Have you been published? Share your experiences here.

I've written stuff that got published since the early 70s (school paper). Poetry even before that.

I wrote a few articles for Dragon, early on, which all got rejected. I found the "purchase all rights" clause so dissatisfying, that I rarely submit(ted) anything.

In 1992 or so, I started my own website, and wrote megabytes of stuff for that. A bit later, a guy I had "met" online contacted me, and asked me to do a rewrite and combination of some of my web stuff for Wounds Unlimited (now out of print/offline). I did, and it was my first "professional" gaming credit. "Suited Up" covered various aspects of adventuring in a Spacesuit.

Sometime later, I got involved with Lejends (now also out of print - gee, I hope that isn't a trend!), and did more articles for them than I can count. The only pay I got was a free copy of the mag, though.

Somewhere along in there, I contacted Mongoose (I think?) on a request for submissions, but although they liked my style, we never actually worked together.

Then I came to ENWorld, and got two pieces accepted (and one rejected) by the ENWorld Player's Journal before its renaming and change in policy. Since they now want to buy ALL rights, as well, I won't be doing any more work for them, either. "Racial Background Skills" in #5 will be my last piece, for them. "Tracking: It's More Than Just 'Duh! Dey Went Datta Way'" was the first, in #4.

I'm always looking for a place that likes ideas, and "only" wants to buy first publication rights (and/or first electronic publication rights, or non-exclusive electronic reprint rights). That's the main reason I'm not more published than I am, as it's a stickler, for me. Had to turn down the offer for one of the larger publisher (Mongoose? I can't recall) over that...

Anyway, I've been published enough, keeping all my rights, that I don't worry about the Mongooses and Dragons. Someday I'll publish my own stuff, under my own label, and they'll be ready to deal! :p
 
Last edited:

log in or register to remove this ad

My main publishing experience was a little vanity press miniatures game I did a few years ago. I did it as part of my hobby, but it really turned into work at certain stages. I contracted all of the artists (easy part for me as an attorney) and a good friend who is a professional editor edited it for me. I paid to have the layout done, in hindsight I should have given her much stronger directions. My friends and I all got a copy of the game in print and that made it worthwhile. I learned enough to know I did not want to self-publish anything again. The final product was satisfying even if it is not that great of a product (and it's not).

Today, I mostly work on writing D&D adventures for my website and a campaign adventure based in ancient Rome using the Grim Tales rules. If I make something great I may publish it through BadAxe, but thus far I have been far from satified with my efforts. Certainly nothing of mine has approached BadAxe's high standards, and adventures tend to be poor sellers anyway.

BadAxe is great for me, because I can give some input, throw out the occassional contract and still feel like a small part of the process. Few of you realize the tremendous energy and effort Wulf has to put forth to keep it going. But, I knew when he told me he was putting it together it was going to happen - that's just the kind of fellow he is. He definitely is "the rules guy."
 

pogre said:
Today, I mostly work on writing D&D adventures for my website and a campaign adventure based in ancient Rome using the Grim Tales rules. If I make something great I may publish it through BadAxe, but thus far I have been far from satified with my efforts. Certainly nothing of mine has approached BadAxe's high standards, and adventures tend to be poor sellers anyway.

Your adventures could easily sell as PDFs. You should take a crack at that market-- heck, you could start by offering them as a free download on RPGnow just to see how many downloads you get, at least as an experiment.

I can do the layout and editing for you in no time flat; be happy to, in fact.

I mean, I respect that you're just giving away all those great ideas, I just hate to see you sell yourself short.

Wulf
 

I've been a small-scale freelancer since 1987, when I wrote a shadow magic article published in White Wolf #11 (later incoporated into Relics & Rituals I). Things picked up a bit in 1993 when I began writing game reviews for Pagan Publishing's "The Unspeakable Oath" Call of Cthulhu fanzine (which I continue to publish with them when the stars are right and TUO sees print). I've also playtested and performed creative consulting for a few Pagan projects, including the original Delta Green.

The Pagan connection lead me to do development and writing for Biohazard Games' first two Blue Planet rpg books (the main rules and the Archipelago supplement). I also worked with a few other midwestern game companies, most of which are now out of business.

On the other side of the coin, I was an rpg publisher from 1996 through 1999: Event Horizon Productions created and printed the rpgs Hong Kong Action Theatre, Swords of the Middle Kingdom, and Heaven & Earth. EHP was sold to Guardians of Order in 1999, although one of the EHP partners and I retain the rights to SMK (and have been discussing republishing it).

I've co-written two Greyhawk articles for Dragon magazine (in issues 294 and 299), and, somewhat more recently, I've been working on three projects that will debut at GenCon if the printer gods are benign this month....
 

Wulf Ratbane said:
Your adventures could easily sell as PDFs. You should take a crack at that market-- heck, you could start by offering them as a free download on RPGnow just to see how many downloads you get, at least as an experiment.

I can do the layout and editing for you in no time flat; be happy to, in fact.

I mean, I respect that you're just giving away all those great ideas, I just hate to see you sell yourself short.

Wulf

You are so generous my friend - it's not like your plate is already full! The only way I might do this is if I finish my Rome adventure designed for Grim Tales. At least that way there is a direct benefit of giving more support material for GT - your finest effort to date!
 

Got a few written during 1e/2e (mostly elven and cleric-related), then laid off a long time. But if you notice an article on wizardly feats, oh, sometime in the late Fall (#325?), then it could be mine. :)
 


I haven't been technically published yet, but a co-author and I have been working on massive adventure path type 8-module campaign for the last 3 years. We proposed it to Monkeygod enterprises, and they jumped on it. Then later cancelled as they pulled out of the adventure business to focus on accessories. We proposed it to the good folks a Troll Lord, and they jumped on it. It looks like if all goes well it should be out in November/December of 2004. It is called the Cult of Yex.

It is a full epic campaign taking a party from 1st to 20th level. It has 8 full sized modules (all can also be played as stand-alones, in addition to in series for the campaign), a drop-in regional setting, 2 city settings, and tons of new monsters, spells, magic items, etc... Module 8 (which I am writing currently) ends with a demon war in the Abyss.

I hope y'all will check it out. Here is what I learned...

1- 330,000 words is a lot bigger than you think it is.

2- Don't ask your editor who helps you do the stat blocks, unless you want to hear peals of laughter...

3- Writing D&D stuff is ten times more fun that I thought it would be... stat blocks notwithstanding.

4- Don't quit your day job.

5- You get way better the more you write.

6- No matter how good your stuff is (or at least how good you think it is) there will always be somebody that hates it.

Anyway..
 

Lots of good advice in this thread -- thanks, fellas :)

I've never written any gaming stuff, but I have published a few short stories in the past year (with lots more to come :cool: ). I think my fiction would appeal to anyone who enjoys gaming, so I'll post a few links:

Kings of the Night II (Jeff Crook, David Bain, others):

INTRODUCTION

SOME critics have branded Sword & Sorcery, or Heroic Fantasy if you prefer, with the label "Thud & Blunder". Not entirely undeserving, some imitative stories have led to this conclusion. But those who write off S&S do so at their own peril. For the genre has all the elements to create any kind of tale: a religious or philosophical story, an action story, a funny story, a tragic story...

This second volume of KINGS OF THE NIGHT, like its predecessor, serves up all these many varied types of tales. A story like "Eye, Urreal" by Robert Burke Richardson will satisfy the reader who seeks deeper meaning in an S&S story. "The Princess Quest" by Joy V. Smith is a light-hearted parody of the genre, and a much needed anodyne to the dark and bloody nature of this collection. Pulse-pounding action is found in many of these stories including Jeff Crook's clever "Escape from the Heart of Djar" and the ever-literary and poetic David Bain, who returns with another tale of Shin and Skulk. To dip into Bain's reality is to see bright colors and intriguing mysteries. These are just some of the tales that await you.

There are enchanted swords, werewolves, inter-dimensional portals, eldritch horrors and plenty of swordplay to satisfy those who love this genre above all others. Where else can you satisfy your love of fantasy, horror and sometimes, even science fiction (see "The Thing From the Sky" by Scott Sheaffer), all in the same genre? Sword & Sorcery is versatile, limber and just plain fun. So read on, brave hearts. And I'll meet you at the inn if the trolls don't get you...

G. W. Thomas

All-Star Zeppelin Adventure Stories (David Brin, James Van Pelt, Elizabeth Bear, others):

The sound of cannon-fire cut Gao short. Shouts of alarm went up from the soldiers as the Tsar’s fleet came into view, dark dirigible stars against a white-gray sky.

“All hands to battle-stations!” Visvajit bellowed. He dragged Gao across the deck. “Come on, Professor.”

“Where am I going?” Gao asked, running to keep from falling. Visvajit nodded to the section of railing broken during his duel. He whistled loudly and an air-chariot -- the Shakuna, if Gao read the characters correctly -- moved into position beneath them. Gao’s stomach twisted as he realized how Visvajit intended for him to board the vessel.

“You’re going to talk to the Tsar,” said Visvajit. He exchanged a complex series of hand-gestures with the Shakuna’s pilots, nodded curtly, and pushed Gao off of the Vimana...

ASZAS available for pre-order from Wheatland Press.

Amazing Heroes vol. 1:

The Pulps, the cheap magazines of the 1920s-50s, were entertainment literature. And the heart of the Pulps were heroes. And heroines. (Though, these days "hero" can be applied to either sex.) Their names are legends: Conan the Cimmerian, Jirel of Joiry, Captain Future, Hawk Carse, Jules de Grandin, Fafhrd & Grey Mouser ... The list goes on. The countless magazines of science fiction, horror, adventure, mystery and fantasy were filled to the brim with muscle-bulging, mind-blowing supermen and women. The closest thing we have to it today are comic books. And the occasional John Woo film.

Genre fiction has become more sophisticated under the guidance of editors like John W. Campbell, Anthony Boucher and many others. The tale of SF, fantasy or horror now has many literary aspects. More worthy as literature, but just a little less fun. This book, in its own small way, will attempt to rectify that change.

Amazing Heroes promises some of that excitement of yesteryear. These new stories are filled with heroes too, and adventure and--well, you get the idea. There are some familiar faces to those who collect Cyber-Pulp books: Jack Mackenzie's Da Vinci is back, C. J. Burch's fantastic Dumond and Hamerskjold as well as my own Mythos hero, The Book Collector. There are plenty of new faces too. Some are brave and honest and determined. Others are evil, wicked and powerful in their own way. Whether you cheer for them or not, they are all amazing characters. They may not dazzle you with their literary-ness or their deep philosophy (and some may at that.). But they won't bore you. These are edge-of-the-seat folks. And what more can you ask for than that? So sit back and imagine you are one of those readers who existed before the advent of television and you are settling down to a copy of Weird Tales or The Strand...
 

Hello again, folks.

I started this thread to talk a little bit about the publishing process from a newbie's perspective. I touched on some things that fwere confusing to me - contracts, royalties, marketing, distribution, yada yada yada. Some of those things are, still, confusing to me. :) But I said earlier I'd like to revisit this thread once I got to the "other side" of the publishing process. That's where I'm at now. My first (and second) books have been released, and the first "official" review has arrived.

Before I do that, however, I'd like to thank the other posters on this thread and elsewhere on EN World. As I had hoped, I learned a lot about publishing from reading your own experiences. I know that I and many others could continue to benefit if some of you have other stories to share.

Ok, time to do what I do best - babble.

For those of you just tuning in, here's a synopsis. I write a story on the Story Hour thread here at EN World. Through that vehicle I attracted the attention of an editor for Different Worlds Publications, a company new to d20 but old to the RPG industry. I was commissioned to write a campaign sourcebook based on my homebrew world. Shortly thereafter, before it was released, I was commissioned to write a module set within that world. That's it in a nutshell.

So, my books have been released. How have they done? Good, and bad. The sourcebook has sold well, the module has not. The "official" release was at GenCon. I'm only guessing, but I would imagine 90% of the sales were directly to EN Worlders familiar with the Story Hour. That's good in that people who know the story liked it enough to plunk down the money. That's bad in that those who don't know the story felt no compulsion to make a purchase.

Which gets me to one of my first points - marketing. It's non-existent. In the current d20 marketplace, I think the bulk of your sales come from the "pull" rather than the "push" process. If FLGSs are hearing requests from their customers for a certain book, they order it. If no requests are coming in, they don't. This is a bit different than other industries where, for example, a book store may put 10 copies on the shelves and see how they do. An unknown writer with a new publisher has difficulty getting their product on the shelves without a "pull" element in effect. So we lose out on casual buyers that may pick up the book simply after flipping through the pages.

I've also proven to myself something I believed earlier - I'm not a salesman. I was uncomfortable standing at the booth at GenCon trying to sell my product to people. That's not good - for me as a writer in this industry, and for the product itself. I need to get better at it.

I'm still mired in the days of 1st Edition AD&D. My "price levels" are still hovering around costs of supplements in the Olde Days. For example, I remember when modules were $5.99 or $6.99. The Ippizicus module retails for $19.99. While it's certainly larger than most modules, that seems like a lot of money to me. The Valus sourcebook retails for $29.99. I'll be honest, folks - I don't think I'd pay that much money unless I had a very, very good idea that I would: 1) like it, and 2) use it. I've read someone's treatment on RPG prices (was it Andy Collins?) and the writer made a very good argument for why prices are what they are. That said, I still think d20 products are overpriced.

Let's talk about the review. I may be jumping the gun by posting on this thread after only one review, but I just felt like getting some thoughts onto paper for others than may be going through this process or might soon find themselves where I'm at.

John Cooper's EN World review is the first, that I've seen, on the Valus sourcebook. You know what? It's a damned good review. And by 'good' I mean - fair, well-thought out, and detailed. It says some very good things about the book, and it brings to light some problems. This thread isn't to discuss whether I like the review or not (I do), but rather to share how I feel about it, now that I'm on the backside of the publishing process.

Some of you reading this thread have doubtless published something and then read reviews upon your work. It's an odd feeling, isn't it? I mean - this is your baby. Not everyone's gonna like it. Hopefully some people will. In the end, just like anything else, people will vote with their dollars.

It comes down to sales. A lot of facets tie into how well your book sells. Three of the 'biggies' are marketing, distribution, and reviews. The first two are out of your hands. The third, however, is very much under your control (assuming you're the book's author). The best way to sell your book remains simple - write a good one. If you write a decent product, then the reviews will reflect that. I have great confidence in reviews. And note that I'm using reviews as a plural. You can't base your book on one review; or, at least, I don't think that's too wise.

So here I sit on the far-end of the publishing train. I've signed two contracts and delivered two products, and I've met deadlines. I've sat back and watched how those products were marketed and distributed. I've had some eye-openers, some disappointments, and some enjoyment. I'm smarter now than I was going into this thing, but I'm only smart enough to realize how incredibly ignorant I am.

You may think there's a glut of d20 stuff on the marketplace, justifiably so. But d20 companies come and go. In an era of high-priced (in my opinion) products, only the companies that can consistently put out a good product will remain when the dust settles. Whether you like their stuff or not, I think you'd be hard-pressed to ignore the staying power of companies such as Green Ronin, Necromancer Games, Malhavoc, and Mongoose. There are others, certainly - I'm just offering a small sample by way of explanation.

I'll try to update this thread if and when other reviews come out. I think one question that may prove interesting to any aspiring writers (or even established writiers) is how the whole marketing and distribution things pans out. The jury's still out on that one. I'm only now beginning to understand the basic concepts behind distribution and fulfillment houses and their relationship between publishers and retail stores. You can rest assured that whenever I learn something, I'll post it here.

As always, folks, please understand I'm a veritable rookie in this whole arena. Some of my assumptions may be wholly incorrect. I'm just trying to spit out what I think, in the hopes it may help others who are writing within the d20 world.

Take care,
D
 
Last edited:

Remove ads

Top