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

Friday, 20 January 2017

A signal reaches out from the Oort Cloud

I posted this on my G+ feed last week, but forgot to make an actual blog post.


The main part of that message reads, if you're interested:

01001001 01101110 01110100 01101111 00100000 01010100 01101000 01100101 00100000 01001111 01101111 01110010 01110100 00001010 01000001 01110010 01110010 01101001 01110110 01101001 01101110 01100111 00100000 01101111 01101110 00100000 01000101 01100001 01110010 01110100 01101000 00001010 00110010 00110111 00100000 00110001 00110000 00100000 00110010 00110000 00110001 00110111

Feel free to decode and share. TL;DR - I've given myself a deadline to motivate me finishing Into The Oort. I think it's workable. And when I announced this last week, the time between the announcement and the deadline was the amount of time it takes a radio signal to go from the Oort Cloud to Earth. It felt right.

The to do list:
  • Really figure out what does and doesn't work in my current framework for the game.
  • Figure out what I know I want but don't have yet, and fill those gaps.
  • Experiment with Scribus to look at layout options with that (everything so far is in an OpenOffice document).
  • ART! I want a lot. Which means contacting artists. I'm making a list of the kinds of pieces I think would be good, then checking portfolios. I have one or two names in mind already.
  • More playtesting. In particular spaceships and travel. Things are not as concrete in that respect yet and they need to be.
  • A playtest pack. Aim for this to be done, in one form or other, for mid-March. Yeah, I know, I think I said that last year. But this year it will be.
Want to know more about Into The Oort? Drop me an email, or a comment, or something. Oh, and I've extended my January Sale on print copies of the zine to the end of the month. Sales help build the art fund for Into The Oort - if you want any or all of the first three issues of A Random Encounter with a little money off then buy them from the sale page. I'll even throw in a print version of Oddpool too!

Friday, 26 August 2016

A Random Encounter #3

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

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

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

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

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

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

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


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

Monday, 11 July 2016

In The Works

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

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

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

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

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

Friday, 29 April 2016

Projects Update, April 2016

Just after I released Oddpool in September, I wrote a short post about the various projects that were on my to-do list stuck on the wall next to my desk. Following something that I had seen Warren Ellis do in his regular mailing list email, I had decided to give them "cute" or "vague" names, descriptors that might only be tangentially related. Over the last six or so months my priorities and interests have changed, so here's my updated list of names and where I am now:
  • Project STUDIO3: this is Issue 3 of A Random Encounter, where the focus is Vandel J. Arden. I've interviewed Vandel already, and now that Issue 2 is out, I'm starting the transcription process. This is on track for a mid-June release.
  • Project STUDIO4: Issue 4 of A Random Encounter. I did the interview for this yesterday, and I'm aiming for mid-August for this one.
  • Project OORT: I'm working on Into The Oort slow and steady; I didn't have the time or focus until recently to put the hours into this, but I'm getting there. It's taking longer than I thought, but it's coming...
  • Project ESCAPE2: this will be the updated version of the print extra that came with Issue 2 of A Random Encounter. It's a little A5 micro-game. I had a lot of fun playing it recently, and I've heard from others who are going to give it a go soon. I think it's pretty good, but as part of another project (TBA) I'm interested in making this as slick and well-presented as possible.
  • Project SHADES: this has morphed from what I had envisaged originally, but I still see this as a near-future, gritty, Cyberpunk-y sort of thing. Expect to see something of this over the coming months.
  • Project JAGD: a recent idea for a one-shot game. It has phases that I'm trying to link together, but is sort-of random, sort-of procedurally generated. Like so many things in life and games, it's about the journey. Expect to see something of this over the coming months.
These are the things in my head at the current time, and I think my wife and I are going to also be working together on the writing for Project SOLO, which I mentioned in the last post. You'll hear more about STUDIO3, STUDIO4 and OORT in due course: out of the others mentioned here, which do you want to hear more about?

Wednesday, 20 April 2016

Getting Physical

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

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

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

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

Tuesday, 19 April 2016

Pick Yourself and Pick The Project

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

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

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

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

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

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

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

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

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

Wednesday, 2 March 2016

Finally! A Random Encounter #1 is out!

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

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

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

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

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

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

Monday, 29 February 2016

Oddpool OOP

Following a flurry of activity around Christmas-time it was only a matter of when, not if, I would sell the last copy of Oddpool from my tiny print run. One of the pre-order people for A Random Encounter picked it up the other day and so now all of the Oddpools that I made are gone!

Come to think of it, I don't even have a copy...

As I've said a few times before, Oddpool started as a little gag gift to give to some friends at a games night (Patrick, David and Chris, who were all by that point successfully published in the indie RPG-o-sphere). After their encouragement, it didn't take long for me to see that this was my way to start taking RPG projects forward. And once you start making things, and you realise that you can make them, you realise that the only thing stopping you from making more things is yourself.

(this even extends to blogposts; until recently I would have told you, "Oh, I don't have as much time, oh this is happening, that is happening," but really I'm the only thing in the way)

Anyway, Oddpool is out-of-print, for now at least. I have a couple of ideas for a few other small micro-zines, so I might see how they pan out over the next few months and maybe do a couple of print runs, then offer them all up as a kind of micro-zine pick and mix? That's my current plan anyway.

For now, there are still the Payhip and DriveThruRPG options for getting pdfs, both of which include pdfs for printing Pocketmods and a mobile phone screen friendly version.

Oddpool - go on, you know you want to...

Sunday, 28 February 2016

Best Laid Plans

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

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

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

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

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

Official launch post coming in the next few days!

Sunday, 21 February 2016

Working on a Sunday

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

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

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

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

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

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


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

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

Tuesday, 9 February 2016

A Random Encounter, issue 1 - SOON!

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

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

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

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

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

Tuesday, 2 February 2016

Coming Soon: A Random Encounter

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

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

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

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

Making stuff makes you want to make more stuff.

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

Friday, 22 January 2016

2016: The Year I Start Self-Publishing

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

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

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

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

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

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

Tuesday, 13 October 2015

Notes on micro-publishing, part 4

I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
In the last three posts I've talked about how I went about making Oddpool and sharing it, what it cost to do things and how I set them up, and then I shared details of what has happened in terms of sales - and did a breakdown of where £1.99 for a print edition goes.

In total I've generated £15.41 towards future artwork (and with thinning out my RPG collection this number has been added to), so I've done something towards my third goal. What about the other two? Did I have fun? And what did I learn from doing this?

Rough, unused/non-final art of some "Spidercrew" cultists - may appear in a future Oddpool campaign...

Saturday, 10 October 2015

Notes on micro-publishing, part 3

This is my third post reflecting back a bit on making Oddpool and the experience of selling a little RPG product. On Thursday I shared a post about the practical side - how I made the pdf files and got things printed and assembled - and yesterday I looked at how I have been sharing and selling it. Today I want to look at the numbers a little bit, and then tomorrow I'll reflect on what I've learned from this small project, some questions or thoughts that I've had, and what this means for the future.
Unused piece of Oddpool artwork. Maybe next time...

Friday, 9 October 2015

Notes on micro-publishing, part 2


Oddpool has been out for a month - there are only a few print copies left - and because I want to make self-publishing RPG things a part of what I do, for fun and for profit, it seemed like a good time to look at the numbers and process involved thus far.

This not a "how-to": I'm just going to say what I did, what I think went well and what I think I could do differently, and some little things I've learned along the way. Like I said yesterday, I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
Yesterday, I shared some of the practical details of how I made Oddpool. Today, I'll look at what I did to set up a payment process, and how I went about sharing Oddpool. Tomorrow I'll look at the numbers of all this, and what I learned by doing this small project.

Thursday, 8 October 2015

Notes on micro-publishing, part 1

As Oddpool has been out for just over a month now - and there are still a few print copies left for around the price of a Starbucks coffee! - and because I want to make self-publishing RPG things a part of what I do, for fun and for profit, it seemed like a good time to look at the numbers and process involved thus far.

This is by no means a "how-to": I'm just going to say what I did, what I think went well and what I think I could do differently, and some little things I've learned along the way. I had three goals with making Oddpool:
  1. To have fun making something and sharing it.
  2. To learn a little about the behind the scenes logistics of this kind of enterprise.
  3. To raise some money towards artwork for future releases.
In this post, I want to share some of the practicals on how I made Oddpool, both my process for creating the files involved and what I did to make the printed editions. In a second post I'll look at what I did to set up a payment process, and how I went about sharing Oddpool. Depending on how long I waffle in that post, it might be a third post before I get on to reflecting on what I've personally learned, and the numbers side of things, but I will get to them.

Wednesday, 9 September 2015

Codenames

I mentioned yesterday that I have a sheet of paper stuck on the wall next to my desk. It lists the various projects that have floated through my mind and made it as far as "huh, that might work..." Some of these are things that readers of the blog (before the longish hiatuses) might recognise, and some people from G+ might recognise one or two others. Some, I think, you will not recognise or guess at all. Here are my project codenames with some brief teasers:
  • Project PARRISH: a really random encounter, a game within a game.
  • Project ALMANAC: mentioned this on the blog... Now thinking this might be best as a crowdsourced thing.
  • Project SOLO: started thinking about this after Dave and I played some choose-your-own-adventure books on A Gaming Podcast About Nothing.
  • Project VINGT: a regular zine idea that just never quite came together in my head. But maybe it's time to look at it again...
  • Project SANTA: putting together the very first D&Dish thing I created and ran, a Christmas themed adventure. My wife thinks I should focus on getting this finished by the middle of November and released.
  • Project SHADES: half an idea for a system-and-setting wide hack of LotFP. Good old fashioned OSR-y mechanics, in a not-too-distant-future...
  • Project OORT: if you've read this blog before you'll know what this is!
  • Project STUDIO1: something I'm working on now, which has a real working title but I'm not quite settled yet. Expect an announcement in the next couple of weeks.
  • Project POOL: Oddpool. So that's one done!
  • Project BANK: a microgame, just trying to get the mechanics right, but the core idea has been unchanged for about two years...
  • Project HOBOES: a hack of a two player game that I like, but a radically different setting. Needs work, but I have a general map that is about 80% solid.
And that's everything on the wall at the moment. Am hopeful that Project STUDIO1 will be finished by Christmas, and am very tempted to check my notes and materials for Project SANTA, see how far I got. I need to settle on something for Project BANK and just try the damn thing, see if I like it at least. And Project OORT... I'll try to start blogging more of that soon!

More importantly: time to pick one or two small projects, do them, learn something and carry on.

Tuesday, 8 September 2015

Thanks! and Small Projects

It's not about Oddpool at all.

Oh wait, it is a little bit...

At the time of writing, there are only ten print copies of Oddpool left. Given that it went on sale on Friday, is a teeny-tiny tome, and is a home-made DIY thingy, I'm quite pleased!

I was really inspired by a post I read some time ago on small projects. The TL;DR version: "doing lots of small things could help to develop ideas and to share them - and maybe feel more personally satisfied." Still, it took me a long time from reading that article, and re-reading it, to make the connection with even more tangible things like Oddpool - a small project if ever there was.

A year or so ago, in my day job, I ran a workshop where I was the subject of a business case study exercise: I ran some numbers by them about running my own micro-business of RPG things. A dozen very well-educated people told me: "The numbers say no. Good sense says no. Invest your time, skills and effort elsewhere and you'll do better." Which didn't sit right. Because I wanted - and want! - to do something in RPGs but I didn't know what or how.

I have a piece of paper with projects on it stuck to the wall next to my desk, looming over me, all daring me to do something. But until I got some feedback from friends - "this is fun" - I had stopped thinking that I could do anything. Small projects are the way forward for me, I think, with writing and doing things for RPGs.

Selling fifteen print copies of a Pocketmod is a beginning. Like Patreon campaigns, this is not a get rich scheme: it's a "help me" proposal. Picking up a Pocketmod or making a donation via pay-what-you-want for Oddpool means that my options open up. I can think seriously about other projects because:
  • some people bought this first thing, maybe they'll buy something else.
  • I have this money from the first thing as seed funding for the next thing.
  • I have a little bit more confidence that I can work towards the next thing.
In many respects that last one is the most important.

I have plans, and Oddpool is helping make that happen - if you've picked it up, thank you!

Unused Oddpool artwork, maybe for another time...

Monday, 31 August 2015

Eventually

In April I was working on a hack of Into The Odd - and I still am, it's just taking me longer than I thought it would. I had a busy time of things with work for a few months, and then my priorities shifted. Into The Oort is still coming along, but I have a couple of smaller projects that I want to do before then.

The first thing to do is to release Oddpool, an eight-page pocketmod that casts Liverpool as a ruined city for exploring.

Fingers crossed, last details to check and so on and so forth, I'll be releasing this on Friday! Which is very exciting. I'll be releasing it as a pay-what-you-want pdf download, and also looking at getting a small print run printed on 120gsm paper, home-made/-assembled and numbered or something - something a little fun. Over the next few days I'll say more about it - and maybe hint at another project I'm eager to start soon.

But the battery on my laptop is dying so I must sign off for now. More tomorrow.