Finally Out!

The Story

My first contact with tabletop RPGs was through a group of friends in high school. Their D&D characters ranged from fireball-wielding, town-destroying egomaniacs to characters that rarely used any of their abilities (why were you a level 4 cleric and never cast a single spell, Raul? My poor monk could have used some healing.)

After the group thwarted adventure after adventure, our DM gave up, and I picked up the mantle despite being the group's greenhorn. I fell in love with game mastering, especially the creative process behind it! I homebrewed adventures, campaigns, new classes, races, prestige classes, items—you name it—and I got better and better at it.

Flash forward 10+ years later, and there I was, beginning to build the foundations of a tabletop RPG using all the knowledge I gathered playing various games besides D&D.

The Process

My first attempts were blatant D&D heartbreakers, and I found myself starting from scratch over and over again as frustration began to build. My first playtesters were friends of mine and other people I played with. Some of them got to see, and I kid you not, at least 6 to 8 completely different versions of the game throughout the years (ill have to find a way to thank them for their patience somehow).

I wasted a lot of time trying to develop "unique" game mechanics before realizing there are hundreds of games out there that will have similar ideas as mine. And that there was no shame in borrowing mechanics from here and there as long as they suited the type of games I wanted to run.

Creative Goals

During the creation process, I knew I would like to sell this game, and I had to set some goals and expectations for the product within the realm of my possibilities. I created this list for myself:

  • Make a game I would enjoy playing all the time.

  • The game was going to be a one-person project regardless of the amount of time it would take.

  • Have a clear idea of what I want my game to be able to do.

  • Be honest about the game I am making.

  • Appreciate any feedback given and apply them as best as I can.

  • Get whatever I can get with my limited budget. The rest would have to be done by me as best as I can.

  • Don't be stingy with the previews. Let potential customers make an informed decision before they buy the game.


To be honest, I did not follow any of the tips given by professionals about selling products in the industry. I did not network, and I did not try to build an audience. I was focused on finishing first. I knew the potential consequences of not building an audience before publishing, and I was fine with the idea.

The Game

Chimera is a tabletop roleplaying engine suited to run fantasy, modern, and sci-fi themed games. This chimeric beast heavily draws inspiration and mechanics from games such as Apocalypse World, games derived from the d20 system, Dungeon World, and Fate Core.

You can read more about here: