Make Your Own Print and Play Game

It's not as impossible as you think

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Ever caught yourself thinking, “If I made this game, I’d definitely add this part…”?

If you’ve ever entertained the idea of designing a game but inertia kicked in faster than grit, this issue is for you!

For I’m about to shed a few words of wisdom that might help you create your own PNP this holiday season. Excited? Let’s jump in.

PS: Of course, it's an overview and not a full-on thesis-level analysis of game creation. But then again, creating a game is only as complex as you make it. And bear in mind, it's my perspective as a game designer. So what you're about to read is not the ultimate blueprint.

For reference, I’ll share the journey behind creating my first-ever PNP.

1. Story / Narrative / Theme

For me, nothing’s more important than a good story. What is the game about? Whose shoes will the players step into? What do I want them to feel? Which theme excites me the most? Grab a sketchbook, jot down a few ideas, and narrow it down to one. Pick a story that excites you.

Example: I’m a big (BIG) fan of libraries and horror. Being a night owl, I wanted to set a game at midnight, where my local library turns super spooky in the late hours. The objective? Escape while relying on your wits and skills.

2. Decide what’s at stake

What are the players fighting for/against? What constraints shape the game? Limited turns, vital stats, an automa, or dangers built into the playing space itself? What happens when players win or lose? Be very clear with this part, and make sure it ties closely to your story.

Example: I opted for four vitals, with the game space itself (the spooky library) acting as an automa. The vitals are HP, knowledge from reading books, stamina since you need to run from the ghosts, and defense in the form of thick books that players negotiate with in order to escape. If you run out of vitals, you lose. The haunted library chips away at a vital at the end of every round, which creates a constant sense of urgency and pushes players to escape as quickly as possible.

3. A kickass mechanism

Think about the game mechanisms you’ve really enjoyed. Then consider what kind of mechanism will best fit your game. It could be a roll-and-write, pattern movement puzzler, deck builder, flip-and-write, RPG, or something else. If this is your first time designing a game, keep it simple. And make sure it fits naturally with your story.

Example: I wanted players to constantly manage their vitals at every stage of the round, so I banked on the concept of opportunity cost. To gain a vital, the player has to lose a vital. This creates a neat decision-making space where every action has an immediate impact and players feel the weight of their choices throughout the game.

4. Decide what fits

Once you’ve landed a solid story, narrowed down what’s at stake and have a mechanism in place, it’s time to pin down the format. This stage might come later for board games, but for a PNP, I find it essential to get it ASAP. Will it be a card game? A one-pager? How many pages need to be printed? My straight-cut advice is to start with a one-pager. It’s easier to handle with fewer components, but if it’s not your first time designing, you can of course aim higher.

5. Time for a hand-draft!

This has to be my favorite part of game design. Grab a paper and a pencil/pen, and start sketching out how the game might look. The beauty of a draft is that it doesn’t have to be perfect, so go wild. I often revisit the earlier steps while hand-drafting, because seeing the game visually in front of me opens doors to new ideas and inspirations. The first draft doesn't necessarily have to be the final one, so make several drafts, play it out, and lock the one you really enjoyed playing.

6. Playtest

Time to get the perspective of others. Invite a few friends to play your finalized draft and be open to feedback. Revise only what truly needs it, or what would otherwise compromise the game. It’s your creation, and you have the final say. Even if it impresses someone else, make sure it impresses you first! Don't rush this phase, it takes a while to tie all the loopholes.

7. Sky is the Limit!

You can absolutely stop at this stage and keep playing your hand-draft. Be proud of what you’ve created. You’ve earned it.

But if you want to take things further, there are tons of options. Start by digitally illustrating the game, or find a friend who can do it for you. Next comes making a manual or a simple tutorial video. Some claim this is the toughest part of game design, and it will definitely test your patience, but having them in place makes your life much easier. From there, you could enter contests on BoardGameGeek, or even put your game live on Itch for sale. Remember, all of these steps are optional.

What’s not optional, though, is creating a game you love playing. You have to be its #1 fan. 

And that’s it! Give it a go, and don’t forget to share what you’ve created with me. I’d be thrilled if I helped light even a small spark for your own game.

PS: I’m thrilled Beehiiv gave a nod to my small attempt at connecting the PNP community. If you’re into storytelling like me, why not share your journey through newsletters? Beehiiv makes it easy to get your story out and heard. 👇

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