Black Armada Games is run by Joshua Fox and Becky Annison. We create roleplaying games that unlock the creativity of your group, bring your favourite genres to life and give you feelings in your heart. We lovingly craft our games to provide memorable experiences, and work with awesome artists and printers to create beautiful physical books. You can find all our games in our store or, if you really love our stuff, back our Patreon to get regular games from us.
Over the last couple of years I have been keeping a regular record of the time I spend on RPG design projects – especially the larger ones. During this time I’ve taken two big projects to conclusion: Flotsam – Adrift Amongst the Stars and Last Fleet.
I’ve combined the data from these two to make a rough chart of how I spend time on a big RPG project. Specifically, most of the post-Kickstarter campaign data (layout, art management, printing, shipping) comes from Flotsam while the rest comes from Last Fleet. This is because I only started keeping records partway through Flotsam’s lifecycle, while one impact of the current pandemic has been that my Last Fleet record keeping fell apart post-Kickstarter – though anecdotally it looks pretty similar to Flotsam so I feel comfortable combining the two.
The data isn’t perfect. Realistically I sometimes lost track of time and wrote down a best guess on how long I’d spent working on a given occasion. I also likely failed to catch some smaller bits of working time.
With the above caveats in mind, I estimate that one of these projects takes about 300 hours from start to finish. That’s just my time – not the wider project contributors (stretch goal writers, editors, artists etc). That’s how long it takes me; I would think every designer is different. Others may do more or less playtesting, take more or less time iterating their design ideas, or do more or less marketing work. So this is just one example, but hopefully it gives some sense of how long it might take you, dear reader.
As you can see from the chart (blue segments), I spend about half of my time on design (34.5%) and playtesting (17.2%) combined. That encompasses all the thinking and writing that goes into creating the draft game text, all the planning for the playtests and the actual time spent in playtest sessions. It’s likely more of an underestimate than the other segments, because who can really quantify time spent thinking – I do a good chunk of that in between formal design sessions.
The next biggest chunk, in red, is publicity (13.8%). That includes time spent on interviews and the like, but excludes time spent refreshing Twitter during the Kickstarter campaign. This is because I figure the latter is something I would have done anyway. I find Kickstarter campaigns very stressful. Perhaps in theory I should attempt to account for that stress and the time it eats up, I don’t know. However part of the reason for doing this accounting is to consider how much I might reasonably charge someone else to run their campaign, so it’s useful to know the actual hours spent working as opposed to time wasted because of the psychological impact of crowdfunding.
I’ve separately accounted for time spent setting up the Kickstarter page (in purple), doing Kickstarter updates and suchlike, which you could consider publicity but are often actually taken up with more admin type tasks. At any rate – quite a small category (5.2%), probably because it’s mostly writing down stuff I’ve already worked out elsewhere and communicating it to backers.
After that, in orange, you have editing (10.3%) and layout (3.4%). The editing time is huge! To some extent the figure is arbitrary, because design work itself includes a great deal of editing. I have counted the time I spent re-reading the text after I had notionally settled on a final ruleset, polishing it, and also time I spent reading my copy editor’s comments and implementing them. (Aside: that’s how long it took me as someone very close to the text: imagine how long it takes a copy editor who has never even read your text before. Pay your copy editors well, folks!) Layout was mostly done by my layout artist but there was a bit of review, comment and editing to make stuff fit within a particular page template.
Art (grey) also took up a surprisingly large amount of time (8.6%). This covers generating the ideas for the illustrations, liaising with the artist(s), and reviewing their work and providing comments. Given that Flotsam has about 25 pieces of art in it, that’s over an hour per piece, which seems like a lot – I guess quite a bit of it just thinking.
In the “surprisingly low” category, in green, is printing (1.7%) , shipping (1.7%) and admin (3.4%). This covers tasks like setting up all my products on Backerkit, liaising with the printer and warehouse, fixing errors, dealing with customs, etc. I think this excludes post-Backerkit admin, such as setting up the new product on itch, Drivethru and our website, and handling orders. So in that sense, it’s probably an underestimate over and above the caveats mentioned further up. And since neither project was my first rodeo, there’s an element of familiarity with the admin systems that might take a newbie publisher longer to get to grips with (not least because you can copy data over from previous projects in Backerkit).
One bit of “lessons learned” from this is that I need to create “how to” guides for some of the things that I do as part of a Kickstarter project. For example, I wasted a small but nonzero amount of time figuring out how to complete customs forms for Last Fleet that I had done for previous projects but forgotten. Now I have a customs template of my own to make the process easier. It’s well worth your time to systematise this stuff if you’re planning to do multiple projects, as there are all sorts of fiddly details that can be hard to remember (and indeed, if you forget them, can cause problems).
Anyway, I did this analysis for my own benefit but hopefully someone somewhere might find it helpful.
Last Fleet is a PBTA game about a rag-tag fleet, fleeing across space from the merciless inhuman foe that destroyed human civilisation. You play brave pilots, officers, engineers, politicians and journalists fighting to keep the fleet – and themselves – in one piece.
The game is focused on action, intrigue and drama in this high-pressure setting. The game’s setting, situation and mechanics push the theme of pressure, whether it’s through white knuckle space battles, tense hunts for infiltrators on the fleet, or the social fallout when your characters finally crack. It excels at the classic PBTA rhythm of switching between action and interpersonal drama.
If you like the sound of that, please do check out the Kickstarter page where you can see previews of the art, read more about the game, download the reference sheets, and of course back the campaign.
We’ve sent Bite Marks off to the printers, which means it’s now available for pre-order if you missed the Kickstarter campaign.
Bite Marks is a PBTA game of werewolf pack dynamics. This is a game about being a werewolf, in a Pack. The Pack is a deeply intimate and close family; like a family, sometimes it is full of love and happiness and sometimes it is brutal and dysfunctional. But love it or hate it, you can’t ignore it – it will shape you. Fearless Alpha, dedicated foot soldier, pacifist scholar or rebellious cub – your relationship with the Pack is the cornerstone of who and what you are.
You might notice the game’s name has changed – we had some difficulty with a similarly-named board game, hence the change. We hope you like it!
And we’re uploading the games we’ve offered through our patreon. The first two games, Soap Bubble and What the Water Gave Me are already up there, with more coming soon. Of course, if you like these then you should consider backing the patreon, where you’ll regularly get games like this, before they show up on itchio.
Last Fleet playtest
The first two rounds of Last Fleet playtests are complete. As a reminder, Last Fleet is a PBTA game where you play brave pilots, officers, engineers and politicians on board a rag-tag fleet of ships, fleeing across space from an implacable, inhuman adversary.
The game is in great shape, but there have been some tweaks which need further playtesting. If you’d like to take it out for a spin, drop us a line at firstname.lastname@example.org and we’ll send you a playtest pack.