RPG Evolution: Write for RPGs Professionally

On a whim we submitted a list of potential seminars to Gen Con. They accepted all five!
Operating under our business banner, Mal and Tal Enterprises, LLC, my wife and I submitted a total of five seminar proposals to the convention system at Gen Con. In a turn of events (pun intended) that had us looking at each other with a mix of excitement and horror, Gen Con accepted all five!

Balancing five presentations across a massive convention footprint is a significant undertaking under any circumstances, but it became a true family enterprise as we coordinated the journey. We brought our teenage kids along to assist with the administrative layout, tech support, and session logistics—a family team effort that coincided with celebrating my son’s birthday in early August. Our seminar schedule kicked off officially on Friday at 2:00 PM EDT in Stadium Meeting Room 12 with Write for RPGs Professionally.

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We were relieved to have a room big enough for the attendee list. Stadium Meeting Room 12 featured an integrated A/V equipment that worked well from start to finish. Financially, we structured the event at a $0.00 ticket price point with an electronic ticketing model. The demand was clear from the roster, with the session listing as nearly sold out against its maximum capacity of 30 attendees. Ultimately, around 20 participants cleared the electronic ticketing queues to join us for the live session (shades of my library game, people will register for free events and then not show up).

To foster an interactive atmosphere, we provided custom rewards to attendees who stepped up with questions during our Q&A blocks, giving out branded magnet clips and journals sourced from our talented artist friends. For those who couldn't join us in Indianapolis, here's the breakdown of the core presentation.

How Do I Get Hired?​

When breaking into tabletop game design, the first question everyone asks is, "How do I get hired?" The answer starts with building a public portfolio.

If you don’t have published industry credits yet, you need to create your own line of proof. Platforms like Medium, Substack, itch.io, or even a self-hosted blog are ideal places to create your portfolio of work. Editors aren't necessarily looking for broad worldbuilding lore essays; they want to see that you can write mechanically sound, game-ready content. Posting short stat blocks, 100-word adventure seeds, roll tables, or modular encounter mechanics are all good places to start.

One of the key points we emphasized in the room is the distinction between paid gigs and "swaps" or "revenue splits." Getting paid upfront per word—even at entry-level rates—is hard proof that an editor or publisher vetted your work, deemed it commercially viable, and backed it with capital. It shows you can hit deadlines, accept feedback, and write to a professional standard. "I'll draw art for your module if you write my supplement," or working for a percentage of net sales are common low-tier arrangements. While they can occasionally help you practice, they carry less weight on a resume when pitching to established mid-tier or major publishers. Always aim for paid proof of work if you can, especially when starting out.

Real Financial Numbers​

PLEASE NOTE: These are broad assumptions and there will definitely be exceptions. To write professionally, you need to know the going market rates and understand the costs of production. Freelancing in RPGs is notorious for low margins, so going in with hard-nosed financial awareness is crucial. Both Russ and M.T. Black have written excellent articles detailing freelancer rates.
  • Entry-Level / Indie Publishers: $0.02 – $0.05 per word. (A 3,000-word adventure yields $60 to $150).
  • Established Mid-Tier Publishers (e.g., Kobold Press, MCDM, Chaosium): $0.06 – $0.10 per word. (A 5,000-word chapter yields $300 to $500).
  • Major Publishers / Industry Leaders (e.g., Wizards of the Coast, Paizo): $0.10 – $0.15+ per word.
If you decide to bypass traditional publishers and self-publish your work on DriveThruRPG or itch.io, your gross sales aren't pure profit. You have to account for real production costs. For some eye-opening costs on what it takes to run your own business, see Cannibal Halfling Games' Three Tiers of RPG Publishing and this Reddit post:
  • Editing: Professional line and copy editing typically costs $0.02 – $0.04 per word.
  • Art Assets: Cover art ranges from $150 to $500+, while interior spot art costs anywhere from $30 to $150 per piece.
  • Layout & Graphic Design: Experienced page designers charge $15 to $35+ per page.
If you write a 10,000-word supplement and spend $800 on editing, art, and layout, you need to sell over 200 copies at $5.00 (after platform commission cuts) just to break even on production expenses.

Multi-Stream Revenue​

Because word-count payouts alone rarely cover full-time living expenses, successful RPG writers layer multiple income streams that feed off one another.

Writing directly for rulebooks isn't the only way to build a brand or generate review experience. Program opportunities like Amazon Vine allow reviewers to receive dice sets, battle mats, accessory hardware, and RPG books in exchange for reviews. Building a reputation as an articulate reviewer gives you authority, sharpens your critical writing skills, and creates content you can showcase to publishers (I've been a member for decades).

When you publish reviews, design advice, or module breakdowns on your blog or Substack, never post plain product links. DriveThruRPG and the DMs Guild have partner programs that earns you roughly 5% in affiliate commission whenever a reader clicks your link and purchases a product (or anything else added to their cart during that session). Similarly, Noble Knight Games has its own affiliate program for referring customers to hard-to-find, out-of-print, or physical tabletop goods. When writing an article reviewing an indie module or analyzing a rulebook, always embed your affiliate link, and embed your own self-published companion content link. If a reader buys the recommended book, you make affiliate income; if they buy your supplement, you make creator royalties.

The "1,000 True Fans" Math​

Platforms like Patreon and Substack allow writers to generate recurring monthly income from ad-hoc releases—such as monthly magic items, subclass options, or monthly industry breakdown articles. Converting a casual reader base into recurring micro-sponsors provides a baseline cash flow cushion during lean freelance months.

In creator economy theory, Kevin Kelly’s famous 1,000 True Fans Rule states that if you have 1,000 core fans willing to spend $100 per year on your products, you can generate a gross annual income of $100,000. During our presentation, we broke down why this math is not easy to achieve in the TTRPG space.

Out of that $100,000 gross, payment processors take ~3–5%, digital platforms take 10–30%, physical printing/shipping eats margins, and art/editing expenses cut further into profits. Assuming you could acehive $100,000, your net income ends up closer to $40,000–$50,000 before personal income taxes. In tabletop gaming, a fan might buy a single $10 PDF or back a $25 Kickstarter once a year. Getting a fan to spend $100 every single year requires offering high-tier physical reward tiers, subscription models, or constant product releases. To get 1,000 paying "true fans," you typically need a broader reach of 50,000 to 100,000 casual followers, social media subscribers, or mailing list contacts.

Reflecting on the Gen Con Session​

The vast majority of professional TTRPG writers do not write full-time as their sole source of household income. Most writers maintain primary day jobs in tech, education, marketing, or traditional publishing, or they have partners whose benefits (like health insurance) make full-time freelancing feasible. Treating RPG writing as a multi-stream portfolio business—rather than expecting a single massive windfall—is the secret to long-term sustainability.

As our session wrapped up, we hit the structural limits of modern convention scheduling. While the official program allocates a strict 1-hour duration, convention guidelines dictate that presenters technically conclude their sessions ten minutes prior to the hour mark to ensure a smooth transition for the incoming track. In practice, this 10-minute buffer is highly compressed, and throughout the day's broader scheduling, transitions rarely occurred cleanly or on schedule. The presentation we shared at Gen Con is available for free as a PDF on my Patreon.

We made some great connections at the event, but we had two more to go the same day: Launch Your Own Podcast, led by my wife, and Launch Your Own RPG Company. We'll post about both of those in upcoming articles.

Your Turn: What advice do you have for freelancers starting out in the industry?
 

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Michael Tresca

Michael Tresca

  • Entry-Level / Indie Publishers: $0.02 – $0.05 per word. (A 3,000-word adventure yields $60 to $150).
  • Established Mid-Tier Publishers (e.g., Kobold Press, MCDM, Chaosium): $0.06 – $0.10 per word. (A 5,000-word chapter yields $300 to $500).
  • Major Publishers / Industry Leaders (e.g., Wizards of the Coast, Paizo): $0.10 – $0.15+ per word.
Those numbers are pretty out of date. MCDM pays $0.25 per word. Pretty sure WotC is upwards of $0.20 these days.
 

Very cool that you ran that session at Gen Con!

MCDM now pays $0.30/word, plus $50/hour for any meetings between staff and contractors. MCDM has consistently broken barriers, and one way they do that is by paying contractors the word rate when the contractor is asked to make revisions.

Wizards rates can vary, and are often a fixed amount these days (though tied to a word count and thus equivalent to a word rate), coming out to $0.25/word last I checked.

(I have done work for both companies over the years, last for Wizards a year ago and I am currently helping MCDM on Draw Steel.)

Edit: I should also add that the companies I work with pay much more for editing and art than the rates mentioned in this article.
 
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It may also be interesting for folks to check out the video where I break down what a word rate actually means in terms of a salary, should you (arguably foolishly, in most cases) decide to make this your full-time job. For example, writing a 20k word project at $.20/word gets you $4k.

If you could write 1200 words a day, and work 230 days a year, and the word rage was $0.20/word, you would earn $55,200 USD and would have written 276k words that year. This is with a very good word rate and a ton of writing.

The number of words you have to write to have a given income can be shocking and varies by word rate. At a rate of $0.12/word, to earn $50k per year you would need to write just shy of 417k words! Many urban areas require a much higher salary, not to mention to cover health care (in the US), kid(s) education costs, retirement, etc.

I lastly look at the number of projects you need to land. With a word rate of .12, if you want $50k/year, you need to land 21 projects each of 20k words. I've been working in this industry for a while and I'm not sure I could land that many 20k word projects even in two years!

I also have videos in that playlist on budgeting, NDAs, SRDs, and more.
 

I have read many times that if you are starting a business, you should have at least 6 months of living and business expenses of cash in your bank account. Understand the tax laws for your area. In the US, the 'home office' deduction rules often change. You don't want to be celebrating that $1200 check you just received and find the next envelope is a $3000 assessment from the IRS for back taxes, penalty and interest because the deductions for your "writers den" were denied.
Please take to heart the thought that your proof reading is NOT done after your paper passes spell check. A correctly spelled word may be wrong for the usage. (I first typed work instead of word when typing this, spelled correctly but still wrong.) Don't count on the publisher catching errors. QA is often one of the first areas cut during budget problems. You don't want one of your works to get published and read by lots of people(and possible future employers) and have it filled with many uncaught grammar errors.
 

Hey - nice profile photo update!

Looking forward to reading the authorial voice of Mrs. Talien.

Treating RPG writing as a multi-stream portfolio business—rather than expecting a single massive windfall—is the secret to long-term sustainability.
This. I think this is the only way to string together a career that keeps you off the street in a freelance model. And it that won't work for an individual, maybe probably definitely freelance work isn't for them.
 

My standard advice to any writer is: "write what they asked you to write, and turn it in before the deadline" If you can do that you may be suprised how far ahead of the curve that can put you. :)

I'd add that I shouldn't have to say spellcheck and reread your work for the love of all that is holy. But if you also follow their format and style guidelines they will be very impressed.
 

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