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Case Study

Fifteen People, Twelve Deliverables, One Hub

Role
Producer and hub: every decision and the final check.
Team
15 people: communications, language, engineering, web, four game designers and seven playtesters, plus Claude (AI assistant).
Timeline
In version history, Jul 11 – Oct 1, 2026. The design work goes back further.
Result
Twelve deliverables built from one set of rules, across 1,541 commits and 166 tagged releases.

The Problem

A tabletop RPG sounds like one thing. It isn’t. It’s a lot of different deliverables that all have to agree with each other, and a lot of people with opinions about every one of them.

20 Below grew into a rulebook manuscript that feeds a web book, a reference document, and a print PDF. It has four apps, each shipped as both a web build and a desktop build: a character creator, a battle tracker, an encounter calculator, and a page-layout tool. There are three extensions for a virtual tabletop, each in its own repository. There’s a campaign setting in its own repository too, and a brand library of reference sheets, diagrams and dividers. Change one rule and it can land in eight places. If you miss one, a player finds it at the table.

The team is fifteen people: a communications lead, a language expert, an engineer, a web development consultant, four game designers, and seven playtesters. Everyone is looking at the same rules, and everyone sees something different in them.

Analysis

Fifteen people who all care about a game will pull it in fifteen directions. If each of them edits the rules directly, the rules fork. If feedback goes through layers, it arrives late and watered down. And the rulebook has to read like one voice wrote it, because a rulebook that argues with itself can’t be played.

Then there’s the AI. An AI assistant is fast and tireless, and it’s confidently wrong often enough that “it said it’s done” can’t mean “it’s done.” Its risk is a quieter version of the team’s: output you trust because it sounds sure of itself.

Both problems have the same answer. Everyone gets to see everything and say anything. Decisions go through one person, and that person checks every change against the source before it ships.

Design Decisions

  • A roundtable with direct dissemination. Every pushed update and every rules change goes to the whole team at the same moment, not filtered down a chain. Nobody works from last week’s version, and nobody hears about a change from someone else’s summary of it.
  • Feedback comes in directly, and one pen goes out. Every team member brings their feedback straight to me, and I make the changes to the rules, the prose, and the authorship. I’m the hub for decisions and communication. That’s why all 1,541 commits to the game are under my name. Fifteen people feed in, the book keeps one voice, and there’s never a question of which version is real.
  • One source of truth, many outputs. The Scrivener manuscript is canonical. The web book, the print PDF, and the layout tool’s input are all generated from it by script, not maintained by hand. When they drift, it gets fixed at the source and then run through a “rules-sync” pass, not patched in whichever copy someone noticed.
  • Change control before every edit pass. Every rewrite of a print chapter started with a named snapshot: before-rules-sync, before-literacy-cut, before-element-rebalance. That’s fifty-two of them in the two weeks leading up to the print build. Any pass that went wrong could be put back exactly as it was before that pass, not approximately, and the name says what the pass was for.
  • Small, scoped, versioned releases. Every change is its own commit with a plain-language reason, and the apps ship as tagged versions, 166 so far. When a team member reports a problem, I can name the release it appeared in.
  • Verify the AI, the same as anyone else. The AI told me, more than once, that pieces of the brand library didn’t exist. I’d already built them, and I pointed it to the files. It also caught one of mine: the download page claimed one of the extensions could read a character file, and when it checked that claim against the extension’s own code, the claim was false. Neither of us gets to be the source of truth. The code is.
  • Keep the known problems visible. There’s an unresolved formatting mismatch between the web and print versions of the Gift list. It’s written into the project’s own architecture diagram instead of left for someone to rediscover. A risk log that only lists the solved risks isn’t doing its job. The project’s risk register, RACI chart and a weekly status report are on the Project Management page.

What the Team Changed

A roundtable is only worth running if it changes the product. This one did.

Playtesters

Playtest feedback led to a complete overhaul of how new characters buy their starting gear with Wealth. It’s now its own procedure with its own reference page.

Game Designers

The designers pushed hard for social and mental attacks to work like physical ones. They got them. Presence and Psyche became walls alongside Soak in August, and every attack in the game now hits one of three tracks: Health, Poise, or Sanity. Their feedback also shaped the critical hit rules, the Ki die boost, the damage scale, the size of the Ki pool, how Fate Tokens are spent, Flaw levels, and the Adders and Limiters that tune every Gift.

Engineer

Found a dead-end link in the character creator app that went nowhere, and it was fixed.

Communications

An ongoing, detailed design review of the character sheet and every reference sheet: type that smears, lines that crowd an edge, an arrow sitting a few pixels low. It’s why the character sheet is still being rebuilt instead of being called finished.

15
people on the team, one hub
1,541
commits, Jul 11 – Oct 1, 2026
166
tagged releases
73%
of commits made through an AI-assisted workflow, and credited in the commit itself

Figures are from the project’s version history and count game work only; commits that touch nothing but these portfolio pages are left out. The design work goes back further than the version history does.

Outcome

A system with a lot of moving parts ships as one thing and holds together: one set of rules behind every app, and a print book and web book built from the same source. Fifteen people shape it, and it still reads in one voice. The team brings the problems, the AI speeds up the work, and the decisions and the final check stay with the hub. That’s the job: keep everyone informed, keep one version real, and don’t ship anything you haven’t checked.

“I found a link in the Character Creator that led nowhere, the kind of small thing that makes a new player lose trust in a tool. Feral had it fixed and released quickly, and thanked me for catching it. On 20 Below, a bug report from anyone on the team gets the same attention as a design decision, and everyone can see when it’s done.”
Louis Leboeuf · Engineer, 20 Below

The Team

CommunicationsHillary McKey
Language ExpertRilla Scarberry
EngineeringLouis Leboeuf
Web Development ConsultantDillon Wyatt
Game DesignGeorge Szabo, Shawn Beatty, Jordan Sorrick, Ty Irons
PlaytestingSeven playtesters, uncredited by request