About RPG Lab
A place for tabletop RPGs that are still in the works. Designers share early drafts and get honest playtest feedback, while players and GMs follow the games they can't wait to play.
Why this exists
I'm Mirko. I've played tabletop RPGs on and off since the eighties, and a while ago I started designing one of my own. That's when I noticed the gap this site is meant to fill.
For one thing, it's hard to find out about new RPGs before they're finished. A crowdfunded project on Kickstarter or BackerKit might get a few weeks of attention, but not much before or after. Finished games show up on DriveThruRPG or itch.io next to tens of thousands of others. If you love a particular system, keeping up with new material for it means signing up for every designer's mailing list, assuming they have one. As a player, I want to hear about a game while it's still taking shape, follow along, and maybe even help playtest it when it's ready for that.
It's hard from the other side too. Talking about a game while it's being made is how the first players hear about it, and a project nobody knows about until launch day tends to fizzle. The designers I know run their playtests on a mix of Discord, Google Drive, and PDFs sent around by email, and the feedback comes back as chat messages that are hard to match to the right version a month later.
There's also nowhere good to talk about design. The conversation is scattered across a few subreddits where a thread sinks within a day, social feeds that sink even faster, and blogs and forums spread so thin that last year's discussion of the exact problem you have now is unfindable. Nothing today plays the part The Forge played in the early 2000s. Divisive as it was, it left a mark on indie design because it provided a platform for these discussions to happen.
RPG Lab is my attempt at one place for all of that. Software people call it building in public, and video game developers do it with devlogs: show the work while it's rough, so the people who care can follow along and chip in. I think TTRPGs benefit from that at least as much as software does. A project can start here as a working title and a sentence, gather updates and playtest feedback as it grows, and still remain here after release. Posts are open to anyone who wants to write about design, either related to RPGs in general or to a specific project. I'd like this to become the place where tabletop RPGs get made in the open.
Who it's for
- Players and GMs who want to find new games and material early, follow the people making them, and perhaps even contribute by playtesting and providing feedback.
- Designers making anything for tabletop RPGs and willing to show it before it's done. You don't need credentials, a publisher, or a finished draft. If you're working on something for the hobby and mean to put it out there, paid or free, you belong here.
- Anyone who wants to write about or discuss RPG design.
Most people here wear more than one of those hats. Designers play many games and are each other's best playtesters.
What belongs here
If you're not sure whether a particular project belongs here, ask yourself two questions:
- Is it used in the playing or the making of tabletop RPGs?
- Was it made specifically for tabletop RPGs, not merely usable for them?
If the answer to both is yes, it belongs. That includes:
- Games, from a one-page RPG to a multi-book system.
- Settings, adventures, campaigns, bestiaries, and other supplements, for your own system or a third-party system.
- Digital tools made for RPGs: VTTs, dice bots, character builders, generators.
- Resources for designers and GMs: asset packs, map packs, layout templates, design guides.
Some things don't belong, even though they're close:
- Board games, card games, video games, and interactive fiction. They're their own hobbies. RPG Lab may grow toward neighbors like these one day, but for now it focuses on tabletop RPGs.
- Actual-play shows, podcasts, and other video or audio content. They're media about play rather than something you play with. The people who make them are welcome to have a profile and write posts.
- General creative software. A graphics editor or a font library is usable for the hobby but wasn't made for it, so it fails the second question.
- Services. An editor or artist for hire is a person, not a project. That's what a profile is for. Note that I'm exploring some ideas around how to better accommodate such services in the future - stay tuned for updates.
What a project is
A project is really just whatever feels like a single piece of work to you, whatever the size. It can be a whole game line with rules, setting, bestiary, and maps. It can be a single trifold adventure. If you make a series of one-pagers or zines, you might keep them under one project so followers see each new one, or give each its own project so it can have its own stage, playtest calls, and crowdfunding campaign. Either works, and you can run as many projects as you like.
Every project has a stage (idea, designing, in production, released) and a status (active, on hiatus, archived). Ideas are welcome, and a project can sit on hiatus for a year without anyone thinking less of it.
People and studios
Every account is a person with a handle. A studio is an optional second name to publish under: a personal brand, a partnership, or a publisher, with its own page and its own followers. Its members join by invitation. Who can do what inside a studio is covered in the questions below.
How it's made
Every project says how its art and its text are made: by the designer, commissioned, licensed or stock, open license, AI-assisted, or AI-generated. It says so twice, once for what's in the working version now and once for what's planned for the final version, because placeholder art in a playtest packet and the cover of the finished book are different questions. "None yet" and "not decided" are honest answers, and always allowed.
RPG Lab has no opinion about AI in games. It has a label, and it has a filter. In your settings, you can hide projects whose art or text is AI-assisted or AI-generated, and that holds everywhere projects are listed. By default it looks at the planned version, so a project with placeholder art in a playtest packet still shows up; a stricter setting looks at the working version as well. The projects page has the same filter, if you'd rather use it there without changing your settings.
Two rules follow from that. The label has to be true. And nobody gets hassled for what an honest label says. Misrepresenting how a project is made breaks the terms. So does going after a designer over a declaration they made in good faith. Both get the same treatment. The full rule is in the terms.
Adult content
Adult content is allowed but has to be flagged by the designer who posts it. Flagged projects are hidden from browsing and on their own page until you turn on "Show adult content" in your settings. What counts as adult content is spelled out in the terms.
Who's behind this
RPG Lab is built and run by one person, and that's me - Mirko. Online I go by DigitalHobbit, and that's my handle here too: @digitalhobbit. I've written about RPGs on my blog and talked about them on YouTube (on and off), and I play every week. My own game, a very light, genre-neutral one, will live on this site alongside everyone else's.
Right now the site reflects my own ideas. I'd rather it reflected yours too. If something is confusing, missing, or wrong, or you want to tell me what would make this more useful for you, write to hello [at] rpglab [dot] io. I read every email.
Questions
The things people ask, or would ask if they knew to.
Do I need to be a "real" designer to post a project?
No. A project can be a working title and a sentence. Nobody checks credentials, and idea-stage projects are just as welcome as finished ones. If you're making something for the hobby, you're a designer here.
Can I add games I've already released?
Yes. When you create a project you can mark it as released and add links to where it's sold or downloaded. Your profile effectively becomes a catalog, and people who find one of your games can follow you for the next.
Who can see my project?
You pick. Public projects show on your profile and in browse. Unlisted ones are open to anyone with the link and nowhere else. Private ones are visible to you, to your studio's owners for a studio project, and to anyone you've invited onto the project as an editor or a viewer. You can change this any time on the project's edit page. Updates inherit their project's visibility, and drafts are private to you alone until you post them.
How do projects get featured?
The Featured shelf on the home page and the projects page is picked by hand. I put up projects that catch my attention, a few at a time, and swap them out now and then. There's no fee, no form, and no ranking behind it. The way onto it is to use the site: a project page with a clear description, updates as the work takes shape, and an open playtest call are what I notice.
Who can do what in a studio?
A studio has owners and members, and people join by invitation, by handle or by email. Owners manage the studio and the projects published under it. Members can put the studio's name on posts they write. When you create a new project, you pick whether the publisher is yourself or a studio you own. You can always change the publisher later from the project's "Address" section: you can move a project between yourself and any studio you own, and old links keep working.
Can someone else work on my project with me?
Yes. The People list in the project's "Who can see it" section lets you invite people by handle, or by email if they're not on RPG Lab yet. Editors can edit the project, post updates, and run its playtests. Viewers can see the project while it's private. Only an owner can invite people, move the project, or delete it, and anyone you invite can leave whenever they like.
What's the difference between hiatus and deleting?
On hiatus keeps everything in place and tells visitors the project is paused. Deleting removes the project and everything under it (updates, versions, playtest calls, feedback) for good. It can't be undone, and the edit page asks you to type the title before it goes through.
Can I sell my game here?
No. RPG Lab doesn't handle purchases, downloads for sale, or payments. Link to wherever your game is sold (DriveThruRPG, itch.io, your own store) and the site sends people there.
How does a playtest work?
You open a playtest call on your project. It says what's being tested, whether it's online or in person, who runs the table, how much time it takes, how many seats there are, and who you're looking for. The call has a link you can share anywhere. Public playtest calls also show up on the home page. People apply, and you approve them onto the roster. From there you add versions, schedule sessions, and attach feedback forms to the call. Every response comes back tied to the version it was about, and you can follow up with a tester on their answers. Each call has a roster thread where you and your testers can talk, and the call can name where else the group talks if you'd rather coordinate elsewhere (such as a Discord server).
Someone sent me a playtest link. What am I signing up for?
The call page says what's being tested, the format (e.g. online or in person), and the time commitment. You apply with a short message, the designer approves or declines, and you get notified either way. Once you're on the roster you get the versions, the session times, the feedback forms, and a thread with the designer and the other testers. You can withdraw whenever you like.
What's a version?
A named snapshot of the game: "Packet v0.3", "third draft", "beta", whatever you call it. It has a changelog and the files themselves: upload a PDF, a zip, or images to host here, or link to wherever they live. Feedback and sessions point at versions, so you can tell which draft an answer was about. You can choose whether a version's files are visible to playtesters only or to anyone.
What do followers get?
A feed and optional email updates. Follow a project, a designer, or a studio and their updates and posts show up on your home page when you're signed in. Following a project also brings you the posts written about it, and following a designer or a studio tells you when they make a new project public.
What are posts?
Anything about making tabletop RPGs, by anyone with an account: a rough idea, a question for other designers, a design note, a postmortem, a full essay. Short is totally fine. You can link a post to the projects it's about, and it shows up on their pages. If you belong to a studio, you can put the studio's name on the byline.
What email will I get?
Sign-in links when you ask for them. Notifications when someone replies to you or comments on your post, when something you follow posts an update, makes a new project public, or opens a playtest call, when someone writes a post about a project you follow, for playtest events (an application, an approval, a scheduled session, a form that's ready), for messages in a playtest thread, and when someone invites you onto a project or a studio. Each of those can be turned off in settings, except invitations. The mailing list is separate and includes occasional updates related to RPG Lab. It only goes to people who ticked the box, and every email has an unsubscribe link. The privacy policy has the full list.
Someone tagged their game as a storygame, and it obviously isn't one.
The designer decides how to describe their own work. Categories, systems, and tags are the designer's description, and comment threads about whether something "really" counts aren't welcome here. If something is outside what RPG Lab is for, a board game say, report it. If it's a matter of taste, let it go.
How do I report something?
Every project, post, comment, profile, studio, playtest call, and playtest message has a "Report abuse" link at the bottom. Pick what's wrong, add a line if it helps, and send it. That covers everything from spam to a "how it's made" label that isn't true to someone being harassed over one that is. Reports go to an admin (me), not a filter: nothing happens until I've read yours, and whoever made the thing isn't told who reported it. You need to be signed in. Emailing hello [at] rpglab [dot] io works too.
Can I delete my account?
Yes, from settings: type your handle and it's done. Your profile, projects, posts, and comments are deleted along with it. Feedback you gave in someone's playtest stays with their project, without your name. If you can't sign in, email hello [at] rpglab [dot] io from the address on your account.
What does it cost?
Nothing. Following, reading, and basic playtesting will always be free. Later there may be paid tools for designers, like analytics or expanded playtest features or limits. Finding playtesters will never be behind a paywall.
How do I get in?
During the beta, by invite. Join the waitlist on the home page, or come in through a link a designer shared: a follow link or a playtest call brings you straight to an account. Project pages, profiles, and posts are publicly readable without one.