Category Archives: Con Season
I’m at a gaming convention this weekend, and that means I have played a bunch of games with total strangers. Nor were all of them any form of D20 game, or even RPGs. I played, and observed the play, of a broad range of people of different ages and backgrounds.
It was exhausting, but also amazing.
I think it’s really important for game designers to play games with people they don’t know at all, outside of a formal playtest, at least from time to time. Especially in a “fellow player” capacity, where you aren’t the facilitator or teacher of the game. You can learn things it’s hard to pick up with this kind of empirical experience.
This weekend, I have been reminded that if you have a game that *ever* requires someone to add three numbers, and the sum is going to be a double digit or higher number, there’s a segment of competent, reasonable adults you are excluding. Those people will never, ever, enjoy any activity that has that basic level of math as a requirement. And the more often you require that in the game, the bigger that segment of people is.
That doesn’t mean no game should do that math. It’s okay for a game not to be for everyone.
But it’s important to remember that our individual experiences and preferences are far, far from universal.
As a game design, I am adding “Play Games With Strangers” as one of the critical activities I need to make sure I engage in from time to time.
I ALSO have a list that tells me to Boost My Patreon” fairly regularly, so…
Support My Patreon!
Today is the four-year anniversary of Lj’s and my arriving in Seattle, and here I am again in a new apartment, surrounded by boxes. That makes it feel like I haven’t made much progress in four years, but that’s objectively not true.
In that time I have developed more words than in the ten years before, written about half as much as the two years leading up to it but finally gotten an Adventure Path adventure done, moved two more times, fallen in love with a restaurant that closed but took the friendships I made there with me, been to seven different conventions (a few of them many times), helped shepherd a brand new RPG into the world in Starfinder, been taken to the ER, visited friends in the ER, and acquired a cat.
I’ve learned a lot since my arrival, about myself, and Seattle, and game design, and challenges other professionals face that I don’t, and challenges I face that some other professionals don’t. I have created, and helped others create, and talked to a lot of colleagues and fans and friends about things that never would have come up in my original hometown. Of course I have also missed a lot of things from my old social group, who collectively still manage to play games with a frequency I can’t come close to matching.
It’s been a huge change and, four years later, I’m still adjusting to it. But I am also still looking forward to what happens next, with opportunities I knew I couldn’t guess at but that would come only with this huge risk continuing to pop up.
I can’t say I have no regrets. I am too introverted, and too trepidatious, and miss too many lifelong friends not to have regrets. But I can say that knowing what I know now, I’d still make the same decision. There’s no question this was a smart move for my career, but it’s up to me to make sure it’s a smart move for the rest of my life.
Lin to My Patreon
I’ll be at Gen Con! Here’s what my schedule looks light right now.
I come in before noon. I have a few informal things planned, but you might be able to catch me someplace (like the Omni hotel lobby) if you want to.
I’m open most of the day! I might try to Meet and greet hour someplace, if folks express interest (and yes, that would be a good time to have me sign stuff).
I mysterious disappear around 7pm, and likely for the rest of the night.
I’m on several seminar panels!
11am Location: ICC room 212
Introduction to the new Starfinder RPG. Learn the story of the Starfinder universe, what you need to start playing, & where to begin your own character’s legend.
Starfinder Rules Q&A
12pm Location: ICC room 212
An up-close look at the rules of Starfinder, including differences between the Starfinder & Pathfinder rules. Ask questions & discuss the philosophy behind the Starfinder game system.
I’ll be at the ENnie Awards! A great time to meet a lot of your favorite game designers, especially those with products up for awards!
Starfinder Rules Design workshop
10am Location: ICC room 212
Participate in a hands-on workshop focused on rules design in the Starfinder universe & assist in developing original rules from concept to execution.
Designing Starfinder Aliens
12pm Location: ICC room 212
Learn the secrets of monster making & everything that goes into creating a truly terrifying foe.
Secrets of the Pact Worlds
1pm Location: ICC room 212
Come explore the inner region of space in the Starfinder universe. Learn about Absalom Station & discover alien species.
Starfinder – The Digital Tools Horizon
2pm Location: Crowne Plaza Victoria Stn B
What does the digital destiny of Starfinder look like? Leading companies answer your questions & outline their visions of the future!
I mysteriously disappear again in the evening. 😀
Currently wide open!
This is the OTHER day I might schedule an open meet-and-greet, if there was interest.
I fly out in the afternoon, and I suspect I’ll watch the Moon eat the Sun from the airport.
I try to be open about my various mental, emotional, and physical issues. But I also try to not harp on them. I’m not sure what the right balance is, but as I sit 10 days from Gen Con, and the release date for a whole series of books that have eaten up a lot of my headspace, it seemed reasonable to offer a snapshot of how I am doing.
The idea here is not to bemoan my circumstances (I am fortunate and privileged in many, many ways) or ask for help (I have the support I need). But I do want people who feel their own limitations puts various achievements out of reach to be able to see the spectacular level of imperfection that is normal for me. Your path may well be much harder. I’m not trying to give some life coach pep talk. Just honestly share where I am, and let all of you who care to read it decide what that information means for you.
There’s more work to be done than hours or brain cells to do it, and even when I have the time I don’t always have the capacity. Numerous things that trigger many of my anxieties are all happening at one, and even knowing I have been through these things many times before doesn’t really seem to help me keep a handle on things. This is a spectacular confluence of events hammering my sense of calm. As an analogy–knowing ripping the band-aid off will hurt, and that it’s both necessary and temporary, doesn’t reduce the pain of doing it.
I’m not getting enough sleep, and I am stressing too much. These factors will build until after Gen Con, and then, maybe (but only maybe) I can get my life back to some semblance of normalcy. Until then, I am desperately trying not to let anyone down, not turn over sub-par work for anyone else to have to clean up (a task at which I have apparently already failed a couple of times), and not cry in public. That last is trickier now that I work in an office than it was when I worked from home 90% of the time.
I know, intellectually, I am going to get through this. I am even proud of a lot of the things I am accomplishing, and I have no intention of giving up. But I also am being honest with myself–there are yet more rough times ahead. There will be great times mixed in with them, too. That’s kinda how life works. My depression is a wild card, but even that I’ll get through if it rears up. The important thing is to keep doing everything I can, whenever I can. Some days will be good. Some will be bad. And I need to keep to my coping mechanisms, and forgive myself when they break down.
I’m exhausted, and repetitious, and run down, and worried. But sometimes I am proud and excited, too.
To a lesser extend, this is what any major new release or convention appearance does to me. this year is just magnified significantly in all regards.
It’s all imperfectly normal for me.
Next month, Rogue Genius Games is going to be leaping into the Starfinder-compatible market, with what we hope are the first of a long line of exciting quality products. More details will be available as we get closer to release, but I did want to show off what we are planning, and how they are looking.
The Starfarer’s Companion has tons of material for players and GMs, including computers, starships, feats, races (Aasimar, Catfolk, Deoxyians, Dhampirs, Grippli, Ifrit, Kitsune, Kobolds, Mechanoi, Nagaji, Oreads, Samsarans, Suli, Sylphs, Tengu, Tieflings, Undine, Vanaras, Vishkanya, and Wayangs) and classes (Bard, Cleric, Magus, Paladin, Ranger, and Wizard).
We’re also releasing a 1st-level introductory adventure for 4-6 players, Blood Space & Moon Dust!
And of course it seems likely that once the game is out, some Starfinder material will find it’s way onto this blog, and into my Patreon. 😀
It’s exciting times!
I’m surprised how often this comes up, but there is often a sad lack of professionalism in the game industry. It’s not all one-way, and it’s not all intentional, and it’s not all unique to this industry… but some of it is, and that causes issues throughout the hobby. Especially as some big conventions are coming up, and those often mean new contacts and new work deals, I wanted to talk about it a bit.
I’m certainly not the gatekeeper of gaming professionalism, but there are some things that seem to be common among the industry folks I look up to who are better-known, smarter, and more graceful than I am, and I do my best to emulate the. This list isn’t comprehensive or absolute – there are important things I and missing and side cases that might be rare exceptions to these principals. But in general, this is a fair baseline for what I see as the start of game industry professionalism.
Oh, and I want it to be fun to read, so it’s broken into movie quote section.
Break a Deal, Face the Wheel
No, no one will actually put a fiberglass mask on your head and send you off to die in the desert… but if you get a reputation for not doing what you have contracted and agreed to, you may end up in an allegorical desert when all the available work dries up.
Look, the industry is often brutal. Pay is too low, deadlines too short, respect too uncommon (especially among some segments of fans). Some years not only would I have made more money spending the same amount of time doing minimum wage fast food jobs, but my main reward was to be called out and attacked by people with less experience and understanding of games than I have. It can suck.
But leaving people in a lurch makes it suck more.
If you agree to do a job, and the other side holds up their end, you need to do your best to hold up your end. I have had people I thought were promising freelancers, who I took a risk on, mentored, said nice things about and introduced to other publishers, take a contract, ask me to push back the deadline by months, then stop communicating at all, then tell me they can no longer do the project at all and give me some half-assed outline in way of recompense. All while continuing to do work for other companies.
If mental health issues has you down? Yes, that’s no different that backing out of a running job because you broke a leg. You need to be up-front and honest, and tell me as soon as possible, but I get it. But do it early, be frank, and don’t immediately prove it’s not about that by taking even more work from other people. If you need a break, take a break.
But if the job you are doing for me just got pushed back to the back of your queue so often because of better work coming along that you’ve decided it’s not fun anymore, or no longer a good use of your time? Tough. You agreed to do this project. We have a contract. Do it.
You’re not just making a publishers life more difficult when you just throw a project aside. You are boosting their missed opportunity cost, adding stress, and preventing them from paying everyone else who would be involved. It’s unprofessional, and it’s way too common among way too many freelancers.
The reverse of this is ALSO true. If you tell someone you’ll publish their work, and there’s no formal timeline, and five years alter you still haven’t? You are screwing with them. And, obviously, pay what you say you will pay, when you say you will or before. Giving feedback is optional, but smart to improve the whole industry. Bad-mouthing a freelancer to other publishers for some behavior you never told THEM was an issue/ Unprofessional. Cancelling a project and just never telling people working on turnovers? Unprofessional. Sitting on a manuscript for years? Unprofessional… and I’ve been guilty of that one.
Keep it Secret. Keep it Safe.
We rarely have information as crucial as the location of the One Ring, but there certainly are things you shouldn’t let the (various) Dark Lords know.
What information is exchanged between company and employee or freelancer as part of a work arrangement should be kept between those two, unless there’s a crime involved or an agreement that says otherwise or it’s become common knowledge. If you get to work on Ultimate Sentient Weapons, a major book that hasn’t been announced yet, you SHOULD NOT then use that information to write a book that does the same thing but better, and sell it before USW comes out. That’s screwing over your partner who got you that info, and it’s not cool. Similarly if a freelancer tells a publisher the freelancer is already working on something similar, the publisher should not take steps to trademark names involved, or change publishing dates, or badmouth them to damage their reputation, or change the project to cover the idea the freelance admitted to having.
Even without an NDA, don’t do this.
Once things are all out in the open, normal intellectual property rights can apply. And if the publisher is giving the info to lots of folks to do associated projects, there’s no reason not to ask if you can be included in that set of folks. But you can’t use info you were given to do a job for A Corp, then leverage it to sell a tie-in to B Corp before anyone even knows it has happened. Similarly, don’t leak files, even just to your friend Josh. Because you may trust Josh… but Josh may trust Wilhelm, and Wilhelm may trust Jerry, and Jerry may be an asshole. Don’t take the risk.
It is our choices, Harry, that show what we truly are, far more than our abilities.
What you do and say as a representative of yourself is your business. But if you wrote for a company’s new book, and you go to that company’s forum, and you take sole credit for things that were developed, edited, and worked on by 7 folks? Not cool. And if you badmouth it as crap the developers ruined? Not professional. And if you attack and insult customers who are annoyed? Way unprofessional.
If you can at all help it, don’t escalate conversations people who work with you are going to have to deal with. It’s like leaving a dead fish on the counter. If it’s your counter that’s gross, but you have to deal with it. If you leave it on my counter, you are making my life harder as the reward for me working with you.
Also, you will build a reputation. It will get around. Consider what you want it to be.
Be Kind. Rewind.
This industry is a meat grinder all too often. People with great talent and love of games leave both for more money, and for less stress and grief from fans.
So, try to be nice.
Yes, this is a vague hand-wave at professionalism, but give it some thought. If it takes only a tiny bit more effort to be nice to folks, why not do that? Yes, sometimes people are attacking you, or actively damaging your company or your reputation, and “nice” may not be a reasonable reply.
But if we were all nice whenever we could be? That would fix a lot of issues too.
Give more credit that you take.
Tell people when they make a positive impact on your life. Thank them.
Consider if you are being needlessly cruel in feedback. Saying you hate a game mechanic is very different from saying it’s idiotic and you don’t understand how anyone could ever think it was a good idea, and even THAT is different from saying a game’s writers are idiots who clearly only have their jobs because they are friends with the developer and the boss is so checked out he doesn’t care what gets published.
We HAVE lost people from the industry from such behavior. We’ll never stop it all, but if I can have one rock thrown at me each day or twelve, I’ll pick just one.
Self-Promotion Done Right
You can build up yourself without tearing anyone down. For example, I have a Patreon, and I’d love if you backed it.
Clinton Boomer has a Patreon. It’s awesome. You should back it too.
So does Jacob Blackmon!
I’d rather talk about how awesome these all are, and let you decide where to spend your money.
This entire post was sponsored by the Open Gaming Store. It’s awesome, too.
I have, far too often and far too seriously, failed to use my position of privilege, protection, and visibility to improve the hobby I love so much. These are completely true examples where the fault is entirely mine. The list began here, but it’s not like I magically stopped failing people in this industry when I listed just the examples that leaped readily to mind.
It’s 2015. I am asked to suggest some freelancers who have done good work for me. Instead of going through actual notes or records, to create a list from complete and factual information, I rattle it off from my impressions, allowing all my biases and failings to color that list, instead of being diligent about at minimum making sure it’s robustly considered.
It’s 2016. A woman asks if she can get my opinion on the behavior of her superior in another company. I happily agree. She is being emotionally abused. I point this out, and act as a shoulder to cry on as she realized how terrible her situation is. I knock ideas around on how she can maybe eventually escape or at least mitigate her situation, since financially she can’t immediately leave it.
I do nothing to warn the next woman he might hire. I do not follow up with her. The abuse–which I entirely accept as real and serious–is out of my sight, and falls out of my mind.
It’s 2017. An industry professional at a casual gathering dismisses a broad category of claims of unsafe, biased geek behavior. I am too tired to argue, or even mention I disagree. I leave, with no suggestion I took issue with the statement.
There remains terrible, focused, often premeditated prejudice, bias, and actual abuse in my hobby. Not seeing it doesn’t mean it’s not there. Not creating it yourself does not protect those who are vulnerable.