| Christopher Delvo |
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Ever since I started creating my own houserules, I've wondered this. How would an aspiring designer even get their foot in the door? Are there special avenues one must go through to get their work noticed, or is it just talent and luck?
I've listened to/read interviews with designers and developers, and they all have stories about working on this project or that one, and how that became a stepping stone to greater things. But I'm wondering...how exactly did they get on the stepping stone?
In other words, where would one start?
Obviously, I would like the information for my own uses. But I see this as a thread for all aspiring designers wondering the exact same thing.
...Catch Phrase,
-Chris
| Leonal |
RPG Superstar is probably a good start.
There are also threads about how to get in touch with third party publishers, and what they are likely to want from you.
edit: This thread has some good info.
Sara Marie
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The FAQ has some good suggestions of where to start, like RPG superstar, and writing for PFS, Wayfinder, etc. Some other RPG companies have different submission guidelines so look into those too.
Stepping stones are a good way to look at it. You want to move in the general direction of your goal, breaking into the industry won't happen overnight.
| Irontruth |
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A lot of it consists of just actually doing stuff. Start writing adventures, supplements, monsters, etc. The goal isn't to start off producing quality salable works, but rather to practice writing. A lot of RPG design/publishing is writing. The only way to get paid for writing is to be good at it. The only way to get good at writing is to write.
If you can't sit down and crank out 5 pages of whatever right now, that would be a major skill to work on.
| Audrin_Noreys |
I'm working at being a game designer myself, and am playing copy-cat at what Paizo has done. I hope to have an open Alpha/Beta test ready to go sometime in the near future. I'm even building a website where people can register, create profiles, and discuss the game concepts and testing.
Some of the best advice I've gleaned is to just write, and create a product that's as finished and polished as you can possibly make it. Even if it doesn't go anywhere, it's still good practice.
Be cheap but be honest. The art I used for my site was free, but it took a while to find quality free art that fit the idea I was going for. For the actual game, I'll probably end up having to shell out the money.
Most importantly, don't get discouraged. My first play-test ended in disaster, after the very first roll of the dice,(the first official die roll of my game ever) when a player threw a conniption because something didn't work the way he imagined it would.
Best of luck to you, and everyone else wanting to do game design.
| Kolokotroni |
The people over at 3.5 private sancturary have been good enough to put up several seminars recorded from gencon and paizocon on the subject:
Gencon:
Writing for paizo
Paizocon:
So you want to be an RPG Superstar
publishing with kobold quarterly
writing for pathfinder society
There is sound advice in all of those in terms of getting into the business.
LazarX
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Being an aspiring game designer is like being an aspiring actress... only the openings are a lot less common.
Essentially you've got to be really really good to even have a shot. You've got to churn out stuff and keep churning out good stuff so that you become KNOWN.
If your stuff is so good that it becomes a regular inclusion in Wayfinder, your best bet in these times is to do self-publishing in PDF format. It requires the least in startup costs. The key difficulty will be in finding a distributor. Paizo i'm sure gets lots of would be entrants at the door. Your job will be to distinguish yourself from the swarm.
But to be realistic.... the gaming industry isn't what it was in the boom times.
| Irontruth |
Game Chef is a yearly contest for game designers and is open to all as far as I know.
Fred Hicks is a self-employed publisher who blogs about the experience (and other things). He's the publisher of Dresden Files.
http://www.deadlyfredly.com/2011/06/deadly-living/
That entry specifically talks about his own personal experience trying to make a living off game design. (He's also one of the only publishers I know who regularly releases his sales data)
Game Play Wright a website/blog about games, writing, thinking about games, etc. They've also published a couple of very good books about games that are very insightful reads.
| Christina Stiles Contributor |
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And don't forget patronage projects like the ones at Open Design. Lots of ways to flex your designer muscles in those.
I'm echoing gbonehead here. Open Design is one of the best avenues for breaking into freelancing. Basically, you learn how to pitch material to an audience as you vie for a limited paid slot in the book. If the patrons (the audience) like your ideas, you get the contract from OD to write your winning bit. It's your chance to show your chops.
Some Open Design freelancers have even gone on to work for Paizo, as I understand it. Some have gotten gigs with other publishers who've seen their Open Design work.
Open Design opens doors. And you learn so much by just pitching and reading the constructive criticism most submissions receive. It's one of the few times you might get someone like Wolfgang Baur's opinion on why your idea didn't (or did!) work.
Btw, the Midgard project and Dark Roads (a planar supplement) are both underway. They are both at stages where it would be worth your while to purchase a senior patronage to gain the chance to pitch material and get your foot in the door.
I've been on several of these projects now, and I can't tout them enough for individuals seeking writing opportunities.
Wolfgang Baur
Kobold Press
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GBonehead and Christina have both mentioned the pay-to-play doorway that is Open Design, so I'll get specific and name names, for projects and freelancers.
A lot of freelancers for Paizo got their start at Open Design, including Brandon Hodge ("Feast of Ravenmoor" and "From Shore to Sea"), Adam Daigle (lots of Bestiary 2 and 3 work), Jim Groves (some books in the Ultimate sequence), and others.
Right now, Open Design is doing a Pathfinder Bestiary for Midgard, some player's guides, and adventures for the Midgard campaign setting (patronage linkie). The Dark Roads & Golden Hells project includes comments and work by Colin McComb (Planescape: Torment), Todd Stewart (the Great Beyond), and Dan Voyce (Northlands).
The remarkable thing is that more people don't take the open door. But it's right there for anyone who wants to give it a shot.
| deinol |
With all the talk of Open Design, don't forget that Wolfgang's Kobold Quarterly also has an open submission call for articles. That's a great place to show your chops, if you can successfully pitch a short article.
Also, look at any of the other third party Pathfinder publishers. 4 Winds, Super Genius Games, Frog God, Rite Publishing, etc. (There are more I'm probably insulting by leaving out, lots of them are good.) Many of these will consider a submission. They biggest key is to take a look at what sorts of products they produce, and pitch something that fits their existing product lines.
There are lots of opportunities to get involved, you just have to be out there writing.
| deinol |
RPG Superstar is probably a good start.
Anyone who is serious about RPG Superstar should work on their entries now. Look at the first round for the last three years. The rules have barely changed each time. You know a wondrous item is what you need. Write one a month until the contest starts. Then pick your best and polish it until it fits this years rules and outshines all the rest.
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
I have to admit, I never did like standing in line. ^_^
Everything mentioned above is good advice. I got my start by attending various freelancing seminar panels at conventions and hanging out on the messageboards of third-party publishers I respected and wanted to someday write for. I moved up from there to freelancing on some PDF products for such publishers and absorbed everything I could from their advice and each experience in writing for them.
Later, I pitched something to Kobold Quarterly (but ultimately it wasn't accepted). I launched a query for Paizo's open call for the adventure module Flight of the Red Raven (and it didn't get accepted). I also submitted to the first annual RPG Superstar contest (and didn't make the Top 32). Only in 2009 did the stars align and I found the winning recipe for enduring that gauntlet, taking the prize, and going on to write for every Paizo adventure path since then...
My point is that you should always keep trying. I learned so much from every single one of those experiences. It's in the "doing" that you make your biggest strides as a designer. So, you should take advantage of every opportunity that's out there until you reach your ultimate goal. And, even once you get there, you set a new goal and keep right on learning and improving your designs. It isn't enough to just get your foot in the door. It's what you do after that matters the most. To me, that's how an aspiring designer gets into the business. He (or she) "designs" his own path for getting there and enjoys every step along the way.
Just my two cents,
--Neil
| Charles Evans 25 |
Ever since I started creating my own houserules, I've wondered this. How would an aspiring designer even get their foot in the door? Are there special avenues one must go through to get their work noticed, or is it just talent and luck?
I've listened to/read interviews with designers and developers, and they all have stories about working on this project or that one, and how that became a stepping stone to greater things. But I'm wondering...how exactly did they get on the stepping stone?
In other words, where would one start?
Obviously, I would like the information for my own uses. But I see this as a thread for all aspiring designers wondering the exact same thing.
...Catch Phrase,
-Chris
(edited, tweaked slightly)
I believe there's an old joke in circulation, to the effect that 'The easiest way to make a small fortune in the RPG business is to start off with a much bigger one'.On a serious note, though, the best ways for an aspiring designer to 'get their foot in the door - as far as I can see - involve you being prepared to spend money, up front, and fall into three categories:
1) Set up your own publishing company. This has the advantage that as your own boss, you can publish whatever and whenever you like. It has the downsides that you probably need to know how to run your own business (and navigate whatever private enterprise tax regime may exist in your homeland) and that you should master at least the basics of intellectual property and licensing laws so you don't get sued into oblivion when your first product comes out and a major player in the market decides your 'mindstarer' monster infringes their IP rights.
2) Buy your way into Open Design projects an existing figure respected in the industry (such as Wolfgang Baur, who posted above) run. The more you pay for access, the more chance you get to make your voice heard and - if you do have genuine talent - to be noticed.
3) Move to Seattle and take an intern job with a company like Paizo or (if they do internships) Wizards of the Coast. Working for an existing company as an intern is a great way to get yourself noticed by them. They see you and exactly what you can do every day. They know precisely what they'd be getting from you if they ever need a freelancer or a position opens in the company and you apply. At least two current Paizo employees, if I recall correctly, served as interns with Paizo's art or editorial departments before they officially arrived on the company payroll.
As far as I can see if you're not in a position where you're able to invest in one of the above three options, opportunities are few and far between. The independents subsist on a hand-to-mouth day-to-day basis, whilst the subsidiaries of megacorporations have to justify every dollar spent to their corporate masters.
There may once have been a time when things were different, but right now tabletop RPGs are fighting for survival in a market dominated by CCGs, home entertainment systems, and online games. The cold, harsh, reality of the situation is that the surviving RPG industry players have very little time and money they can currently afford to risk on taking chances on unknowns.
If you can read this and not be deterred, then I wish you the best of luck with your quest. Even if you do take a step back now to look at the challenge before you, shake your head, and walk away, there's always Paizo's suggestions/house rules/homebrew subforum (*link*) if you want to at least share stuff with other gamers and play at being an armchair game-designer...
There are ways to gain at least unofficial recognition and fame (or notoriety) at dozens of gaming tables around the world... :D
| Charles Evans 25 |
(edited, tidied up)
I think Wayfinder's more of a platform for getting noticed from a fiction perspective than from a game design point of view. Industry greats such as Elaine Cunningham, Dave Gross, and Neil Spicer, write fiction for Wayfinder these days. James Sutter judges fiction contests.
If someone such as Monte Cook or Wolfgang Baur ever wrote a technical piece for Wayfinder, I seem to have missed it. :-?
| John Benbo RPG Superstar 2011 Top 8 |
RPG Superstar is a great learning experience if you get in as you get advice from the pros (like Mr. Spicer from above). For me, personally, it sparked my interest in game design which I had never really thought about/attempted before hand. What got me freelance work, however, was engaging one of my favorite 3pps on these boards, Raging Swan. When Creighton (of RS) was putting out a call for freelancers he encouraged me to apply and I ended up getting to write a Tribes supplement for him (coming out soon!). I just signed another contract with him last week to do another supplement. So my advice is actively talk with those companies whose products you like and build a rapport with them. Also, pay attention to their different product lines and work your ideas into those. And finally, visit their websites to keep an eye out for open calls. Currently, Jon Brazer has one open for pirate themed spells.
| speed66 |
I have to admit, I never did like standing in line. ^_^
Later, I pitched something to Kobold Quarterly (but ultimately it wasn't accepted). I launched a query for Paizo's open call for the adventure module Flight of the Red Raven (and it didn't get accepted). I also submitted to the first annual RPG Superstar contest (and didn't make the Top 32). Only in 2009 did the stars align and I found the winning recipe for enduring that gauntlet, taking the prize, and going on to write for every Paizo adventure path since then...
--Neil
When sending in a query, do you present a strong and polished overview of your idea or a detailed design? It is like the adventure proposals in RPG Superstar where the writer gives a detailed, but short summary of their idea for review? Which do you suggest would be the most appropriate for submitting ideas?
| Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |
When sending in a query, do you present a strong and polished overview of your idea or a detailed design? It is like the adventure proposals in RPG Superstar where the writer gives a detailed, but short summary of their idea for review? Which do you suggest would be the most appropriate for submitting ideas?
It varies according to each publisher, most of whom have their own "submission guidelines." So, you do your homework by visiting their website, looking for their open calls, networking with them at conventions and such, attending their seminars on freelancing with them, and you take lots and lots of notes before eventually throwing an idea their way. And, when you do, you make sure you follow every bit of direction they gave you...wherever you found it.