There are so many TTRPGs released that it is difficult to find the games that will most appeal to a particular person. How can we make it easier for players to find the games they will most want to play, and how can we make it easier for designers to get their games in front of the right people?
Supply & Demand
What does this include?
Project Visibility and Followings
How do small creators get their work in front of their potential audience?
What strategies have worked for other creators? Can these be replicated sustainably?
Audience vs. Community: when and where are the opportunities to grow an ongoing following as a designer or game?
Audience Knowledge
How do we communicate what a game is about, how it plays, and who may like it?
How do we help players understand their taste in games?
How do designers cut through the static of internet marketing?
Data and Tools
What tools are available for learning about new games and filtering out what you may not be interested in?,
What are the ramifications of limiting visibility? How can we make sure mass appeal games don’t overshadow small, experimental, and innovative games?
Genres and Terms
TTRPGs have gone through a massive upswing in the last decade. The language we use to describe them hasn’t changed much. Can we take the reins and create new terms that help us better describe games?
How do we describe play style, aesthetics, and genre in a way that meaningfully distinguishes games?
What is being worked on?
Here are a few ways the TTRPG community is already approaching the problems outlined here. Not all of these projects are affiliated with Chimera Hearts.