• ברוכים הבאים לפורום הפונדק
    הפונדק הוא הקהילה הוותיקה והמובילה של מבוכים ודרקונים, משחקי תפקידים ומשחקי לוח בישראל.
    ההרשמה היא בחינם ולאחר מכן תוכלו לפרסם הודעות, למכור ולקנות משחקים, לחפש קבוצה למשחק ועוד!

    הרשמה /

אמיתות על משחקי תפקידים של אוון סטפנס

Owen k.c stephens הוא יוצר מוכר וותיק של משחקי תפקידים, בין היתר של סטארפיינדר ועוד.
הוא פרסם לאחרונה מספר אמיתות שלו על משחקי תפקידים, שנאספו על-ידי enworld ואני גם מפרסם כאן. קריאה מעניינת.

  • Most TTRPG game company's art archives are not well indexed... Or indexed.
  • Yes, the RPG book could have had ONE more editing pass. There would still be errors, you'd still complain, it would cost more and take longer, and not sell any better. And people would download it for free illegally because "it's too expensive."
  • Tabletop RPG books are not overpriced. They are specialty technical creative writing social interaction manuals. At double the current prices, they would not be overpriced. This is why most TTRPG creators leave the industry. Along with constant fan harassment.
  • Quality, effort, marketing, and fan fervor cannot change this. Ever. That's not to knock, or praise, D&D. It's just a fact.
  • Impostor syndrome is hugely common in the TTRPG industry for two reasons. One: Studying and modifying RPGs often appeals to socially awkward shut ins who become broken professionals. Two: There's a sense that if you were a REAL professional you could afford a house, and insurance, and a retirement account, but that's not true for 99.9% of TTRPG professionals.
  • People who are passionate about making games for other people, people who are good at making games, and people who are good at the business of game sales and marketing don't overlap much in a Venn diagram. Most game company failures can be attributed to this.
  • A TTRPG professional with enough experience and credibility to criticize the industry as a whole is normally tied to one company so closely that the criticism is seen as biased, or unwilling to do it for free, or too fucking tired to care anymore. Many are all 3.
  • If you are a TTRPG creative, you aren't paid enough. Thus, if you find people listening to you and apparently valuing your words you owe it to yourself to make sure they know there is an option to pay you for them. Also, I have a Patreon. https://patreon.com/OwenKCStephens
  • There are beloved, award-winning, renowned, well-known TTRPG books with total print runs of 2000 or fewer copies. That did not sell out.
  • Most RPG creators cannot afford the upper-tier of RPG accessories. Colossal dragons, scale sailing ships, and custom-built gaming tables are not for those of us who create the hobby. We are too poor to enjoy even a fraction of the things our creativity sparks.
  • The ability to master a game's rules has no correlation to the ability to write clear or interesting rules or adventures. Neither has any correlation to being able to produce 22,000 words of focused, usable content about a specific topic on a set deadline.
  • There are 65 people in the Origins Hall of Fame. Most fans can't name 5 of them. Most creators can't name 10. They are overwhelmingly (though not quite entirely) white men.
  • TTRPG companies generally have no interest in your ideas for products. They went to all the trouble of starting, or staying at, an RPG company to publish their ideas, even if they need you to write them. They certainly didn't stay for the money or respect.
  • Asking RPG freelancers to publicly call out a publisher is asking them to reduce their tiny chance of making enough money in RPGs to survive. Sometimes it's a moral imperative. But it's always painful and dangerous. It's more dangerous for women and minorities.
  • Occasionally, male game designers who do streams or vlogs or podcasts find themselves disconcerted receiving unsolicited commentary about their appearance. It happened to me. Or, in other words, they get a tiny taste of what women in every field face every day.
  • Freelancers aren't paid enough by game company employees and managers, who themselves aren't paid enough by their companies, which don't make enough from distributors and stores, that don't make enough from customers. This never improves. It can get worse.
  • Fantasy and scifi art has sexualized women for decades, so many pro artists assume that's what you want. Explaining otherwise takes more words that describing the art piece. I had to go with "No skin should be exposed except on the face." It was 75% effective.
  • Most RPG work is "work-for-hire," This includes most work I commission from freelancers myself. This means that, legally, the writer isn't the author. They have no rights to it. No royalties. No say in how (or if) it is used. It never reverts to them.
  • I have received 3 death threats in my 21+ RPG career. One for not listing the fans preferred length for the Executor SSD. One of having a male succubus (not an incubus, with that game system) drawn in a seductive pose. And one for being fat and on video streams.
  • Once, at Gen Con, a fan interrupted [Amanda Hamon] at the Paizo booth to ask her to point me out. She kindly did so. They came and asked me if I was the Starfinder boss. I pointed them back to Amanda, and noted she was my Managing Developer, and direct superior. I followed that by pointing out Lisa Stevens was an owner of Paizo but that I also worked for Nicole Lindroos and Miranda Russell at other companies, and that Lj Stephens was my project manager for my own company who kept me on schedule, The fan seemed upset.
  • I have been extraordinary lucky and well-treated in my RPG career. I love most of the companies and people I have worked with. It's just a harsh industry. This hashtag isn't intended as complaints. They're facts and alerts I wish I had gotten 20 years ago.
 
ועוד ערמת ציטוטים מגניבים :)
שווה קריאה והתייחסות לכל מי שמתעניין בתעשיית המשחקים.

  • Full-time writing, developing, or producing in the TTRPG field means regularly having to create great, creative ideas, that fit specific pre-determined parameters, on command, whether you feel like it or not. This can be awesome and fulfilling... or awful.
  • The board of GAMA, the Game Manufacturers Association, (the big non-profit trade organization for the hobby games industry) are unpaid volunteers with what time they can spare from trying to survive the harsh industry itself.
  • Most TTrpg professionals get a lot more hate mail than praise or notes that their work is appreciated. BUT Those few notes hold a LOT more weight, per-word, than the ranting and whining. One person letting me they enjoyed a thing gets through 2-3 weeks of bile.
  • No one, not any analyst, not any company, knows how many total copies of ttRPGs are actually selling in a given week, month, or year. Some big companies don't know the numbers for their OWN ttRPGs. Popular "rankings" are a compilation of unverified impressions.
  • Even when I just had a couple of Dragon credits and no one knew me; at game pro gatherings I was NEVER asked if my girlfriend got me into gaming. Or if I was just there with a date. Which has repeatedly happened to women colleagues with decades of experience.
  • When ttRPG professionals get to play RPGs together entirely for fun, the level of Ghostbusters and LotR quotes, bad puns, digressions to discuss recent movies and look at pet pictures, and fart jokes... is EXACTLY the same as when it's just fans playing. :D
  • When a ttRPG professional makes a statement that is unpopular with a segment of fans there is always a group who, with no evidence, begin discussions to claim A: The pro is incompetent, B: the pro is lying to gain attention or sympathy, or C: all of the above.
  • It is not unusual for ttRPG professional who like each other, and enjoy hanging out together, and live no more than 20 miles apart, to only see each other 1-2 times a year and only at after-hours gatherings during major conventions.
  • The most common retirement plan among full-time ttRPG professionals, freelance and on-staff both, is "Work until you die."
  • People who constantly struggle to have enough money to cover basic needs, with no job security, while being bombarded with community demands to do more, be better, and make games just for love and not money... are generally too stressed to make their best games.
  • In ttRPG industry, you will find both employees who think the very games that cover their paycheck are "dumb," and CEOs who will move a meeting out of the executive boardroom so you can play a game there. But I've met many more of the latter than the former.
  • Amazon sometimes sells ttRPG items cheaper than retailers can get from distributors. No one admits to selling them to Amazon at this price. Either Amazon is taking a loss (perfectly possible), or there's a hole in a distribution tier. This pisses off retailers.
  • When a ttRPG pro makes a change or comment regarding the real-world impact of game themes or ideas, people come out of the woodwork to strongly present their view (in the real world) that real-world concerns (presumably like theirs) should not impact the game.
  • Some ttRPG storylines, setting, themes, & even rules concepts are so tainted by racism, bigotry, and sexism that they cannot be redeemed. Even revised versions serve as a dogwhistle to toxic fans. There's no broad agreement about for which concepts this is true.
  • Much less professional material from the big and well-known ttRPG companies is playtested than you thought, and playtesting takes more time and effort than you thought. Much more material from tiny 3pp- and Indy ttRPG companies is playtested than you thought.
  • One advantage of being an established ttRPG freelancer is you can get as much work as you want. Of course most of it doesn't pay enough, so you now have the option of working 60-70-80 hour weeks to make ends meet. But unlike some folks, you DO have that option.
  • You don't HAVE to have a spouse with good benefits and insurance to be a full-time freelancer in the ttRPG industry. But it's the most common answer on how to survive doing so.
  • If you write work-for-hire on a ttRPG in the US, you can expected your work to be edited. Usually with no consultation or warning. You'll find out when the book is published. That's normal. For everyone.
  • The more mainstream a ttRPG is, the more competition there is for jobs to design for it. For staff jobs, you're often one of several hundred applicants. Sometimes one of thousands. Of course, this also means you seem easily replaceable, even if it's not true.
  • While doing contract work for a ttRPG company occasionally leads to a staff position, this is very much the exception rather than the norm. Especially if you don't already have many years of experience. It's normally a stepping stone, not a quick route in.
 
יאפ, אפשר לקרוא לזה קיטורים על עולם משחקי התפקידים.
זה עדיין מלמד והתרגום הוא בעייתי, כי באנגלית המינוח X's Truths הכוונה היא לאמירות של אותו אדם ולא למשהו שהוא אמת אבסולוטית. אז אולי זה אבד בתרגום אבל אין טענה של אוון שזה אמת אבסולוטית אלא מה שהוא חווה בעולם משחקי התפקידים.
אבל עדיין, יש לו המון ניסיון וידע בתחום, אז שווה קריאה. אין הרבה אנשים במעמד שלו שחולקים באופן כזה גלוי את המחשבות והניסיון שלהם.
 
והנה עוד סדרה של ציטוטים, הבחור בהחלט שופע בהם - למרות שהסדרה הזו יותר ממוקדת בדברים של התעשייה לפי דעתי, ומדגימה כמה מדובר בתעשיית בוטיק בלי סטנדרטים. מעבר לכך, כמה במובנים מסויימים זו תעשיה "מיושנת".
  • Many ttRPG writers think overwriting an assignment by up to 50% is doing developers a favor. Most developers prefer turnovers be within 5-10%. Developers rarely have time to give feedback, and writers rarely have time to read pages of instructions in advance.
  • Even within a company, many developers handle very basic things differently. No one has time to figure out which of these methods is best. This is one reason companies don't have a public set of universal rules for how freelancers should handle basic issues.
  • It' not that the US ttRPG industry has no norms and standards. It's just that the standards include "For w-f-h, you'll have no idea what changes were made to your draft until you get a copy," and "There's no job security or clear path to advancement."
  • Even though I have known how it works for decades, it still hits me how MUCH more money RPGs could make creators (without even changing prices) if they sold 2k-3k more copies per SKU.
  • Social media makes it easy for trolls to magnify their voices and target harassment at creators. Dealing with them is depressing and tiring. It's also worth doing. Block. Ignore. Deplatform. And support your creators so loudly the trolls are drowned out.
  • Being able to write up enough about an idea or homebrew to have a rough draft you can explain to people is not only different from producing to-spec ttRPG material people can understand without you being around to explain, it's almost entirely unrelated.
  • The bigger the ttRPG company, the more it can and should consider how to acquire new ttRPG players. WotC produced D&D-branded children's books. Paizo has done boxed beginner sets. Smaller companies can't go that far, and mostly just target existing markets.
  • There are skills for ttRPG freelance writing that're invisible in the end product (e.g. writing a 110k word book of your ideas at your own pace is totally different from writing 110k words with a 90-day deadline while sticking to a publisher's project outline).
  • There are both people who can produce great ttRPG material but only when writing their ideas on their schedule, and those who can only finish things if a company gives them the outline and deadline. Some can do both, but it's not universal.
  • There are things that are going to be seismic shifts for how ttRPG business is done. In many cases, the shift has begun, it's just about how common the tools are. Cheap 3D printers. Smart speakers. VTTs. And factors such as pandemics and calls for equity.
  • In Aug 2000 I was at WotC's RPG R&D Gen Con dinner at Mader's. A more senior staffer noted it's wasn't what you knew that got you a WotC job, but WHO you knew. I said I hadn't known anyone. Smiling she said "Yes, Owen. You're the exception that proves the rule."
  • It seems totally reasonable for ttRPG companies to want to hire people with more credits and experience. OTOH, that reinforces the advantages of non-marginalized people who had an easier time getting into the industry. And that becomes self-perpetuating.
  • To be clear, that was 20 years ago, and I don't have the sense that's it's nearly as true nowadays. But it absolutely impacted who had access to that experience back when it was more true.
  • There are more people making a living through small ttRPG publishers, including 3pp, than with the big, well-known companies. Small publishing ttRPGs are most of the industry by participants, even if not by sales.
  • Anyone who claims creating good ttRPGs takes neither any skill nor experience has never tried to play a ttRPG written by someone with neither skill nor experience. There are people who do great with one or the other, but no one does well with neither.
  • Creating a brand-new RPG connected to nothing is a very different skillset than expanding an existing game, or making one as a tie-in to existing IP. There's overlap, of course. Some folks are good at both. Lots aren't.
  • It is obviously difficult for any one company or person to tackle systemic ttRPG industry issues, as they are systemic. Not making thing worse won't do it. Companies and leaders must actively work to make things better, even if there is risk and cost involved.
  • Over 20 years and multiple companies, when I have come to a manager with a concern about racism in ttRPGs I have sometimes been met with anger. Managers who reply with anger are training people not to trust them with issues, and therefor not trust them at all.
  • Sometimes my concerns about racism have been met with deference for tradition. Such as the title of the 3.0 D&D book 'Oriental Adventures,' which I voiced problems with. Not everything changes if you confront it, but almost nothing changes without confrontation.
  • Writing for leisure is very different from writing for work. A creator can be burned out on a project or even the whole concept of writing for someone else and still have plenty of capacity to write lots of other things. This has nothing to do with"Discipline."
  • If a writer is burned out on a project and can't work on it atm, fans being insulting or demanding has a 0% chance of causing the work to get done sooner. But in 100% of cases, anything but calm and polite feedback reduces the chances you'll see the thing.
  • Though it's NOT 100% true, I've noticed over more than 23 years in the ttRPG industry that extremely confident & haughty designers impressed by their own their talent, skill, and genius, often shouldn't be. Many of the geniuses are humble, doubtful, & cautious.
 
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