Depends on what you want/expect and what your experience is with the hobby.
If you already play tabletop games, and have an idea what kind of rules work and what don't, and you're just making a game for your own group, it can be pretty easy.
If you wanna make a commercially viable product, it's going to be harder of course since a lot of extra factors come into play like who is making the art, the layout, the editing (NEVER EDIT YOUR OWN BOOKS! Always get a second pair of eyes to do the editing.), how you're gonna handling marketing, distribution, etcetera. And even systems-wise some things will become important that aren't important with a personal game, like system licenses (OGL, CC, All Rights Reserved, ...) and game balance becomes a lot more important as well in a product you're exploiting commercially.
If you've never (or only rarely) played games before and want to make something to play with friends, it's going to be rough, but I'm sure you can make that work. It's what people in the past did and while the very first designs of tabletop games were rough, there's still people 50 years later who swear by them, so they can't be all bad.
But if you wanna make a commercially viable product while having no clue of what works and what doesn't, honestly, I don't like to step on dreams, but I'd recommend to play games online for a few years and then try again. If you don't got friends who like to play then visit LFG forums or whatever fits.
Depends on what you want/expect and what your experience is with the hobby.
If you already play tabletop games, and have an idea what kind of rules work and what don't, and you're just making a game for your own group, it can be pretty easy.
If you wanna make a commercially viable product, it's going to be harder of course since a lot of extra factors come into play like who is making the art, the layout, the editing (NEVER EDIT YOUR OWN BOOKS! Always get a second pair of eyes to do the editing.), how you're gonna handling marketing, distribution, etcetera. And even systems-wise some things will become important that aren't important with a personal game, like system licenses (OGL, CC, All Rights Reserved, ...) and game balance becomes a lot more important as well in a product you're exploiting commercially.
If you've never (or only rarely) played games before and want to make something to play with friends, it's going to be rough, but I'm sure you can make that work. It's what people in the past did and while the very first designs of tabletop games were rough, there's still people 50 years later who swear by them, so they can't be all bad.
But if you wanna make a commercially viable product while having no clue of what works and what doesn't, honestly, I don't like to step on dreams, but I'd recommend to play games online for a few years and then try again. If you don't got friends who like to play then visit LFG forums or whatever fits.
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