Leaving the Game: An Interview with Robert Bohl

When I read that Robert Bohl, the award-winning creator of Misspent Youth, was leaving the RPG industry, I was surprised. During his career, he’d cultivated a definite RPG voice and fanbase. Because his work spoke to me, I wanted to know why he was leaving. Fortunately, Robert agreed to talk to discuss his career including the good, the bad, and why he’s calling it a day.

When I read that Robert Bohl, the award-winning creator of Misspent Youth, was leaving the RPG industry, I was surprised. During his career, he’d cultivated a definite RPG voice and fanbase. Because his work spoke to me, I wanted to know why he was leaving. Fortunately, Robert agreed to talk to discuss his career including the good, the bad, and why he’s calling it a day.

misspent-youth-cover.jpg

EGG EMBRY (EGG): I’m glad you agreed to speak with me. This is an “exit interview” because you announced Robert Bohl Games is “going out of business sale.” Let’s lead with the million dollar question, why are you shutting down your company and its flagship title, Misspent Youth?
ROBERT BOHL (ROBERT)
: Well, the few-thousand-dollar question, anyway. I should quit every week! I'm mostly shutting down because I'm bad at being a businessman, and I loathe everything I have to do to be one: taxes, warehousing, website maintenance, accounting, and on and on, ad nauseam. I mostly only sell my games because I want to get my game out as much as possible, and most people in my experience value things they pay for more than stuff they get for free. But also, making games is a lot of work, and you need to get something for yourself out of it. I don't value the money that much, but I like going to conventions (back in the pre-virus days, the long-long ago, when that was possible for anyone), and money can get you to cons. So my formula has been "games publishing pays for my cons." Only, it hasn't done so for a while. Misspent Youth is a great game, but it doesn't make enough to float me at cons. And I can't afford to fund too many of them out of my personal money, living in NYC with a toddler while working in the public sector. But I thought I had a new game to release that was going to fix this. I've been working on Demihumans since 2016, and I was hoping that it'd have a bump of popularity for a few years and, along with MY, start to make going back to cons more sensible. But very recently I had a discussion with the publishers where we decided fundamental redesigns of the game were necessary to get it in a form that they could publish it. I've gone through a lot with this game, so I just didn't have it in me to knock out huge pillars of it and rebuild. (I've given permission to New Agenda Publishing to finish and publish Demihumans, and I hope that happens.) So, no Demihumans for me. When I realized that, closing the company felt immediately like the right thing to do. I had to make myself wait overnight at least before pulling the trigger.

EGG: For those that don’t know, what’s the pitch for Misspent Youth?
ROBERT
: Teenaged rebellion in a f***ed-up future! You play 12- to 17-year-old kids who are the only ones who can save their world from The Authority, a dystopian villain your play group co-creates. You start the series setting up a catastrophe that'll come to pass if you don't stop The Authority. Every episode, you see whether you're able to change the world for the better, or if The Authority tightens its control over the world. At the end of the series, you figure out if you changed the world enough to stop the catastrophe, or if you failed, and The Authority reigns. It was no-GM-roll before Apocalypse World; it prevents GM preplanning by its round-robin scene framing structure; it's got a session structure so you always know what to do next and you always tell a story with a beginning, middle, and end each episode; it's got a really cool punk rock style; and it's got a screen-friendly PDF with a ludicrous amount of features. Plus it's got an amazing supplement, Misspent Youth: Sell Out with Me, with a bunch of premade settings and two hacks of the game, all written by tons of amazing people who aren't me.

EGG: Misspent Youth picked up some award nods, was played and praised by Wil Wheaton, and the 2017 Kickstarter had nearly a thousand backers. Clearly, MY connected with players. What do you feel drives MY’s popularity?
ROBERT
: I think it's longevity. I've been in the RPG hobby as a designer since 2006, spending lots of times at cons, on forums, and on social media, being a part of the discussion and community. Going and playing my game with people, selling it to them, and promoting it on my (now gone) podcast and on others'. That, and I think it's a well-designed game that is really about something. It has an opinion, it's designed for exactly that thing, and if that thing is your thing, then you're gonna love it. But it's funny, when you said it was popular, I was like, "Really?" Part of why I'm getting out (although it's an extremely small part) is that I don't think I've succeeded like my design peers have. Maybe I'm just "unlucky" enough to have the kinds of friends who design things like Apocalypse World and Burning Wheel.

EGG: To be clear, are you done with Misspent Youth and all RPG writing? Or will you move to freelance work of some sort?
ROBERT
: I'm not intending to write anything for publication. I have a game (Facility) that some friends are eager for me to finish, and intend to do that for them, but I don't think I'll be putting it "out there" even if I do manage to finish it. I could potentially see myself doing editing, but my heart right now is eager to get out and not look back. The publishing part of the hobby—what some people who aren't me would call the "industry"—makes me pretty sad, even though the RPG hobby as a whole is full of some of my favorite people who I miss every day when I'm not sharing air with them at conventions. It's a time of mourning for me, because I'm not sure or whether I'll be able to express myself creatively again.

EGG: Why close and exit the publishing industry instead of taking a break or licensing the game to another company?
ROBERT
: Taking a break would mean keeping the company open, filing taxes every year, dealing with website hosting, paying to store my games, and so on. All that misery-inducing business stuff I talked about earlier. All the bad parts with none of the good, basically.

EGG: Would you entertain offers to buy Robert Bohl Games? Or sell the Misspent Youth IP and its remaining stock?
ROBERT
: I actually am in talks with a couple of publishers to see about handing off the rest of my stock to them and giving them the rights to sell the screen-friendly PDF (and to host the free Eyebleed edition). I hope that pans out and would be willing to hear from others who are interested. I want the game to be out there, I just don't want to shepherd it anymore.

EGG: Because of Misspent Youth’s message, I want to ask you about the times we’re living through. With what’s going on in the world, Misspent Youth feels as timely as ever. How do you react to what’s happening in America? What do you do to be more inclusive at the gaming table?
ROBERT
: How I react to what's happening in America is with disgust and outrage at the evil, and hope where I see the good. I'm starting to be more and more hopeful, which is scary for me. As far as what I do at the table to make it more inclusive: I make it clear that expertise is never required, and am always ready to support people who need help or are new to RPGs; I'm very excited whenever I'm with a novice player. I've got zero tolerance for misogyny, racism, and other kinds of bigotry. I make an effort to make sure everyone gets equal spotlight time and table chatter time; if we haven't heard from anyone in a long time, I check in, or even say "Hey, X hasn't had a lot of focus, I'd like to see more from them." I try to create a spirit of "we're all in this together, we're equal creative collaborators," and so on at the table, as well. I also avoid playing games that have rotten political messages or exploitative art. And I'm willing to directly confront toxic behavior; I got no problems causing a fuss.

misspentyouth-selloutwithme-600.jpg

EGG: How did you first get into gaming as a player?
ROBERT
: When I was just-post-toddler age, my dad used to have friends over to play those old cardboard-cutout-square war games. They let me play a few times, even though I can't have had any idea what I was doing. But I was hooked. When I was around 5, I distinctly remember begging family friends to let me play D&D, and realizing That Was For Me. Finally, my parents bought me the D&D Basic Set. I started out playing on my own, on trips to and from my grandma's house (a memory I used to think of as very sad, but a decade or so ago I reread it and realized the book tells you you can play this one adventure on your own). I don't know how many years it was before I was playing with other people, but I got there eventually.

EGG: When you started as a creator, what were some of the positives of the industry?
ROBERT
: I immediately flashed on the Gen Con Forge booth (and the profusion of booths that came out of it when they closed it down) in the 2006-2010 era. To me, that was a time when everyone knew one another's games, everyone was positive and friendly, and I could spend an entire con posted up there, volunteering or selling my own stuff, talking games all day, playing all day, playing all night, and making friends. One of the phrases we threw around a lot was "a spirit of mutualism." I loved that mutualism, and miss it. (That era was also horrifyingly undiverse; there are so many better things about the time we're in now, and I don't want to ever give the impression I'm the guy saying "Those were the good old days.")

EGG: What highlights do you recall from creating and publishing?
ROBERT
: Working with the editor I've worked with most, Elisa Mader. She makes my writing so much better. I write in voice a lot, and it means I need to break the rules of English and set up a few new ones of my own. She always manages to make sure I keep that game's voice while making what I want to say much, much clearer. She's terrific. Working with artists. They're like f***ing wizards, man. They can make something out of nothing! I love getting stuff that I had a very strong image of in my head, in particular. Like that strip of kids running in silhouette on the back of MY. What I get back is never exactly what I have in mind, but 90% of the time it captures the same idea and adds incredible things I'd never have thought of. It's kinda like someone takes the shared imagined space of an RPG and crystalizes it in the real world. Finally, working with Evil Hat. Even though we didn't wind up getting Demihumans out the door together, working with them was a peak experience for me. I thrive on deadlines, and their project organizer, Sean Nittner, is extremely organized and great at providing them. They always pay, and on time. They're deeply committed to putting out responsible games that don't hurt people, and they make some of the best games around. And Fred Hicks is a font of transparency with his frequent posts about Evil Hat's business; he provides free and vital instruction to thousands of publishers.

EGG: Will you continue to roleplay?
ROBERT
: I hope so. I don't have a local group. (Who does in coronAmerica, right? But even before this, not me.) I am not someone with mood disorders, but playing online makes me feel incredibly anxious and leads me to second guess myself constantly. Who knows when cons will open up again, or if I'll be able to afford them any better when they do. I expect I'll get to play every now and then, but the odds are high I'm losing playing as a regular hobby, too.

EGG: What do you see your legacy as?
ROBERT
: I hope I've made good people feel welcome, happy, and comfortable. I know I have. Some people have told me. So that makes me feel wonderful. I hope I've made the bad people uncomfortable, too. I hope I let them know that they can't bulldoze everyone. Or at least, that some of us will f*** up your bulldozer as it barrels over us.

EGG: Robert, thank you for talking with me. I appreciate you sharing your thoughts and giving me some of your time. Thank you for the fun you’ve brought to the gaming table!
ROBERT
: Thanks so much, buddy. It's a pleasure chatting with you.

Author’s Note: Robert Bohl Games website includes a going out of business sale here. Robert Bohl Games can be found on DriveThruRPG. Both Robert Bohl Games online storefronts will eventually shutdown as Robert winds down the business.

Egg Embry participates in the OneBookShelf Affiliate Program and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG and Amazon.
 

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Egg Embry

Egg Embry

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Let's see, I average about $100 per month on TTRPG materials and subscriptions.

A lot of that is digital-services subscriptions (now) and physical gaming materials (pre-COVID). The books that I buy on Kickstarter range between $50 and $150, most hovering around $100.

But most of this is going to known publishers who I'm already invested in because of the setting/rules system and/or because I've consistently been happy with the quality of their work. So my money is going to WotC, Kobold Press, and Frog God Games...mostly FGG these days. Digital spend is going to D&D Beyond (Fandom), Fantasy Grounds (Smiteworks), and World Anvil.

It just takes an incredible amount of work to convert someone to spend a significant amount of money on a regular basis with your company, or to you individually. After switching from my homebrew campaign and running curse of Strahd, I have Rappan Athuk and shot and ended upon going all in with Lost Lands. But I make that kind of change, maybe once every five years at most and I've got enough material now to last me far more than I can play in five years.

You can raise prices, I'd probably pay another $10-20 per book for the big Kobold Press and FGG books, but another $50? Maybe not. I don't know if FGG and KP are paying their creatives a living wage. I'm more concerned about keeping my hobby spend with what I can afford. It is something that I can easily cut back on. I could completely stop buying anything new and have enough to keep myself and my six players entertained for years. If I go back to homebrewing, then indefinitely.

The problem is that there are just too many people who want to and are able to sell this work and not enough demand. If you want improve the wages of TTRPG creatives, then you need reduce the number of them creating and selling content. Short of some powerful union or licensing scheme to create strict gatekeeping, I don't know how this will happen and I'm not sure that artists and writers in the field would welcome this.

Universal basic income and universal health coverage could help, so that people could pursue unprofitable work without the risk of destitution. But that raises other costs and controls, including higher taxes, stricter immigration regulations, state-run birth-control measures, and other controversial policies.

At the present time, all I can do is continue to support the few companies who put out products I really like and use. Those looking to work in the industry need to understand the reality of the situation. Simply demanding that publisher pay more is going to have very little practical effect on the situation.
 

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At the present time, all I can do is continue to support the few companies who put out products I really like and use. Those looking to work in the industry need to understand the reality of the situation. Simply demanding that publisher pay more is going to have very little practical effect on the situation.

Exactly.

And you're spending about 12 times what I spend.
 

Reynard

Legend
Under valuing the arts in favor of corporate profits, packaged up as savings to the consumer, is pretty common. The comics industry did it for a very long time and many a celebrated writer and artist died in debt and obscurity while the owners of those properties raked in fortunes. The RPG industry is in a similar place. We are watching the first generation of creators die poor because of no royalty work for hire contracts.

It's time for the industry to change just like the comics industry did: honor the originators, and treat current and future creators with respect.
 

Under valuing the arts in favor of corporate profits, packaged up as savings to the consumer, is pretty common. The comics industry did it for a very long time and many a celebrated writer and artist died in debt and obscurity while the owners of those properties raked in fortunes. The RPG industry is in a similar place. We are watching the first generation of creators die poor because of no royalty work for hire contracts.

It's time for the industry to change just like the comics industry did: honor the originators, and treat current and future creators with respect.

Except that most RPG publishers are not corporate entities. Those that are, are public, which means it is not corporate profit, but shareholder dividends in play.

As to the first creators, well, artistic types die poor because they chose a career path that made that likely. If you decided to spend your career as a deep fat fryer operator for McDs, you'll live and die poor. That is simply a fact.

It's time for future RPG writers to realize that they need to keep their day job.
 


Under valuing the arts in favor of corporate profits, packaged up as savings to the consumer, is pretty common. The comics industry did it for a very long time and many a celebrated writer and artist died in debt and obscurity while the owners of those properties raked in fortunes. The RPG industry is in a similar place. We are watching the first generation of creators die poor because of no royalty work for hire contracts.

It's time for the industry to change just like the comics industry did: honor the originators, and treat current and future creators with respect.

Sorry, but you don't seem to understand how business works. The RPG industry isn't a command economy, with deep-pocketed overlords at the top assigning low wages to underlings out of greed. It's mostly made up of many very small companies - typically a founder and 2-5 employees - who scrape by month-to-month with barely more revenue than expenses. The founder of the company, who probably took a significant pay cut themselves when they quit their day job, typically works far more than 40 hours a week just to keep the operation from foundering.

Money doesn't just materalize out of nowhere. Increase the salaries of employees by 40 per cent tomorrow and half the publishers in the industry would be bankrupt within a year, if not six months. That's how thin the margins are.
 

Sorry, but you don't seem to understand how business works. The RPG industry isn't a command economy, with deep-pocketed overlords at the top assigning low wages to underlings out of greed. It's mostly made up of many very small companies - typically a founder and 2-5 employees - who scrape by month-to-month with barely more revenue than expenses. The founder of the company, who probably took a significant pay cut themselves when they quit their day job, typically works far more than 40 hours a week just to keep the operation from foundering.

Money doesn't just materalize out of nowhere. Increase the salaries of employees by 40 per cent tomorrow and half the publishers in the industry would be bankrupt within a year, if not six months. That's how thin the margins are.

Very well said.
 

Reynard

Legend
Sorry, but you don't seem to understand how business works. The RPG industry isn't a command economy, with deep-pocketed overlords at the top assigning low wages to underlings out of greed. It's mostly made up of many very small companies - typically a founder and 2-5 employees - who scrape by month-to-month with barely more revenue than expenses. The founder of the company, who probably took a significant pay cut themselves when they quit their day job, typically works far more than 40 hours a week just to keep the operation from foundering.

Money doesn't just materalize out of nowhere. Increase the salaries of employees by 40 per cent tomorrow and half the publishers in the industry would be bankrupt within a year, if not six months. That's how thin the margins are.
I have no beef with those companies that are the creatives. It's their income they can handle it however they want. It is blatantly obvious from my posts that I am talking about WotC and Paizo and a couple other firms with actual employees. To continue my analogy, it's disingenuous to bring up Elfquest when I am talking about Marvel and DC.

D&D has seen huge amounts of growth in recent years. I am only saying I hope the treatment of the creative people involved in that success has improved as well.
 

Eyes of Nine

Everything's Fine
I kind of skipped most of this thread and its economic conversation; but it's a dear one to me.

I will say that @RobNJ I love your game. I backed the 2e kickstarter, and got both physical books. Followed you on G+ until its sad demise.

I played once with one of my sons and a couple of his friends who were all in late teens early 20's.

These youth are ones whose lives have been anything but misspent; or maybe I should say most excellently misspent as they attend BLM marches and fight for the environment etc etc. Regardless, Misspent Youth may have had some small part in them exploring other indie games, especially on the PbtA spectrum. I know they went off and have had their own online game of Urban Shadows for a while now.

What I love about this game in particular are two things. One is the mechanic where a YO (=Player Character) can choose to have an auto-win, at the expense of Selling Out their Conviction. It is so heartbreaking and so good.

The other is that dramatic moment and tension when the Authority (GM) describes their fuckery, and then says "Who will stand up?" Whoever grabs the dice has agency, but also is at huge risk dramatically. It's so good. SO GOOD. Just typing it gives me chills.

Anyway, there are only a couple of hours left in this sale, and I encourage everyone to pick this game up. If you play it Rules As Written (at least the first time or the first few times), you will not be disappointed.

Rob, I wish you only the best in the future.
 

aramis erak

Legend
Sorry, but you don't seem to understand how business works. The RPG industry isn't a command economy, with deep-pocketed overlords at the top assigning low wages to underlings out of greed. It's mostly made up of many very small companies - typically a founder and 2-5 employees - who scrape by month-to-month with barely more revenue than expenses. The founder of the company, who probably took a significant pay cut themselves when they quit their day job, typically works far more than 40 hours a week just to keep the operation from foundering.
FFG was (is?) a company of over 50 employees, and one of several such games companies owned by Asmodee. I don't know their current numbers; the 50 was during the height of Star Wars. Number is from their self-description in their job announcements.

Both Paizo and WotC are over 20 payrolled employees each. At one point, both were over 50 per their own vacancy announcement self-descriptions.
All of them make it on a variety of product lines, not just RPGs. And all 3 hire a bunch of freelancers on contract.

Cubicle 7 had over a dozen at one point. (noted by one of their staff on their now-deleted forums.) But that also covered a dozen different product lines, and both RPGs and board games. I don't know current staffing.

Monte Cook Games recently mentioned 7 employees. Their website shows 9 team members.

Free League lists 7 creatives.

Chaosium has varied over the years... Greg Stafford mentioned a staff of a dozen. Of which, I recognized 4 as creatives. That was a couple years ago.

The industry really is 4 different tiers of businesses...
Significant corporate entities, like WotC and Asmodee (which includes FFG, DoW, and several others)
Smaller Corporations: Paizo, SJG, Cubicle 7, Free League, Modiphius, Mongoose.
Small Business Model - 1-2 owners, 0-5 other employees
Hobby model - usually 1 owner, no employees

Some are outside those - Burning Wheel HQ is a collective, but essentially is Luke and Thor, with help from their gaming group, but is professional enough to act like a small business in most other ways.

The Corporations seem to be about 85-90% of RPG sales. D&D alone is at least 50%, and Paizo at least 20%... FFG, Modiphius, Cubicle 7, Free League, SJG, Chaosium – corporations all – and are major players in a second tier.

I don't know enough about out hosts here to know where they fall...

But in general, the big names aren't 2 guys in a basement. They're serious business-people working with reliable creative talent. And groups of half-dozen to 4 dozen.
 

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