Showing posts with label publishing. Show all posts
Showing posts with label publishing. Show all posts

Monday, November 24, 2025

Tis The Holiday Season

Just pumping out a post 'cause I'm not sure how much time I'm going to have to blog this week. Sofia's out of school, so while he's sleeping in (at the moment), I'm going to be hanging with her in my "free" time. Parent-teacher conferences at the middle school today...it will be interesting to hear what they have to say about my 6th grade daughter. I'm genuinely curious.

I don't talk as much about my daughter as I do my son. I don't know why other than I'm constantly amazed by his accomplishments. Sofia's amazing, too, but her "magic" is so much less demonstrative. I have a feeling that she will probably have the "bigger impact" on the world when all is said and done: she'll either end up some scientist that invents something brilliant or else she's going to wind up being some sort of famous film or music-related celebrity. But none of that is anything happening right now (other than she can astound people when she sits down at a piano in a hotel lobby)...right now she is this incredibly sweet, funny, friendly kid who just likes to smile and snicker and play. Since we brought my mom's piano home, not a day goes by without the sounds of music filling the house at some point. Right now it's a big Christmas piece she's working on. Delightful.

Yes, you heard me...delightful. I'm one of those curmudgeonly types that gets annoyed with people who start their Christmas-ing before Thanksgiving. Usually. This year has been...different. The "yacht rock" radio station that has long been on our satellite car radio...since at least 2019 as it helped soothe our nerves through the entire pandemic...disappeared a couple weeks ago to be replaced by the "Hallmark" channel which plays nothing but holiday music. And Sofia, of course, LOVES holiday music and so we've been listening to it, whenever we're out driving to one of her various things: school, church, soccer, basketball, piano, guitar. Whatever. And darned if I haven't gotten in to it, too. Like the yacht rock, it's soothing on the nerves.

Well, most of it (I'm not really into the "hip hop Christmas" stuff...give me Andy Williams or Nat King Cole any day of the week).

So, yeah. I've started the holidays early. I think we got our first thing of eggnog the week after Halloween? That went fast, and I haven't replaced it yet. Still have our "Autumnal" wreath on the door, but evergreen one is coming. We've got tickets to Mexico for Christmas...took us a while because they're so damn expensive (you can fly to Japan for half the price!). Not sure if that's just because the current administration is only interested in people taking one-way trips south of the border or what (*sigh*), but since they've made damn sure that's my in-laws can't renew their visas till 2027 (*sigh*) we must purchase four tix if we want to see our family, rather than just flying mis suegros up here. Too bad for the local economy, of course, as we'll be doing all our shopping down there...but then Trump has been nothing if not hard on the local economy. 

But enough of that...I've been in the holiday spirit, as I said, and I've been focusing on other things. My son, who I gush about far too much, has his first national volleyball tournament for his club in Los Angeles in a couple weeks, and he and I will be flying down there with the team. The last couple days we were at a local "exhibition" tournament...it was pretty wild. He's a U15, but his team was playing in the U16 division...four matches in the group stage on Saturday with two matches on Sunday in the playoff bracket; when not playing or warming up he and his teammates acted as line judges and scorekeepers for the various games going on non-stop on four courts in an airplane hangar-like gymnasium (they were running U14, U16, and U18 divisions...all men's volleyball). Holy smoke...what an event! And the L.A. one is supposed to be a LOT bigger...I can hardly imagine.

Anyway, their team is great and pretty talented. They ended up winning their division, winning in straight sets for both of their playoff games. They were rotating liberos between Diego and another, more experienced kid (except for D and Jesus, all the other kids have been together for two or three seasons), but by Sunday's championship game it was just Diego, clearly in command, exhibiting presence and leadership on the court, making spectacular saves, picking up his teammates...all the usual "Diego" stuff. When they were down 18-9 in th second set of their first playoff match, Diego came in as a DS to serve 15 straight points and put them up 24-18...he didn't come out after that. Just great stuff from the kid. We had been contemplating trying to get to his soccer game Sunday afternoon and said we'd think about it after we saw how the morning match went...he came of the court and just said "I'm staying for the volleyball." 

[fortunately the club was playing the no-win bottom of their division and got a 4-2 result even without their captain]

But it was an exhausting weekend. Diego had a hard time getting up this morning (he still has a couple days of school before break)...though he's excited because "cousin Spencer" is picking him up from school today! Yes, my 27-year old "nephew" is back in town...all 6'1", 205# of baby-faced kid. He just finished up a year long stint of chefing at some fancy restaurant across the street from the Opera House, and now he's back in the PNW before doing another jaunt, this time in Japan (his dad's originally from Canada so he has joint citizenship and can do a work exchange on the maple leaf passport). Anyway, hanging with us all weekend at the volleyball stuff, he's taking Diego rock-climbing this afternoon (just what my kid needs...to be introduced to another recreational hobby...). Fingers-crossed that Diego doesn't fall asleep in class or on the boulder....

Hopefully, I'll get a chance to run some D&D for Spence while he's in town...I know he digs that. He's heading out to Spokane on Wednesday (Thanksgiving with his mom's mom), so our window is tight, especially with the kids' soccer practice on Tuesday. Wait, wait...just checking and it looks like they might have the night off!. All right, maybe Tuesday evening then. If we DO get our game on, I've already decided I'll be breaking out C1: The Hidden Shrine of Tamoachan...a perfect little scenario for Diego, Sofia, and Spencer.

Mmm...looking through Ye Old Blog archives, I don't see I've ever written much of anything abou Tamoachan. It's a decent enough tournament adventure...probably my favorite of all the old TSR tournament modules (looking at both the A- and C- series). I've run it at least two or three times in the past, usually with the three pre-gens designed for the scenario. It's pretty tight, design-wise, and even though it's a fairly linear gauntlet (much like the tournament portion of S1) it has a ton of flavor and a lot of interesting bits and bobs. Though, man...I don't think I've run it since the early 90s (maybe the early 2000s...?). I should probably give it a quick re-read. I have no idea how the thing holds up in my current "paradigm" of game play, but Philippe ran it at Cauldron for some folks who had a good time...it should still work for a one-off.

Other than that....

I'm working on the book. It's slow going. I started writing the section on running combat...turns out this could probably be a whole book, in and of itself. Which is not really what I want, so I probably need to rethink the section. 

It's tough. I'm trying to condense and consolidate decades of knowledge and essays into a practical guidebook that IDEALLY would have a smaller page count than any of the existing (AD&D) rulebooks. It's a rather daunting prospect. This is far less about writing "AD&D for Dummies" and more like a Strunk & White's Elements of Style. Lord, how I wish I'd studied technical writing in college. Maybe I should go back and re-read my Strunk & White...it's still on the book shelf somewhere. 

Yeah. Probably going to end up bigger than S&W.

But I am writing.  A little bit óvery day. Except when I'm at all day volleyball tournaments. But OTHERwise...one brick at a time. Just laying one brick at a time. 

*sigh*

I should be publishing a couple adventures soon, too, depending on my illustrator's time schedule. Hopefully I'll have a couple PDFs out by year's end. We'll see. December tends to fly by when you're in the midst of holiday cheer with friends and family. And  now that my brother's hash is finally settled (he was evicted on the 12th...a day before my birthday)...I need to put the sale of my mother's house into overdrive. Sofia and I might be working on that a bit the next couple days, depending on when I can borrow my buddy's junk hauler. A lot to do but it is finally getting done. Finally.

Mm.

My apologies...did not mean for this post to slide into a downer note. It's the gosh darn holiday season! And I'm excited about all the stuff I've got on my plate right now. Yes, the busy-ness is off the charts. Yes, finding time to take a breath is a challenge. BUT:

- volleyball tournaments
- guitar recitals
- holiday feasts and get-togethers
- trips to see family and friends in Mexico
- school Christmas concerts
- running D&D
- publishing adventures
- writing books
- closing my deceased mom's estate

And just listening to cheerful music as I drive around town on my various errands...man, that is all GOOD STUFF. I am enjoying myself. I am really, thoroughly enjoying myself.

And I'll admit, part of it is that I'm home in Seattle for Thanksgiving (my favorite holiday of the year) and that I get to eat some God-honest turkey for a change. I seem to be the only person in my family that craves a drumstick and a pile of apple-sausage stuffing drenched in gravy. My goodness! I am SO looking forward to Thursday!

Hope ALL of you have a happy one...I pray that all of you find some joy in season, and find a way to share that joy with others. Even a smile goes a long way this time of year.

Cheers.
: )

Tuesday, June 11, 2024

Page Counts

Waaaay back in January, I mentioned Ben Gibson was hosting an adventure writing contest (specifically, an adventure site writing contest), but I absolutely failed to write any particular follow-up post on the subject. My apologies. Here's the skinny: the contest ended and, yes, my entry won. 

However, that latter bit is completely unimportant. What IS important is that the compilation of the best entries was released (um, yeah, back in April dude) and is currently available for FREE over at DriveThru. Would you like a handful of adventure sites to sprinkle into your game world as little side excursions? Well, here you go: 32 pages of PDF consisting of eight "adventure sites," each constricted to two pages of text plus map. Not bad. And did I mention it's free?

Here's the bit that I like about it (besides being one of the entries): it's 32 pages.

There was a time when D&D adventure modules ALL clocked in at about "32 pages." That time was long ago, in the magical time period known as the 1980s. 

[funny side note: my kids have romantic notions of the '80s and have often said they wish they'd been alive at that time. My daughter, especially, has lamented that time travel isn't possible, as she'd want to travel back in time to the 1980s and live her childhood then. It makes me laugh. Yes, there are many things about that decade that I miss and/or that I'm nostalgic about, but having LIVED through them...yeah, no. Mm.  Okay, enough...that's a tangent I could wax on about all day...]

And there's good reason for that number. 32 is just eight pages, folded and saddle stitched. Half the size of the B/X books which (at 64 pages each) were just about the limit for a saddle-stitched printer of the time.

Hm. Okay, I'm making an assumption there: my own printer has told me that 64 pages + cover is pretty much the limit of their capabilities. Not sure what reprographics technology was like back in the early 80s. But all those old TSR game manuals (Top Secret, Star Frontiers, Boot Hill, Gamma World, etc.) clocked in at 64 pages or less.

But TSR's adventure modules were always smaller, maxing out at 32 pages apiece...at least up through 1985. 1985 sees the release of WG6: Isle of the Ape (at 48 pages) as well as the Temple of Elemental Evil "super-module" (although that one wasn't saddle-stitched). Beginning in 1986, larger saddle-stitched modules become more and more common offerings from TSR, including most of the final Dragonlance scenarios, B10: Night's Dark Terror, other BECMI-era modules, the DA (Dave Arneson) series of adventures, etc. Of course, 1986 brought the entry of even more "super-modules" to the market, too (A1-4, GDQ, I1-3, etc.) as well as the infamous H-series (Bloodstone). 

In other words: about the same time adventures started turning bad.

Boo-hiss! JB you suck! I love Mentzer's I11: Needle, and I12: Ravenloft 2 is an absolute masterpiece!

Sure, sure, whatever. I'm sure there are plenty of good adventures published by TSR after 1985...my own purchase of modules post-'85 were very few and far between (unless I was picking up old modules...used...from The Book Exchange in Missoula, MT). Fact is that there was a period of time as a kid when I simply had little access to adventure modules at all...that period being between (roughly) 1986 to 1988. As a kid without income (any "allowance" my parents gave me was pretty paltry and probably spent on the occasional comic book), and no car (few places within biking distance of my house at the time carried ANY D&D stuff...maybe B. Dalton's books), there was simply no real opportunity to even peruse these latter-day modules, let alone purchase any. And by the time I got to high school (1988) I was (mostly) out of the D&D hobby anyway, having discovered actual game stores (in the University District and Capitol Hill) and a plethora of distractions...including other RPGs.

These days, though...

There is a limit to what I will read. That's the truth. My time and, frankly, my attention span is rather limited. A 32 page adventure scenario is pretty much the limit of what I can dig into. Oh, I've picked up other offerings...both from the OSR and those "glory days" of the late 1980s...that are far, far larger than 32 pages. But in general they are a slog to read through. And as adventures, they are tricky (for me) to conceptualize and 'hold' in my mind.

Let me explain what I mean by that: when I DM an adventure I need a good "grasp" of the thing to be effective in running it. I need to be able to keep track of the NPCs, the encounters, the way the adventure 'works' (functions) as a site (or sites, if multiple). I need to be able to hold these things in my head in order to react to the antics of the players in a fashion that is appropriate. And by "appropriate" I mean A) in a way which doesn't harm the verisimilitude of the play experience and B) does not cause a cascade effect of errors down the rest of the adventure due to dereliction or neglect. 

Probably I should give examples...and yet I'm so set in how I do adventures already, I don't have any "bad examples" to provide. Perhaps I'm just lazy: maybe I could take and run a 60+ page monstrosity without needing to look stuff up, flip through pages, get confused, get lost. Maybe. Perhaps I've tried running such an adventure in the past and just...can't...remember.

But here's the thing: an adventure is just a scenario. That's it; that's all it is. It (ideally) has a key of encounters that should be both sensible and appropriate (two terms I'm using very specifically). And (again, this is for me) it should have an overall design concept in which those encounters function together in synchronicity...not like a "well-oiled machine," but more like a healthy living organism. Because when we play Dungeons & Dragons we are immersing ourselves in a world and a world lives and breathes. And the person running that world is also a living organism, one subject to error and illness. 

Ugh. I'm probably not laying this out right. Let me approach it from a different angle: 32 pages is IMMENSE, okay? Considering that you are providing a single scenario for adventure...something that the players may choose to ignore or move on from or spend several evenings delving...there is a LOT you can pack into 32 pages. Ravenloft was only 32 pages...and it has more than 120 keyed areas, AND wasted page count on full page illustrations and fortune-card mini-games. The entire Against the Giant series (G1-G3) was published in a 32 pages, and that can take months to complete.  32 pages is a LOT.

If you need more than 32 pages to pen your adventure module, then it probably needs to be broken up into more than one scenario.

That's my opinion, of course. But it feels like a lot of these huge page count adventures are "something more" than a single scenario. They are "setting guides." Or they are "mini-campaigns." And, especially with regard to the latter, why wouldn't you break them into different sections, different linked/related adventures rather than a single, unwieldy book?

Of course, there are also the vaunted "mega-dungeons": the Barrowmazes and the Stone Hells. I know some folks love these. I know that some folks consider mega-dungeon delving to be the TRUE way of playing D&D based on the examples set down by Gygax and Arneson (with Castles Greyhawk and Blackmoor, respectively). They're not for me. I am nearly as interested...and yet far more invested...in the world outside the dungeon, as in the dungeon itself. The idea of playing through a dozen levels of anything is foreign to my game...why O why would I ever want to purchase such a thing for my table?

Heck, I've never been able to finish reading the Temple of Elemental Evil without dozing off.

So, I've come to a conclusion: I'm not going to write any any adventures with a page count higher than 32. 'Big deal, JB, you don't write adventures.' Well, I'm starting to. And I'm going to set some working parameters for myself. 32 pages, including cover page, appendices, pre-gens, etc. That's it. Truth be told, I am a little disappointed that Dragon Wrack was a whopping 41 pages...however, in my defense it did include six pages of pre-gen write-ups and a three page Chainmail supplement.

No more!

I'm totally serious here (silly as this subject might sound). An adventure should offer maximum playability with minimal prep. A 32 page adventure module can be read and digested in an afternoon, and run in the evening...THAT should be the goal. The adventure isn't the game, after all. Oh, it's a big part of the game, but it. Ain't. The. Game. 

[I feel like I'm writing a lot of sentences like that lately]

32 pages should be an absolute maximum for the adventure proper. Many adventures shouldn't even need that many pages (pick up a copy of classics like S1: Tomb of Horrors or C1: Hidden Shrine of Tamoachan and remove the illustration booklets...count how many pages those are). Just what are we doing these days with the adventures being published. Here's a list of the last 25 adventures reviewed over at TenFootPole:
  1. a 60 page "non-adventure"
  2. a 17 page adventure with a 7-room dungeon
  3. a 32 page "walking simulator" (not an adventure)
  4. a 17 page adventure with a single encounter
  5. a 30 page adventure with 6 encounters
  6. an 18 page adventure with 12 rooms
  7. an 87 page adventure with 30 rooms
  8. a 100 page adventure with 60ish rooms
  9. a 48 page "digest pointcrawl" with 17 encounters
  10. a 100 page dungeon of nine levels
  11. a 150 page supplement/setting guide
  12. a 104 page jungle hexcrawl
  13. a 120 page city supplement featuring 3 dungeons ("not an adventure")
  14. a 58 page adventure featuring 67 encounters
  15. a 34 page regional guide with "nothing of interest"
  16. a 182 page adventure (holy jeez)
  17. a 31 page adventure featuring 3 mini dungeons of 6ish rooms each
  18. a 75 page "Call of Cthulhu-type" adventure
  19. a 38 page "not an adventure"
  20. a 30 page adventure that seems pretty good
  21. a 24 page adventure that also seems pretty good
  22. a 24 page adventure with 35 rooms
  23. an 8 page adventure describing 12 encounters
  24. a 44 page incomprehensible "adventure"
  25. a 19 page "adventure" consisting of random tables
[why am I looking at Bryce Lynch's reviews? Because A) he is prolific and experienced, B) he has standards to which he adheres, C) he (tries to) only review things classified as "adventures" and does so fairly indiscrimately]

Of those 25, 14 have too high a page count for (my) practical purposes, 3 more are non-adventures, and 4 of those left have a higher page count than the number of encounters in the thing (which is totally unacceptable). That's 21 of 25 (84%) automatically eliminated from my consideration for running, regardless of how "good" the review might be.

Of the four remaining, #22 and #23 get eliminated due to their ratio of encounters to page count. Yeah, there are more encounters than pages, but nor much more...a designer should not need a whole page to detail an encounter, and even though I realize the number given is the average...well, that's still too much extraneous detail/padding for my taste. Tighten it up, folks!

*sigh*  I'm sure I'm coming off as entirely unfair and/or "out of touch with the times." Yeah, okay. I'm mean and old (and getting meaner and older). But here's the thing: adventures are meant to be played, not read. Yes, I know some people purchase these things strictly for reading enjoyment. Yes, I'm aware that writers publish material with this very criteria in mind (and that's how they earn their bread). Yes, I realize that a shit-ton of people don't really understand this hobby we're in. I get it. Fine.

Adventures are meant to be played, not read. D&D is meant to be experienced through play...not through reading a book and/or watching other people (i.e. on a streaming series). I get that people derive enjoyment from this type of thing, and that's fine (if, IMO, "weird"). But folks that are doing this are NOT "playing D&D."  They are not doing the activity that we call gaming. They are doing AN ACTIVITY, but it is NOT gaming. It is reading. It is watching. It is "fanning." It is consuming.

But it's not playing D&D.

Adventure modules facilitate play of the game. That is: they make it easier. Or, rather, they should make it easier. That was their original purpose. But that's been lost...for the most part. It happens. A lot of things have been lost over the years. Doesn't mean we all need to (or want to) travel back in time to the 1980s.

My parameters are my own. You're welcome to create your own parameters. "32 pages" works for me.

Tuesday, January 17, 2023

Legal Musings

Back when (the American version of) The Office was running, I made every effort to catch every episode (which was back before I had cable and access to DVR technology). I found a YouTube link to what is one of my absolute favorite scenes in the entire series:


For context, if I'm remembering correctly, Michael had left the Dunder-Mifflin company over being reigned in by on-site corporate stooge (Charles) and then formed his own paper company (with Pam and Ryan) in Jerry Macquire-esque manner. The D-M corporates confronting Michael in this scene have decided it is easier and more convenient to buy out Michael, ending his enterprise, rather than compete with his tiny company in an already-shrinking market.

The analogy of this scene doesn't map 100% to the RPG market, but there are lessons to be learned. 

Copyright law, in its current form, is pretty much an American invention...despite its origins in England/Europe...and was structured to serve an American objective: encourage industry. If anyone were allowed to copy, distribute, and profit from a creative individual's work (without paying the initial creative) than what incentive would there be for the creative in question to, well, create? Why would ANYONE be bothered to put in the effort and sweat of creation just to see someone else, with an eye for profit and a better marketing team, steal your work and reap the benefits?

The ability to copyright one’s work exists to incentivize creators to create.

But while holding a copyright provides some protections versus would-be thieves and liars (i.e. “plagiarist profiteers”), it is not an all-encompassing carte blanche. The term “fair use” in copyright law is (yet again) a concept originating in America designed to encourage and incentivize industry, rather than stifle such possibilities because of the fear of litigation. Fair use is the reason the Margaret Mitchell estate (Gone with the Wind) was unable to stop the publication of The Wind Done Gone; fair use is the reason Oracle was unable to stop Google from using Oracle's Java API code in Android phones.

Two things to always consider: 
  1. copyright law protects the expression of an idea, not an idea itself
  2. copyright law is designed to promote creative industry
Copyright law is different from trademark law. You can't write a game and call it Dungeons & Dragons; "Dungeons & Dragons" is a trademarked property. But trademarks mainly apply to brands and logos: "Dungeons & Dragons" (and "D&D") are trademarks of Wizards of the Coast/Hasbro. "Wizards of the Coast" and "Hasbro" are ALSO trademarks of Wizards of the Coast/Hasbro.

"Mind flayer," on the other hand, is not trademarked property.

If I write an adventure that includes an encounter with a mind flayer, am I infringing on WotC's copyright? So long as I don't include the creature's stat block (i.e. the expression of the idea of "mind flayer"), then probably not. Could WotC sue me over the use of their intellectual property ("mind flayer") without permission? They could, but they wouldn't have much of a case: the main argument they could make is that I am siphoning off their business, which is a bogus claim for a number of reasons, the main one of which is this:  WotC/Hasbro does not hold a monopoly on adventure writing.

Again, copyright law exists to encourage creative industry. Fair use exists to encourage creative industry. My use of a mind flayer in an adventure does not prevent WotC/Hasbro from selling books; on the contrary, if it is a popular/successful publication it probably encourages consumers to purchase more books in order to make use of it. And it does not prevent WotC/Hasbro from publishing their own adventures which might include mind flayers...it does not replace/supplant their ability to do business in this vein, for a number of reasons that should be rather obvious.

[okay, just in case it's NOT obvious: WotC/Hasbro would have to somehow prove that they have sole rights and privilege to publish D&D adventures, which would go against decades of examples to the contrary and would also be the same as proving they have the right to a monopoly...which courts in the USA tend to look down on]

But what if I wanted to write a supplement called "All About The Mind Flayer" describing the creatures' culture, society, and statistics; creating an entire variant background and description of how to use the monster in one's game? A definitive collection of gameable content; an "alternate history" of mind flayers, if you will...would THAT seek to subvert and replace a key intellectual property of WotC/Hasbro? Would it be perceived as undermining their business? Could the Hasbro corporation file a lawsuit against me?

Let's be clear: persons and corporate entities can ALWAYS sue you. 

Doesn't mean their lawsuit will be successful. And D&D has been explicit in every iteration that they fully expect owners of the property (Dungeon Masters) to feel free to create their own worlds, modify the game to suit their needs, change it as they see fit.

Yes, JB, sure...but monetize those changes? Isn't that infringing on the company's copyright?

Remember: fair use. A doctrine established to prevent the stifling of innovation and the discouragement of creation for purposes of industry (our delightful capitalist society). In this particular situation, it's instructive to check out the landmark case of Sega v. Accolade. Despite it being with regard to video games, many parallels could be drawn in a hypothetical legal battle with the publishers of Dungeons & Dragons. In brief:
  • Accolade (video game maker) reverse-engineered Sega technology to create video game cartridges that were compatible with Sega's new Genesis console, circumventing Sega licensing.
  • Sega sued receiving an injunction against Accolade, citing in part Accolade's unlicensed use of Sega's (copyrighted) computer code in their game design.
  • Accolade appealed and won based on fair use doctrine; the injunction was lifted, Sega was forced to pay the cost of the appeal, and precedent was set for decades to come including that functional principals of computer software cannot be protected by copyright law.
The case is worth reading (and studying), not the least of which for its later ramification on trademark law. Are "functional principals" of computer software much different from the "functional principals" of a roleplaying game? That's something that would need to be decided in court, but given the plethora of RPGs that have made it to market using similar language and terms as D&D (and which haven't been sued to death), my guess is: not bloody likely.

[and Hasbro could hardly argue an independently published book "Compatible with the World's Most Popular RPG!" tarnishes their trademark brand. Even a low quality product is just more evidence of the ubiquitousness of their product. Apologies for the digression]

However, in the end, the real question is always one about MONEY. How much money gets made by independent publishers? How much money does the corporation lose because of third-party publishers? How much money would it cost them to litigate every perceived infringement (not just issue a "cease & desist" notice) given the doctrine of fair use and the potential impact to the company's bottom line?

Now...

It's difficult to imagine that Little Ol' Me might ever fall into the crosshairs of Hasbro's corporate attorneys given how little money I represent, especially when I've gone out of my way to NOT use their registered trademarks (or "mind flayers") in my published books. I mean...really? To paraphrase Michael Scott, I can just start a new game company tomorrow...I have LOTS of names for game companies.

But that's ME...a hobbyist game publisher. I don't need to sell books to live...to eat or to pay rent. I do it because it's enjoyable and it's a creative outlet and because it's put a little extra money in my pocket, somewhat validating my participation in the hobby. Other people...people more financially invested or leveraged in the hobby...might be a LOT more "risk averse" than I am.

Thing is: I AM risk averse. I've been sued before (an old medical bill that wasn't covered by my insurance went too long overpaid when I was living in Paraguay for three years...eventually got straightened out); not a pleasant experience. I spent 15 years working in a field that involved interpreting, establishing, modifying, and enforcing superior court and administrative orders. My advice to folks has always been to stay on the right side of the law and work within a system, rather than trying to circumvent it...keep your nose clean, in other words.

And, in my estimation, that's exactly what I'm doing. 

I don't use the OGL in my books. I've entered no licensing agreement with WotC/Hasbro, free or otherwise. My books use my own text, copyright me. Many concepts and ideas are inspired by and/or borrowed from other games and RPGs (as well as works of fiction). I don't plagiarize. I try to give credit for inspiration and ideas when and if it is due, but it's impossible to cite ALL the creative influences on one's work. When my work is compatible with an existing work or game, my hope is that it will encourage people to play that particular game...raising all tides, so to speak. 

That's the biz, as I see it. And while 'good intentions' really don't matter (certainly not compared to money, sadly) I am still participating in creative industry...exactly the kind of creative industry that copyright law is designed to encourage and incentivize. 

Okay...that's enough for the moment.

Friday, January 6, 2023

Moral Compass

So. Let me be the first to admit that any "fame" (notoriety) or "fortune" (beer money) I have acquired in the RPG hobby is almost entirely due to the internet

And yet I am hopelessly naive about the business of using the internet in any kind of effective way. I have a (personal) Facebook page that I never update or look at. I have a Twitter account that I only use to follow local sports team reporters. I don't use Instagram or TikTok or..."Mammoth?" (that's a thing, right?) or even have the apps to access them.  I don't really worry about "cancel culture" or being "cancelled;" if the few hundred folks who check up on what I have to say suddenly stopped doing so, it really wouldn't affect me very much at all. I'd probably even continue writing books (slowly)...just because I've now, at this late point in my life, found that I enjoy the act of creating and self-publishing game material.

But, of course, I have the luxury of acting this way, because I don't rely on this RPG stuff as my livelihood. It is not my means of supporting (feeding) my family. It is not the way that I pay my rent. I can act in cavalier fashion, because if no one purchased another book from me or if I never wrote another blog post again, it would not affect my quality of life one iota. Hell, it might improve my quality of life, if I tossed everything aside and started a bagel shop or something (I don't know...just spitballing). I could still play D&D (with friends and family) even if no one outside my locale wanted anything to do with me...and to be clear there are VERY FEW people outside my locale (even in the RPG community) that even know I exist, even now. 

I'm just some dude: a faceless name in this niche of a niche hobby.

James Raggi is not a faceless name. In fact, as far as publishers go in the so-called "OSR" I daresay he's the BIGGEST name in the biz. Gavin Norman's OSE may sell more than Lamentations of the Flame Princess, but LotFP has been around longer. Dan Proctor and Stuart Marshall may have penned their retro-clones earlier, but the scope of their ambition was far more limited than Raggi. Goodman Games may be a powerhouse in the OSR world, but they have an entire team of individuals doing the work that Raggi has taken on his own shoulders...at least, that would be the assumption based on press releases (Joseph Goodman isn't quite the shameless self-promoter that Raggi has been over the years). 

Everyone else is 'small potatoes' in comparison...and with good reason. Raggi's impact on the OSR business has been immense. Turning his passion into a livelihood, as opposed to a garage-band hobby. Cranking out high quality product rather than vanity press releases. Pushing the envelope of artistry and taste and innovation within the OSR realm. Taking risks and blazing trails in ways that few, if any, had the gumption to do.

All that might make me sound like some kind of "super-fan" of Mr. Raggi. I'm not. I've purchased exactly two of his products over the years: a PDF of Death Frost Doom and a slim hardcover of LotFP volume 1, "Rules & Magic." Most of his products are simply items in which I have no interest. Many of the ideas that fascinate and entertain James as an artist and creator hold no water for me. It's not that I find the content abhorrent, revolting, or morally repugnant...it's just not 'my thing.' Same as I'm not into the cutesy D&D exemplified by Strixhaven Academy and such.

Likewise, I don't follow his blog these days (haven't for years, ever since it became mostly biz-related / promotional), or keep up on Raggi's role in whatever's the latest OSR drama. LotFP does, however, continue to exhibit it's own gravitational force in the waters I swim, and so I am at least peripherally aware that the company continues to limp along, existing.

On or around January 2nd, I had the chance to listen to Raggi's video declaration of "commercial suicide;" for those uninterested in the state of James's physical, mental, and financial health, I'd recommend skipping to minute 18 in the video. For those who don't want to bother, I can sum up pretty easily: going forward, James has decided that his company (LotFP) will publish products by artists and creators regardless of any controversy surrounding said individuals or any public outcry for giving such individuals a platform to express themselves creatively. 

I think I've listened to the entire screed some three times now (generally with the speed turned up), and I find myself 100% supportive of his position, his reasoning, and his moral compass. In fact, regardless of any commercial success or "suicide" that might result from such a stance, I think it's the only rational position...or position of integrity...that Raggi, as the man he professes to be, as the possibility he professes to believe in, can take.

Back in 2021 I wrote a post describing how I would henceforth forgo questions of politics (or opinion or belief) when it came to my gaming purchases...and, in part, this was due to with the fatigue of arguing politics and the downright inanity of trying to "vet" or police every product that crosses my path. Raggi's non-manifesto manifesto is a cry for logic and reason...a statement based in the fact that the internet (and social media) is not necessarily reality. For all any of my readers know, I may well be something extremely different from what I represent on this blog...people I've never met in person, but with whom I've had plenty of 'net interaction might be completely fictitious avatars representing, well, anything (any person) who has a finger that can poke at a keyboard.  Those of us who allow ourselves to be controlled by "internet opinion" or any story/rumor/gossip/scandal are...hoo-boy, we are asking for it.

But set all that aside (i.e. just keep it in the back of your mind while I write the next bit): we humans (yeah, all of us) are HUMANS...fallible humans. Some of us are real fuck-ups when it comes to getting along with our fellow humans on this planet...and, yet, there still exists within all of us the chance to create something of positive value for our fellows and (the possibility, at least) future generations...REGARDLESS of our failings.

Set aside the "gaming scene" for a second and let's look at a different scene: the National Football League.  The NFL is an industry that generates billions of dollars per year...it is gigantic. And, yet, the employees of this organization (players, coaches, owners, admin staff) contain individuals who are fallible humans. Some beat their domestic partners. Some are sexual predators. Some are rapists. A handful have been murderers. And many of these individuals could (in their younger years) have been accused of the same kind of BULLYING that schools have attempted to crack down in the last decade or two. 

And yet...and yet many of these people do HUGE, POSITIVE things for their communities, donating their time, their fame, their fortune to helping individuals in need. Visiting cancer wards in Children's hospitals on a weekly basis. Digging wells in Africa. Rebuilding homes wrecked by hurricanes. Donating millions to disenfranchised children and victims of domestic violence. Raising money for cancer research. And THAT is just the "charitable" aspect of the NFL...the NFL itself creates jobs and revenue for all the people whose livelihoods are tied to the sports: hotels and restaurants and bars and service industries and all that goes with the billions of dollars of television revenue. That's putting food on tables and gas in cars.

All that besides the entertainment the League brings...and besides the way sports teams galvanize communities, bringing together individuals of all different races and religions and beliefs in support of their hometown colors.

Some of the people in this world are real pieces of shit: guys like Harvey Weinstein for example. I'd imagine that many of his victims are happy that he was convicted in a court of law and is now in prison. Probably there are those who wish Weinstein's punishment had been harsher or had happened decades earlier (the allegations of his sexual predation and rapes extend back to 1980). 

But say Weinstein had been jailed and thrown out of the movie business decades earlier; what would be the impact on the lives of individuals. Weinstein was directly responsible for the launch of many young actors and filmmakers careers. His company produced many uplifting, moving, and groundbreaking films. He's been an activist and philanthropist on a number of health and social issues; he was a founding member and board director of the Robin Hood Foundation since 1988, raising hundreds of millions to fight poverty. Miramax (Weinstein's company) release and distribution of The Thin Blue Line in the that same year is directly credited with gaining the release of wrongly convicted death row inmate Randall Adams...I'd guess he'd have some nice things to say about Mr. Weinstein.

[this 2017 analysis of Academy Award acceptance speeches from 1966 to 2016 found that Weinstein had been thanked or praised in 34 speeches—as many times as God, and second only to Steven Spielberg]

Point being: Weinstein is an example of human potential...a person with the capacity for doing both good and evil in this world. Plenty of other examples are available, from Alfred Nobel ("the merchant of death") to Marion Zimmer Bradley (whose aid was invaluable in getting many young authors...especially female authors...their start in the publishing biz). The longer people are around on this planet, the more opportunities they have to do both good and bad. Doesn't mean we should condone harmful actions (harmful actions should be condemned), nor am I trying to imply in any way, shape, or form that "the end justifies the means," or that good actions excuse bad actors; they do not. I'm only pointing out that good can come from anyone.

Back to LotFP: Raggi is not about supporting "the good;" his concerns (aside from those of his profession) is supporting creativity and art without judgment...at least, without judgment on matters and concerns outside of the art being created. And as I wrote above, I support this position. If I were James, I'd be running out and soliciting creators from ALL points of the gaming spectrum, making LotFP a truly egalitarian publishing house catering to beliefs from every side of the market: left, right, center, and "weird."

Because creativity isn't bad...the act of creation is a positive thing. I truly believe that. Some acts of creation are more positive than others...greater or lesser lights, I suppose. But creation is better than destruction; far too much of the latter in our lives. Creating, sharing, building...people need more of this, as much as we can get, at least until our species reaches that enlightened stage where a critical mass understands that we are all part of one body, one world, one existence. 

[sorry, don't want to wax too philosophical, but one should realize that positive and negative are simply two forces going different directions and assigning one as "good" and one as "bad" is actually a mistake as both forces are necessary and essential for existence. However, as the vast majority of people on this planet tend to be unenlightened individuals who get bent out of shape over destructive forces...especially when those forces occur in our own lives...and tend to fear death and not see the eternality of the human soul, I think it's best to focus (at THIS STAGE of our species' development) on the less problematic (causing) side of the force equation, i.e. the positive, and let God handle the rest. For now]

Now, I am sure there are folks out there who feel that it is against their principals to support (i.e. pay money to) a company that supports (i.e. does business with / pays money to) individuals, talented or not, who are 'bad actors' (i.e. people who behave in a fashion one disapproves of). I grok that. I have principals that determine how and what I support, too (for example, I refuse to shop at Walmart...for many reasons). 

But I also recognize the truth and wisdom in Raggi's statement: just because a hate-filled person (say, Hitler) writes a hate-filled book (say, Mein Kampf) doesn't mean people who bother to read it will become hate-filled, any more than "bad" people who read, for example, The Bible will suddenly become holy, Godly types. I suppose there are "impressionable" types who are easily manipulated, but the sheer amount of manipulating material in the world today utterly dwarfs the tiny amount of game material being produced ANYwhere, let alone by one lone indie publisher in Finland. Imbeciles and the ignorant are likely to fall into vast pits of crazy long before they succumb to the influence of elf-game propaganda.

Creation is preferred to destruction. Vote with your wallet. Encourage better creations (whatever "better" means to you). But don't discourage the act of creation itself

I still can't say I'm a super-fan of James Raggi's LotFP imprint. But I am a fan of the possibility for which he stands. Hopefully, his health will improve in 2023 as a result of this new authenticity.

Happy Friday, folks. 
; )

Tuesday, June 22, 2021

10:21, Wednesday, June 22nd, 2021

Mmm.

I started writing something but it was just...sad. And, no, it wasn't about the state of the world or anything; it was about the state of my publications. Or (rather) the lack thereof.

But I'm not really depressed. I'm not really sure what I feel...I don't have a simple word to describe it. It's a kind of mental constipation. Ideas are stuck in my head that I'm not sure how to express. Books are on my laptop that I'm not sure how to publish. Concepts are crystalizing that I'm not sure how to best articulate in a literate format. I feel blocked.

This blog has received nearly 3 million views over its life; based on the rate at which people "check-in" that number should be surpassed by the end of July (thanks to all my readers). The last book I published was in 2013. That's a long ass time ago. I'm hopeful that I'll be able to add a new one to my resume fairly soon...just waiting on a half dozen or so illustrations from my artist (he's already given me three times that many) to complete this book that's been sitting (finished) on my hard drive since, oh, 2019 or so. Most of it was written while still in Paraguay.

One of these days I'm going to have to learn to draw.

And speaking of artwork and books: in January of 2020 I commissioned an artist to pen a total of SIX illustrations for Cry Dark Future so that I could finally publish that book. To date, I have received ZERO finished pieces. This has been my second attempt at paying artists to give me illos for this book (the last time was 2014 or 2015??)...I don't know why people hate money so much. Maybe if I offered a thousand dollars per B&W illo? Is this why people use Kickstarter? 

Erol Otus charged less for a color cover...at least he did back in 2010. Just saying.

Anyway, despite having several ideas for various books and publications, I think the next thing I want to work on publishing is a handful of adventures. I don't know if these will be for sale or just "for download." My "Tomb of Bendan Fazier" post had over 600 views, though the PDF was downloaded less than 200 times (perhaps if I hadn't put all the text in the blog post...hmmmm...). Probably, though, they will be on DriveThru for a small amount of scratch...the price of a beer, maybe.

(*sigh*) This is a terrible idea; I can already feel it in my bones. 

Okay, everyone is (finally) awake in my house. Back to the mundane grind. Later, Gators!

Tuesday, August 18, 2020

"New" Stuff


"New" being pretty much a relative term.

My world building has taken a small backseat to a couple-three other projects the last week or so. Part of this is normal delay and procrastination, of course: the work is hard, with very little immediate reward, and so it gets put aside in favor of the latest hotness. I am used to my proclivity for this type of distraction, and it bothers me less these days (i.e. I don't feel as guilty about it as I did in the past), knowing that I'm in for the "long haul" and shall be returning to it soon enough.

However: publications! As I mentioned, oh, sometime last year (or two years ago...time is slippery recently) I have a couple books that want publishing and the sole thing they're waiting on is the artwork. My artists have (understandably) been preoccupied in recent months (as have we all), but I have been in contact with both in the last week, and received a number of "final" illustrations.

Which is exciting and amazing and makes me want to do stuff with those (B/X based) books.

Thus, the last few days have been spent repurposing a certain classic adventure (hint: the title begins with the word "Keep" and ends with the word "Lands") with the idea of doing a little play-testing. The fam and I are heading out on a mini-vacation tomorrow (we'll be up in the mountains...far away from the densely populated plague lands), and I'm hoping to have some D&Dish fun with them. Depending on how it goes, I might write up the notes in some useable form, to be released with the book (when it's finally finally ready). We shall see.  Here's hoping.

Oh, yeah...and I have an idea for a "new" project (again, very loosely defined). It is (duh) rather masochistic of me to work on yet another book when I already have 2+ in the hopper with no publication date in sight, but what's a guy gonna' do? Just sit on my hands and bitch&moan? One of these days, perhaps, I'll have an idea for an actual non-gaming product (like a novel or screenplay or something), and I'll bang the thing out and sell it on Amazon. But that's not today. The concept needs a little tinkering and a lot of polishing, but...well, it IS interesting. If I find the thing has legs, I'll write more about it.

All right...that's all the updates I have time for at the moment.

Tuesday, December 4, 2018

The Bubble

The other day I was re-reading this old (2009) blog post from James Mishler entitled The Doom of RPGs: The Rambling. It was a good post (and still is) about the general economics of publishing in the RPG industry (spoiler alert: don't expect to make much money), but the more interesting part, in my opinion, is the second half of the post and some of his predictions for the future of the industry (spoiler alert: not great). Here's what James was saying (in part) almost ten years ago:
Of course, there is another way to improve publisher and thus editor/author income… increase the number of gamers, and thus the gross number of sales; this lowers the per unit cost and increases the gross margin. But I do not mention this, because this is the Holy Grail of gaming. More companies have fallen tilting at this windmill than any other. The mythical “introductory boxed set” that will ignite consumer imagination and sales has broken more game companies than I can recall.  
The problem is, everyone (well, all the oldsters) remembers the great success of the Moldvay Basic Set for Dungeons & Dragons, and seek to recreate that feel and success; the latest in this long line is of course HackMaster Basic from Kenzer & Company, who have gone so far as to hire the original cover artist, Erol Otus, to create a cover in homage to that legendary king of starter sets. Some of this is out of a desire to evoke the feel of the original for the OSR crowd, but I’m sure there is an element of hope with HMB that it can somehow catch fire, just like its hoary predecessor. 
The problem is that when Moldvay Basic Dungeons & Dragons released back in 1981, the market was very, very different. There was no Internet, and there were no computer games; heck, D&D is the granddaddy of World of Warcraft, after all. There was then in the United States a larger group of moderately well-educated semi-curious young men with more leisure time and more discretionary income and an interest in reading and in fantasy than at any other time in world history, who had nothing better to do than to sit around and play a table-top role-playing game with their friends. I would argue that the vast majority of today’s youth are not remotely as well read (hours spend on the Internet notwithstanding), utterly incurious, have less leisure time, less discretionary income, no interest in reading other than what’s up with Britney Spears and Megan Fox, no interest in fantasy save for watching LotR on DVD and checking out hot dark-elf-chick ass on WoW, and little or no interest with actually physically hanging out with friends (after all, that’s what Facebook is for, right?) And that’s not counting the amazing push D&D got with the whole “D&D is Evil” campaign, which proved the old adage that there is no such thing as bad publicity. The advertising and marketing required today to crack into this current market is simply cost prohibitive for the return gained, as Wizards of the Coast has discovered much to its chagrin.  
And I should note, a repeat of the Third Edition miracle is impossible. Third Edition did not succeed based on new acquisitions in the youth market; the bulk of their market was in gamers returning to the fold. Third Edition hit just as all those gamers who started playing back in the early ‘80s were once again looking around for something to do; they had started their families, were well into their careers, and wanted something to do with friends once a week that would not get them in trouble with their wives. Gaming was a perfect solution… and when they went around seeking new products for AD&D (some not having played since 1E or even OD&D), they discovered that there was a whole new edition! And so D&D struck gold a second time, as the same generation that had such extensive leisure time and discretionary income in their youth now had more of the same in their 30-something stage… and often vastly greater discretionary income than in their youth, even if they may have had slightly less leisure time. And so they fueled the Third Edition miracle and the d20 OGL boom and eventual bust. There is no “third time’s the charm” for D&D; it has run its course. Even with Wizards pulling out all the stops with transforming the D&D experience into a table-top replica of the World of Warcraft experience did not draw in remotely as many new consumers as had been hoped; and D&D is the primary mode of acquisition of new role-playing game consumers, likely by an order of magnitude over all other role-playing games combined.
Pretty sharp, as might be expected from a person with 15 or so years of perspective from inside the industry. Mishler doesn't mention the multiple game companies that ended up folding after hitching their wagons to the D20 boom (converting their systems and going "all in"), but I think he had a solid take on the industry's potential, or lack thereof. So how is it that the Dungeons & Dragons brand is now doing better than ever before? What did James miss in his 2009 analysis?

Celebrity.

It's not enough to just blame a proliferation of gaming on the popularity of fantasy fiction (like Game of Thrones or whatever the latest Tolkien-based blockbuster is). Interest in fantasy can be met in ways besides tabletop gaming (licensed video game tie-ins, novels, and comics, for example). The only thing that has changed in the last decade or so is the willingness of name brand celebrities to talk about their own play and enjoyment of the game. Folks like Stephen Colbert, Vin Diesel, Sherman Alexie, and Jon Favreau have all lauded the game, and have credited the game with helping to build their imaginations (thus leading to their success in their current professions). Web shows that display celebrities playing and enjoying the game have encouraged curious-but-reluctant folks to give the game a try, even as fictional portrayals of the game (from Community to Stranger Things) may have piqued initial interest.

It doesn't hurt that Hasbro seems to have gone into "marketing overdrive" to get the word out about just how cool Dungeons & Dragons is, capitalizing on the moment's buzz to generate more buzz...as well they should (they are a business, right?). Still, I was surprised by just how much D&D was on display at the local Barnes & Noble when I stopped by last Saturday. No, it wasn't quite as prominent as the Harry Potter stuff, but it still featured on aisle caps, included children's books (and A, B, C's and 1, 2, 3's plus several new "Endless Quest" titles), rather than just being filed away with the (comic) graphic novels. Box sets, starter sets, giant coffee-table-art books, novels...hell, even an erotic short story collection "inspired by Dungeons & Dragons." Clearly, the Corporate Overlords are doing their best to strike while the iron's hot.

Something for the 4-year old's stocking.
This is in stark contrast to the way the game was displayed back in 2015. Remember this grumpy post? Same edition of D&D, same time of year, same store. Books weren't even displaying their front cover on the shelves.

Something's changed since then. Did Hasbro hire a new marketing department? Is it the advent of Critical Role (which first debuted on Geek & Sundry in 2015)?  I think that's more likely than the attempted proliferation of WotC's "Adventurer's League" (of the half dozen local shops, I contacted...several of which were listed in WotC's "game finder"...only ONE runs AL. And I live in Seattle!). But whatever it is that's growing the game to the point that "8.6 million Americans played" D&D in 2017, I'm inclined to worry it's less a stable, growing industry and more of a false front...a bubble, ready to pop.

But that's probably just more Negative Nelly-isms from JB, right? Just me pissing in everyone's cornflakes. Sure, fine...I can see how my years of disappointment in and (somewhat justified) skepticism of certain game companies may have colored my perception of their otherwise profoundly encouraging numbers. I mean, am I not the guy who has long complained that the industry leaders haven't been doing enough to grow the hobby? And here they are: growing it huger than ever before, yeah? That's awesome...if it's accurate.

Here's the worrying thought that keeps creeping into my head: back when the RPG hobby was in its first "boom days" (circa 1981) people talked a lot about "D&D," but any and all tabletop RPGs were labeled as "D&D" by folks. The boom was in role-playing in general, not Dungeons & Dragons specifically. Just checking Ye Old Wikipedia's list of RPGs by release date, I see there were 15 new RPGs published in 1980, 13 in 1981, 20 in 1982, and 21 in 1983. The list is somewhat incomplete as new editions aren't included...for instance, the Moldvay/Cook B/X (1981) is not listed, nor Frank Mentzer's BECMI (1983).

What about the "second boom" that coincided with 3rd edition D&D? Well, we have 17 in the year 2000 (3E's release), another 17 in 2001, and 32 (!!) in 2002...many of these games being OGL-approved D20 derivations (like Spycraft and Mutants & Masterminds).

[there were also quite a few indie RPGs published in that period, the heyday of The Forge]

Contrast these booms with the drop-off that occurred around the same time as TSR nose-dived (and before White Wolf struck gold with Vampire): 1988 saw only nine new RPGs. 1989 has eleven listed (one of them a German RPG I've never heard of). 1990 had 13, of which four are definitely non-American, and one was the Lorraine Williams "special order," Buck Rogers XXVC. These were dry years for RPG publishing, unless you're talking supplements for games established in the early/mid-80s that were still getting plenty of play.

[yes, I see that Cyberpunk 2013, Shadowrun, and Rifts...all games that became huge lines...came out during these years. They were exceptions with regard to both their success and popularity]

So what about now? Is the new "boom" in D&D sales (and millions of people playing) indicative of a growing RPG industry? Well...I see 2015 had ten new RPGs. 2016 had another ten. 2017 had eight including Zweihander (a retroclone of the old Warhammer Fantasy RPG). 2018 lists only four, though I'm sure that will be updated (didn't Mutant Crawl Classics come out this year? I know I picked up my copy just a couple months back...). It would appear that Hasbro's claim of heightened interest in D&D is simply that: an interest in Dungeons & Dragons alone. But then again, maybe I simply missed the glowing press releases from Paizo announcing their record sales of Pathfinder last year (I know there was a lot of excitement and anticipation for the new Starfinder RPG).

Anyway...I know a rising tide lifts all boats (or whatever that phrase is), and maybe that's what this is and that's what it will do. Maybe this isn't the boom of the early 1980s, but the blossoming of a new phenomenon (like the mid-70s) and the start of a true "second wave" of the role-playing hobby. Maybe this newfound interest (respectability?) in Dungeons & Dragons will usher in a new era of role-playing and an entirely new community of enthusiasts. Heck, you can find Ted Talks (now) on the virtues of tabletop gaming...maybe this IS the real deal, and not simply a lot of splash and noise being used to drum up sales for the Christmas season. I suppose I could choose to optimistic for a change.

Yeah, right.
; )

Saturday, March 17, 2018

"With Great Power Comes Great Mental Illness..."


Apologies, apologies. Yes, I disappeared for a damn long time there...it's been a pretty busy month and a half. So sorry.

[what happened to the Middle Earth "guide?" Um...let me get back to you on that]

I gave up drinking (alcohol) for Lent this year and it's been a fairly tough go. Not (just) because I'm a (functioning) alcoholic...going without doesn't give me the shakes or anything like that. It's just that I'm so used to having a drink or three just in the course of doing stuff...cooking, watching a game, going out, streaming some show. Not to mention I've been mainlining NPR since the end of the football season and alcohol really helps take the edge off of whatever the Trump administration is doing these days...

(*sigh*)

Caught myself actually thinking about wanting a smoke the other day, and it's been nearly two decades since I last had a cigarette. Crazy. Instead I pounded a box of Girl Scout cookies ("thin" mints) over the course of three days (my daughter did help). Obviously, I'm a man who needs his vices.

So hear I sit, drinking yet another can of LaCroix (because it's cold and bubbly and, no, I don't know why I don't just drink water, dammit). But at least I'm blogging something, which is a start. Got to start somewhere. Even after you've started, sometimes it's necessary to start again.

And again. And again.

I'm going to talk about Shadowrun in a minute, but I just need to get a couple things out there first. I have been gaming a lot lately, but it's been almost exclusively Axis and Allies, which was a Christmas gift to my son, and which we've been playing non-stop for three or four weeks. We're using the 1941 rules, which are wonderful...the game is short and streamlined compared to other versions, and you can get through a game in about an evening and a half. We've played probably a dozen times, my son resetting the board after every defeat (no, he hasn't won yet, but he loves the thing and he's stubborn as hell...kind of like his old man).

We're even experimenting with our own rules. We wanted to add giant diesel-powered mecha to the board (inspired by the Japanime/manga Kishin Corps, as well as Pacific Rim), but haven't been able to decide on rules for the things. Instead our most recent game has introduced kaiju (giant monsters, a la Godzilla or...again...Pacific Rim), to act as a neutral, third party "spoiler." Jury's still out on their inclusion (we're in the middle of our first game using them), but we'll see if they'll swing the tide of the war one way or another...or if they simply devastate civilization while world's powers burn each other to the ground.

Something like this...
So, yes, I am doing "tabletop gaming" (of a sort), and A&A isn't the only one, though it's the only one worth mentioning. I was really, really looking hard at rewriting Heroes Unlimited to my own specs...and I may still do so...but when I open the book and start hacking through jungle I find it Just...So...Daunting. Hats off to Mr. Siembieda for actually putting together this thing...I mean, I couldn't (certainly wouldn't) put together these lists of gadgets for hardware characters and implants for bionic character and this system of magic, and All These Random Tables, and...and...

(*double sigh*) It's actually kind of hard deciding what exactly to keep.

But I did get a little inspired watching the new season of Jessica Jones this last week; at least, binging it added fuel to the smoldering blaze. I've decided I LOVE Jessica Jones (the show, not the character). Unlike prior Marvel Netflix shows, the new season of JJ is awesome right out of the gate, rather than waiting 2-3 episodes to find its feet. It does hit its peak about three episodes from the end season, resulting in a looooong denouement but...whatever. The show is filled with such bitterness and sadness and melancholy, you KNOW how it's all going to end, even if you're not sure the exact path the plot takes to get there. And you're already bought in, so...yeah. Tears and booze. And regrets and recriminations. Jessica Jones.

She really reminds me of a girl or two I used to know.

Even added the Whizzer!
With mongoose!
Anyhoo, the thing about JJ (and ALL the Marvel Netflix series) is how "small time" the superhero world is in the setting. And Heroes Unlimited may be...hmmm, I'm not exactly sure what I want to say.

...may be the only supers RPG that does small time(?)

...may be the "best" supers RPG at doing small time(?)

Probably something like "may be my personal favorite RPG for doing small time." And yet every revision, every supplement has seen increases in the power level of the game. Never mind Rifts and its (wholly compatible) madness. But if you dial that power creep way down, you can really start to see a good system for modeling the likes of Jessica Jones and her associates (not to mention antagonists). It's just that looking at the words "good system" makes me want to guffaw aloud as I consider Palladium's systems. So, so sorry.

SO...Shadowrun. I picked up a copy of the 4th edition the other day (I think it's the 4th...it says "20th Anniversary Core Rulebook" on the cover). I did this for a couple reasons: first, it was dirt cheap ($9.99, used). Second, I wanted to see what was new and great  and "happening" with Shadowrun, thinking maybe it would galvanize me to take action with my long unpublished Cry Dark Future manuscript. However, I've yet to read page one of the tome (it's sitting in bed next to me as I type this) because...well, because I've been busy. And maybe because I'm lacking the heart (or stomach) to look betwixt its covers.

This one...pretty sure it's
the fourth edition.
HOWEVER (still with me folks? Okay, almost done)...however, even though I've been lugging this thing around in my backpack, NOT reading it, it's been on my mind a bit. And so, when I was in a local game shop Wednesday, making the acquaintance of the 23 year old store manager and found out her RPG experience was mainly with Shadowrun, I found myself not only talking about my own experience with the SR game, but about my own, unpublished, SR-knockoff. And I ended up giving her an old manuscript Thursday, and picking up her feedback Friday. AND, as was the case SIX YEARS AGO (jumping Jesus on a pogo stick!), the comments were universally positive. There is, apparently, still a market for Shadowrun (who'd have thunk it?), and one that has serious complaints about the RPG's current level of accessibility (low), and that might find real enjoyment in something a little more "lightweight" while keeping the same Shadow-isms.

In other words, publish the damn thing already.

Now for those of you who have followed this blog for...Christ, years!...for those who've been following the saga of this thing, you might recall that I basically started rewriting the whole damn book from scratch, making it much more of a post-apocalyptic fantasy game. Something like Appleseed (at least the cinematic version) with elves and dwarves. Ralph Bakshi's Wizards meets Thundarr meets Heavy Metal meets Ghost in the Shell. With pointy ears. And VERY different game systems (especially pertaining to character creation, advancement/development, and material resources). A complete frigging overhaul might be a good way to describe it. An overhaul that I have never completed.

Here's the thing I've just realized in the last couple days (as I dug up and reread both my original manuscript and the current, unfinished rewrite): the overhaul is a different game. It has the same name, and a few of the systems but the setting and theme are completely different. Hell, the name "Cry Dark Future" doesn't even fit. Dark future? Whose future? Tolkien's? It's post-apocalyptic fantasy, it's not "future" anything. Hell, even the guns are about the same as current (real world) technology...the only thing "futuristic" is the cybernetics, and those could just as easily be skinned as magical or steampunk or whatever.

What I really have on my hand are two different books. One finished and one not. Two games, not one. The finished one is even playable.

It is, though, in need of a lot of polishing. Rereading it really made me cringe in places. I kind of hate how I wrote it: my style, my wording. It does need an overhaul, but mainly in phrasing. It needs to be clearer, more succinct and useful in conveying its rules. And it needs to be more creative in how it models certain in-game systems.

So, yeah. Looks like I'm back to finishing Cry Dark Future. Just to put it to bed...finally.

Expect the blogging to be light and sporadic for the near future. Again: apologies.

Thursday, August 24, 2017

RPGaDAY 2017 #24

From the #RPGaDAY2017 challenge (info here):

Share a PWYW publisher who should be charging more.

All of them.

Unless you're releasing some sort of "beta test" or art-free sample or promotional product (i.e. things that are usually given away for free), folks should be charging money for their work.

If you've taken the time to create and publish a finished project, you'd best be putting a price tag on it. Doesn't matter what price you decide on...if it looks really sucky, charge a dollar...but put some sort of value on it. Because if you don't value your own work, why should anyone else find value in it? And if you're not sure it's worth anything (because it's incomplete or has gaming flaws/holes), then you should probably polish it up to a point where you find it has value BEFORE you decide to publish it.

I am assuming this question refers to the many self-published independents out there putting electronic PDFs on DriveThruRPG, and similar sites. Those are the folks I'M talking about. I've picked up a couple or five of these "PWYW" products over the years and can you guess how much money I put in that little box?

Zero. Zilch. Nada. Every time.

If you won't value your work, why should I? Truthfully, I usually pass on anything marked PWYW, but sometimes I've heard something, or read some review, that piques my interest, and I'll download it (despite the quickly diminishing storage capacity on my laptop). And I never pay a thin dime. And I usually delete it from my hard drive, following a quick perusal. No skin off my nose, after all...I paid nothing, I lost nothing, and I have nothing invested in holding onto your work.

That's pretty f'ing terrible. If I pay for something, at least I'm likely to use it, to play it, at least once...if only to get my money's worth out of the thing. And don't you want your games to be played? Isn't that why you're writing them? Or is it really just sheer vanity as you live off you trust fund, futzing around on your desktop publishing program?

Because if THAT's the case, why don't you get off your ass and do something useful...like publish a newsletter organizing a grassroots movement to combat the bigotry and intolerance that exists in every American community, even now, in the 21st century.

Assuming you're NOT just writing "for shits & giggles," assuming you design games and game products because of a deep personal need to do so, and that you're publishing independently because you can't afford to not keep your "day job" due to having a mortgage or family or pet that needs supporting...then you should put a frigging value on your work. How long did it take you to write? A couple months? A couple years? How many hours of your precious, valuable time (remember, your days on this planet are numbered, you WILL die eventually, and every moment you're alive is a blessing)...how many hours did you put into your project? How much is your life, your creativity, worth on an hourly rate?

At least minimum wage for your locale, I'd hope.

Of course, I'm as guilty of undervaluing myself as anyone. My Five Ancient Kingdoms has only netted my about $1700 in net profit (since 2013)...it is, by far, my poorest selling product. In Washington State, at the time I wrote it, minimum wage was $9.19 per hour, but my own employer paid me substantially more than that. Did I work less than 184 hours on the thing? Probably...probably more like 100-120 hours. But there was more to it than just writing: researching (Middle East myth, folklore, history, and culture), play-testing, layout, finding (public domain) art, driving places (printers, shops), packaging the thing (a couple hours figuring out the shrink-wrap machine), marketing it (minimally...mainly blog posts), dealing with the post office...all those things take time. Plus all the stress, arguments, and headaches such a project can cause with the non-gamer spouse. All that adds up....and the $1700 profit I've made over costs (and that's a high estimate) has been recouped over four and a half years. Most businesses, I believe, would want to get paid within two years of an investment...but, for me, this is still more of a hobby than a business. As a hobby, I don't mind the trickle of sales that come over time.

But only about 45% of my money has come from PDF sales...if I'd made those e-books "PWYW" how far away from $1700 would I be? That $750 in e-sales is the price of a new, small print run for my B/X Companion. I lose that money and all of a sudden it's taking me a lot longer to bring my next "hobby project" to light.

So my answer to the question of the day is, "all of them;" if it's a sample or promo project, then offer it for free. If you need funding for your project, start a kickstarter. If the project is already complete: charge money. Something, anything. If no one buys it (because your price is too high) than reduce the price...but give your work some value.

It has value to you, doesn't it?

Tuesday, March 8, 2016

What's Up

Normally, I wouldn't be blogging on a Tuesday, but I've got a few minutes and I'm putting off "real" writing for the moment. Plus, I didn't put out anything yesterday (I've got something half-written but it's pretty half-hearted and I'm not inclined to finish it), so I feel like I owe Ye Old Readers.

Here's the thing: I've got a LOT on my mind lately, and I'm not just talking about my daily life stuff (that's all crazy-nutty, too). No, I mean a lot when it comes to game design and game publishing. This happens when I've had too much time to stew/think about "stuff." Each of these is probably worthy of its own post, but I'm going to do a few bullet-points right now, just so I can empty my brain a bit:

  • Numero Uno: I'm probably not doing as much as I could to make an actual damn business out of this self-publishing thing. Yeah, yeah, I'm not talking about getting rich and famous; I'm talking about making more than beer money. Part of this is a lack of business acumen, part of it is a lack of organization, part of it is a fear of really putting myself out there, and part of it is sheer laziness/inertia. I really need to do something about ALL this.
  • Numero Dos (related to Numero Uno): If I really want to do anything with this, I'm about 85% certain I need to step-up and start collaborating with folks, something I'm loathe to do. For a variety of reasons (most of which boil down to 1) being disappointed in the past, and 2) personal insecurity), I've historically preferred to "go it alone" rather than work in a team. But that attitude is extremely limiting; you can always accomplish more working with others. I know that, I just don't like it. At least if I rely on myself for EVERYTHING I feel I have 100% control...and I'm pretty control freakish. Problem is, I can't do everything (decent artwork for example). It's shooting myself in the foot (or the head) to operate the way I do.
  • Number Three (related to Numero Dos): I don't think I'm ever going to "not pay" for art again. Clip art is mostly shitty. Finding public domain print art that is good worked one time (with Five Ancient Kingdoms) but that's it. And I think my writing is good enough that it deserves some better illustration. And I just can't accept any more "freebies" from volunteer illustrators...being a for-profit biz means paying one's contractors. So there.
  • Knock-Off, Innovative, or Subversive: For me, these are the three levels of game design. "Knock-Off" doesn't just mean retroclones. There's nothing very original about systems based on the D6, or D20, or D%, or dice pools, and there have been plenty of RPGs with both class/level chargen and "defined-by-selection" or some combo of the two. Even so, just getting a game written (knock-off or not) is hard enough for the average person. Being "innovative" means injecting something new into the existing RPG paradigm, but it's hard (if not impossible) to do this wholesale. Do you want characters? Do you want systems that resolve processes? We are talking about a game here, not freeform play. Finally, there's level three ("subversive") design, aimed at having real world impact (educating or changing persons thinking or perception)...hopefully for the good...based on the play at the table. Level 1 design is a grind. Level 2 design is a challenge. Level 3 design is...well, it's something else entirely.
  • Numero Cinco: I'd like to do more subversive designs. I've got a couple-three on the shelf, but they're so tough to do...and do well (I'd say "do right," but I'm not sure that can be 100% accurate. Subversion is in the mind of the beholder, you know?). And by "well" I mean accomplishing one's (design) objective while not upsetting the participants, except as is required to meet the needs of the objective. It's so daunting at times that...well, the proof is in the fact that those games haven't been completed, nor even play-tested at this point. When you try to do something that's "socially interesting" or "relevant," you're really super-conscious of the possibility of totally flubbing things. Well, I am, at least. But then, see point Numero Dos...if I was a little more willing to collaborate (i.e. "work with others") I might be able to assuage some of those self-doubts.

One big circle of thoughts, spinning back into each other.

And perhaps none of these thoughts are especially constructive to what I actually need to do (i.e. "write," "finish writing," etc.). But the more I put words on paper, the more I can't help but think of the Bigger Picture...the What Exactly Are You Up To question. What AM I up to? Not just from a writing sense but an overall How Do I Fit In This Niche Market Industry sense.

More on all this later (maybe). Oh, and I really, really plan on giving people the whole run-down on my new B/X project (I know there's some curiosity)...maybe tomorrow. Right now, I've got to go buy groceries.

Wednesday, September 2, 2015

Well, Crap.

Do I need to say something about DriveThruRPG's new policy regarding offensive content?

Probably. But I'll keep it short.

As I grow older I find myself tending to become more conservative regarding a number of issues that, in the past, I was uber-liberal regarding. It happens, especially after you have a couple kids and you want to protect them from the insanity of the world that they, at this moment, are totally unequipped to deal with.

Even so, I understand that the best thing I can do to protect them is to provide good parenting, acting as a "gatekeeper" (of sorts) while they're young, and arming them mentally with good information and supplemental education drawn from my own experiences and reflections. Do I want my children to be pack-a-day chain-smokers (as I was for a decade)? No, of course not. But there's little I can do to stop them once they come of age...should they choose that path. The best I can do is model what I consider "right behavior" (I haven't purposefully put anything in my lungs besides air for 14 years), and share my experiences and knowledge, hoping that they'll make decisions that are beneficial rather than detrimental (for themselves and others).

It is unfortunate that there is a market for things that are, well, terrible in my opinion. Check out the documentary Hot Girls Wanted regarding the "professional amateur" porn industry. I disagree with some of the people interviewees that they are simply "fulfilling a market demand;" I believe it is possible to create market demand. But once that demand has been created, it's a pretty tough thing to turn off. The Prohibition of alcohol in the 1920s failed dramatically and, as far as I can tell, the War on Drugs is a continued failure after 30+ years of effort. Will banning something "bad" (physically, spiritually) stop people from wanting it? Generally speaking, no. And for many folks, forbidding something automatically ups the attraction of the thing.

I think I can honestly say that, 25 years ago, I would be doing all in my power to buy a book called Tournament of Rapists...just to see what's inside...the same way that, at age 11 or 12, I was doing my damnedest to get a copy of Purple Rain to hear the song Darling Nikki. And in retrospect, I'm glad I did, since the music of Prince is excellent and has led to much enjoyment over the years.

Ridiculously inappropriate.
The same could not be said of 2 Live Crew's As Nasty As They Wanna Be. It yielded a couple afternoon's worth of interest before being quickly forgotten, except anecdotally. At least it didn't permanently scar me or transform me into a misogynist. But, then, I had some good core values instilled by good parents...I don't think any piece of artwork (good or bad) could've overwritten my basic "programming."

So...I suppose I'm on the side of anti-censorship. But I'm not about to go all nuclear about it. DriveThruRPG is a private business, and they are allowed to cater to their customer base in a way that allows them to best make money and survive. If hot-button books are a turn-off for the people they wish as their clientele, I think it's fair for them to do some policing on behalf of their target demographic...Reader's Digest doesn't publish the same jokes as Hustler, after all. Having said that, I find myself disagreeing with part of their reaction, namely their intent to:
code more customer-facing options to allow customers to report potentially offensive content to us.
I would think the proper method of gatekeeping would be the way they responded to the complaints regarding Tournament of Rapists: allow offended folks to contact DTRPG and then follow-up with scrutiny (against company policy) and dialogue (when appropriate). Giving the public a "This Offends Me" button, seems a little too prone to abuse and/or overreaction misuse.

And that's as much as I want to say on the subject.