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What's a Freelance RPG Writer Worth?
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<blockquote data-quote="Zak S" data-source="post: 7659660" data-attributes="member: 90370"><p>Thanks!</p><p></p><p></p><p></p><p>I mean something slightly different--and advice I think is more generally useful:</p><p></p><p>Make something that is, at least, the best you can do.</p><p>Make something that you yourself would actually use.</p><p>Do not assume the way thing are usually done is the way you need to do it.</p><p></p><p>I think this is advice everyone can follow--I see a lot of freelancers complaining that they did some writing on some thing---some thing they essentially don't really believe in and don't take responsibility for and that they only feel good about a part of---isn't selling. The RPG equivalent of a writer doing ad copy to make money, or an artist making cigarette money doing graphic design on the side.</p><p></p><p>In most of the world, this is sometimes necessary--you need money to keep afloat. In RPGs, it's silly: there's no money to be made. If you're working on projects you don't totally believe in, well: they're gonna suck. Expect that. Make your cigarette money writing outside RPGs--there's more of it. Only write RPG stuff if the entire package is something you can be proud of.</p><p></p><p></p><p></p><p>Everybody has something to say. The trick is to say it and feel responsible for making sure you said it as well as you could rather than saying part of it and kind of making a hash of the other part and then praying it goes over anyway.</p><p></p><p></p><p></p><p>For those people, I'd suggest starting at a scale where what is there is something you can feel good about.</p><p></p><p>Raggi started with a zine. I started with a blog. Don't tackle something bigger than what you're confident you can do right.</p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>Well, this I have a little bit of a problem with--I think people thinking the standard bag of graphic design tools is actually what you need is part of the problem. It creates a barrier to entry that's both high and in the wrong place.</p><p></p><p>Most graphic design in RPGs sucks--especially the most professional graphic design. It doesn't do what GMs and players need it to do.</p><p></p><p>If you only know two chords--write a song which uses two chords. But make it BETTER than anything Emerson Lake and Palmer could ever write. A limit on experience is not a limit on good ideas. </p><p></p><p>I think good RPG stuff starts with outrage at how terribly, uselessly done even the most well-funded corporate product is. You can start small--but challenge the world with that small thing. </p><p></p><p>Each time you think "Oh well I'll just learn to do it the way they usually do it" you've just tied an anvil to yourself. The way they usually do it doesn't work.</p></blockquote><p></p>
[QUOTE="Zak S, post: 7659660, member: 90370"] Thanks! I mean something slightly different--and advice I think is more generally useful: Make something that is, at least, the best you can do. Make something that you yourself would actually use. Do not assume the way thing are usually done is the way you need to do it. I think this is advice everyone can follow--I see a lot of freelancers complaining that they did some writing on some thing---some thing they essentially don't really believe in and don't take responsibility for and that they only feel good about a part of---isn't selling. The RPG equivalent of a writer doing ad copy to make money, or an artist making cigarette money doing graphic design on the side. In most of the world, this is sometimes necessary--you need money to keep afloat. In RPGs, it's silly: there's no money to be made. If you're working on projects you don't totally believe in, well: they're gonna suck. Expect that. Make your cigarette money writing outside RPGs--there's more of it. Only write RPG stuff if the entire package is something you can be proud of. Everybody has something to say. The trick is to say it and feel responsible for making sure you said it as well as you could rather than saying part of it and kind of making a hash of the other part and then praying it goes over anyway. For those people, I'd suggest starting at a scale where what is there is something you can feel good about. Raggi started with a zine. I started with a blog. Don't tackle something bigger than what you're confident you can do right. Yes. Well, this I have a little bit of a problem with--I think people thinking the standard bag of graphic design tools is actually what you need is part of the problem. It creates a barrier to entry that's both high and in the wrong place. Most graphic design in RPGs sucks--especially the most professional graphic design. It doesn't do what GMs and players need it to do. If you only know two chords--write a song which uses two chords. But make it BETTER than anything Emerson Lake and Palmer could ever write. A limit on experience is not a limit on good ideas. I think good RPG stuff starts with outrage at how terribly, uselessly done even the most well-funded corporate product is. You can start small--but challenge the world with that small thing. Each time you think "Oh well I'll just learn to do it the way they usually do it" you've just tied an anvil to yourself. The way they usually do it doesn't work. [/QUOTE]
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