trouble! The number and type of venues depend on the size of the community and the game’s genre.
  • Schools or training facilities: The size and nature of schools in a community vary a great deal. An intergalactic spaceport may ban children entirely, providing only technical training, while a mining town may have a one-room schoolhouse. Choose what makes the most sense for the location and your TTRPG’s genre.
  • Factories, smithies, or industrial centers: Remote villages, towns, or space stations often produce many of their own goods and supplies. Decide what gets manufactured in the location and where the work gets done.

Feel free to modify and add to this list, but keep in mind how trade and natural resources limit the number and type of services available in a settlement.

About This Article

This article is from the book: 

About the book author:

Martin Buinicki, PhD, is a Professor of English at Valparaiso University and Lead Writer at Gaming Honors, a tabletop role playing game company. He has written and co-written several RPG modules and teaches courses on game writing.