TTRPGs Eat Time for Breakfast
Rumination on Time Spend vs. Success in Indie TTRPGs
I’ve written so many failed blogs over the last year, thousands of words that, like I’ve written so many failed blogs over the last year, thousands of words that, like Neil Young recording Chrome Dreams, I’ve tossed in the trash. Part of it is, I struggle to find myself interesting, and therefore what I have to say must be exceedingly boring. I don’t do much—I make games. This follows my interest, is driven by my passions, but the majority of it is quiet contemplation with a notebook. Not exactly head-turning stuff.
What would be a responsible practice in this space, to these ends, as an indie TTRPG publishing house?
read the rest at the Radio James Games blog - https://www.radiojamesgames.com/post/ttrpgs-eat-time-for-breakfast
I’ve written so many failed blogs over the last year, thousands of words that, like I’ve written so many failed blogs over the last year, thousands of words that, like Neil Young recording Chrome Dreams, I’ve tossed in the trash. Part of it is, I struggle to find myself interesting, and therefore what I have to say must be exceedingly boring. I don’t do much—I make games. This follows my interest, is driven by my passions, but the majority of it is quiet contemplation with a notebook. Not exactly head-turning stuff.
What would be a responsible practice in this space, to these ends, as an indie TTRPG publishing house?
read the rest at the Radio James Games blog - https://www.radiojamesgames.com/post/ttrpgs-eat-time-for-breakfast
Comments
Really thoughtful post — your reflection on time, creative burnout, and quiet dedication really resonates. The truth is, most indie creators go through similar cycles of inspiration and self-doubt, especially when passion projects demand so much unseen effort.
Staying consistent and finding joy in the process (even when the audience feels small) is what keeps the creative fire alive. Keep at it — your honesty and persistence are what make indie work so genuine.
By the way, I develop games too — you can check out one of my recent projects, Chicken Road. It’s always inspiring to see others who share the same independent spirit.
I can relate to this a lot. Making TTRPGs takes so much time, and a lot of the work is behind the scenes thinking and note-taking, which doesn’t always feel “publishable.” A responsible approach might be to share smaller insights or behind-the-scenes glimpses rather than full essays. Even short posts about design choices, challenges, or lessons learned can be valuable to others and keep your content manageable. It’s also okay to focus on the work itself and let the games speak for you. Sometimes the quiet process is exactly what makes your creations unique.