Design Objectives

While these objectives might initially seem simple to a hobby outsider, to any designer familiar with TTRPGs, they are daunting. Below each of the listed objectives is an explanation of its underlying challenge.
1.  Each game can be completed in a single sitting (called a One-Shot in TTRPG lingo)
Most TTRPGs are not completed in a single sitting but instead are played over the course of dozens of multi-hour sessions lasting months or years.

2.  Intuitive rules that can be understood by someone who has never played a TTRPG before The Dungeons & Dragons 5E Player’s Handbook, the most popular “entry-level” TTRPG, is 320 pages long and could take years to fully master. 

3.  Each game has a non-linear, player and chance-driven narrative (never a story on a railroad)
Pacing a TTRPG to be completed in a single sitting is generally considered near impossible for non-linear story structures.

4.  The game’s rules need to be highly replayable with many different story scenarios Creating a game which is both simple to play and still fun after many sessions requires a level of hidden depth within the rules that is difficult to achieve. 

5.  Evocative 80s horror movie theme to allow for quick and easy player buy-in Immersing players in the theme of 80s horror within each scenario requires early and clever use of pop culture references and tonal details.