Writing Basics: RPG Pitches (Part One)
One of the things I have given as advice to people who want to break into rpg writing or increase the amount of rpg writing work they receive, is to make pitches to smaller companies. The logic here is that while Paizo and Fantasy Flight and Wizards of the Coast pretty well all know exactly what books they are doing for the next 12-18 months, and likely already have some sense of their schedule over the next 5 years or so, smaller RPG companies are more likely to be flexible and interested in projects freelancers are excited to write. You probably can’t get WotC to publish your idea for an adventure or a book on halfling baking magic, but Rogue Genius Games, Rite Publishing, and other small-to-mid-range companies are more likely to be interested.
If you do it right. And I never really talk about what that looks like. So, here’s a new Writing Basics to cover making rpg-related pitches. A lot of this is going to carry over to other publishing mediums and freelance work… and a lot won’t. As usual this is where I have the most experience, so this is where I am focusing my advice.
Way Before You Pitch
But before you do more than jot down some ideas you want to pitch, you have some pre-work to do. A lot of this is boring, and requires you to put in a lot of effort and thought before you get to any of the fun stuff of making things up for a game. That’s one of the big secrets of freelance work. It’s three jobs—successfully get the assignment, do the assignment, and then get paid for the assignment. The willingness to do this “boring part” is a huge part of how to get good without depending on getting lucky.
So, you want to pitch some companies. That means you need to pick some targets, and study those targets. I don’t want to make this sound creepier than it has to, but that really is the best way to say this.
You need to know who to pitch to, and you need to know what to pitch to them. One good way to find companies who are doing current work in the game system you want to write for is to go to DriveThruRPG, search for the game system, and click its home page. On the left is a list of game companies that have had good recent sales on products for that game line. Those are prime targets, because they are making money on that game and are doing do recently.
That’s not the only method of course—see who is active, who freelancers are talking about, who releases lots of products. Ask around.
Once you know who you want to pitch, you want to make it as easy as possible for the people you pitch to say yes, and that requires knowing somethings about them. Check their web sites. Look to see if they have submission guidelines. Look to see if they have a “Contact Us” link somewhere. Look to see if the owners or employees or recurring freelancers have social media you can follow and, if they do, read everything you can.
You can’t be a writer if you aren’t a reader. You want to know as much as you can about every company you are going to send pitches to. If they are looking for something specific, if they work in particular game lines, you want to know. Do they use a lot of authors for each product? What size product do they publish? What kinds of products do they publish? Adventures? Monster books? New rules content? Campaign settings? Entire game expansions? Whole games?
Before you ever approach a game company asking if they want to give you work, you want to have a solid idea what kinds of things they publish. That’s a big part of “making it easy to say yes.” Sure, if you have a brilliant idea that’s radically different from what a company normally does they may opt to take a risk on you… but that’s a bigger ask than suggesting you be the person to fill a slot they are already likely to want somebody to fill.
Also, BUY some of the company’s products. Yes, this means spending money before you make money. But not every game company has a style guide, and even the ones who do don’t include all the things they do out of institutional momentum. How a company arranges headers, whether it uses first-person, second-person, or third-person language, how it handles pronouns, how much art it uses, how many maps it presents, how serious or jokey their products are—those things can vary wildly (and can vary by line, or even by product). Knowing at least some of how a company actually presents game material is a huge help both when deciding what to pitch them, and in producing a manuscript they like enough to want to work with you again.
If you can, categorize the types of products produced by numerous game companies and their various lines. This can be helpful when you are first pitching, but it can also be helpful later on. For example, if you know what companies product short monster books for pathfinder tied to a single theme, then if you pitch a book like that to one of them and get turned down, you can quickly decide who to pitch it to next.
Finally, if you have any contacts within the industry, you may want to ask about their experiences working for each of the companies you have picked. Knowing if they are friendly, timely, how they pay (profit-share? Per word? Upon completion or upon publication?), what rights they take (work for hire or share of rights?) can help you know what to expect. You can always try to negotiate these things if they don’t match your needs (and should walk away from an offer rather than take one not worth your time or that takes advantage of you), but that’s another issue that may make it harder for a company to say yes to you.
We’ll continue this advice with Part Two: What to Pitch and When to Pitch It.
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Posted on December 10, 2018, in Adventure Design, Business of Games, Musings, Rogue Genius Games, Writing Basics and tagged Business, Essays, Geekery, Writing Basics. Bookmark the permalink. 1 Comment.