Showing posts with label a random encounter. Show all posts
Showing posts with label a random encounter. Show all posts

Monday, 19 September 2016

(Almost) On Holiday

I'm going on holiday at the end of the week. Long overdue, much deserved, and there'll be very little in the way of rest because my daughter (who turns three tomorrow), and my wife and my wife's parents are all coming too.

Between now and the taxi picking us up on Saturday (ugh, 3:15am!) I'm technically still on the clock in my day job, except that tomorrow we're going out for the day to celebrate CJ's birthday, then Thursday is another relative's birthday, Friday will be packing and panicking. So today and Wednesday for work. Yet here I am posting, of course.

The holiday will give me a chance to advance some game plans (some of which I can allude to, some of which I can't talk about), as there will be some times when my family are siesta-ing, and I'm not one for daysleeping. I'll be plotting and scheming:
  • first, Issue 4 of A Random Encounter is somewhere between a third and halfway through the production process. I can get a rough timeline sorted out while I'm away, but I need to do a follow-up interview. That won't happen until I'm back, and then there's more transcribing, art and so on. New ETA: November.
  • second, Project DANDELION: an idea I've been toying with for a while, and actually, being on holiday is the perfect time to work on this. DANDELION is a kind of prototype, and I have grand dreams but also grounded plans for this. Expect me to share this prototype thing hopefully by the end of October (I can work on this well while away, and then type and layout etc when I get back).
  • third, game prep for playing Night Witches. I floated the idea on G+ a few weeks or so back, and there was enough, "Sounds cool," comments to make me go for it. I've got the pdf on my phone, and I'll have plenty of notepaper, so may as well start jotting stuff down and figuring it all out.
And that's all I can really talk about that.

TO BUSINESS!

A few weeks back I was fortunate enough to meet up with David McGrogan, Chris McDowall and Patrick Stuart - coincidentally, the subjects of the first three issues of A Random Encounter! We played a great game of Fiasco using a Warhammer 40K-themed playset (I'm not all that familiar with 40K, but got approving murmurs when I declared that an arch heretic character was a Blood Angel Space Marine); more importantly than that they agreed to the following publicity shot:

"Dammit Dave, open your eyes!"
If anyone's been thinking about getting print copies of any of the issues of A Random Encounter, now's a great time, because in a few days I won't be shipping anything for over a fortnight. If you order by midday on Thursday 22nd then I'll definitely get it in the mail before I go on holiday. If you're happy with pdfs then you can get them from Payhip and DriveThruRPG with no problems.

More on future projects soon. If anyone's played Escape The Undermaze or Thursday Night, the print extra games that come with print copies of issues 2 and 3 of the zine then let me know how they worked for you. Or even if you've just read them and have some feedback, drop me a line.

Adios!
N

Friday, 26 August 2016

A Random Encounter #3

Hurrah! It's here! Issue 3 is now available from the Zines page in print, and there's links to the pdfs as well if that's more your thing.

It took a while to get this issue together, but as with many projects, it just finally fell into place like a weird chain of dominoes. The lead domino was Patrick Stuart, my interviewee for the issue: I interviewed Patrick in April and then again in August after Maze of the Blue Medusa was a big winner at the ENnies. Patrick was awesome, and shared a lot of really rich material for the zine; we explored where his interest in games comes from, how he makes what he makes, his motivations and more. Patrick shared so much that this issue has ended up at 36 pages including covers, instead of the 24 of Issues 1 and 2.

The next domino was getting two great artists onboard: Scrap Princess and Jeremy Duncan. Scrap has produced a great cover that follows the series theme of "show the interviewee having a random encounter in something they've made"; she also created a lot of really great original illustrations based on her collaborations with Patrick. I asked Jeremy to create some art based on my favourite False Machine blog posts - his Kamikaze Librarian and Lanthanum Chromate dwarf are awesome, and the Kamikaze Librarian also graces the back cover of the issue.

Another domino was time: finding time to pull everything together has been a real challenge in the last few months. But hitting crunch time has also shown me that this is what I want to do more and more of. There is a real thrill to making something and putting it out into the world (and also that slightly panicked moment when you pull out the credit card to pay for the print run, and wonder if people will buy it!) - and it's also a bit addictive, because you realise more and more that making stuff is not impossible.

The last domino for Issue 3 was the print extra. I really enjoyed making Escape The Undermaze, a one-page microgame, for Issue 2, and the feedback that I got for it was quite positive. I've made a decision to create a microgame for every issue from now on as a print extra - and I've also fallen in love with the format a little bit too. The microgame for Issue 3 is called Thursday Night, and is another short game with minimal rules but hopefully enough inspiration to drive a tense game of a bad situation.

So: the dominoes have fallen and Issue 3 is here. Please check it out in whatever format you like best. If that's pdf then you can get it from Payhip here and from DriveThruRPG here. And if you like print then order it from here and I'll get it in the post to you as soon as possible.

Thanks for reading this, hope you check out Issue 3 of A Random Encounter, featuring Patrick Stuart!


PS - if you've not got Issues 1 and 2, you can get them from the zines page too!

Monday, 11 July 2016

In The Works

The last few months have been difficult. A couple of busy periods with the day job, plus family medical drama put RPG and zine stuff on the back burner. Even writing this post was delayed. I sat down to do this last night, and then my daughter, who had been a little out of sorts all day threw up. I spent most of last night asleep on her bedroom floor, and most of today wandering around in a semi-zombie state.

Difficult is relative, in reality, I'm a very fortunate guy. Among many things I've been using to buoy myself up recently has been Neil Gaiman's instruction to "make good art" - come what may, just get on with it. Listening to a couple of guests on the Tim Ferriss Show podcast has helped too, particularly Seth Godin and Kevin Kelly. Onwards and upwards, and all that.

In the next few months then, here's what you can expect from me (with some indication as to where they are in terms of completion):
  • A Random Encounter Issue 3 - Vandel J. Arden
    • Main interview done, transcribed and first editing pass done. Follow-up questions thought through and sent out. Cover commissioned. Print bonus in the works. Interior art in the works. ETA: end-July/start-of-August.
  • A Random Encounter Issue 4 - Patrick Stuart
    • Main interview done, will start transcription this week. A couple of follow-up questions identified. Cover commissioned, along with interior art. Print bonus is a mystery at the moment but a couple of ideas are tickling my brain. ETA: end-August/start-of-September.
  • Fort [working title]
    • It's coming up on the one year anniversary of Oddpool, and I had a couple of pages of follow-up ideas for the areas around that haunted and cursed place. Fort will be a Pocketmod-sized supplement about the area to the west of the river, a hold-out of civilisation and a strange place. People who think they're normal, living between a dead city and miles of marshland, but who are a bit... odd. (may or may not be inspired by the geography and locales of my hometown and surroundings) ETA: September/October.
My home office is starting to look like a small self-publishing outfit - which, I guess is kind of what it's becoming. As well as two issues of A Random Encounter, a re-print of Oddpool and two more issues of the zine on the way soon, I have the print runs of two other things that I've done in the last few months. These are for my dayjob, but couldn't have happened without my experiences of self-publishing RPG things.
As Issue 3 moves closer to completion I'll be announcing subscriptions - which will work out at the same cost as individual issues, but I'll throw in pdf copies as well for instant gratification - I have candidates for Issues 5 and 6 who have been tapped and given positive responses. So subscriptions to begin with will be for up to the end of this year/Issue 6. I have a big list of names for 2017, but if people are happy to support subscriptions I want to make sure I can deliver the goods.

I'll be posting RPG ideas more in the coming days as my brain needs space to vent while I get on with transcribing audio, editing three podcasts for my day job and working on admin and emails. I need to find creative outlets! I think I'll be offering a game or two for AntiGenCon this year, so just working through some ideas for that too... Currently a game of Maze Rats is winning out, but I might also run Escape The Undermaze too.

Want to know more about anything here? Comment below or email me! Thanks for reading, N.

Thursday, 26 May 2016

Zine Subscriptions Are Coming

Issue 3 of A Random Encounter is coming along slowly but surely. It's taking longer than the previous issues. Last week I finished one work project and started another the very next day; I've gone from a mentally challenging project to a mentally taxing project. I'm planning then re-planning, spinning ideas around and then seeing what comes back. I'm advertising, sharing and getting out of my comfort zone.

Which hasn't left a lot of time for transcribing, I'm afraid, but it is moving forward, and as it does I'll start the layout process, breaking up the pages and so on. Each issue gets easier and harder to do – easier because I know how it's supposed to look and I'm used to doing certain tasks or looking for certain features; harder because my standards are getting higher with each issue, I want each issue to be even better than the last.

I'll be setting up subscriptions sometime soon though, as this is something that people have been asking about since Issue 1. My plan is to offer subscriptions through to Issue 6, which, all being well, is going to come out in early December. Issues 3 and 4 are in production, with interviews recorded and artists in the loop. I've just reached out to creators to interview for Issues 5 and 6, and gotten positive responses from both.

My plan for subscriptions is that they'll be print and pdf bundles effectively:
  • On release day, subscribers will get the pdf sent out to them before it's live on Payhip or DriveThruRPG and print copies in the post before anyone else.
  • There will be two subscriber plans for 2016, essentially offering Issues 1-6 (for anyone who has not got the first two issues) and Issues 3-6 (for anyone who has), all with UK, EU and World shipping options built in.
Subscribers will be helping to lay the financial foundations for the rest of this year's production: I want them to get the best deal that I can offer. Shipping from the UK is not cheap and eats a huge portion of the print cost, but I still think it is better than me offering the zine as POD (for now at least).

Throwing this topic over to you, dear reader, for comments. What else do I need to think about in terms of offering a subscription for A Random Encounter? If you do a zine and have offered a subscription before, what have you found to be the interesting/challenging/valuable points about doing so? What are the non-obvious advantages/disadvantages of doing it? Was it worthwhile for you to offer a subscription? Any thoughts/comments will be gratefully received!

Wednesday, 20 April 2016

Getting Physical

On A Gaming Podcast About Nothing, that podcast that Dave and I will return to at some point, I've often been criticised for being an RPG hoarder. In the past I've downloaded every free pdf that someone has offered, tried to support every game that has flagged my attention and tuned in to every little one-page thing that looks interesting. I've slowed down on that, partly through a realisation that I was reading so little of the stuff that I'd bought or found - and using even less - partly through a lack of time and money to buy things, but also partly after some honest reflection: I just prefer to read and use RPG stuff in a physical medium.

As an aspiring publisher, I see the other side of that now as well. I think this was crystallised in my mind recently when chatting to Chris McDowall for A Random Encounter:
How has the last year or so been?
...It was just incredible to have that feeling of, “There's this many people that want to pay money to have your product on their shelf.” I'd given away these other free games and they'd probably had hundreds of downloads. But I know that when I go on RPGNow and download a free pdf, 80 or 90% of the time I never get around to opening that pdf, and the vast majority of the time I never get around to using it. The fact that someone has paid for Into The Odd at least makes me hope that it's being used.

If I make something, free or paid, I want people to read it, use it. From the limited anecdotal research I've done, thinking about myself, talking to others, I've come to conclude like Chris that the main way to get people reading something, playing a game or whatever is to get it in print. Physical products are simply more likely to be used.

Following my train of thought from yesterday, since I don't need anyone's permission to make something or to publish, then I have no excuse other than any I conjure up for myself (I don't have time, people might not like it, how will I get it done? etc). I asked some questions at the end of yesterday's post too:
  • Which project do I think will be the most fun?
  • Which project do I think has the most potential for me to learn something?
And for now at least, when it comes to the small project that I want to work on in-between the regular, ongoing project of A Random Encounter and the longer-term project of Into The Oort, my answers are:
  • One where I'm doing something small and different, which can be made physical easily;
  • One where I force myself to do something new, to practise a new skill or develop an existing one.
The second point sounds a little obvious, so I think I need to work on fleshing that thought out. In my day job I'm always encouraging people to "Plan -> Do -> Reflect -> Review" so it's about time I did some of that too. As I follow my playing around with ideas, I hope some time soon to have something to show for them, even at a rough stage. Anyone want to see what I'm working on when I have something to share?

Tuesday, 19 April 2016

Pick Yourself and Pick The Project

I've been watching and listening to a number of talks to help motivate me lately. In particular, I seem to have gravitated towards Seth Godin; I read a number of his books a few years ago, with Poke The Box being a firm favourite, and I get his blog posts in my email every day. I listened to his two hour interview on the Tim Ferriss Show recently, which sparked my attention to go and look for more things of him talking.

A couple of favourites that I found on YouTube and listened to while doing the dishes of an evening include this one and this one - both worth a listen, whether or not you're doing the dishes at the same time. Somewhere in and amongst all of these recent things, two points have popped into my head and won't go away. I'm not sure where I encountered these insights in my listening and reading (I re-read Poke The Box recently too), but know that they came from Seth.

The first thought is about picking yourself: whether you have a boss or not, whatever your profession or job, stop waiting for someone to choose you. Despite being self-employed for years, this has been a hard thing for me at times. Waiting until you hear from someone in order to approach them for work. Waiting until you get this or that and henceforth have the right conditions (they'll never be perfect). Recently I've really accepted this, I've chosen myself to do interesting work - both in my day job, and in this little (for now!) RPG business that I'm running.

The second thought is one that I'm still struggling with, or rather a consequence of the second thought that I got from listening to these talks/books. I think in Poke The Box, Seth Godin raises this idea: "if you want to get better at juggling you have to throw more balls." I.e., if you want to do good work you have to start more projects, you have to start things and work on them and see what happens. You can't umm and ahh over whether or not the idea is the best it could be, you can't wait until you have enough money or no risk or the perfect team or the best circumstances. You have to take an idea when it comes your way and start the project that leads to a new something being in the world.

And I get that: I really do. I don't have any resistance to that concept.

I just don't know which project to pick! Hashtag first world problem, I have so many ideas, what can I do - what a goddamn hack! But this is what has been hanging me up at the moment. A Random Encounter is fine, Issue 3 is underway now that Issue 2 is out and available to buy (hint hint), and I'm probably going to interview for Issue 4 next week. Into The Oort is ticking along in the background, I add about a page a week to my document and make notes on how to resolve some of the mechanical issues with it.

But my brain is telling me that there is something else that I need to do. A small project to break things up. And I have a concept. My brain is jumping up and down and SCREAMING at me that, like a zine which is just an interview with one person, there is something else that I've thought of that is interesting and which I am sure would be interesting to lots of people in the RPG community. I have my concept and I have a couple of variations on the theme that have evolved from that core concept: but how do I pick? I just don't know.

Do I pick the thing that could be done in the least amount of time?
Do I pick the thing that involves fewest collaborators, so there aren't other contributions to keep track of on the production side of things?
Do I pick the thing that would be lowest risk?
Do I pick the thing that I think will be most attractive to others' tastes?

None of these seem like the right approach to finding an answer... So far, where I am, the two questions that have lead me to the small project I'm currently pursuing are:
  • Which project do I think will be the most fun?
  • Which project do I think has the most potential for me to learn something?
These are the questions which are helping me. YMMV, of course. What are the questions that you ask yourself when you're trying to decide between projects?

Monday, 18 April 2016

A Random Encounter Issue 2 is out!

I've been a bit buried under work lately, trying to get this and that done, so haven't been making time to blog. I surface every now and then on G+ to try and hype A Random Encounter in a non-spammy way, and this is my hopefully non-spammy blog post shout-out now that Issue 2 is finally finished!

I say finally, but actually it turned around pretty quickly, around six weeks since the last one came out. Issue 1 is still available in print too, but the rest of this post is all about Issue 2, where I interview Chris McDowall, creator of Into The Odd. Just as with talking to Dave McGrogan for Issue 1, it was really interesting to hear about how and when RPGs hooked Chris, and also to chat for a good long while about how he makes games and how he approaches design choices. I'm still learning how to interview really - I've been interviewing people on a podcast that I do for nearly four years, but this is a different sort of challenge.

What I liked about talking to Chris was his commitment: this is something that I'm finding I can only really articulate now that I've got the issue finished and it's out. In reflecting on putting it together, editing down and organising information, one thing that really stands out is how committed Chris is. He frequently talks about doing things well; Into The Odd was a project that evolved over years; he has a clear aesthetic idea in mind for constructing his game and the supplement that's going to follow it this year. Maybe commitment is not the right word actually, maybe the word is vision: Chris changes his mind about stuff (as he says in the issue), but he's got something in his mind about his games that is like magnetic north, something he's working towards.

And I'm not just praising him because he did the second issue of my zine! Jonny Gray made a great colour cover showing Chris on the streets of Bastion. The issue also features great art pieces by Kathryn Jenkins and Anxious P. inspired by the setting of Into The Odd. Check it all out on the zines page.

Coming Soon! Posts about something other than A Random Encounter! Posts about Into The Oort! Hints about a thing I think I'm going to do this summer (hint: rhymes with stick-parter!)! And probably the odd post about A Random Encounter, because I can't help myself...

Friday, 4 March 2016

GMing Soon After A Long Break

The last few days have been pretty exciting, what with properly launching A Random Encounter, and at the same time I've been blitz-reading my way through a couple of books on start-ups and entrepreneurship - don't worry, I'm not about to enter this manic phase of starting lots of new businesses, because I think that way lies madness.

But it has got me thinking quite expansively about possibilities for future projects. I'm happy with how well people have taken to A Random Encounter, and there's a wave of people posting zine selfies that is quite good fun. I'm pleased to say that I have the outline of a plan to get another five issues out this year, all being well.

So now it feels about time to start playing games again, after a bit of a sabbatical. I have a semi-fortnightly games night with a friend that has become quite Android Netrunner focused lately, which is great, and something that I'll probably picking up a starter set of soon. But my friend's also an RPG fan, albeit I don't think he's played for a couple of years. So some time in the next few weeks we'll be leaving Hopesend Port, heading off across the wastes and exploring the Iron Coral for a game of Into The Odd...

It'll be my first game of 2016 and, I think, the first game I've run in over six months. Yikes. Following on from noisms' thoughts on imagination exercises, I'm wondering if there is a similar but more specific set of GMing exercises that people can do to build up their GMing ability. What do you think?

What can I do to get the old engine fired up again?

Wednesday, 2 March 2016

Finally! A Random Encounter #1 is out!

I am very happy to announce that A Random Encounter #1 is here! Check it out:

Not pictured: insanely big box of envelopes for future distribution needs.
The pre-orders are now winging their way around the world, and I'm getting envelopes prepped for the rest of the print run. I've ordered plenty of copies - I think - but am happy to be proved wrong by everyone ordering them all.

Issue 1 features an interview with David McGrogan of Monsters and Manuals and Yoon-Suin fame; we talk about when he got interested in games, how he likes to play, how he makes things and more. He told me about the origins and development of Yoon-Suin, and his plans for the future with his forthcoming zine The Peridot. I feel incredibly lucky that Matthew Adams was available to do the cover for this issue, and the rest of the issue features more art by Matt, a piece by Kelvin Green and some tweaked photo art by me.

Click through to the Zines page to order your print copy now, and you can find details of the pdf edition too:
I'm so glad that the print copies have finally come in, especially after the disappointment of last week with the whole print run being messed up. This afternoon, getting the print run from the UPS guy, checking it over, packing envelopes - it's all been a huge thrill. Thanks to all of the pre-order folks who have helped me offset this investment, and who have been so understanding when the week's delay happened. You're awesome.

Tomorrow I get back to work on transcribing issue 2 - who am I interviewing? You'll have to buy issue 1 and check the last page!

The woman at the Post Office smiled nervously when I said, "See you soon!"

Sunday, 28 February 2016

Best Laid Plans

The first issue of A Random Encounter should have been in the mail already. I had to go away for work on Thursday and Friday, but had fully expected that when I placed the order for the print run I would be able to dispatch the pre-orders on Saturday morning. And then...

The print run was printed incorrectly, on two counts; first, 98% of the copies had their interiors assembled incorrectly. The pages had all been printed well, but then had been folded the wrong way when they had been stapled in. Meaning that the first page of the zine was in the middle. Not only that, but - in some ways, even worse - the covers had been printed too dark. I hadn't noticed this at first as I was so overwhelmed by the interiors (nearly) all being wrong, but the covers for the print run have come out a lot darker, as if too much black ink has been used. It really overwhelms a lot of the detail that Matthew Adams has put into the image.
Issue 1 on the left, prototype on the right.
It really stands out on the creature, far less detail on the print run, like it has been swamped out by heavier dark lines. Likewise the city in the distance is barely visible in the copy on the left. The only thing that has changed between the two images is Matt adding the title and issue number, the difference is in the printing.

Sigh. Anyway. The printers know about this, I talked with them about it on Thursday, and have been able to send them a full email about it detailing what has gone wrong with the order. They've got that in their inbox and have told me that if they had the complaint in full by 10:30am Monday they would dispatch a corrected print run the same day.

What does that mean? Well, fingers crossed, it will arrive some time on Tuesday and then the pre-orders will be in the mail Wednesday at the latest. Whenever they arrive I'll take them off pre-order, and put the pdf for sale on Payhip and DriveThru. Which means that if you want a print copy and a pdf copy thrown in, now is the time to pre-order!

Thanks again to everyone who has already pre-ordered, you're total stars. For your patience I've sent the pdf copy through already, but if you've pre-ordered and not received this email then get in touch and I'll send it again.

Official launch post coming in the next few days!

Sunday, 21 February 2016

Working on a Sunday

Is it work if you love what you're doing? Yes, but at least it's enjoyable.

I've just placed the order for the print run of A Random Encounter #1, my zine - the first issue of the first zine I've ever done, the first time I've ordered a print run - I'm kind of excited. After testing the waters with Oddpool, and figuring out the mechanics of making something - by no means mastering the mechanics at all - I felt quite happy to take the next step and do a 100 copy print run.

A Random Encounter is also going to be available in pdf, but I want the print run to be here before I launch the pdf on Payhip and DriveThruRPG too. I also ordered myself some "sender address" stickers to put on envelopes. It was an annoyance to write my address by hand on 25 envelopes for the Oddpool print edition, so writing 100s of labels this year for A Random Encounter (and maybe some other projects) would have got really annoying really quickly.

"But, Nathan," I hear you ask, "What is A Random Encounter #1 all about?"

I'm glad you asked imaginary reader: it's a zine where I interview RPG creators about the games they play, the things they make and how they try to do both well. That's the one liner pitch I keep refining. You can pre-order issue 1 on the zines page, but here's the description from that page, plus the cover:

Issue 1 of A Random Encounter focuses on David McGrogan, aka noisms, whose blog Monsters and Manuals was the starting point for one of 2015's indie RPG success stories, Yoon-Suin. We talk about how Dave got into games, the origins of Yoon-Suin, his creative process and a lot more. Matthew Adams has produced an amazing colour cover, and the issue features more art by Matt, Kelvin Green and me. 22 interior pages, colour cover and a back page advert for something called Oddpool.


A Random Encounter #1 is available to pre-order now, and I'm expecting to get all pre-orders in the mail on Saturday 27th February (based on when I'm expecting the print run to arrive). It will also be available for £2 in pdf from Payhip and DriveThruRPG then too, and pre-orders will receive a pdf copy of the zine in addition to their print copy.
The interview for issue 2 is recorded and being transcribed now, and I think I have an interviewee for issue 3 too (TBC). I'm aiming to do four or five issues per year, but honestly this is already so much fun I'm wondering how to make time to do more. If you like the look of this, please pre-order a copy, and if you know someone who might like it then tell them too, thanks.

Gameable things coming soon now that my brain is not thinking about how to publish something!

Tuesday, 9 February 2016

A Random Encounter, issue 1 - SOON!

In less than 20 days I'll release issue 1 of my zine, A Random Encounter, an interview zine where every issue is a long form interview with an RPG creator. Here's how issue 1 starts:
What was the first game that you GMed or DMed?
That's a really good question... I don't know. I must have DMed D&D first, but I think the first that I can remember is Cyberpunk 2.0.2.0. I must have been playing D&D before that. The first time that I can clearly remember doing it was Cyberpunk 2.0.2.0.

How old were you and what were the circumstances?
No, no, no - it wasn't Cyberpunk 2.0.2.0.! It was Advanced Fighting Fantasy. I was probably 11 or 12, just starting secondary school.

Over twenty years ago.
Yeah, yeah, scarily...

I'm working on layout now, and awaiting the final bits of artwork. Early next week I'm hoping to be sending for a proof copy of the print edition followed by a print edition pre-order later in the week. I'm so excited about this, something I've been planning and working towards since last summer is almost here and finished! (apart from the business of sharing it, selling it, shipping it and all that stuff; the thing itself will be done and that's a good thing)

Oh, and before I forget, in issue 1 the spotlight will be turned on David McGrogan, aka, noisms, creator of Yoon-Suin and the blog Monsters & Manuals - I'm guessing if you're reading this blog you've probably heard of him. But do you know how he prepares to run a campaign? What his process is like as a creator? What games he really wants to play but hasn't had opportunity to yet? What he considers to be a perfect gaming moment? His answers to the questionnaire typically submitted to guests of Inside The Actor's Studio? Do you know??? No, you don't. But read issue 1 of A Random Encounter, coming soon, and you will!

Friday, 5 February 2016

A Tiny Experiment

In the first issue of my forthcoming interview zine, A Random Encounter, I asked my interviewee if they had been given any particular advice about publishing or making games from others. They mentioned a couple of things, but one thing in particular jumped out to me:
It was James Raggi that told me not to just use Payhip but to make sure I used OneBookShelf because you get so many sales that way from people who are looking for something to buy and they just stumble across your product.
This was particularly interesting to me; I knew that my interviewee had released something on Payhip initially for pdf (and Lulu for print-on-demand), but it being on OneBookShelf had passed me by. They went on to say that they now got virtually no pdf sales via Payhip, it was all on OneBookShelf.

Oddpool has been on Payhip since September - and the last print copy is in the drawer just next to me if anyone has a few quid lying in their Paypal back pocket! - and Oddpool is small and niche. I didn't think it was necessarily worth me putting it on OneBookShelf, or if it was even possible for me to do it. But my interviewee's words kept coming back to me, and after I decided that I was going to make sure A Random Encounter was on OneBookShelf it dawned on me that it might be good to put Oddpool up there first, make sure I'd had a test run of checking all of the settings etc.

It was put up on OneBookShelf and approved just over nine days ago. I linked to it once or twice on G+, set it as pay-what-you-want with a suggested minimum of £1 and left it at that. I've mentioned Payhip quite a bit over the last five months, regularly - and hopefully non-annoyingly - reminding people that Oddpool is there. I checked in just now to see what the sales have been like on OneBookShelf up to last night.

Short version: OK, so I'm not a millionaire from a Pocketmod! But here's the comparison:

Payhip - available for five months - 43 PWYW sales, 7 paid, total revenue after fees = approx £5.
OneBookShelf - available for nine days - 89 PWYW sales, 7 paid, total revenue after OBS royalties = $7.05 = approx £4.87.

Small sums of money relatively speaking, and as a guy with a maths background I'm not going to jump up and make wild claims or extrapolate ("Oh my gosh, if I'd just used OBS for the last five months then I'd have earned so many $s!") - but clearly being on OneBookShelf makes a difference, I'm guessing most of all in terms of visibility. People are already there looking for pdfs to put in their basket and can see your title. I'll be interested to see how A Random Encounter fares, and am tempted to run another experiment, advertising the link on G+ for the print direct from me and for the pdf via Payhip, but putting it on OneBookShelf with little fanfare for the first month to see what happens. Worth doing?

Has anyone reading this done any experiments in terms of how they sell or make their work available?

PS - find out what other questions I ask my interviewee in the first issue of A Random Encounter, coming soon!
PPS - find out the identity of my interviewee next week!

Wednesday, 3 February 2016

Vacant Ritual Assembly and Something Stinks in Stilton

Or: Nathan does quick reviews of two zines to remind you that he has a zine of his own coming out this month...

I think the idea to do something like a zine first came in to my head when I saw Vacant Ritual Assembly, the zine that Clint Krause produces under his Red Moon Medicine Show banner. I've picked up all five of the issues from this volume and loved them all. There's a good amount of playable material in every issue and the latest was no different. Combine that with short interviews with other creators, artwork, news and ideas about Clint's future releases - every issue is a great little package. And it's only $4 in print including postage! Go check it out. (issue 1 is PWYW on DriveThru)
Something Stinks in Stilton arrived through the letterbox yesterday. I've not bought The Undercroft by Daniel Sell before, but I'm going to pick up some of the back issues when I have a little spare cash. Stilton is kind of a special issue, and Oli Palmer's adventure is statted for LotFP, but it wouldn't take much to run in another system. Adventurers are asked to go and investigate mysterious circumstances, which will lead them to a horrific situation in the cheese-making town of Stilton. The adventure and description resonates with the themes and horror in so many of LotFP's official releases. It's creepy and unsettling - as is the cover, in a good way - a feature I particularly loved is the possible timeline of events: nothing binding or railroad-y, just super-useful to the DM. The art supports the text pretty well and it was interesting that the zine was printed full colour throughout: important adventure details are picked out in bold red text. The cover has a real tactile quality with slightly raised print, and it feels special. You can find it here.
For a prospective maker and publisher I haven't read many zines before: what others should I check out?

Tuesday, 2 February 2016

Coming Soon: A Random Encounter

A Random Encounter is my interview zine, the first issue of which will be out on or before Monday 29th February. It's currently shaping up to be 24 pages, words by me, art by me and a few others, and available in pdf and print - the former from Payhip and DriveThruRPG, and the latter direct from me.

Which all sounds very clean and clinical... As I've said before, I love Inside The Actor's Studio, and my intention with the zine is to interview people in depth - find out why they love games and why they love making games - I want to get their opinions, hear how they make stuff, why they make the choices they make, see if there are any ideas for making stuff that can be generalised. I'm not expecting that after ten issues I'll have figured out the Eight Things You Must Do To Be Successful In The DIY D&D And Indie RPG Blogoplex! but there may be some pointers that stand out that aren't so obvious from first glance.

Issue 1 has been a long time coming. I started the mental prep work for this over six months ago, and began trying to arrange an interview with my first interviewee then. Scheduling conflicts kept mounting up to the point that that person is now the subject of issue 2 - but I have at last been able to interview them, so that's good.

I've learned quite a bit from trying to pull this one together - OpenOffice may not be the best software to do layout in, perhaps I need some more little illustrations for the interior, what the heck and I going to put on the back cover??? - but these are all good things to think about and get to know. It all helps for the next time, and just the act of working on something makes you think about all of the possible next times that might come about.

Making stuff makes you want to make more stuff.

More notes on A Random Encounter soon, and I have plans for a little series of posts on something else that I've become quite enthusiastic about in the last year too. Check back when you can for details.

Friday, 22 January 2016

2016: The Year I Start Self-Publishing

2015, another year, another promise to blog and create more unfulfilled - or was it? I didn't blog as much as 2014, but I played more games than the previous year though, and one game in particular - playing a new game/setting by noisms in August - inspired me to make Oddpool.

It was around this time that I started thinking about making a zine. I had an idea in particular, which was wanting to explore the motivations of RPG creators. The original inspiration was the TV show Inside The Actor's Studio; I love the depth that the host James Lipton goes into, the way he unpicks the why of his guests. I wanted to see why people make games, what they get from them, what they like about them - and as someone who wants to make games too, perhaps learn something along the way.

So in 2016 I'll publish my zine, A Random Encounter, where each issue is a single interview with an RPG creator. I've recorded the interviews for the first two issues, and issue 1 is coming together now. I've commissioned a cover from a terrific artist for the issue, and am looking around for someone to work on issue 2.

Issue 1 will be out by the end of February, and I'm aiming to be bi-monthly-ish. The first issue's interviewee will be announced soon. And I'm going to start thinking and prepping for issues 3 and 4 next month too.

Oh! And in 2016 I hope to have Into The Oort out in some form or other. I need to make it more of a priority in the next few months, pulling a playtest package together is the first order of business.

Who knows, maybe I'll find time to blog a little more too...