Paka said:
Woops. Vanity publishers don't make money. Everyone I know who publishes at the Forge is in the black.
Self-publishers, Wil, self-publishers.
Just because I sell you my old Monster Manual doesn't make me a used book propietor who should be given props in the booksellers community.
I didn't take what eyebeams said as a slam on the Forge. I just wanted to know what commercial designers know that other people don't. I'm curious about the influences and the journey that he speaks of.
I'M HONESTLY CURIOUS. I'm asking an honest question here.
I am not waiting with bated breath so I can slam him in public.
I'm really nice.
Really.
Now I might challenge his ideas but I think I can do so without attacking him.
Funnily, when I actually explained what commercial game folks do from my PoV at the Forge they really, really didn't like hearing it.
There are three things people at the Forge do not, as a general rule, understand about how RPG stuff gets made:
1) The Forge assumes a collaborative process where some soulless business meeting determines the game and we follow a rigid outline to produce said game/book. The truth is that development exists mostly to vet ideas, not to impose them. For example, much of the conclusion of Mage: The Ascension came from my creative input above and beyond developer direction. Talking for Forgites, these guys assume that development is like Marvel Comics editorial direction c. 1993 or something. The problem now is that some companies are actually going in that direction and losing creative vitality, calming the brainstorm before it even starts.
The developer/freelancer relationship is a lot like the GM/player relationship, actually. The developer is responsible for a coherent line just as the GM is responsible for a coherent experience. Like players, freelancers don't just sit there. They must engage the subject and cooperate.
Now there are some extremely authorial developers out there, but they're generally folks who really don't want a certain vision to get lost. Or they suck.
Outside of this, the Forge seems to believe that we work in isolation and never play our games. I was once told right out that some dude who did his 10 page "game" was more in tune with me because I was writing by myself with no players. In fact, I talk to other writers all the time, we have many informal communities, and we're playing all the time.
Mind you, the "never play the games," thing has to do with Ron's bizarre assertion that nobody plays Vampire, but that's a different humdinger.
2) We look at players as autonomous individuals joined by an out of game relationship, who use that as the basis for game play. There is nothing bonding players to a shared vision. Instead, there is a relationship between the interests of players that negotiates itself before, during and after play. Sometimes we think of "types" of gamers (powergamers, social gamers, etc) and sometimes we think of game features that some like and some don't.
The result is a much less "focused" design and one that thinks of a multitude of interests. There is no contract or design driven auteur who is assumed to be in control of the game's vision. The game supports those varied interests. The trick is to link them to a bigger idea and creative play.
The illusion of "shared imagination," or a "play contract" don't come up and are actually pretty dangerous to the production of a viable game. The exception is a play contract that establishes minimum common standards (no sexual violence in a game; no PC backstabbing).
3) We look at things outside of gaming a whole lot and ask how we can apply it to games. This is individual and varied, but at its heart, it means that we are interested in linking RPG play and design to other ideas in popular (or academic) culture. It is not enough to be innovative inside the RPG community. We have to look at what's going on everywhere else. There's a commercial interest, but also one of relevance outside the hobby.