|Anthony Adam Marathon Voter 2013, Marathon Voter 2014, Marathon Voter 2015|
|4 people marked this as a favorite.|
Having just completed my first gig for Outland, let me also show how 3PPs can be a great boon. It started something like this...
"We have a product range, xyz and we think you could contribute - would you be interested in a, b or c?"... So I looked at the existing products, thought about a, b or c and then sent back a brief (as in two short paragraphs of email) saying I was quite kean on "b" and my thoughts would be "to take it down this line..."
We had about 4-5 e-mails thrashing out the direction and agreed on the content expected, word count and so forth. So we kind of collaboratively fleshed out the specification of the requirement together in a quite friendly and supportive manner.
Then, again, because I was kind of untried, I sent in a weekly document with my progress thus far, the first couple were looked at and the feedback returned was quite light, sort of "yes, you are on the track we agreed, keep going" sort of thing.
About mid way, I received more detailed feedback on the sections I considered done and ready for review and also received other items, spells and so forth from other designers to assist in choosing which extras would be added to the final product and for me to review them for a close fit to my original concept.
I fixed up the feedback on my work, provided detailed feedback on the extra pieces I had been supplied with. Two more weeks of working closely with my "producer" contact, the document for my side was done.
I am now in that dead zone of waiting (the product is in art acquisition, editing, layouts and so forth) before I can say "I did this!", but for a first piece of work, the amount of guidance and support I received truly showed how every games producer understands what it is like to be that first time contributor, and is usually very willing to give that guidance you might need. Paizo and the larger companies don't have the time for this, so 3PPs are an excellent way to learn the real ropes and hone your craft.
Yes, some of the feedback was on point, some I could argue my case, and some caused the odd section to be redone - but - I took it on the chin and buckled down. Now, I am able to look at my submission and understand why things were changed, why the feedback I received was so important to the product, how they guided my writing to their style and so on.
They have already nailed me down for another one - only this time, there isn't going to be so much hand holding - so it is both satisfying that they want more, but also a little more scary as this submission will be much more of my own imagination and direction. Here's hoping I can get it right.
So, just like GM_Beernorg said above - thanks Paizo, without this competition, I think I would still be dreaming wistfully rather than being a writer and game designer with a product in the works and a new shiny to work on already.
I will pop into Superstar threads once my first actual product is out - and encourage you all to come back and have a look and let me know what you think.
And to all you finalists and fellow dreamers, it can be done, and although it can be painful and long hours, it seems to be a great deal of fun and provides a great sense of achievement too. Well worth the effort. I promise.
And look, be honest now, if this here 52 year old can learn how to do it, I am sure all you young whipper snappers can too! So, put yourself out there. I look forward to playing in your imagination too!