What's a Freelance RPG Writer Worth?

Freelance writers (as opposed to those on salary) tend to be paid per word. The rate varies from publisher to publisher, and on how experienced the writer is. Ed Greenwood, for example, can command a much higher rate than a new writer can. Obviously only you, the freelancer, can decide what your labour is worth - and if you're an experienced freelancer you probably already have a pretty solid idea what that figure is. But if you're a new writer, you may be a little lost. In this article, which I'll continue to update with new information, I'll tell you what rate a new writer can expect from various publishers.

Freelance writers (as opposed to those on salary) tend to be paid per word. The rate varies from publisher to publisher, and on how experienced the writer is. Ed Greenwood, for example, can command a much higher rate than a new writer can. Obviously only you, the freelancer, can decide what your labour is worth - and if you're an experienced freelancer you probably already have a pretty solid idea what that figure is. But if you're a new writer, you may be a little lost. In this article, which I'll continue to update with new information, I'll tell you what rate a new writer can expect from various publishers.

[Note - this article will continue to be updated and tweaked; folks are suggesting excellent advice to include, so it's worth checking back]. Using publisher submission information on their official websites, and publishers advertising for writers I have compiled the below list. In some cases, publishers have kindly volunteered the information; thank you! At the moment, it's a bit sparse; but I hope it will grow. New writers can use this page to help them determine their own value and check out publishers that interest them. I don't want to tell you what to charge for your writing services, or what to pay freelancers, but hopefully the information here will help - a little bit - in making an informed decision. You can click through to apply for opportunities that interest you.

Advice: Here are a few things to be wary of. They don't have to be dealbreakers, they aren't necessarily bad, and you may well be OK with them, but you should be aware of them. This applies to new writers (and artists, for that matter).

  • If you're doing work for somebody, and you're not being paid, you are being exploited. (Doing work for somebody is different to doing work with somebody). Volunteer work obviously falls outside this category, but volunteer work should clearly be volunteer work, not work paid in "exposure" (see below).
  • Never work for the promise of "exposure", or for "experience". You should work for money. This is a common tactic, and is often puffed up with nice language, but it is exploitation and you should look out for it.
  • Also be wary of jobs offering payment solely in royalties (or a percentage), unless the company has a verifiable track record of good sales - and they should be able to provide you with solid figures. Do not be afraid to ask for these figures; they're asking you to trust them and take a risk by working for royalties only, and if they refuse you those figures you should proceed with caution. That doesn't mean you shouldn't do it, but do it carefully. Royalties on top of a fair rate is perfectly reasonable.
  • Be wary of contests which grant the copyright of your work to the company; that's often a way of getting people to work for free. Look for contests which allow you to keep the rights to your work, or which will pay you if they publish your work. There is a caveat to this -- it's reasonable for companies to protect themselves from future claims of similar development to past contest entries, but, as Paizo's Erik Mona says, even then "If we publish it, we pay for it. Period."
  • Look at what's being sold. "Work for hire" means the publisher owns the output completely. Other options include "first publication" (in which you retain ownership but the publisher gets to publish it first) and non-exclusive licenses. All of these are OK, but the last two are worth more to you than the former, and may make a lower per-word rate more palatable. If you're writing for an existing setting, keeping the rights to your work is far less valuable to you, because you're unlikely to be able to re-use it (you're not going to be able to re-use material about Drizzt or Yoda, for example). Be wary of work-for-hire combined with a low per-word rate.
  • Be wary of pay-on-publication work. That means a publisher can shelve your work and never pay you for it. Take pay-on-acceptance work. Some publishers will portray their policy of paying-on-acceptance as a beneficent act: it's not; it's the baseline you should expect. That said, it's OK if the payment doesn't come instantly, as most publishers do their payments en masse on a periodical basis - but make sure you know when to expect it.
  • Don't do "audition work" for free. You should be paid for that, too, although it is fair that that be at a lower rate. Game designer Ryan Macklin has a good article about this.
  • If you re-use Open Gaming Content, it is reasonable for the publisher not to pay you for those words.
  • If it's not in the contract, ask how stat blocks are paid.
  • Finally, don't work in exchange for product.
  • Remember, it's OK if a company can't afford you. There's things that all of us can't afford! And also remember that it's very, very difficult to make a living freelancing for RPGs. Some people manage it, but it's not easy!

Please feel free to send corrections or additional information.

The below list shows the rates I've been able to find published online for new writers.

This is just starting rates only. Experienced writers will already know what rates they usually get, and already have relationships with various companies, so they don't really need the information below. If there's an asterisk, then I've been able to confirm that the company in question pays experienced writers more, but it's generally safe to assume that these minimum rates are increased depending on the writer.

I've included links where I can so that you can apply to the companies that interest you.


PublisherRate/word for new writersNotes
Paizo Publishing$0.07*
Wizards of the Coast$0.06*Freelance articles for D&D Insider; other writers work on salary
Pinnacle Entertainment Group$0.06*"Higher for some folks, plus a % of any crowd funding we do if they're one of the principle creators."
Evil Hat Productions$0.05
Atlas Games$0.05
Steve Jackson Games (Pyramid / GURPs PDFs)$0.04 (Pyramid) or royalties (GURPs)After publication. "Pyramid pays 4 cents a word, shortly after the article appears in final form in our PDF"; "...our base royalty is 25% of the cover price (this can go up for authors with a strong reputation that helps sell books, and can go down for inexperienced authors or those requiring very heavy edits)."
Vorpal Games$0.04
Posthuman Studios$0.04
Pelgrane Press$0.03*
Goodman Games$0.03Link is to Level Up magazine submissions; other submission calls have the same figure
EN Publishing$0.03*
Drop Dead Studios$0.025
Fat Goblin Games$0.02
Dreamscarred Press$0.02
Purple Duck Games$0.01*
Frog God Games$0.01*
Kobold Press$0.01 - $0.06"...strict minimum of 1 cent per word... Our rates for established, proven freelancers vary from 2 to 6 cents/word."
Bards & Sages$0.0125% on acceptance, rest on publication
Rite Publishing$0.01*Rates go as high as $0.11.
Raging Swan Press$0.01
Open Gaming Monthly$0.01"If your submission IS selected, you will receive 1 cent per word for your first published work. If your work requires very little editing (fixing typos, fixing grammatical errors etc.) then that will likely be increased to 2 cents per word. If your work receives great reviews and we use your work in future issues or products, you'll receive 3 cents per word in those future products."
Obatron Productions<$0.01Savage Insider; Word Count: 2,000 – 5,600 | $15 – $35
LPJ Design$0.005* (half a cent)Up to $0.02 with experience
Rogue Genius Pressroyalties only
Ephemeric RPGroyalties only$1.00 for every PDF or e-book that is ordered

What the Publishers Said
Discussing this subject with numerous writers and publishers turned into a fairly lively debate. Some of the statements made clearly illustrated why it's important that writers make themselves informed. Louis J Porter of LPJ Design says that "You kind find was to save money at the beginning that pays off very well in the long run [sic]" and that "Do I think I could get to a point were I make $10K month doing this, Oh Hell Yes!"

The way LPJ Design finds ways to save money in order to make $10K a month is to pay writers half a cent per word. As he says "if you are a first time writer never have sold ANYTHING to ANYONE, sorry you bring no value to my company... You guys sound like the college grad who wants to get paid $50K for just showing up. LOL!" I found myself very uncomfortable with Porter's language; he later said to one writer "You can die from exposure. Just prove to me why I should pay you more? You do that, you get paid better." and to that writer he later said "And there is the problem, you think this is an equal relationship. It isn't."

That said, the same company's calls for freelancers on various RPG forums take a different tone: "So if you are interested and not sure you think you can be good at this, I will just say, don't miss out on your dreams because you are afraid to go after them...It is your job to loose."

I can't help but feel that "I can't afford writers" isn't an great reason to underpay writers. It's OK to not be able to afford something but the solution is to find some other way to afford it, or accept that you can't afford it. Many small publishers have addressed this issue by using services like Kickstarter, Patreon, and others, which are great alternative models, although not for everyone. Erik Mona asked about products with margins so low that $160 is too much (assuming a 10-page PDF at $0.02 per word) "Does it make sense to put effort into projects that garner so little interest from the paying public that they require shennanigans like that? Is $80 a fair wage for what amounts to 4 days of work?"

And, definitely, the majority of small publishers do not intend to consciously underpay anybody. It would be unfair to point at a bunch of publishers and chastise them for being exploitative, and many tiny publishers can really only afford $0.01 per word (although James Ward observed "At $.01 a word you get what you pay for.") As Raging Swan Press' Creighton Broadhurst (who is a very small publisher and pays $0.01 per word) said, "If I thought I was exploiting people, I would stop doing what I do. But I don't think I am as I'm forcing no one to work with me." And I myself know what it is to be a tiny publisher with incredibly low sales, so I can certainly empathize with that position -- most micro-publishers are run by decent people paying what they can afford.

I have no idea where the line lies, though personally I feel uncomfortable these days offering anybody less than $0.03 per word (I have in the past), and wouldn't consider paying $0.01 per word. But that's just what I choose to do. Most writers I've spoken to agree that 2,000 publishable words per day is a fairly reasonable rate. As game designer Rich Baker observed, "It's hard to knock down 2000 word days, day in, day out. That's an honest 8 hours of work. At $0.05 per word, you'd be making $12.50 an hour... I am frankly appalled at the idea that someone might pay (or take) $0.01 a word in the 21st century. That's saying a writer is worth $2.50 an hour." Paizo's Erik Mona feels that "1 cent a word is not 'bordering on exploitative'. It is exploitative FULL STOP."

[As a side note, using Rich Baker's estimate of 2,000 words per 8 hour day, that works out to $10 per day at half a cent per word, $20 per day at $0.01, $40 per day at $0.02, $60 per day at $0.03, $80 per day at $0.04, $100 per day at $0.05, $120 per day at $0.06, and $140 per day at $0.07.]

With luck, this article should give writers some of the the information they need to inform themselves when considering freelancing, and ensure that the relationship is an equal relationship. I'll keep the table above updated as best I can, and folks can make their own decisions. Please do feel free to correct inaccurate figures or provide additional information! Also, if you're a freelancer, feel free to share rates (don't break any NDAs, though!)


 

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Jeremy.Smith

First Post
I made over sixty thousand dollars last year from indie RPG publishing. That is net, pre-tax profit, after subtracting all expenses for art, production, fulfillment, and OBS' cut of the take. My gross sales were approximately $107,000. My first product was released in November of 2010.

I am reasonably well-acquainted with making money at this pastime. I'd like others to be, too.

I've made the terms and qualifiers of my advice clear. Those with no talent for writing RPG material, those who do not use free resources, and those who are unwilling to put in the time and effort to develop their business will do no better as a freelance publisher than they will as a freelance writer. Those who do possess these qualities and do choose to employ them will, however, make some amount of money. Given the paucity of decent-paying freelancer jobs for writers, I have reason to believe that they will make more self-publishing than they will through freelancing. I can't say that the arguments presented have convinced me of the contrary.

There is one big point of differentiation between you and some of the other folks posting here: you are releasing your own RPG. Most here are releasing supplements for Pathfinder or D&D. Without knowing how your sales break down, that would imply that the money is in NEW roleplaying games, not supporting existing games.

But that's at the 30,000 foot view, so you're welcome to correct that assessment. :)
 

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There is one big point of differentiation between you and some of the other folks posting here: you are releasing your own RPG. Most here are releasing supplements for Pathfinder or D&D. Without knowing how your sales break down, that would imply that the money is in NEW roleplaying games, not supporting existing games.

But that's at the 30,000 foot view, so you're welcome to correct that assessment. :)
Exactly, Jeremy.

Not every market is the same. Not every publisher's position or capabilities within the same market are going to be the same, no matter how skilled they are as a writer. The market is a fickle thing, and entering it as a publisher thinking "I've put my time in and I'm a good writer" is going to get one by is, well ... dangerously naive advice to be passing along.
 

CardinalXimenes

First Post
I think it's quite obvious that because you've been able to do it, you have ended up taking a hell of a lot for granted on behalf of everyone else who may try walking the same path. Do you honestly think that everyone who made the same decisions as you has the same chance at success as you've enjoyed?
I think we're just disagreeing on the scope of success that can be expected. I don't expect that anyone, talented or otherwise, could just cargo-cult repeat my processes and profit as well as I have. I had the luck to choose the right market niche and supply a need that wasn't sufficiently scratched at the time. I was there with a POD core book the month that OBS started offering them. Stars Without Number had the luck to be pushed by many people at the right place and right time. After a certain point, hard work and moderate talent simply make luck possible rather than foreordained.

But honestly, you're telling me that slapping a $4.99 mini-splat up on DTRPG won't catch at least three or four purchases while it's still sitting in the "Latest Products" listing? $10 may be nugatory, but if you're determined to write RPG material and have done it with free tools and resources, that's $10 of profit, and it's $10 of profit you chose to get. You were not obliged to find a publisher willing to pay you, which is a very non-trivial undertaking for many aspiring freelance writers.

The harsh truth is that there is not an unlimited supply of publishers willing to pay even one cent a word for a freelance writer. An aspiring writer's choice is often not between freelance rates and trifling self-pub returns, but between nothing and self-pub. Learning how to use Scribus and how to lay out a basic, respectable RPG product is not a trivial undertaking, but I honestly don't believe that a reasonably-intelligent person willing to spend a few months of real, freelancer-worthy work with the product can't learn how to make a modest and adequate product with it. I've published several documents expressly to handhold newbie publishers through the process.

I wonder if the OSR community is very different than the Pathfinder community. Zak S could also join this thread and talk about Red & Pleasant Land, but that wouldn't be the norm for most writers or publishers.
I think the OSR community is exceptionally friendly to self-publishers because it has such low minimum standards for production quality. Some publishers actively seek to emulate bad or naive typography just to mimic the classics of the genre. Though to be truthful, given the extremely low book design standards of the RPG industry in general, this maybe isn't so much of a distinction from other sub-markets.

There is one big point of differentiation between you and some of the other folks posting here: you are releasing your own RPG. Most here are releasing supplements for Pathfinder or D&D. Without knowing how your sales break down, that would imply that the money is in NEW roleplaying games, not supporting existing games.

But that's at the 30,000 foot view, so you're welcome to correct that assessment. :)
Stand-alone RPGs undoubtedly give the best profit-to-page ratio for me, especially given the Kickstarter money they bring in. Even so, supplements normally pay off their modest art investments handsomely- short supplements of 32 pages or so average around 2K profit in the near term, while longer supplements of 64-100 pages net out about 4-6K. I'm going to try a Kickstart for a full-color 64 page supplement later this year and compare the take with my b/w full-game book KSes to see if Kickstarter might improve supplement profitability. The Pathfinder market ecosystem might be very different, and I get the impression that higher production values are expected, but it might be worth seeing what kind of wiggle room you have there on production costs.
 

PaulO.

First Post
I appreciate the initial post, and the discussion, as I sometimes dream of writing. But I think an issue here is that there are lot of people who, like me, wish to write. The amount of fantasy content you can find available on the internet, and given away, is enormous. The market is flooded with decent writers, and decent content.

Creighton Broadhurst even wrote,
Very few people become freelance game designers to make decent money or to earn a living full-time. For me, I do it because I love sharing my “creative genius” and I get a real kick out of knowing people all over the world are enjoying my products and (hopefully) they are making their games better and more fun.

I think that is true for a lot of us. Which means there are a lot of us trying to squeeze water from the same rock. It seems that the supply of content outweighs the demand to the point that customers aren't willing to shell out much money on a regular basis for new content. Since publishers have less money coming in, they have less money going out to writers.

I don't know the solution. Publishers and writers to focus more on differentiation and branding? Broader economic issues so that we all have more money to better support the arts?
 

Adam Jury

First Post
Also, in regards to the expectation that PDFs should be cheaper than print books I have a strong opinion (and not what you would think it would be as a publisher). My hang up with pricing PDFs as much as actual print books is that the cost to produce such items is a lot less than a traditional book. Sure there are costs for writers, art, editing, etc. but I know that a majority is in the actual production of the book itself.

This depends on a LOT of variables ... the size of your print run, whether it's offset/print on demand, and, of course, how much you pay your creative team.
 

arjomanes

Explorer
I don't know the solution. Publishers and writers to focus more on differentiation and branding? Broader economic issues so that we all have more money to better support the arts?

Maybe a co-op people could join that provides subscription material? Something like a DDI for indie design (magazines get partway there, and of course the well-read blogs). Kobold Press is kind of close to that, but you don't really need a membership to read all the free material on their website. It seems writing for a kickstarter book pays better, while writing an article for the website pays considerably less.

I'd be curious to see what happens with demand in the next year with 5th edition. A new supplement to the OGL or GSL may make a difference, or it may not. Some publishers are creating 5th edition compatible content under the existing OGL, but that seems an additional legal hurdle that many publishers want to stay clear of. It does seem to me that there's a market for 5e material, but to what extent I'm not sure.
 



knottyprof

First Post
Not every market is the same. Not every publisher's position or capabilities within the same market are going to be the same, no matter how skilled they are as a writer. The market is a fickle thing, and entering it as a publisher thinking "I've put my time in and I'm a good writer" is going to get one by is, well ... dangerously naive advice to be passing along.

But it is overall a reasonable option for those that want to try their hand at writing and game design. Whether or not it is good, bad, or just bland is indifferent. As pointed out from the article itself, the wages of freelance writing for a small to moderate gaming publisher will be limited at the very least and many who want to "break into" the business may be willing to do many of the items listed as exploitative just for the chance. Self publishing on Drive Thru RPG or other similar sites is relatively simple to set up and doesn't cost anything until you actually sell something. So if I have the option to try and find work as a freelance writer making 1 to 2 cents per word (with the assumption that a publishing company will even be willing to give you a project) or just going on my own to develop a few ideas and try to sell them, I think the self publishing road is an effective way to at least test the waters.
I am a small publisher that does all of the work myself from writing, layout, some artwork, and even branding. Sure I don't know all the ins and outs of the business but as a glorified hobby it gives me an opportunity to learn and who knows what the future may hold. If my company never makes me enough money to give me a real salary, at least I am learning and actively committing to a hobby and sharing my ideas with others.

So I am not sure how the advice is naive or dangerous to anyone. Sure, you may find out that you are a less than spectacular writer and your skills are not what you thought they were, but there really is no harm in trying and the cost minimal compared to other types of self starting businesses. And if you were strictly trying to find work as a freelance writer, any publisher that actually gives you a project will definitely let you know whether or not the material you generate is acceptable or not.

I guess if you are going into self publishing with grandiose plans of profit and adoring fans, yes this advice can be dangerous. But if you realize that it is only a vehicle to test your skills and talents and possibly share some ideas with others while making a little money, then what is the harm in trying your hand at self-publishing?
 


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