Publishing Advice

Gregor Hutton's picture

OK, I received an e-mail from someone keen to develop and publish their game. I wrote back to them but figured this was good advice generally for putting on the forum. So here it is.

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My advice is that Publishing is (a) easy and (b) there are no big secrets.

Which is hard to believe when it is a complete unknown.

To be honest, all that you have to do to publish a book is...

* Complete it to your own satisfaction. (Whether that involves paying for art, or clip art, or no art; whether that involves laying it out yourself or asking someone to do it for you, or paying someone to do it for you; whether that involves asking friends to read it or, or doing the editing yourself, or paying for editing... is up to you).

*Then make a PDF. I can help you check your PDF if you are worried about that.

*Sell the PDF directly with a PayPal button (get a free website or blog to host it) and/or via a website like RPGnow/DriveThruRPG (which costs $40 to join) and/or LULU (free).

*LULU also allows you to sell print copies.

*If you want then a short-run digital printer could print you 50 or 100 copies of your book. I would recommend that you do a short run with LULU initially, as you will want to make changes after seeing it in print.

That's it.

Later on you can worry about being on "stores". In fact, you can find an outlet locally by visiting your local games shop with books and so on.

But, at the moment you are at the stage of completing it "to your satisfaction", as part of that I would recommend posting Actual Play on places like the Forge (and here) and asking others if they want to playtest it for you too. The best way to elicit this mutual help is to help people with their designs and comment on their APs.

I'm super-interested in seeing your game published so I'll help out as much as I can.
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Now, I think a lot of publishers like to swagger about like they're a cut above. And a lot of unpublished people figure that there must be something exotic about it.

Well, no, there isn't. Guys like Scott Dorward are a cut above and he hasn't published a game at all. He's way above because of his running games and having fun. No games idiot who's published a (terrible) game (badly) that I've seen over the years in the "scene" is even remotely on a par with him.

So, if you have an idea and you want to publish it then you should... as long as... you do so sensibly (is it worth doing this? how much am I going to need to invest in this? time? money? emotion?) ... and critically (is my game actually shit? should I be publishing this? for money? for free? what are my goals?).

The world doesn't need more crap games, I'm afraid, so don't publish just to publish. But just because you're currently unpublished and someone else has a (silver-spoon funded) games company doesn't mean your game will a priori be any better/worse than theirs.

Hutton!!!

Neil Gow's picture

You couldn't have posted this a year ago, eh?!

This is excellent advice and I would just like to underline two key concepts.

Complete it to your own satisfaction

This is SO important I really feel like putting it twice ... Complete it to your own satisfaction ... there, feeling better. I remember that I felt a HUGE amount of pressure to do D&H 'right' and to meet the expectations of a community that I really didn't understand at the time. As that understanding grew, I realised that there were some baselines expectations BUT this really was MY game and it would sink or swim on the unique-me-ness that was put into it. Sure, take advice - here is an excellent place to start - but never be beholden to one or more people who might want to dictate how your game 'should be'. We each bring different skills and knowledges to a project and we approach things in different ways. We also each have different expectations of the project and it is meeting THOSE that is most important.

And secondly...

So, if you have an idea and you want to publish it then you should... as long as... you do so sensibly (is it worth doing this? how much am I going to need to invest in this? time? money? emotion?) ... and critically (is my game actually shit? should I be publishing this? for money? for free? what are my goals?).

Sensibly and Critically. Two HUGELY important words. I have been ultra-conservative with my production of D&H due to a really restricted amount of capital I had to work with. My bread and butter has become pdf sales through rpgnow. (Interestingly Gregor, I never had to pay $40 to join so it might have changed now). You really can do this with minimal outlay. My greatest learning point was the existence of a one-week subscription to clipart.com. Amazing array of artwork for free as long as you are happy to sit and download batch after batch. Which I was!

Critically is also very important. I've made some very public and very crucial changes of tack with D&H during its development due to feedback from playtesters and advisors here and on other sites. Every single time it has been a considered and thought-through decision. However, there have been other times when people have suggested things and I have rejected the suggestion. Sometimes you have to stay true to yourself and what you want. Essentially, accepting that your first (second, third and indeed fourth) draft is NOT the finished item and that the polish comes from being ridiculously self-critical is crucial. I thoroughly recommend getting an external editor as well - they do wonders. Even if mine did swear a lot....

I have thoroughly enjoyed the design and publishing process so far. Its been great and it was not as hard or as taxing as I thought it would be.

Neil

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