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Episode 8: Nothing Up My Sleeve, Part Two

October 8, 1999 in Articles

A quick word from our sponsor…


Before we get back to the show, I’ve got to take care of two small details.


1) I’ve got a new e-mail address. Any mail you send me regarding ORKWORLD should be sent to “orkboss@orkworld.com”. That should clean up my mailbox right quick.


2) My words in last week’s article could be read as saying: “Neo pagans are a bunch of people who don’t know what they’re doing.”


If that’s how my column came off to you, I owe you a very sincere apology. Attacking other people’s faith is not an activity I participate in. In fact, I myself am an Omnitheist. I believe in all the gods, all the time. To quote Harry d’Amour, “You can’t have too many saviors.”


Another religious scholar, Crash Davis, also has an opinion on the topic. I’ve tried to follow for most of my life, but we’ll talk about Crash’s point-of-view on religion at the end of the column.


* * *


Last week I talked about shamanism, magical realism (a term I hate as much as I hate “genre”), and I eluded to a fellow named Hermes Thrice-Great. Let’s talk about him for a while.


Hermes Thrice-Great was a fellow who lived quite a long time ago. Exactly when he lived is up for debate, as well as just about every fact we know about him. You see, just like Plato, folks are pretty certain that Ol’ Triple-Plus Great wasn’t a single person, but a bunch of people, writing under a single name. But that’s besides the point. What we’re here to talk about is how he “single-handedly” changed magic forever.


Hermes was one of the first folks to suggest that magic was an observable phenomenon, one that could be duplicated if you got the ingredients right. In other words, he treated “magic” like science. This little sentiment has done more harm to magic than any other in the history of mankind. After all, the magic we discussed last week isn’t observable at all, it’s an implicit understanding of spontaneous events and the emotions they bring to the surface.


To make all that clear, let me give you one more example. One that illustrates exactly what I’m talking about:


Disneyland.


I’m standing with five or six friends (out of a thirty person group) in line for the Pinocchio ride. Across the way is Snow White’s Scary Adventures. High in the tower above us is a window. I’ve got nothing better to do, so I’m watching the window.


Then, the curtains of the window part and the Evil Queen is standing there, looking down at me.


She’s beautiful. She’s cunning. She’s crafty. She’s evil. She’s everything every gamer desires in a woman.


I laugh. Everyone turns to see what I’m looking at. They all feel the exact same emotion I’m feeling.


And, together, all five of us sing a quick stanza of God Save the Queen. Spontaneously. Without rehearsal. Without even verbally making the suggestion. All together, at once.


Then, as the last word fades from our lips, the curtains close and she’s gone.


Later, all thirty of us are leaving. We stop by the window. My five friends and I have told them what happened earlier in the day. When she opens the curtains, we all sing the song, but it’s not the same. It doesn’t have the magic of the previous moment.


Why?


Because the first moment was candid. The second moment was contrived.


Magic isn’t about spells and potions and cauldrons and familiars, its about being able to recognize a special event when it occurs. It’s about “sight”. It’s also about learning from those experiences and using the knowledge you gain later in your life. Just because you witness an auspicious event doesn’t make you a “wise woman”.


“Well,” you say, “that’s all fine and dandy, but how do I throw fireballs with it?”


Glad you asked.


* * *


See that tree over there? That’s where Grimshlee the Half-Blind fought off fifteen elves. He died under that tree. His blood oozed from his body down into its roots. That tree is magic.


Now, how do we make it magic in the game? Easy. We give the tree a Trait.


The tree is a story of great courage. Therefore, the tree has the Courage Trait. If an Ork fights under that tree, he will gain one extra die. If he fights against elves, he gains another die. If he fights against a whole lot of elves, he gains another die.


You see where we’re going here?


Everything in the world has the capacity for magic. When auspicious events occur and someone is there to tell the tale, as long as someone remembers, that tree will be magic. As soon as the story dies, the magic dies. That’s why bards are so powerful in Ork culture. They know all the stories. They know all the magic places.


Now, there can be an argument made that if you fight under that tree, you’ll defeat all the elves, but there’s also a good chance you’ll die there… but that’s what great stories are about, right? They’re about circles.


Look at Star Wars. Lots of circles.


Look at Lord of the Rings. Tons of circles.


Look at (let’s see if they let me get away with this one!) Legend of the Five Rings. Circles galore.


Remember last week? Remember my mug? The one that has all those stories in it? How much magic is that thing carrying around in it? How about the Darkest of the Hillside Thickets shirt? It’s got the Friendship Trait, the Camaraderie Trait and the Endurance Trait. Any and/or all of them. That’s up to the GM.


Magic Traits give bonus dice, but those bonus dice only count if the circumstance is right. My Thickets shirt isn’t magic when I’m all alone, it’s magic when I’m with friends. Maybe the tree isn’t magic unless you’re fighting elves. I think you see what I’m after.


Now, let’s talk about making magic.


How many stories do you know that go something like this:


There’s a guy driving in a car with his best girl. He’s got an engagement ring in his pocket. He’s taking his loved one up to the same hill where his father asked his mother to marry him. Why? Because that hill is magic. It’s got the Love Trait (or, the Marriage Trait, or the Devotion Trait, or whatever you want to call it). If he asks her to marry him and she says “Yes” (of course she’s gonna say “Yes!”; this is a magic hill we’re talking about!), then they’ll carry the Devotion Trait with them for the rest of their lives.


You see, magic is contagious.


Born under a good star? You get a Magic Trait.


Born in the same place a great hero was born? You get a Magic Trait.


Soon, you start getting more and more Magic Traits. You become more legendary with each adventure.


And before you know it, people are getting Magic Traits from you. They’ve got a Sam Magic Trait or a Donna Magic Trait because they drank from your cup or they danced with you in the rain to the sound of The Thickets or something equally sentimental.


The best part is that bard characters can make Magic Traits. Check it out:


Three players and a GM. The three players go through a death-defying adventure and return to tell the tale. One of them is a bard. The player (and thus, the character) tells the story. Thus, he gives Magic Points to his players.

(Or maybe “Story Points”? Hm. There’s something there. Don’t know what it is, yet. I’ll have to think about it and let you know next week.)


 


“Okay, John,” you say. “What happens if I go back to the same place and do the same thing over and over again? Do I get multiple bonus dice?”


If you’re asking yourself this, then you’re missing the point.


It’s about spontaneous sentiment. Not repetition. Here’s another quick example.


* * *


You know ‘bout Percival? You know, the guy who heals the Fisher King?


Well, in case you don’t, here’s a very quick version.


Percival isn’t a real knight; he’s a faker. He’s a farmboy dressed up in armor pretending to be a knight. He’s been quickly trained by a rogue knight, but he’s still very unsure about how he’s supposed to act and all that stuff.


So. With that in mind, let’s head over to ol’ Fisher King’s house.


The Fisher King is in charge of guarding the Grail. But, he’s lost it. He even got injured in the process of losing it. Now, he’s got a festering wound that won’t heal. All that has to happen is a knight come into his court, see that he’s hurt and ask, “What ails you my brother?”


A spontaneous act of sympathy. That’s what he needs.


Here comes Percival. He sits at the table, sees the King is in pain, and wants to ask him if there’s anything he can do…


BUT!


He’s a knight. He doesn’t speak unless he’s spoken to. That’s the rules. That’s what he was taught.


Farmboy Percival wants to ask what’s wrong, but Sir Percival won’t let him. So, he fails the quest. What’s worse, he can’t go back and try again because he knows the answer. If you know what you’re supposed to do, it isn’t a spontaneous act of sympathy, now is it? The Fisher King is still wounded and Percival wanders around for another twenty years hating God for putting him into such a predicament.


Wanna know how it ends? Go read it! And when you do, rent The Phantom Menace and tell me that Anakin ain’t Percival.


* * *


The point of the Percival story is this: magic happens. It doesn’t happen on purpose. The guy taking his sweetheart up to the hill is a good example. If he’s truly in love, if he truly wants this woman as his wife, the magic will be there. If he’s relying on the Bonus Die, he’s in trouble. He’s assuming, and you know what that does.


Bad mojo.


* * *


So, we got ourselves a magic system. Well, the beginnings of it, anyway. At least, that’s how Ork magic works. We’ll have to spend some time talking about elf magic and human magic (if they even have any), but for right now, I’m pretty happy with the way m’boys’ magic is working out.


Which brings us to Crash Davis.


If you don’t recognize the name, it’s from the movie Bull Durham. One of my favorites.


There’s a moment in that film where Crash goes into a little speech about “respecting the hitting streak”. Essentially, it boils down to this:


If you believe you’re on a streak because you’re wearing women’s underwear under your uniform or it’s because you spit three times before you go up to bat or because your girlfriend kissed you before you left for the stadium, then by god, that’s why you’re on a hitting streak!


A lot of people call ballplayers superstitious. I prefer to call them “reverent”. Like Annie says at the beginning of the film, baseball is like a religion. And if another player thinks he’s on a hitting streak because he wears his t-shirt inside-out, nobody laughs at him. Nobody. Because they respect the streak.


I remember watching the Twins the first time they won the World Series. I remember watching them all sitting on the bench with their hats off, trembling those hats down low to the ground.


Does it work?


You’re damn right it works.


And you can say the same thing for every religion on this planet.


If your faith keeps you from bein’ bad, then it works and nobody’s got any right to mess with you about it. Nobody.


* * *


So, this week, I’m telling you all to go watch Bull Durham. Also, check out The Sandbox. It’s another baseball movie, but it’s got a lot of what I’m talking about here. And read or watch The Natural. More goodies, more magic.


Next week, we’re going to talk about how this little magic system of mine changes the game system. Until then, keep your chin clean.


And remember:


Respect the streak.

Episode 7.5: The Bonus Column

October 5, 1999 in Articles

In the forums, Ed Healy asked a whole bunch of very good questions. Since a lot of folks have been asking for a few more “down-to-earth” game design considerations, I thought I’d take a minute or two and jot down my answers.


Consider this a “bonus” column, if you will. Have fun!


 


What thought do you give to products beyond the main rulebook?


None.


At least, for the moment. The more I write, the more I discover that ORKWORLD is going to have to be at least 200 pages.


But there’s a school of thought in the game industry that believes if you don’t have supplements, you might as well consider your game a “dead game”. People won’t buy your game if you don’t support it. Something I’ll have to consider. ORKWORLD adventures? Won’t make a lot of money. Published adventures are the -worst- selling of all the things you can publish for a game. Make something -mandatory- and people will buy it.


That’s the trap.


People -complain- that you have mandatory supplements for your game (and I do have issue with the word “mandatory”), but they won’t buy anything that isn’t mandatory.


Interesting, eh?


On the other hand, I do plan to do an ORKWORLD novel at some time. Small press as well.


 


If your game will have multiple supplements, how do you design the production plan so that you don’t sacrifice the value of a product by making it obsolete with future supplements, and how do you ensure that each supplement is actually needed without turning it into just ‘another book’?


 


That’s another good question. As you’re writing, you start asking the question, “Does this belong in the main book or in a supplement?” That decision, one of the -hardest- in game design, is one you have to face all alone.


And trust me, you’ll hang for it, no matter what you decide.


But if you don’t come out with supplements, you’ve got a dead game. As long as you’re printing supplements, you’re game is “alive” and well.


Tricky, isn’t it?


 


Assuming you have your game already designed, how would you go about getting artists? Is there some sort of organization (like GAMA) which helps bring manufacturers and artists together?


 


If you join GAMA (something I keep meaning to do), you’ll have access to their membership directory. At the very least, this will get you in contact with other game designers who have worked with artists. In general, however, I’ve found art directors love passing on contact information. There’s not a lot of money in the game industry, and another gig is, after all, another gig.


Joining GAMA does give you a few options you can’t get yourself. You can find out for yourself by going to www.gama.org.


For me, I’ve worked with a couple of artists on projects before, so it’s easy for me to give ‘em a call and say “I got a check in my hands. Wanna draw?”


 


Also, what are some things to be aware of when working with artists? What are the pros and cons of buying art outright as opposed to licensing its use for your game and letting the artist retain full ownership of it?


 


It’s a lot more expensive. Two times more expensive. Many artists have a policy of selling art at the price they got paid for it. So, if I pay an artist 100 dollars for a full-page piece of b&w, he’s selling it for that same amount.


Each artist is different. You have to approach them all in different ways.


 


[Note: I assume here that you don't know a dozen established artists already] Also, where would someone with a small art budget start, as opposed to someone with a healthy doze of cash to throw around?


 


Get a friend to do it for you. Someone who hasn’t broken into the industry yet. The prices I talked about in my column are reasonable for a professional artist. In many cases, they’re too low. Don’t believe me? Find out for yourself.


 


What are some of the better printing companies out there?


 


The best thing to do is look at Lightning Print. They’ve got a web page.


For the small press guy, LP has lots of advantages. The biggest is that you can “print to order”. That means, if you get 24 orders for your RPG, you can print up 24 copies and ship ‘em off. In most cases, printers want you to print at least 3,000 copies of your book. There’s a start-up cost, but for the general RPG book, it usually costs about 4 bucks per copy.


Unfortunately, I can’t find their web page right now. I’ll have to give that to you on Friday.


 


That’s all for now.


On Friday, more magic — including mechanics!


See you then.

Episode 7: Nothing Up My Sleeve, Part One

October 1, 1999 in Articles

You are in a dark room. You aren’t alone. There are others there with you, seated at tables, much like yourself. There is a slight glow coming from the lamp in the center of your table, just enough to cast shadows, but not enough to chase them away.


A disembodied voice cries out: “Ladies and Gentlemen. Presenting. The Magic. Of. John. Wick!”


Suddenly, there is a spot light and a stage. A man steps on that stage. The audience’s reaction is mixed. Some boo him. Some cheer him. Some… wait and watch.


The man is wearing a t-shirt that declares Darkest of the Hillside Thickets: “Cthulhu Takes Parts of North America!”, khaki shorts and no shoes. His hair is tied in a braid that falls down to the middle of his back. On the ring finger of his left hand is a golden band. On the table beside him is a tall mug filled with root beer.


He looks out at you from a small pair of rimmed glasses and smiles.


“Ladies and gentlemen,” he announces. “Tonight, you and I are going to take a small journey. A journey into the land… of Magic!”


He waves his hands in the air… but nothing appears. No smoke. No fire. No nothing.


“No,” he says. “We’re not going to talk about prestidigitation or illusion. No card tricks. No coin tricks. We’re going to talk about something different. We’re going to talk about ‘real magic’.”


The crowd’s reaction is subtle. Some of them moan, some of them sit up in their chairs, waiting to hear more. Others just sit… and wait.


“But before I begin, I must make an announcement.” He pauses, letting the drama settle in.


“I don’t believe in magic. Not in modern magic, anyway. Not neo-pagan rituals, not angels, not miracles, not Hermetic thought or any of the hocus-pocus that’s been thrown around the neo-pagan crowd either. Not an ounce of it.”


He pauses. “On the other hand, I do believe in Santa Claus.” The audience chuckles. He continues. “But let’s not get ahead of ourselves.”


He steps across the stage, looking out at the crowd. “Tonight, I’d like to talk a little bit about magic and its role in our little sub-culture. I’d like to talk about how ‘magic’ began, how it changed, the people who changed it and how those changes found their way into gaming and how gaming changed magic yet again.


“Then, lastly, I’d like to show you what I’m going to do with magic. And I think we’ll all be the richer for it.”


He stops in the center of the stage.


“And if you’re ready… it’s time to begin.”

What We Know Now


Think of magic in roleplaying games. What’s your first thought?


A spellbook, perhaps. Maybe its a vision of Gandalf? How about Merlin? Maybe it’s that fireball that your friend miscast that burned everyone in the party because you didn’t accommodate for the right spatial factors and the backlash was so bad you had to run back home because you forgot to bring a cleric?


And that’s where we begin.


Clerics and magic-users.


Ask any gamer the difference between a magic-user and a cleric, and you’ll get an answer that sounds something like this:


“Well, clerics are holy men. They get their spells from their god; they have to pray for them. Magic-users study their spells from books. Their spells are formulas that use components like a frog’s eye or a small red ruby.”


And that red ruby has to be at least 100 gp value.


That little distinction has a profound effect on the rest of gaming. Think of all the D&D clones that go by that distinction. Think of all the games that consider clerics “magic-users who pray for their spells”.


Clerics cast spells.


How much of a jump is it to call those spells “miracles”?


It’s a jump, isn’t it?


That’s kind of funny to these ears, because that’s exactly what all magic is.


It’s all miracles.


The First Magic-Users


Think about this for a second:


The world’s first magic-users… were clerics.


Stone-age man didn’t read spells out of books. He didn’t have magical components and throw fireballs at his tribe’s enemies.


He was a shaman. He had secret knowledge that let him see things ordinary people couldn’t see. He could see omens and portents, read the stars and know what it meant when a black bird hopped across your path.


He knew how to cure illnesses. He knew how to banish evil spirits. He was a holy man.


For thousands of years, “magic” was religion. It was signals from the gods. It was recognizing an important event and telling the tribe of its significance. It was remembering that important event ten years later and telling the story to the village children so they would tell their children and they would tell their children and on and on and on.


What was magic to these people? Well, let me give you some examples.


Right now, as I type these words, I’ve got three magic items within reach: my ring, my cup and my t-shirt.


The t-shirt is magic because this shirt was with me when I danced to the music of The Darkest of the Hillside Thickets at Gen-Con ‘98. It rained that night. We weren’t certain if The Thickets were going to play or not. But I stood there in the rain with people like Greg Stolze and John Tynes and Peter Atkinson, and we waited.


We waited for The Thickets.


Sure enough, the clouds settled down and our boys came on the stage, dressed in their Cthulhu costumes: Three Bugs and a Gug.




(I’m going to steal a quote here. Okay, not a quote, but a sentiment. Alan Dean Foster once said that people who don’t believe in psychic phenomenon have never been to a rock concert. He’s right.)




Together, we all danced and moshed and bounced and screamed ‘till our lungs bled and our feet were turned to pudding and our legs were rubber. We gave The Thickets our love and they gave us theirs. There was something powerful that night; something… something… poetic. Something that can’t be explained with words. If you weren’t there, you just can’t understand the great bonding ritual that occurred that night.


It was Us and The Thickets.


And I have that shirt. The shirt I wore as I stood in the rain. The shirt I wore as I danced and screamed. My sweat is in this shirt. That night is in this shirt.


I’m wearing that shirt right now.


And it’s magic.


* * *


Just in front of me is a tall, pewter mug.


Let me tell you something about that mug.


When I was younger, I worked one of them Renaissance Faires.


Yeah. I was a Faire geek. (Just watch who you call black, Mr. Kettle.)


At the Faire, I had a job. I told stories. I also taught stories. That is, I had a storytelling workshop. It was also at that time that I earned my first dollar bill for telling stories. It was a great and terrible time for me. Lots of drama. Lots of romance. Lots of tragedy. All self-inflicted, of course, but that’s the way of Renaissance Faires. Lots of self-inflicted tragedy.


Anyway, I have this mug.


Everywhere I went, before I told a story, I’d take that mug off my belt and hold it out. “This here mug,” I’d say, “is my grandfather’s mug. You see, my grandfather was a bard and he knew every story in the world. And he kept those stories in here, in his mug.” I’d hold out the empty mug to the group. “And the only way to get to them is to fill up the mug… so they float to the top.”


I got a lot of drinks that way.


But not one of them was “free”. I traded each one for a story.


You have no idea how many stories that mug is carrying around. Stories I’d practiced a thousand times, stories I had to make up on the spot, stories I told on demand.


Strapped to that mug is a leather pouch. Inside that leather pouch are four very important things: the first dollar I ever earned for telling a story, the first dollar I ever earned for teaching other people stories and the first dollar I earned for writing a story. And at the beginning of every Faire, I’d put a sprig of rosemary in that pouch, so I wouldn’t forget how I earned them. “Rosemary is for remembering”, after all.


I’m drinking out of that mug right now.


And it’s magic.


* * *


Lastly, there’s my ring. The ring sitting on the ring finger of my left hand. The hand closest to my heart.


I earned that ring with another ring that I gave Jennifer on my birthday with the words, “This is the day of my re-birth. The day of new beginnings. And I don’t want to go another step without knowing that you’re coming with me.”


That’s what started a fifteen month ordeal the romantics like to call “marriage”.


Actually…


… before I get to that, let me tell about something else. Something else that’s got its own magic.


Oo. Boy. This one’s a doosey.


* * *


A slight interlude.


I just got done writing Way of Scorpion for AEG. In that book, a character named Yojiro meets with another character named Kachiko. Now, while many folks know who Bayushi Kachiko is, not a whole lot of folks know who Yojiro is.


He’s the character I used during the playtest of L5R RPG. So, in a way, he’s me. The authorial intrusion. The quiet joke. Richard Blake. Peter Frigate. Oh, never mind.


So, at the end of the story, Kachiko rewards Yojiro with a lock of her hair in the most erotic scene ever written for any Five Rings product. There’s no sex in the story. But there’s a lot of… suggestion.


That’s the set-up. What you need to know to proceed. Let’s do so.


* * *


So, anyway, I’m getting married.


Marcelo Figueora is running it. He asks me if I want a stripper at my bachelor party. I say, “No.” My bachelor party is about me and my friends. That’s it. Me and my friends. Having a stranger show up to my bachelor party didn’t feel right. This was a secret time for Us. No outsiders.


Little did I know what Marcelo had in mind.


He called a friend of mine. Told him his plan. He got together with my wife and made sure it was cool. Not only did my wife think it was cool, she even paid for my friend to fly in. This is why I tell everyone I meet that I have the coolest wife in the world. You’ll see why in a couple of moments.


So, it’s my bachelor party.


In the middle of the party, he takes me to a small room. Places me in the center in a chair. Tells me to hold tight…


… and Kachiko walks in.


She smiles. Wishes me well. Asks me if I love the girl I’m about to marry. I say “Yes.”


She says, “Too bad.”


And she gives me a lock of her hair.


That’s all I’m gonna say about that night.


Some things only remain sacred as long as they remain secret.


I still have that lock of hair.


And it’s magic.




(By the way, my wife and my old friend had lunch the next day. Jennifer invited her to the wedding. I love my wife.)




* * *


Jennifer and I were married on New Year’s Eve. The ending of the old and the beginning of the new. Our wedding rings are simple gold bands with oak leaves and acorns. Go look up the symbolism for yourself.


The bands are two of a kind. Nothing else like them in the world.


This little ring means more to me than anything else in the world.


It’s a promise. A promise to love and cherish and honor. It has no beginning and it has no end. And it was put on my finger on New Year’s Eve. The ending of the old and the beginning of the new.


Lots of people ask me and Jenny how we always get along so well. We have different answers. Mine goes something like this:


“Because a marriage isn’t about bliss. It’s about giving up. Surrender. I’m not John anymore. I’m not my own person. Everything I do affects someone else now, in one way or another. And that someone else really isn’t a someone else, it’s really me. I’m not John. I’m John-and-Jennifer.”


That promise, that night, those words. All magic.


It’s right there, on the ring finger of the hand closest to my heart.


And it’s magic.


* * *


Magic.


For hundreds of thousands of years, that’s what magic meant to people. It was events and places and days. It had nothing to do with fireballs and portable holes and toe’s eyes and praying for spells. Nothing at all.


The question is: “How do you make a game system that reflects magic like that?”


It’s tough. But I think I have a way to do it. In fact, I think I can do it with ORKWORLD.


But first, we have to talk about something else. We have to talk about how the magic changed. How the nature of magic shifted from the power of sentiment to the mixing sediments. I hold one man responsible for this atrocity. One man alone.


And his name is Hermes Thrice Great.


But we’ll talk about him next week.


In the meantime, go read Alice Hoffman’s book Practical Magic. Forget the film. It’s cute, but it’s got a whole bunch of neo-pagan stuff in it that ain’t in Ms. Hoffman’s book.




(In the book, the words “craft”, “spell” and “wicca” are never spoken. Never. The words are thrown around the film for some reason I just don’t understand. So, I threw popcorn back at them. Jennifer hates it when I do that.)




So, go read the book. Keep in mind the things I’ve told you here. Think of all the little trinkets of events long ago that you hold on to, and whenever anyone asks you why, you’re not quite sure.


I’ll tell you why.


They’re magic.

Episode 6: Quote Any Chris Isaak Song

September 24, 1999 in Articles

Lots of business to take care of this week. Lots of business. So, let’s get started.


 


Leaving AEG


Stop drinking? That was easy.


Asking Jennifer to marry me? That was easy.


Six teeth extracted from my mouth in one day? That was…


Okay, that was tough.


Leave AEG?


The hardest damn thing I’ve ever done in my life.


It’s been a long time coming. About a year now, to be honest. There ain’t a whole lot of money in the game industry (as we’ve talked about before) and I want a house.


I need a job that covers our bills. The gaming industry ain’t it.


That’s Reason One.


Reason Two is a bit harder to talk about. It involves intellectual property and freedom.


Right now, I’ve got two games on the shelf with my name on them (along with a couple of other folks, that is). Unfortunately, that doesn’t mean I own them. It means AEG owns them.


Here, let me explain. ORKWORLD is a great way to do it.


Since I announced it a week ago, I’ve been bombarded with requests to help me out with it. I’ve gotten e-mails from artists, writers, artist-writers, playtesters, editors and a mess of other folks who don’t have any skills, they just want to help.


(By the way, THANK YOU to all you folks. I didn’t have time to respond to you all privately, but here’s a big, fat public one. I hope that counts.)


But the fact of the matter is, the less people who work on ORKWORLD, the more money it makes. Sounds funny, doesn’t it? But, it’s a fact. Every new name on the spine means more payroll, means more overhead, means more production costs, means less profit.


Also, if anyone helped out, I’d have to insist that I own their work. After all, it is my sandbox. My toys. I take ‘em home at the end of the day.


ORKWORLD is too small to do it any other way. I’d have to purchase all rights to any work that anyone else does for ORKWORLD.


Now, with an artist, that’s not the case because you can just send back any art they do for you. With a writer, it’s a lot harder. Which words belong to whom? If I edit the words, who do they belong to? What game mechanics are mine and which are yours?


Trust me. I’ve done three of these things. It gets very complicated very quickly.


So. With that in mind, think for a second about 7th Sea.


Sure, it says “Created by John and Jen” on the inside, but it doesn’t belong to us. It belongs to AEG. Why? Because if it belonged to John and Jen, we could pick up our toys and leave whenever we felt like it, leaving AEG in the lurch.


That’s forty other employees left out in the wind ‘cause John got angry and went home.


Consider this as well:


Part of the gaming industry is what we call “swag”. That is, at the end of a show such as Gen-Con or Origins, all the professionals run around with copies of books, looking to trade other professionals for books. It’s a lot of fun to watch.


Now, pretend for a moment that I’m at Gen-Con with my little ORKWORLD book. A whole bunch of folks (I hope) come to my little John Wick booth looking to trade.


Every book I trade is lost profit.


I currently have two financial investors in ORKWORLD.


Every book I trade is money out of their pocket.


Now, think of that in terms of 7th Sea.


We traded something in the neighborhood of 30 books at Gen-Con. Probably more. Every book we traded was money lost to the company. Taken right out of the investor’s pockets.


That means that management had to buy all those books, so the AEG employees who went to the con could trade them. In fact, I bought a whole box of both PGs and GMGs to trade with (two boxes total). Lots of swag this year!


You see what I’m getting at? AEG is a huge company now with investors, all who own a piece of 7th Sea.


I don’t. Why? Because too many investors make the game unprofitable. No profit means no AEG.


So, there’s that. Time for me to own my own intellectual properties.


Now, there wasn’t any screaming, fighting, name-calling or brow beating when I gave my notice. None of that. In fact, someone asked me how I felt about leaving AEG and my response was:


“Quote any Chris Isaak song.”


It breaks my heart to leave.


I love AEG. I love its products. I love the folks there. All of ‘em.


I just had dinner with Rob Vaux last night and plan to again sometime this week (besides, he just got The Matrix on DVD, that scum!). John Zinser has told me that if I need any help with the business end of ORKWORLD, I should give him a call. Dave Williams and DJ Trindle just had a wild party at their bachelor pad and I sat out in their hot tub talking about Ork physiology.


I love everyone at AEG. Even the folks I disagreed with. Even the folks I fought with. Everyone.


But, it’s time for me to do my own stuff. Small stuff. ORKWORLD isn’t going to have the distribution that 7th Sea or L5R do. It won’t be the Next Big Thing From AEG!!! It’ll be a little RPG from a little company (that still needs a name!) from one guy in his upstairs study typing away at a three year old Mac, hoping he can sell five hundred copies so he can pay back his investors.


In the meantime, Jennifer’s going back to school to get her credential and I’ll be getting another job. I’ve already got a whole line of freelance jobs lined up, so you’ll be seeing my name in a lot of products soon — including some stuff from a small company called “Alderac Entertainment Group”.

Episode 5: The Saga Begins

September 17, 1999 in Articles

It all begins with Greg Stafford. At least, this week’s entry begins with Greg Stafford.


I just got a call from the Great One (no, not Rocky Miavia — Greg Stafford!) who asked me to do some writing for his new Hero Wars game. Unfortunately, I’m only vaguely familiar with Glorantha, so I took a peek at www.Glorantha.com for some reference material.


Oh.


My.


God.


Let me tell you something about that Wheel of Time thing. It’s a fragment of what Greg’s got on his little world of Glorantha. Maybe a particle on a fragment. A molecule on a particle on a fragment.


Eric Rowe once told me that Glorantha was the most complete game world ever. He’s right. Damn right. Go check it out right the hell now. Forget my column this week. Go check out Glorantha. Then, when you’re done, come back here and see what the Little People are doing.


* * *


You done? If you read everything that’s there, you probably missed five weeks of my column, but don’t worry, I’m still here.


Pretty intense, huh? I mean, here I am, about to embark on developing a brand new world to put a nice, happy, friendly little RPG into, when Greg has got the God-King of fantasy worlds right there on line, ready for anyone who wants to take a hack at it.


I feel pretty inadequate right now. I’m gonna need some time to recover. Sheesh.


* * *


(Many hours later…)


Okay, I’m back on my feet. Yeah, Greg’s got one helluva world right there, but he’s had a couple of decades to build it and a whole lot of friends to help him do it.


All I got is me, myself and I. And a few hundred people looking over my shoulder, ready to criticize, scrutinize, analyze, chastise and aggrandize every move I make. Are you ready? ‘Cause I’m not sure if I am.


Let’s go!


* * *


All right. Let’s start with the basics.


We’re here to develop, design and produce a roleplaying game. It’ll be a small press RPG, so we don’t have a lot of money to work with. I’ve already got a financial backer who’s willing to put up money, a financial manager to keep track of the bills, an art director to deal with those pesky artists and a writer/developer/designer whose won himself more than a couple of Origins Awards.


But before we go any further, the first thing we have to do is determine if this venture is gonna make us any money. See, my wife thinks that part of the process is pretty important. I guess someone has to, otherwise, I’ll just be writing myself into debt.


So, I called up a couple of folks, got some estimates and came up with some numbers. Let’s start with the printing costs.


Printing


Before we go any further, let’s start at the step that you can’t ignore: the printer. No matter how many corners you cut, no matter how many people volunteer their work for free, no matter how many ramen meals you stuff down your throat, sooner or later, you’re going to have to deal with a printer.


I want a 124 page book. I want that book to be trade paperback size (that’s around 8”x6”). I want a color cover. I want black and white line art inside — no gray scale. I also want 3,000 copies.


Right now, I’ve got a few options. I’ve talked with a few printers and here are the best estimates:


Printer A says they can do a book that size for $1.71 a copy, but that’s with a 2-color cover.


Printer B says they can do a book that size for around $3 a copy. That’s with a full-color cover.


That means the book will cost (printing alone):


Printer A: $5,131


Printer B: $9,000 (est.)


Now, let’s assume we go with Printer A. I’m rounding up the total to $2 a book to cover them shipping the book to me. That raises our price to $6,000.


The cover price of our book will be $15. That means distributors will buy it from me for $6 a book. That means I’ll have to sell at least 1,000 books to break even.


If I go with Printer B ($9,000), I’ll have to sell at least 1,500 books to break even.


And that’s just the printing costs, folks.


Like I said in Episode One, 5,000 books is an absolute blow-out in this industry. But then again…


Another publisher of a rather popular small-press product (who I’ll name later if he gives me permission) told me that his product has sold over 6,000 in the last two years and he’s going back on press with it because he’s sold out.


This means there’s a small chance that our book will do better than 1000 copies. It’s a small chance, but we’re going to have to work hard to make that belief a fact.


Art


Okay, here’s the tricky part. I’m gonna need someone to illustrate this book.


I’ve got a lot of names in front of me. I’ve got to give each of them a call and tell them that I have $XX budget to spend on art and I want them to do it all. By the way, the reason those two XXs are up there is because I haven’t asked the artists if I can publish the amount I’m willing to spend on them. Some folks are testy about that, and I understand exactly why:


Game Company X: “What do you mean you need five thousand dollars to illustrate our book? You did it for Wick for just two hundred bucks!”


That’s why. Not that two hundred bucks is how much I’m gonna spend, I’m just using random numbers as an example. Get it? Good.


So, I’m calling artists this week, letting them know I’m doing a small press project and I’m going to let them know exactly how much my investor is willing to spend on art.


Then, I’m gonna spring a surprise on them.


I’m paying them up front.


Nobody does this in the gaming industry, and I mean nobody. But I have to. I don’t have enough money to pay them when the book comes out. I have to entice them with a different kind of carrot. The kind that sparkles.


I’m paying the artist who illustrates my book before I get the art. I’m a trusting bastard. I could get a pile of crap and be stuck with it. But then again, the artists I’m thinking of wouldn’t do that. They’re professional and honorable men and women who wouldn’t stiff me. We’ll see what happens.


Subject Matter


This is the one you’ve been waiting for.


What’s Wick’s new world?


He’s done vampire hunters.


He’s done samurai.


He’s done musketeers and pirates.


What’s he gonna do next?


 


I’m gonna do Orks.


That’s right. Orks. You know, the green-skinned, one-hit-die beasties that die screaming on the end of your sword. Yeah. Them Orks.


It all comes from a long time ago, when my boss, John Zinser, told us that he was going to run a D&D game in the office. I told him, “That’s fine. But I want to play an Ork bard.”


He gave me a double-take and said, “No way. No way you can play an Ork bard.”


I asked, “Why not?”


He told me, “Because there ain’t no such thing as an ‘Ork bard’!”


That set me to the task of proving him wrong.


And a few weeks later, I gave him 4,000 words that showed him just how wrong he was. We never played that D&D game, but he did admit that if he ever did run it, I’d get to play an Ork bard.


Those 4,000 words appeared in Shadis #24 under the title: “ORK: A New Look at an Old Enemy”.


Well, now’s the time to share my Orks with the rest of the world.


ORKWORLD: The Roleplaying Game is part of a larger intellectual property. I’ve got an ORKWORLD novel in progress as well as negotiations for an ORKWORLD comic book. It’s big. And it’s gonna be bigger.


Developing Orks as their own race has been a personal project of mine ever since I first played D&D. I hated the fact that Orks were the “free XP” monster. They never got a fair shake. They never got character. They were, are and always will be (in most people’s minds) the quintessential nameless monster.


Well, no more.


In a way, developing Orks as their own race is my way of throwing a gauntlet into the face of hack-n-slash gaming. After all, it’s a lot harder to kill something that you respect. I love Colonel Potter’s line from M*A*S*H: (paraphrasing here) “I think there oughta be a rule in war that you have to sit down and talk with a guy a few minutes before you can kill him.”


I feel that way about Orks.


Besides, it’s got marketing potential written all over it.


The product will only be 10% RPG. The rest will be source material on Orks. How they live, what they believe, what they eat, how they hunt all that good stuff. And what fantasy GM is going to turn his back on a 124 page sourcebook on Orks!?! I mean, doesn’t everybody have Orks in their fantasy game?


That last 10%, by the way, will be the simplest game system you’ve ever seen. Okay, maybe not the simplest, but a game system that’s easy to learn and use.


Very easy.


We’re talkin’ one page of mechanics here.


Too many rules means I gotta sacrifice world development space and I don’t have time for that.


Also, I can make the Orks fit that new “Clan” oriented RPG that’s popular right now. I can make up six different Ork Clans, make ‘em all unique and then let players jump right in and pick their favorite Ork Clan. By the way, if you don’t dig Clan RPGs or if you’re tired of it, I understand. However, one of the reasons Vampire and L5R are so popular right now is for that very reason.


Don’t fix what ain’t broken.


Of course, I could try to find the “next big thing”.


Or, maybe I’ll just play it safe with this one and try the “next big thing” with my next endeavor.


It’s called The Flux.


But that’s all I can tell you right now. You’ll have to wait for that one.


* * *


Over the next few weeks (possibly months!), you’ll see the development of this intellectual property. I’ve already got a whole ton of notes and you’ll watch those notes become thoughts become ideas. Finally, I’ll print the sucker and we’ll see how it does.


For those of you who want a sneak peek at what I’m doing, go find yourselves a copy of Shadis #24. You can get ‘em from your local game store or from AEG.


Anyway, that’s it for this week. Lots of thoughts and nothing concrete. We’ll have more numbers and the name of the premiere artist who’ll be doing the illustrations for the book next week.


And if you have any ideas, comments or questions, you can e-mail me at: orkboss@earthlink.com.


(You’re asking for e-mail you dolt! What are you thinking?)


Ah well. So much for a life.

Episode 2: You Can’t Please All The People All The Time, Part One

August 21, 1999 in Articles

This week’s column was supposed to be about genre. You know, picking a genre for your game that’s expansive enough to fit a wide audience so you can actually make money in this little hobby of ours.

But then things came up.

Those of you who check out rpg.net on a regular basis may know what I’m talking about.

I wigged out.

Lost my temper.

Made an ass of myself.

But before we go too far in that direction, let’s talk about one aspect of game design you never consider until it’s far too late.

Let’s talk about reviews.

First off, I never read reviews.

At least, until recently, I never read reviews.

The reason is simple. I don’t like the assumption that I need someone else telling me what to like.

And, let’s face it, that’s the whole purpose of a review. “Should you buy this? Yes or no?” That’s the game.

Of course, it’s a lot of fun encouraging other folks to go out and buy something that you really liked. When I was working at SHADIS, I had a lot of fun reviewing games under many different pseudonyms. The SHADIS policy was simple: “If you can’t find something good to say, don’t say anything at all.” The worst kind of review in SHADIS was not finding it in the pages of the magazine. That meant we couldn’t find anyone in the office to write a positive review.

Unfortunately, not everyone agrees with that policy. In fact, if we want to be honest with each other, which I think we do, it’s a whole lot more fun writing a bad review than a good one.

Trust me.

It’s a whole lot of fun to trash a book/game/movie/TV show. Tear it down, smash it up, stomp on it, pull out it’s heart and eat it for breakfast. That’s what some people think a review is for: getting their jollies off pissing in somebody else’s Cheerios.

Well, I’m here to let you know that is not what reviews are for.

I could talk to you ‘till I was plaid in the face about the difference between a good reviewer or a bad reviewer. Instead, I’ll show you the difference.

Right here, I’m making history.

I’m going to review 7th Sea.

My own game.

In fact, I’m reviewing it twice.

A bad review and a good review.

I don’t think anyone’s ever done this before. I may be wrong, but then again, it doesn’t matter. The whole point here is to show you what a reviewer’s job is. To show you the difference.

So…

On your mark…

Get set…

Go!


A REVIEW OF THE 7TH SEA PLAYERS’ GUIDE

by J. Jerome Wick

We’ve heard a lot about the 7th Sea roleplaying game over the last few months. Designed by the same people who made the L5R CCG and RPG and the Doomtown CCG, 7th Sea has a lot to live up to.

Unfortunately, it doesn’t stand up to the hype.

The game comes in two books — a Players’ Guide and a Game Masters’ Guide. This means you have to shell out $60 in order to play this game. In the atmosphere of Cheap Ass Games and Baron Munchausen, this isn’t a good choice for AEG. It demands a great deal on their customers and delivers little.

7th Sea takes place in a world called Théah. Don’t let them fool you. It’s Europe. They’ve just changed a few of the names and faces, but it’s Europe. Instead of creating a new world to discover or presenting us with a world we’re familiar with, they’ve done a little of both, amounting to a lot of nothing. And, the world section of the book is pitifully small. You don’t know anything about the world of Théah after reading the first chapter. All you know is that it’s supposed to be a lot like Europe, only different. However, AEG promises to deliver more in “Nation Sourcebooks”, a familiar scam to those who have been in the gaming industry as long as I have. I for one am sick of roleplaying game companies using this tactic. If you want to present us with a roleplaying game — a $60 roleplaying game — give us what we need in the basic books.

The rules for the game are presented in the same AEG fashion: “If you don’t like it, don’t use it.” This translates into: “We didn’t playtest this, so it’s probably broken and you’re going to need to make up your own fixes.” The 7th Sea system is based on the system AEG used for L5R and it has the same problems. It uses only d10s (a steal from White Wolf), involves a Trait + Skill mechanic (another steal from White Wolf) and a Target Number resolution system (a third steal from White Wolf). It also uses something called “Raises”, a trick I never understood, so I won’t comment on that aspect of the game system.

Character generation is complicated, the pages you need are spread out all across one hundred pages and they reflect AEG’s fascist attempt at telling us how to roleplay. One of the best examples is the Faith Advantage. When you read it, you’ll know what I mean.

Sorcery, on the other hand, is the worst part of the game. You have one hundred points to spend on your character and in order to be a Sorcerer, you have to spend 40 of those points, making sorcerers absolutely useless in game play. I haven’t played the game yet to say for sure, but when compared to all the other stuff you can buy at character creation, it sure looks that way to me.

Finally, there’s the “Player” section. This is where the All-Mighty John Wick tells us how to be a Good Little Player. He tells us not to min-max our characters (duh!), not to cause interparty conflict (duh again!) and to think of the other players when we make our characters. The fact that characters are called “Heroes” is enough to show you how pretentious Mr. Wick thinks he is.

7th Sea isn’t a bad game, but it isn’t a good game either. You don’t lean anything from the book about the world, the game system takes up over one hundred pages (a vast change from L5R, and one I don’t like at all) and it force-feeds you John Wick’s opinions about roleplaying. AEG better start looking for a new Game Designer, because they just lost a customer with this game.


Not too shabby, huh?

I should do this for a living.

In fact, I did!

But enough of that. Writing scathing reviews are easy. Taking them apart and analyzing them is even easier. But why should I take apart my own review? Let’s take apart someone else’s? How about that?

I’d like to use one of the reviews from rpg.net. Unfortunately, that would be breaking copyright laws. Instead, I’ll give you the address for it:

http://rpg.net/news+reviews/reviews/rev_1836.html

and you can read the thing for yourself. Then, come back here, and we’ll talk about it. Don’t worry, I’m not going anywhere.


All done? Well, then, let’s talk.

First off, he lists the authors as “Jennifer Wick and John Wick”. That ain’t the case. Right there on the spine it says “Wick Wick Wilson”. That’s intentional. You think he even saw that?

Then, there’s the typos.

There’s “arrrived”, “pages,just”, “turmiol”, “academis”, and “and and”. All in the span of less than 900 words. Not bad. You’d think a reviewer could spend the five seconds it takes to spell check his review, don’t you?

Anyway, here are a few more observations for you to consider.

He talks about “lackluster effort” put forth in the game. This is something I’ve never been able to understand. How does he know how much effort went into this game? The truth is, he doesn’t.

If AEG used the Palladium or White Wolf format for this book it would’ve only been about one hundred pages

Can you smell the agenda here? Obviously, our humble reviewer is a White Wolf/Palladium fan. In fact, check out his reviews of White Wolf/Palladium products. All of them rank up in 4/5 and 5/5. His average point spread for such a review is, in fact, 4.77/5 for such products. He comments on the “poor format”, but then never tells you what the format is. That’s not an isolated incident.

Now, I realized before I got into 7th Sea that it would be based on Europe during the 17th century and would share many ideas, but I had no idea that AEG was so unoriginal as to copy and paste a European History book and simply change the names and call the world Theah

We didn’t call it Theah, we called it “Théah”. But that’s nit-picking. Not that you’d ever find nit-picking in an rpg review, now would you?

Again, he makes claims but never backs them up. He never gives examples. He could have said he thought the Fate Witches were boring. He could have said the Guilder didn’t make sense to him. He could have said he didn’t like an Elizabeth-like character in a Restoration setting. He could have said that El Vago looked too much like Zorro for his taste. Instead, he rambles on about how boring it is without ever telling you what bored him. Bad reviewer! Bad!

system are both done very nicely.

So, we did something right. I’m glad. Unfortunately, he’s got the same problem here. He tells you what he likes without telling you why. So, if you pick up our book, decide you love the world and hate the system, you know who to blame.

seemed too mundane for this action packed/cinematic setting. With the exception of Porte(Dimension Magic) and to a lesser degree Laerdom(Rune Magic)it seemed to a bit bland and tasteless.

This is the paragraph that really caught my attention. In essence, it reads “I didn’t like this.” Well, good for you. I’m glad you didn’t like it. How does that inform the reader? What are you telling the reader? You didn’t like it. Well, I didn’t like Wild, Wild West. Does that mean a few million people shouldn’t spend a few million dollars to see it? I also don’t like Star Trek, Babylon 5, Disney’s Tarzan, Disney’s Inspector Gadget, The Runaway Bride and Ultimate Soldier: The Return. Does that mean I have a moral obligation to tell other people not to see them? That’s a question we’ll answer at the end of this little tirade, so stay with me.

By the way, did you figure out which part of the sorcery stuff was tasteless? I thought about it all day and couldn’t figure it out. Maybe if he told us… but nah! That would make things too easy.

The mechanics for 7th Sea is a variant of the Legend of the Five Rings RPG system. L5R had a very deadly system so 7th Sea has changed the wound system around and has made it harder for you to die and has also introduced Drama Dice… The villains also get drama dice to use against the player character and this can be tons of fun.

Tons of fun. How do they work? After reading that paragraph, I still have no idea. Even when he likes something we did, he still fails to tell you why he liked it.

Once you get passed the boring setting you really do have a good game… If anything sells the amazing pencil work of Palladium/L5R artist Ramon Perez … For the first time you can say that AEG has thought with their wallet with little care for the gamer.

This last paragraph really chaffs my hide. Again with the boring setting. He mentions “Palladium artist Ramon Perez” — another give-away to his tastes in games — and says that 7th Sea could have been one book. He’s right. It could have been one book. One five hundred and fifty-five page book that cost $55 in order for us to make even a smidgen of profit on it (see Episode One for further details). And then, at the end, he makes his value judgment. We thought with our wallets with little care for our customers.

Let me ask you a personal question. If you designed 7th Sea, how would you take that comment? Would you shrug if off? Or would you do something about it? You get one guess what my choice was.

Style: 3 (Average)

Substance: 2 (Sparse)

Now this raises an interesting question. All through his review, he said the world was “boring” but the system was cool. But here, he lists the “style” being better than the substance. Now, wouldn’t you think the world would be the style and the rules would be the substance? After all, you can’t play the game without the rules, right? You can make up the world on your own. Or is it that you can make up the rules on your own and use somebody else’s world? I forget these days.


Now, look at those two reviews.

Do either of them tell you anything about the game?

Not really.

You do know one thing, however. You know what they think of the game.

And isn’t that the whole purpose of a review? Isn’t it?

Or…

Is a reviewer supposed to show you how the game system works, and fill you in on the details of the world? Isn’t the reviewer supposed to go into in-depth discussions about the system’s strengths and weaknesses, how they work in certain situations, what they accommodate for and what they lack?

Isn’t the reviewer supposed to be objective?

(I’m gonna say that one again.)

Isn’t the reviewer supposed to be objective?

Here’s an example:

As a gamer, I like to play Heroes. I do not want to roleplay anyone from the world of Unknown Armies. Does that make it a bad game? Hell, no. It’s one of the best games on the market. It’s smart, witty and damn clever in places. It’s also very icky, and every time I try to read it, it makes me want to take a bleach bath.

Just because I don’t want to play it doesn’t make it a bad game. My subjective tastes have nothing to do with the game’s design, layout, format or objective. In fact, I sympathize with its objective. Many of the things Tynes and Stolze are doing with Unknown Armies are the same things we’re doing with 7th Sea. We’re just going about them from different directions.

So, now you’re asking yourself, “How the hell is John going to make this relate to game design?”

Easy.

When you sit down to design your own game, there’s only one person in the world you can make happy.

That’s yourself.

Thinking you can make anyone else happy with your game will lead you down the dark path of disappointment and depression.

Trust me. I just got back from there and my hands are sore and bleeding from the demons who tried to keep me from coming back.

And, the sad fact of the matter is, at the end of the day, you’ll never be satisfied with what you’ve done.

I’m not satisfied with 7th Sea. There’s a lot I would have liked to have done with the books, but I just didn’t have the time or energy. But we’ll talk about all of that in Part Two of this little discussion.

That’s when I’ll review 7th Sea for real.

Put your coats on.

It’s a hard rain that’s gonna fall.

Episode 1: So You Wanna Be A Rock ‘n’ Roll Star?

August 13, 1999 in Articles

Hello.

Welcome to the first installment of what I hope to be a long and prosperous relationship. My name is John and I’m one of those rare breeds who can’t quite sum up his profession in one neat, little package.

Yes, I am a game designer, as the title above suggests, but that isn’t my job. At least, it isn’t my only job. A fact that I hope this series of articles will illustrate quite plainly.

I am a game designer, but I’m also an author, business manager, market strategist, and product developer. However, I am not an art director. I leave that job to my wife.

And quite frankly, she can have it.

I’m currently employed over here at Alderac Entertainment Group, a smattering of some of the finest folks I’ve ever had the pleasure of doing time with. I’m currently the Lead Developer for the 7th Sea line of games. That line currently includes a roleplaying game and (in a few weeks) a collectible card game. Soon, we will branch into the vast, deadly expanse called “the miniatures market”, but we don’t have quite enough ammunition for that little sojourn. Not yet, at least.

Now that the introductions are over, perhaps we can get to the meat of all this jabbering. Just what is this whole “journal” thing about, anyhoo?

Well, it’s about me writing down my thoughts once a week on the perilous task of game design and development. That’s right, you get a look behind the curtain, a peek at the Wizard, so to speak. I don’t promise what you’ll see there is very pretty, but I do promise you that it will be informative and maybe – if we’re both lucky – you’ll be entertained enough to stick around for a while.

This first installment is kind of a prologue of things to come. Instead of filling you in on what’s happening this week, I thought I’d give you a teensy little peek at how a roleplaying game actually gets itself on the shelf.

I’ll warn you in advance: my reasoning isn’t completely altruistic. There’s been a lot of talk on the internet lately (isn’t there always?) that spouts a whole lot of “Game Company X is only in it for the money!” business. While I usually ignore all that, I thought I’d pause and take a moment to clear the air about roleplaying game companies and exactly how much money we make off a game.

Right down to the penny.

You ready?

Well then, let’s take a look.




(Before we begin, a note of caution. The numbers we’re talking about are averages. I am not about to reveal how much AEG spends on art and words, nor share how much it costs us to print a book. That’s called “insider information” and it ain’t getting spilled by this little Irishman, no sir.)

Okay. So you want to publish a roleplaying game.

And, you want to do it right. You want it to look like a TSR/FASA/White Wolf/AEG product. You want top notch layout, top notch artists and top notch writers on the job, right? Of course you do. We’re not in this for the money, we’re out to make the best product we can, not a smacked together garage job.

Well then, let’s start with the numbers.

Here are the things you need in order to do this right.

You’ll need a writer. We’re going to assume for the sake of argument that your writer can also design games. And for those of you keeping score at home, this is a very generous gimme. I am a writer first and a game designer second. All the mechanics I come up with get passed by Dave Williams and Kevin Wilson. They’re the real game designers. I’m just a writer.

But anyway, you need a writer/game designer. Let’s assume you’re going to pick someone who knows what they’re doing. Someone like Greg Stolze or John Tynes (Unknown Armies), Jonathan Tweet (Ars Magica, Over the Edge, Everway), Robin Laws (Feng Shui), Greg Stafford (Glorantha, Pendragon) or Lester Smith (do I really need to tell you what Lester’s done?). You get one of these guys.

The standard payment for someone of this caliber in the game industry is anywhere between ¢.03 and ¢.05 a word. The standard roleplaying game is 100,000 words. That means you’re going to have to pay your author anywhere between $3,000 and $5,000. Let’s call it down the middle and say $4,000.

Now, you’re going to need to get art. We’ll assume that you’ll be your own art director. Again, I’m being very generous; even the smallest game companies has someone to take care of that chore. “Why is that?” you ask. Well, let me show you why.

You’ll also need a computer that’s powerful enough to handle layout programs. You’ll also need Quark Express, PageMaker and the most recent version of Photoshop. You’ll also need a scanner. And a CD Rom burner.

But I’m a forgiving sort. We’ll assume you already have all that stuff.

The standard basic RPG is 248 pages long. I’ll tell you why when we get to production. Let’s divvy up your book into 4 chapters:

  1. Introduction
  2. World
  3. Game System
  4. Game Master Secrets

Now, because you want your book to be top-notch, you’re gonna want a lot of art. You’ll want at least one piece of art for every 4 pages. That’s 64 pieces of art. We’ll make four of those full pages (for the four chapters), one third of those half-pages and the rest quarter pages.

That means you get:

  • 4 full page illustrations
  • 20 half-page illustrations, and
  • 40 quarter page illustrations

Now, you have to get someone to draw all of that. You also have to write up contracts for all the artists who work on your book. And, you have to catalogue all the pieces that come in by artist, then catalogue them again by which chapter heading they’ll go into. Oh, by the way, did I mention you have to write up artist descriptions for each illustration? Each one is usually about 100 words.

For a total of 64 pictures, that’s 6,400 words.

Not a single one of those words goes into your book, by the way. In this industry, they’re usually written by the author and they’re words he doesn’t get paid for.

Then, when the illustrations are all sorted and catalogued (twice), and after you’re done with them (we’re going to talk about layout in a second or two), you have to package them all back up and send them back to the artists. It usually takes our art director a day and a half to do this.

Still don’t think you need an art director?

But, I’m getting away from myself. Let’s talk about paying the artists.

The typical pay rate for black and white illustration in this industry is anywhere between these figures:

Full page black & white: $50 – $150

Half-page black & white: $25 – $50

Quarter page black & white: $10 – $25

So, with those figures in mind (again, we’ll split the average), let’s look at how much you’re going to spend on art:

$400 (4 full pages)

$750 (20 half pages)

$700 (40 quarter pages)

——————————-

$1850 for your interior art.

Oh, did I forget to mention the cover?

Standard cover pay rates vary greatly. However, most of the really great artists demand as much as $3000 for a cover. Our artist, however, is generous (picking up a trend here, folks?) and he’s going to charge us just $1,500 for our cover.

That brings our art budget right up to:

$1850 +

$1500

——

$3,350 for our total art budget.

Which brings our roleplaying game up to:

$3,350 +

$3,000

———

$6,350

Still with me?

All right. Now we get down to the nitty gritty.

Your writer’s done. Your art is in. Now’s the time for layout.

We’re not going to assume that you can layout the book by yourself. I’ve been very kind with the writer and the artists. This is where you get boned.

You need to pay someone to lay out your book. You could do it yourself, but then it would look like someone did it on their home computer and we don’t want that. So, you get a professional layout guy to do this for you.

And he charges you $50 bucks an hour to do it. Don’t worry, it should only take a few weeks. Probably three.

At eight hours a day, that’s $2,000 a week. Three weeks later, you’ve paid $6,000 to lay out your book. That’s almost what you paid for writing and interior art.

Anyone want to take a guess why so many RPG reviews complain about the layout?

So, you lay your book out on your IBM or Mac at home. I lied. You got off the hook there.

So now you’re book is all laid out. Now what?

Editing.

So, you hire a professional editor to look over your book. She’s only going to charge you ¢.03 a word. That’s $3,000. That’s what you paid your writer.

Anyone want to take a guess why so many RPG reviews complain about the editing?

So, you get a bunch of friends of yours to do the editing for you.

You know. Let’s stop right there.

At the beginning of all this, I said I was going to give you a product that could compare with TSR/FASA/White Wolf/AEG level products.

Screw it. You’re paying the layout guy and the editor. If we have to do it, so do you.

And you’ll still get people complaining about the layout and editing.

So, that’s another $9,000 tacked on to your total, which brings us to:

$9,000 production

$3,350 art

$3,000 writing

———

$15,350 is our grand total.

Now, let’s talk about some real money. Let’s go talk to the printer.

The standard print run of a roleplaying game these days is between 5,000 and 10,000 copies. No, wait. That’s a lie. That’s what it was five years ago.

Nowadays, it’s between 2,000 and 5,000 copies. That’s the average. The big boys print more, but not often. However, this is a core rule book release. We’ll play it safe and call it 5,000 copies. Like I said, these ain’t the glory days no more, and the average core rulebook RPG run is about 5,000.

Chances are, if you’re printing in the game industry, you’re printing in Canada (it’s cheaper there). That means you have to put your RPG on CD Rom.

What’s that? You don’t have a CD Rom burner? Well then, you better go out and get one.

(To be honest, I don’t have the first clue how much a CD Rom burner costs, so I’m not lumping into the final cost here. Again, I’m being generous.)

You send it off to the printer. He’s in Canada. That’s going to cost you a varying amount, depending on where you are. Let’s call it $20 to be safe.

At 5,000 books, the printer will charge you about $8 a book. That’s $40,000.

Let’s recap.

$9,000 production

$3,350 art

$3,000 writing

$40,020 printing

———-

$55,370 total cost

So now, you have a book!

You’re ready to take in the big bucks, right?

Well, let’s stop for a moment and consider one last little detail.

Comp copies.

That’s what it’s all about, right? Giving away your art? After all, you’re not in this for the money – even though you just spent $55,000. By the way, the standard comp copy bit is usually one to three per customer.

So, who do you owe comp copies to?

  • 2 for the cover artist (one for his portfolio and one for personal use)
  • 5 for the author (one for him, one for his library and two for his parents)
  • 14 to the interior artists (we’ll say you only used… ah, let’s say 7; that’s a fair number)
  • 2 for the editor
  • 2 for the layout guy
  • 2 for the printer

and who are we missing…

Oh! That’s right! The playtesters!

(I intentionally didn’t mention them until now. Sorry for the trick.)

How many playtesters do you want? Is ten enough? Twenty? Thirty? I’ve found the average number of playtesters listed in a game’s credits runs about 20. Let’s assume they each get one book, okay?

So, our grand total of comp copies is 47. That’s almost a tenth of your print run. Remember that, it’s going to come in handy right quick.

So now we’ve got 4,500 books (I let you keep 3 of them for yourself). It’s time to sell ‘em. Off to the distributors!

Now, this article is no place for the Great Debate about the whole distribution system in the gaming industry. I ain’t gonna talk about that here. I’m just going to tell you what kind of money you’re going to get from them.

First, you gotta ship it. We’re going to use standard numbers here. To “fulfill” your orders, you’re looking at a shipping cost of about $5,000. That’s just to ship the books. That’s right, distributors don’t pick up the shipping costs!

The standard distributor discount (that’s how much you let them buy the book for) is 60%. That means your 248 page book with the $25 cover price only really earns you $15. You paid $8 per book. That gives you a profit of $7 per book. At 4,500 books, that’s a grand profit of $31,500!

And folks, that’s only if you sell the entire print run.

Which ain’t happenin’ a lot in this industry.

But anyway, you made $31,500!

Remember how much you spent?

$31,500 (profit)-

$40,370 (costs)

——–

-$8870

So, if you sell out your print run, you’ve put yourself eight thousand dollars in debt.

Aren’t you glad I let you have the comuter for free?

It usually takes a year to put one of these things together. That ain’t a part-time year, neither. That’s a full-time year; eight hours a day, five days a week, fifty-two weeks a year.

The standard freelance author writes 10,000 words a week. That’s ten weeks for your book, not counting emergencies. And don’t think for a second that an emergency ain’t gonna pop up any second now. That means at the end of ten weeks, your author earned himself $1.3 an hour.

Your cover artist has it a little better. It usually takes a month to put out a really good piece of cover art. So, in four weeks, your artist earns herself $9.35 an hour. Not bad.

As for yourself, for developing a roleplaying game for a year, you just earned yourself six and a half bucks an hour. Just a little less than minimum wage in most states.

So, how do you lower the costs of an RPG?

  • You don’t hire professional editors.
  • You don’t hire professional lay-out guys.
  • You don’t hire a professional author.
  • You don’t hire professional artists.

Ah, the glamorous life of a game developer.

But then again, you’re not in it for the money, are you?




That’s it for this week.

Next week I’ll talk about Nude Nazi Surfers: The Roleplaying Game and Peter Hentges’ battlecry “Damn You John Wick!” that was heard resounding around Origins this year.

Stay tuned!