Christian Walker
First Post
Start small. Start safe. Run a zine.
With lowered barriers to entry into the RPG industry, many aspiring writers are taking their ideas straight to retail. While a few enjoy immediate success, far more lose money and are forced to make a premature exit from publishing. With some careful planning, this need not be the case. Zines, anyone?
Running a zine is a time honored method of honing one's skills as a writer, while acquiring knowledge that will be useful in future endeavors. Below are just a few ways that zine publishing can help a career in the RPG industry:
Practice Makes Perfect: When publishing a zine, you do quite a bit of writing, revising, and copy editing. The benefit of these skills for an aspiring freelancer are obvious.
Deadlines: Nothing infuriates a publisher more than when his freelancers fail to meet word counts or deadlines. When you have pages to fill each month (if you go with a monthly zine), you learn how to budget your time. If you eventually decide to start your own company, running a zine is helpful because meeting deadlines is even more crucial. Many publishers have sent books to print without proper editing simply because they ran out of time.
System Mastery: Many writers are adept with NPC, location, and magic item descriptions, but are unskilled at crunching numbers. Penning a zine gives you an opportunity to fiddle with the rules, or in my case, it gives you time to find someone with whom you can collaborate. "Faster, stat block monkey, FASTER!"
Graphic Design: Doing layout on your zine is a great way to experiment with fonts, graphics, and other design elements. If you currently have no idea why B&W line art should be submitted to you in 600dpi .tiff, you will after a few issues.
Contacts and Industry Knowledge: After you have a dozen or so issues under your belt, your knowledge of the industry, its players, and how it functions will be greatly improved.This information will be very helpful if you decide to create a formal business entity.
Building a Rep: Another great thing about a print zine is that it's an informal resume. You can send promo copies to publishers, news sites, reviewers, and industry notables. Over time, your name will spread and you'll be surprised at how many people know who you are. Imagine the advantage you'd have when responding to an "all call" for a freelance position offered by a company on your comp subscriber list.
Lessons in the School of Hard Knocks: Running a zine will help you know if you've got the talent to succeed with a commercial venture. If your zine is getting torn apart by reviewers, you might want to think twice before maxing the ol' VISA card to finance your first retail supplement. Conversely, if you are able to develop a sizeable following and earn good reviews, maybe you'll enjoy success when you tackle larger projects. Moreover, an aspiring freelancer will see just how much effort goes into writing a book-length project.
These are just a few ways that running a print zine can benefit a freelancer or potential publisher. Why try to learn these lessons when thousands of dollars or your livelihood are on the line? I just don't understand why so many folks jump from "hobby enthusiast" to "game designer" without taking the time to educate themselves. I encourage you to gather first hand experience the zine way, when the risks are rather low.
And should you need help setting up that zine, well....
I publish a zine, Scrollworks, and have done so for 32 issues and now I want to help others do the same. My site, www.scrollworkspress.com, has a new feature called, "The RPG Zine Exchange." It offers publishers a way to share their work with others in a supportive environment. The site offers tutorials, a forum, and web sales. The site is operated on a not-for-profit basis, because I really want to help folks get their zines up and running. If you are remotely curious about running a zine, please visit the site.
http://www.scrollworkspress.com/exchange.htm
With lowered barriers to entry into the RPG industry, many aspiring writers are taking their ideas straight to retail. While a few enjoy immediate success, far more lose money and are forced to make a premature exit from publishing. With some careful planning, this need not be the case. Zines, anyone?
Running a zine is a time honored method of honing one's skills as a writer, while acquiring knowledge that will be useful in future endeavors. Below are just a few ways that zine publishing can help a career in the RPG industry:
Practice Makes Perfect: When publishing a zine, you do quite a bit of writing, revising, and copy editing. The benefit of these skills for an aspiring freelancer are obvious.
Deadlines: Nothing infuriates a publisher more than when his freelancers fail to meet word counts or deadlines. When you have pages to fill each month (if you go with a monthly zine), you learn how to budget your time. If you eventually decide to start your own company, running a zine is helpful because meeting deadlines is even more crucial. Many publishers have sent books to print without proper editing simply because they ran out of time.
System Mastery: Many writers are adept with NPC, location, and magic item descriptions, but are unskilled at crunching numbers. Penning a zine gives you an opportunity to fiddle with the rules, or in my case, it gives you time to find someone with whom you can collaborate. "Faster, stat block monkey, FASTER!"
Graphic Design: Doing layout on your zine is a great way to experiment with fonts, graphics, and other design elements. If you currently have no idea why B&W line art should be submitted to you in 600dpi .tiff, you will after a few issues.
Contacts and Industry Knowledge: After you have a dozen or so issues under your belt, your knowledge of the industry, its players, and how it functions will be greatly improved.This information will be very helpful if you decide to create a formal business entity.
Building a Rep: Another great thing about a print zine is that it's an informal resume. You can send promo copies to publishers, news sites, reviewers, and industry notables. Over time, your name will spread and you'll be surprised at how many people know who you are. Imagine the advantage you'd have when responding to an "all call" for a freelance position offered by a company on your comp subscriber list.
Lessons in the School of Hard Knocks: Running a zine will help you know if you've got the talent to succeed with a commercial venture. If your zine is getting torn apart by reviewers, you might want to think twice before maxing the ol' VISA card to finance your first retail supplement. Conversely, if you are able to develop a sizeable following and earn good reviews, maybe you'll enjoy success when you tackle larger projects. Moreover, an aspiring freelancer will see just how much effort goes into writing a book-length project.
These are just a few ways that running a print zine can benefit a freelancer or potential publisher. Why try to learn these lessons when thousands of dollars or your livelihood are on the line? I just don't understand why so many folks jump from "hobby enthusiast" to "game designer" without taking the time to educate themselves. I encourage you to gather first hand experience the zine way, when the risks are rather low.
And should you need help setting up that zine, well....
I publish a zine, Scrollworks, and have done so for 32 issues and now I want to help others do the same. My site, www.scrollworkspress.com, has a new feature called, "The RPG Zine Exchange." It offers publishers a way to share their work with others in a supportive environment. The site offers tutorials, a forum, and web sales. The site is operated on a not-for-profit basis, because I really want to help folks get their zines up and running. If you are remotely curious about running a zine, please visit the site.
http://www.scrollworkspress.com/exchange.htm
Last edited: