A Foray Into Madness: Starting Your RPG Career

stormwell

Explorer
The dream for many for us to create our own RPGs and not have to worry about a regular 9-5 job ever again.

Couple of years ago I decided to try and do just that, I hadn't had a stable job for quite a while and having a fair amount of time on my hand I figured that I didn't have much to loose. I went out and became a Savage Worlds licensee, later self-publishing a book of short stories and an adventure. My goal of releasing a main RPG book for my Dieselpunk setting Frozen Skies is still a ways off, but I feel I've learnt a few things long the way and so this post is really to my share experience for anyone else wishing to tread the same path.

*Don't Give Up The Day Job:- Yes working a 9-5 almost every day will probably not much time left to work on your RPG creation, at the same time least it'll cover the bills and a chunk of the expenses from self-publishing your own book. Having stable employment for the past years had helped a great deal, no way I'd been able to afford having my fiction book redone with a proper layout and cover or even get the adventure out.

*Don't Expect To Get Rich Quick:- Its been stated time and time again, it is the cold hard truth. In the year or so since I started trading I've had just over £1,000 in losses, expenses add up. PEG requires Savage Worlds licensee products to be done to a reasonably high standard, so the cost adds up fairly quickly. The only silver lining here is that it does simplify doing the tax return.

*Exposure:- A blog that you make a weekly post on helps a bit, though the views vary alot and the same can be said for internet forums. I've attended a few conventions as a trader where I've made more of my sales and incurred more of my expenses. Attending a local more low key convention is alot easier on the wallet than say heading straight to GenCon, it also helps gaining experience of being a trader at conventions though if you haven't already done I recommend going as a attendee to begin with and have a look at the various traders. Essential kit for being a con trader is a decent table cloth, professional looking sign-age (laminated piece of paper looks better than a normal piece of paper), price list and perhaps one or two display pieces. Also read up the many excellent advice that is out there for any interested in being a trader at a convention.

Conventions are also a great place to find out about other conventions, receive invites for said conventions and network.

*Start Small:- In retrospect I was probably a bit too ambitious with trying to get Frozen Skies out the gate soon as, something that I am still struggling with as I have to pay for the artwork piece by piece. Adventures are far easier to produce, coupled with a licence for either Savage Worlds or D&D for example it can be a good way of building up your RPG career. They also have the added benefit of being easier to playtest, can always tweak what doesn't work before the adventure is published.

Thats all that comes to mind at the moment, though I'm sure others can chime in with their own experiences.

I could possibly answer a limited amount of questions, though if I don't have an answer somebody else probably does so feel free to ask away.
 

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All very good advice stormwell!

Juggling developing games and doing a full time job can be a bit of a nightmare however - it's taken me 14 years to develop own rpg, Fortunes Wheel because of that and I am only really able to put the time into getting a decent sample made and mounting a Kickstarter because my employer shut down the office and made us all redundant! Currently chewing up the last of my savings to at least get something out there and with a bit of luck and some backers gain a few more months to get it all done before I have to get another full time job.

Start small is an excellent bit of advice. Do people really think they will get rich quick with an rpg though? Just paying the bills and surviving off one would be an achievement lol.

It really is a foray into madness though. Thanks for the post :)
 

Thank you for the reply. :)

Suppose it depends on the job, I work at a cinema and so tended to do alot of evening shifts leaving me much of the day free to do stuff.

Granted now with Frozen Skies I've actually managed to get a Setting Primer out for it, so it exists as a RPG setting even if its a pretty basic format.
 

I was working in a call centre - crazy shifts and exhausting - even when I did have free time I had no energy to do much. the shifts would change a lot week to week as well which made it worse. Killed my social life and made it hard to be creative or settle into doing writing or art.

Same here - at least I have my playable sampler pdf for the basic game mechanics and concept up for Fortunes Wheel... if the kickstarter does ok and gets funded I will be over the moon as it will give me a few more months to work on it and get it finished but if not... well its going to be a struggle. Its going so slow though. I should have created a very ordinary game about big breasted Amazons fighting space demons or something. A Tarot based subtle mystery horror game is maybe a tad to obscure. lol.

I hope you manage to get Frozen Skies done and out there Stormwell.
 

I consider myself incredibly fortunate to have my first job in the industry be as the editor for EN World EN5ider. The people I've met as a part of my job, Russ, EN5ider's creative team, the many freelancers, have all given me tremendous insight on how this weird little industry works. The most important bit of advice I can give to people just getting into the industry is to make connections. Get a Twitter, go to conventions, PAX, GenCon, PaizoCon, whatever. And shamelessly self-promote any chance you get. Scream it from the mountaintops, your blog, your forum signature, your social media. And get your friends to do it, too.
 

Thanks for the advice stormwell. I recently created my first RPG, Morgalad Fantasy. I was able to finally get it completed as I am a work from home freelance writer/illustrator and a stay at home parent. It is definitely not a get rich quick industry lol. I had the pleasure to be a moderator at a panel featuring Chris Clark of Eldritch Enterprises, and Brian Fitzpatrick of Mobieus Adventures, and Chris had a good point that you may not make much off of one product but eventually over time and with enough high quality content eventually it can become a very rewarding career.
 

My experience

I'm sure others can chime in with their own experiences


I am not much of a industry insider but I have made a couple of box sets and been nominated and failed to win some industry awards, so I figure I can chime in.


*Don't Give Up The Day Job:- .....at the same time least it'll cover the bills and a chunk of the expenses from self-publishing your own book. Having stable employment for the past years had helped a great deal, no way I'd been able to afford having my fiction book redone with a proper layout and cover or even get the adventure out.

This. Even with a significant amount of Kickstarter funding the flexibility of regular income can make huge differences in the quality of inputs. From better printing options to better art to better layout, you name it. There are many games being made and sometimes a little extra money spent to stand out can go a long way.

*Don't Expect To Get Rich Quick:- ......products to be done to a reasonably high standard, so the cost adds up fairly quickly. The only silver lining here is that it does simplify doing the tax return.

Yep. RPG creators can save a ton of money on accountants.

I do feel that if you are expecting to get rich you should re-think your motives. The truth of the industry, no one can seriously deny it, is the number of individuals making "mortgage money" is very small. The market has very low barriers to entry and, for most first time products, competes at price points that are unsustainable. Not a formula for a predictable income.

*Exposure:- A blog that you make a weekly post on helps a bit, though the views vary alot and the same can be said for internet forums.

This I have not done, at least not since I started. Spending time on forums and blogs takes time directly away from working on the product. I am trying to change that somewhat because I have different needs now than I did for the first 2 years.

I recommend going as a attendee to begin with and have a look at the various traders.

Conventions are the reason any 'success' I have had happened. The most important part, before ever having a booth or getting space for your product at someone elses stand, is simply networking. I never attended a convention before 2012 and I have attended over 10 since then. Every important step from advice to recognition to sales has happened because of my attendance. I am so busy networking and running a booth now that I often play zero games but spend a great deal of time in the bar- odd for a non-drinker but you go where the crowd goes. I talk to everyone I can, hand out swag and self-promote as much as possible, which winds up being less than you think since I did not want to be 'that guy' who would not shut up about my game/idea. It is a hard balance but nothing replaces face time.

*Start Small:- In retrospect I was probably a bit too ambitious with trying to get Frozen Skies out the gate soon as, something that I am still struggling with as I have to pay for the artwork piece by piece. Adventures are far easier to produce, coupled with a licence for either Savage Worlds or D&D for example it can be a good way of building up your RPG career. They also have the added benefit of being easier to playtest, can always tweak what doesn't work before the adventure is published.

I waffle on this one. If you look at the list of companies on RPG now and want to stand out in anyway then starting small may not be the way to think about it. Building quality might be a better outlook. Small releases that are well produced and retain their value quickly become your catalog, even (maybe, especially) if initially they are free. I think we are a hobby built by obsessed amateurs turning their passion into a moderate income stream.
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I would add two things that have helped me immensely are recognizing what I can't do and for the things I have to do invest time in REALLY learning the tools needed. For me the primary tools that I use are Word, Photoshop and InDesign. I spent countless hours watching tutorials and then reading forums to take advantage of them. I, only just recently, feel reasonably confident that I am using them effectively to create my adventures. Not that you can't go a long way on a ambition, you can (I did I was nominated for an ENnie in production values for what was essentially my first layout project), but the time spent fighting the tools versus using them is as immense as it frustrating.

The second thing helped the process was knowing when to ask for, pay for, and recognize advice. Almost all advice I have received was valuable in context and useful when applicable.
 

Thanks for this perspective. I've actually swtched to a part-time job to work more intensively on City of Myst, my new RPG, and it's going fantastically well. I'm having a great time and I'm glad I made the decision to invest time in it rather than keep my full-time job. I'm aware that it may or may not succeed but I'm positive because I want to give it my best shot. Then whatever happens next falls under the Apocalypse World spiritual advice: "Play to find out".
 

Has there ever been a true full-time tabletop RPG designer outside of WotC staff? I thought that even the best selling indie creators all have to make their primary livings from jobs aside from RPG designing.
 

Has there ever been a true full-time tabletop RPG designer outside of WotC staff? I thought that even the best selling indie creators all have to make their primary livings from jobs aside from RPG designing.

The whole of Paizo, for a start! Other RPG companies with full time employees include FFG, Green Ronin, Cubicle 7... oh, there's loads of them! Even I, of all people, do this full time (though I suppose my job is a lot more than RPG design). There's a good few companies out there with full time salaried employees.
 

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