Goodman Games: Our Efforts Have Been Mischaracterized

Company reiterates opposition to bigotry and says efforts are well-intentioned.
Goodman Games' CEO Joseph Goodman made a statement via YouTube over the weekend*. The video itself focused on the content of the controversial upcoming City State of the Invincible Overlord crowdfunding product, but was prefaced by a short introduction by Joseph Goodman, in which he reiterates his company's commitment to inclusivity and diversity and its opposition to bigotry, something which they say they "don't want to be associated with".

Goodman goes on to say that the company's efforts have been "mischaracterized by some folks" but does not go so far as to identify the mischaracterization, so it's not entirely clear what they consider to be untrue other than the "inaccurate" statements made by Bob Bledsaw II of Judges Guild about Goodman Games' plans, which Goodman mentioned last week.

For those who haven't been following this story, it has been covered in the articles Goodman Games Revives Relationship With Anti-Semitic Publisher For New City State Kickstarter, Goodman Games Offers Assurances About Judges Guild Royalties, and Judges Guild Makes Statement About Goodman Controversy. In short, Goodman Games is currently licensing an old property from a company with which it claimed to have cut ties in 2020 after the owner of that company made a number of bigoted comments on social media. Goodman Games has repeatedly said that this move would allow them to provide backers of an old unfulfilled Judges Guild Kickstarter with refunds, but there are many people questioning seeming contradictions in both the timelines involved and in the appropriateness of the whole endeavour.

Despite the backlash, the prospects of the crowdfunding project do not seem to have been harmed. The pre-launch page has over 3,000 followers, and many of the comments under the YouTube videos or on other social media are not only very supportive of the project, but also condemn those who question its appropriateness. In comparison, the original (failed) Judges Guild Kickstarter had only 965 backers.

The video is embedded below, followed by a transcript of the relevant section.



Hi everybody, I'm Joseph Goodman of Goodman Games. We recently announced our City State of the Invincible Overlord crowdfunding project for 5E and DCC RPG.

In the video you're about to see, some of our product development team is going to tell you about what makes the City State so amazing and why we're bringing it back to 5E and DCC audiences nearly 50 years after it was first released. It really is an amazing setting.

But we could have rolled this project out with a lot more clarity. Now, to be clear, Goodman Games absolutely opposes any sort of bigotry, racism, anti-semitism, homophobia, transphobia. We don't want to support it. We don't want to be associated with it.

Our well-intentioned effort to launch this project in a way that refunds backers of a former failed Kickstarter from another publisher kind of backfired in the way we announced it. Rest assured, the funds from this crowdfunding will actually fund refunds to backers of the original City State crowdfunding for the Pathfinder edition from 2014.

Unfortunately, our efforts have been—you know, I didn’t clarify them perfectly when we rolled it out—and they've been mischaracterized by some folks since then. But please rest assured, we stand for inclusivity and diversity.

You can read a lot more detail in the post that's linked below, and there's another video linked below where we talk about this in even more detail. But for now, we hope you will sit back and enjoy as some of the product development team tells you about really what makes the City State of the Invincible Overlord so amazing, and why you might want to check it out when it comes to crowdfunding soon.

Thanks, and I'll turn it over to them now.

The statement refers to a post about this that is supposed to be linked below, but at the time of writing no post is linked below the video, so it's not clear if that refers to a new post or one of Goodman Games' previous statements on the issue.

I reached out to Joseph Goodman last week to offer a non-confrontational (although direct and candid) interview in which he could answer some ongoing questions and talk on his reasoning behind the decision; I have not yet received a response to the offer--I did, however, indicate that I was just leaving for UK Games Expo, and wouldn't be back until this week.

*Normally I would have covered this in a more timely fashion, but I was away at UK Games Expo from Thursday through to Monday.
 

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You must have run different 4e modules than I did. :) The ones I ran were a very mixed bag in their information conveyance - really good in some parts and utterly awful in others.

That said, I was converting them to run in a more 1e-like system which means in some cases I probably needed different information than if I'd been running them as stock 4e.

I didn't run very many official 4E modules. I had a few when 4E first came out. The very early stuff had a much different vibe than what came out even later.

Most of my 4E time was brewing my own stuff. But I liked the darker vibes of some of the very very early material. Having some extra creatures, traps, and other things to use was nice. It also helped to give some better insight into 4E design, after being frustrated with questionable "official" advice and "ze game will remain ze same" turning out to not be accurate.

Pyramid of Shadows sticks out in my mind because I think it is one of the few that could be converted to something like DCC or an older edition and still work pretty well. A lot of people didn't/don't like the adventure because it's possible to essentially* TPK due to things that aren't necessarily things that the players can control.

*I say "essentially" because you wouldn't technically be dead, but you'd be stuck in a demiplane that there's no way to escape.

I liked it because the concept of the adventure was unique and because there was pressure to get through encounters in a timely fashion so as to not be trapped.
 

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So I asked in the comment section of the video if my comment had been deleted and Bob replied:

“Nope, though it could have been auto-hidden by YouTube if it had a link, blocked words, all caps, or for other unclear reasons that YouTube sometimes hides comments”

My comment did have a link to this thread in it, not sure if that’s the truth but I will give the benefit of the doubt for now.

Not sure if I want to craft a link free comment or not.
Ah, good point. YT is pretty silly that way. So I guess it's still not worth ascribing malice yet, but it does set a higher bar to engaging with Bob and attempting to inform him, if that's even necessary. ¯\(ツ)/¯ Not really sure how I feel about commenting either.
 



I provided some examples in the thread we had on module layout and presentation, but here's a quick example of one of the first Winter's Daughter rooms:

View attachment 426724

The intention here is to give you information in the order relevant to how you'd narrate it so you can quickly embellish at the table: "Yeah so as you approach you see a granite door, a giant slab sealing the entrance to the mound. It's like, totally overgrown with multicolored lichen all blue-grey with specks of brilliant orange, and then these cute little wild roses that fill the air with their delicate sweet scent."

And then you've got the unique rules for that item. Likewise, any time there's the Hidden-> Secret info after the core atmospherics/interactables, you get it with that little >If Examined: style callout to draw your eye down there.
That’s a super useful layout.
 

I don't think in terms of cardinal directions. For me, at least, that reduces immersion. I have to stop and think and mentally construct the image, which people don't have to when they just see things.

"A set of stairs leads up to the left" is instinctively visual to me.

"A set of stairs leads up to the west" -- I have no idea which compass direction the stairs in my own house go. All I know is that they're to the left of the door as you enter. When somebody asks if they can use the bathroom, I don't tell them to follow the hallway to the east and then turn north at the end; I say "down there, turn right".

Generally speaking, I don't read out boxed text. I make sure I'm aware what it says, but I use my own words and that means I can say "left", "right", "above of you", "behind you" etc. in natural language.

I guess people process things differently, but I much, much prefer being told relative directions rather than compass directions, unless we're talking long distance overland travel.
It's funny, when I'm in-person and everyone's arranged around a table, I think and describe things in terms of the character perspective: left, right, etc.

But when I'm running online, on a battlemap or big dungeon map, I know that north/east/south etc are more helpful because everyone has that single shared perspective- I actually catch and correct myself if I start describing things from one character's perspective using left/right etc because I know saying north/south on a shared online battlemap helps everyone understand. When we're in an exploration theater of the mind scene, I switch back to describing things from their character perspective (right left etc)
 

Pyramid of Shadows sticks out in my mind because I think it is one of the few that could be converted to something like DCC or an older edition and still work pretty well. A lot of people didn't/don't like the adventure because it's possible to essentially* TPK due to things that aren't necessarily things that the players can control.
I thought it was too linear- even for a 4e adventure.

King of the Trollhaunt Warrens and Demon Queen's Enclave were, I thought, really good.
 


I thought it was too linear- even for a 4e adventure.

King of the Trollhaunt Warrens and Demon Queen's Enclave were, I thought, really good.

I'm not familiar with those.

Most of the time, I made my own stuff. I did pick up the occasional thing, but adventures were a rare purchase for me. There came a point where the official advice for how to run the game went in a very different direction than what I felt worked best for the group I was with at the time. So, I probably missed some good content due to passing on a lot of things.

Even though D&D 4E is a very different playstyle than DCC, I think the Points of Light concept and a lot of the lore would work well with DCC.

Primordials would make for some interesting Patrons.
 


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