WMU Graphic Design Thesis 2024's profileDuncan Burdick's profile

Duncan Burdick | Worldweaver

Thesis Statement
With many visual flaws and shortcomings present in many modern tabletop roleplaying games (TTRPGs), I decided to solve them by creating concise visuals for a lightweight TTRPG; the end result would be a 20-50 page rules booklet, and an accompanying character sheet. 

I needed both of these to be aesthetically pleasing, and have quality-of-life improvements to aid players when playing the game and reading through the rules.​​​​​​​
The final cover
Back of the cover, and two of the interior spreads
The front and back of the final character sheet
The Game
Worldweaver actually started as a personal project of mine roughly two years ago. It’s been re-written from scratch several times over, because for many of the playtests I ran, the game simply wasn't fun or functional.
The original word document, version 1 of the google doc version of the rules, and the first prototype character sheet
The most current google doc version, and version 6 of the character sheet
However, I managed to finish something that was stable, functional, and most importantly fun, back in November of 2023.
Research
My initial research consisted of going back to all kinds of books, websites, and board game rulebooks, not just other tabletop rpgs to get inspiration, and see how each of these mediums solved problems of hierarchy, pacing, and typography.
First row, left to right: Two spreads of the ARC ttrpg, Danger Street comic, Oblivion Song comic, The Gamemaster's Handbook of Proactive Roleplaying
Second row, left to right: Shamans board game, Habitats board game, Blender landing page, Godot documentation
The Design Process
I found that there were three main challenges I needed to solve when making the booklet:
The layout, the art style, and the cover. In the background, I'd also be refining the character sheet as well. While I did work on all of these simultaneously, I’ll go through the process of each problem one by one, starting with the layout.
Layout
Worldweaver’s layout started with google docs, which I began using roughly a year ago, because it was easy to quickly make changes to the document and share it with others. I also had set up a solid foundation with the hierarchy I created, so I figured that the process of transferring it to Indesign would be pretty straight forward.
Initial spreads in indesign
The other major problem that comes up with TTRPGs is how rules text is intertwined with descriptive, fluffy text. 

The text on the right, highlighted in blue, is the actual rules of how the ability works. The rest is just description, and the purple text describes caveats and additional context for the rule. The text on the far left, "Learning from Experience", is all descriptive! There are no rules in there, it’s only giving you context.
Rules text from D&D 5th Edition Player's Handbook
One of the final spreads of Worldweaver
So for my design, I needed to find a way to split those. I did so by just making the type a lighter color, and by making sure that if I had a section of purely descriptive text, I could just shove that in a different box.
Cover
While I was getting the layout sorted, I started working on the cover. I wanted a style that had bold colors and flat shapes, something that would be easier for me to create on a technical level, but still looked pleasing. I also was really drawn to these massive environmental shots, they felt very open and expansive, containing a similar vibe despite representing completely different environments.​​​​​​​
Cover sketches
Although I had a general collage-style poster in mind after making some mood boards, it took some time experimenting with different ideas before going back to this more abstract one. 

As that was going on, the mood boards and color palette for the cover incidentally helped me decide on my last important challenge, the art style.
Art Style
Making an art style was probably the most difficult task of this booklet. Another problem with TTRPGs is that illustrations and art only give context and serve as “descriptive”, they rarely teach you how to play the game. So, not only did I want to include pretty illustrations to give context, but I wanted them to also serve as an extension of showing how the rules work.
Various sketches, digital and physical
The mood boards I had gathered for my cover were a great starting place, but I kept getting stuck with silhouettes, and although I tried some various other styles, nothing was sticking.

Eventually though, one of my peers suggested that I try and make the art style evoke the cover I was going with: Geometric, with flat colors. Admittedly, I didn’t necessarily think the idea would work, but I decided to give it a shot. And to my surprise, it was working quite well! So I kept going with it.
Artwork in the geometric style
Character Sheet
On the backburner, while I was working on the booklet, I also had to refine my character sheet. I knew that I needed to be careful; many TTRPGs can suffer from overly dense sheets that are hard to navigate, but I also didn’t want a sheet that was too sparse, leading to wasted space.

The prototype sheet I had been using now needed to match the overall style I was going for, and there were quite a few improvements yet to make.
Character sheet iterations
This is also where separating information came in handy; 

Other TTRPG systems put all of a player's characteristics for gameplay into an overly complicated single single page spread. In order to simplify this and make the game as easy to follow for new users as possible, I decided to break up the information needed for gameplay into two different categories; roleplaying and combat.

When you’re just roleplaying, you’re doing a lot of social interaction, maybe rolling a few dice, but are otherwise improv acting with your friends, and there’s much more freedom with rules. In combat however, that’s where rules begin to become more concrete and nuanced, and the player has more numbers to keep track of; different types, different resources, etc.

Originally, I separated these two modes with them on the same side of the sheet, just on two opposite ends. Eventually though, I swapped them for the back and front, so that when you flip the page, your brain is queued to recognize you’re in a different mode of play. 
Further character sheet iterations, with rules reminders
As a small aside, during playtesting, it was requested that some of the basic rules that you keep coming back to were put on the sheet, as small reminders. Because as much as you can go back into the book or write it down, because these things are extremely common and come up a lot, it’s handy to always have them when you need to check back. And, it’s handy for someone like me who can be pretty forgetful!
Reflections
Thinking over the process I went through over the last semester, I am exceedingly grateful I was allowed to run with this project. Perhaps I could’ve made a fun 2-page Zine game, but making something just a bit larger, and something that I was very familiar with and passionate about, made the process very enjoyable. Every time I worked on it, I had the excuse that it was for school!

I almost went with a card game I'm developing as well; it feels like I bit off just a bit more than I could chew for the time frame of this project, and although I still go back and forth on whether I should've worked on that card game instead, I'm sure it would've had its own unique challenges, and I'd still think "Hm, maybe I should've went with the booklet."

That said though, I realize I ended up getting attached to ideas a lot more than I normally would, maybe because of how attached I am to this game I’ve spent so much time on. So it’s a good reminder to be able to step back, listen to critique, and be willing to at least try suggestions to see if they work.
The Future
Worldweaver is far from over. If you'd like to get more updates on the project, feel free to follow me @perashasart on instagram!
References

"Red", "Blue", and "Indigo" (Hosts, Producer). (2020-present). Overly Sarcastic Podcast [Oops All Artists Special!]. Overly Sarcastic Productions.

Hollis, B. D. (2023). Baking Yesteryear. Mike Sanders. DK Publishing.

King, T. (2022). Danger Street. DC Comics.

Kirkman, R. (2023). Oblivion Song. Image Comics.

Fishel, J. and Fishel, T. (2023). The Game Master's Handbook of Proactive Roleplaying: Guidelines and strategies for running PC-driven narratives in 5e adventures. Media Lab Books.

(2014). D&D Player's Handbook. Wizards of the Coast.

Davis, B. (n.d.). Archives of Nethys: Pathfinder 2nd Edition Database. https://2e.aonprd.com/

Matthew Colville. (2023, August 31). What We Knew Before We Knew Anything | Designing The Game. Youtube. https://www.youtube.com/watch?v=fPpGNJ-zPcw

Given, J., Given. Z., Nazzaro, N. (2016). Dragoon. Lay Waste Games.

Corné van Moorsel. (2016). Habitats. Cwali, BoardGameTables.com, IGAMES.

momatoes. (2024). ARC: Doom Tabletop RPG. Exalted Funeral Press.

Chaboussit, C. (2021). Shamans. Studio H, Arrakis Games, Banana Games, Corax Games, GaGa Games, Geronimo Games, Ghenos Games, Hachette Boardgames UK, Hobby Japan, TLAMA games.

Caterdjian, R. (2022). Look at the Stars. Bombyx, Pegasus Spiele, Pandasaurus Games.

Jom Masolabe. (n.d.). Jom Masolabe :: Behance. https://www.behance.net/jomasolabe

Ballyboosh. (2018, March 1st). Ekko and the Firefly: An anime-inspired fairytale. Kickstarter. https://www.kickstarter.com/projects/816876512/ekko-and-the-firefly-an-anime-inspired-fairytale/posts

Simpson, D. (2019). Scavengers. Usborne Publishing Ltd.

Petersen, S., Willis, L., Mason M., Fricker P., Bligh A., Sanderson M. (2016). Call of Cthulhu Rpg Keeper Rulebook: Horror Roleplaying in the Worlds of H.p. Lovecraft (Call of Cthulhu Roleplaying). Chaosium Inc.

Pondsmith M., Hutt J., Pondsmith C., Parker J., Gray J., Ackerman D., Kovach J. (2020). Cyberpunk RED RPG. R Talsorian Games.

Catalyst Game Labs. (2023). Shadowrun 6th World Core Rules Berlin. Catalyst Game Labs.

Blender organization. (n.d.) blender.org - Home of the Blender project. https://www.blender.org/
Duncan Burdick | Worldweaver
Published:

Duncan Burdick | Worldweaver

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