I write workhorse products . . . Should I?

philreed said:
A combination of reviews, e-mails, and chat discussions has led me to realize that most of what I write is hardcore workhorse products. Material that isn't written to disrupt a campaign but, rather, to slot right in without difficulty. Now I can be creative when I want to (and a bit weird at times) but if I weigh the word counts I find that a good 75% of what I've written for D20 is plug-n-play material.

I mean, clothes, armor, and paper aren't exactly all that exciting. But I feel that they're necessary.

Anyone have any ideas on what I should do with this realization? Should I slow down on the workhorse projects and start pushing myself on more creative projects or should I just keep doing what I've been doing for about three years now?

Maybe its because I'm running a planescape 3e game right now but living gates and demiplane directories seem very workhorse and slottable to me right now.
 

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Ordinarily I'd prompt you to be more creative ... but then I think about Spelljammer, Dark Sun and Birthright.

When you get creative, you not only take a risk you also go niche which makes it twice as hard to find an audience.
 

I've always appreciated your approach of trying something, and if it works keep doing it - if it does not, stop. I see no reason not to try something zanier in one of your smaller pdf and judge its reception by sales. I rather suspect the workhorse stuff will sell better.
 

Your stuff's great as is. If you're not burned out, I wouldn't worry about changing.

And if you like making adventure concepts, try writing "A Dozen Unfinished Adventures" or something. 5-6 paragraphs on each adventure but no stat blocks, maps, or the like. At your normal $2ish price that's worth it to a lot of stumped DMs.
 
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Hey Phil,

Here's the ONE time (and one time only... :P) that I will go back on much of my earlier rants about the typical ronin arts products....

Ever since picking up d20 past and apocalypse (only a few days ago) I've found that I really like the idea of the short campaign setting guides. Granted I'd like more than 10 pages, but I also don't want 200 pages. The idea of 1 or 2 quick classes, a few pages of background/current setting material, and some new minigame type rules, it all gets me very excited to play a game in that setting. Sure, I'll scrap half of it to fit my vision, but it gets my creative juices flowing and that's what counts.

So long as it's not separated into 10 pdf's and I can get a nearly complete game in 1 product for a fair price ($10-15), I'd definately pick it up if it looked neat enough.

I'm very intrigued by the EN Minigame model with Gun Fu, but I didn't buy it because the genre had no use to me...but if something caught my eye like Earth Inherited from d20 apoc, or a quick mini-setting that would model the one game I want to run but don't have the time to write up myself....I'd definately buy it. If they were good, I'd likely buy a few of them to scav for ideas or even just a good read.
 


I agree with Umbran’s comments. There is nothing wrong – in any sense of the term – with writing “workhorse” material.

I have not written many RPG supplements that have been published, but the ones I have (Banking Guild, Mechamancy, forthcoming Thieves Guild) are workhorse. The term I always used was “tool box,” namely you take from them the tools you need when you need them and ignore the rest. My future work will also probably be this way.

I cannot really think of an alternative to this workhorse (or tool box) approach, short of creating an entire setting or even an entire system. It is unlikely a new setting or system would survive commercially for any length of time. The market is flush with settings and systems that are both well entrenched and well supported.

The workhorse approach requires less effort and provides a great deal of versatility and opportunity for creativity.

As for what “tack” means:

tack (tăk)
n.
1. A short, light nail with a sharp point and a flat head.
2. Nautical.
---a. A rope for holding down the weather clew of a course.
---b. A rope for hauling the outer lower corner of a studdingsail to the boom.
---c. The part of a sail, such as the weather clew of a course, to which this rope is fastened.
 

Thanks for the feedback, guys. I'm just trying to get a feel for what people are looking for. Sounds like a lot of what I already do is what I should keep doing.
 

Having bought some of your "workhorse" products (and liking them), I say keep up the good work! :)

However, if you need to express your creativity in other areas, go for it. As Ray Bradbury once said, "Life is 'trying things to see if they work.'
 

Justin D. Jacobson said:
Are you the one who PM'd him that he should die? I think I've cracked the case! :p

No, I just envy his hermetic playboy lifestyle. :)

I don't have time to write, let alone time to sit around and ponder what I'd like to write.
 

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