This is the thread where you can ask questions about the industry, and I [or some of the other industry people who hang out here, maybe] will try to answer.
I'm starting this because someone on another message board commented that I was using 'jargon' when I mentioned "Text approval" and "layout" -- two words that I don't think are anything close to jargon... so if I can answer and pressing or not-so-pressing questions people may have about processes within the industry, that would be cool; an educated fan base is a good fan base.
Very cool idea, Adam.
I think the people who really don't know how the magic is made (like me) aren't goign to know enough to ask the questions... I mean all I see is I enter in my credit card on the wizkids site or ebay, and out comes a book in the mail a week later. So is there anything really exciting going on that I can't already guess at (upper management says 'time to put out a new SR book', authors brainstorm and make up some ideas, editors call the authors bad names, playtesters playtest and tweak, artists hired and its sent off to the publisher)?
Why do game companies tend to horde upcoming products in secrecy, rather than get the product and details about it out to the public at large? The SR people haven't been too terribly guilty of this, but many other companies seem to want to hide everything until maybe a month before it is due out.
It seems to me that if you want to know how a product will be received, putting out news of it early will let you know how many people are willing to buy it. By waiting until the last minute and hiding all the details, companies gamble that what they're releasing is exactly what is wanted and that they can guess the sales figures.
One *possible* excuse I've seen in action is where a deal is not quite yet finalized for something like a game setting. You don't want to spook the other side, claim that something exists when it doesn't, or clue in your competitors that the setting is even up for sale. However, even after this stage, when all the deals are done and the book is in development, there still seems to be a conspiracy to keep it out of the knowledge of the people who will eventually buy it.
Likewise, what is the problem with saying "the art hasn't all come in yet, so the book will be late" or whatever valid reason exists instead of leaving consumers wondering why the release date has come and gone without a peep? Is it some horrible shameful secret that the print run was flawed or that the layout wasn't completed yet or whatever else happened to delay the product? Again, information is always appreciated. Without such a reason, fans speculate and do more damage through that than could possibly be done by admitting something like "the editor came down with strep throat and missed a week of work".
Is it just a case of ivory tower syndrome or is there an honest reason why holding back such information may be better than releasing it?
A very Good Idea.
1st Question: I know it has been said elsewhere, but how long, approxamately, does it take to make a new book start to finish (concept to in my hand)?
2nd Question: What determines if a book gets made or not? There are plenty of requests for books about every facet of the SR world. Is there some criteria for implementation?
3rd Question: Related to the 2nd. Where/Who generates Big Ideas for new books and adventures besides fans, assuming that the fan's Big Ideas are actually taken (I don't assume thet, really, given the quality of some of our ideas)?
| QUOTE |
| Why do game companies tend to horde upcoming products in secrecy, rather than get the product and details about it out to the public at large? The SR people haven't been too terribly guilty of this, but many other companies seem to want to hide everything until maybe a month before it is due out. |
| QUOTE |
| It seems to me that if you want to know how a product will be received, putting out news of it early will let you know how many people are willing to buy it. By waiting until the last minute and hiding all the details, companies gamble that what they're releasing is exactly what is wanted and that they can guess the sales figures. |
| QUOTE |
| One *possible* excuse I've seen in action is where a deal is not quite yet finalized for something like a game setting. You don't want to spook the other side, claim that something exists when it doesn't, or clue in your competitors that the setting is even up for sale. However, even after this stage, when all the deals are done and the book is in development, there still seems to be a conspiracy to keep it out of the knowledge of the people who will eventually buy it. |
| QUOTE |
| Likewise, what is the problem with saying "the art hasn't all come in yet, so the book will be late" or whatever valid reason exists instead of leaving consumers wondering why the release date has come and gone without a peep? Is it some horrible shameful secret that the print run was flawed or that the layout wasn't completed yet or whatever else happened to delay the product? Again, information is always appreciated. Without such a reason, fans speculate and do more damage through that than could possibly be done by admitting something like "the editor came down with strep throat and missed a week of work". |
| QUOTE |
| 1st Question: I know it has been said elsewhere, but how long, approxamately, does it take to make a new book start to finish (concept to in my hand)? |
| QUOTE |
| 2nd Question: What determines if a book gets made or not? There are plenty of requests for books about every facet of the SR world. Is there some criteria for implementation? |
| QUOTE |
| 3rd Question: Related to the 2nd. Where/Who generates Big Ideas for new books and adventures besides fans, assuming that the fan's Big Ideas are actually taken (I don't assume thet, really, given the quality of some of our ideas)? |
| QUOTE (Pthgar @ Nov 14 2003, 04:56 PM) |
| 1st Question: I know it has been said elsewhere, but how long, approxamately, does it take to make a new book start to finish (concept to in my hand)? |
Is there anything on some kind of item on a wishlist right now that a first time submission freelance writer might be able to take a shot at? You know, in case there happen to be any reading this.
Wow... aren't I a master of the art of subtlety.
| QUOTE (Digital Heroin) |
| Is there anything on some kind of item on a wishlist right now that a first time submission freelance writer might be able to take a shot at? You know, in case there happen to be any reading this. |
Which brings me nicely round to another question:
I've been wondering if anyone has heard anything about Swords & Sorcery's development of the Aeon Continuum games post-relauch and who the lead developer might be (I've heard different accounts about who amongst the old developers will be involved but nothing specific on who's managing the show).
I haven't heard anything either; certainly no public announcements.
I know that Bruce Baugh won't be involved, but that's the extent of my knowledge on this subect.
What I'd heard was the Bruce Baugh would be involved in some of the writing but the development would be an as yet-unidentified someone else. I'm a big fan of Trinity and Adventure!, less so of Aberrant, and I've been considering submitting stuff to S&S (both artwork and writing), however I'm afraid this'll go down the route other S&S lines have gone where they stick to a stable of known writers (not that there's anything wrong with that as long as the books are good).
I don't know who's taking on the developing either, but if the Warcraft book does well, or has gone well in the developing process, then maybe Dierdre Brooks?
Oh, and Synner: While that was a nicely detailed answer on how to submit proposals, it didn't answer his question on "how long."
(Adam covered it, though.)
Very true. I did get carried away there, mostly because I've been contacted by a number of people since "DotSW" came out asking me, "how did you do it?"
When I tell them the EuroSbers simply followed the FanPro guidelines and I did much the same for DotSW, some have sent me their proposals for some critique and comment.
Invariably I've found most people don't really read the guidelines and while these proposals do introduce some nice plots and "concepts", they normally lack any reference to execution (appropriate format, Voice, context, etc), links to continuity and tie-ins to ongoing setting and most even lack a proper pitch (come on people you're supposed to be selling your idea!). That's not to mention the times people put together 20000-word drafts instead.
And thanks Pistons, I'll keep my ear to the ground and see if anything is made public before the first book hits the shelves since apparently they're starting with Adventure! and building towards Trinity (the one I'm most interested in) anyway. I especially like they're picking up the Continuum continuity where WW/arthaus left off.
Concur.
We had someone post on our [GOO's] mailing lists about a month back, basically saying "I know that reading submission guidelines isn't really the way anyone gets into the industry, so why don't you guys tell me what you're looking for and I'll do it?"
He was soundly ignored. The absolute first skill you need as a freelancer is the ability to follow directions -- even directions you don't like. Can't do that? You can't freelance.
Why are video games treated like competition more than CCG and other types of genres?
It seems to me stores and "the industry" treat PC games like an curse. It is well known that many players of RPG's and such often play video games as well, while the reverse may not be true. I have not seen a store that sold both PC games and RPG's/CCG's, and yet this would seem to be a great way to attract new players.
I really don't think manufacturers think PC/console games are competition -- I'm sure some do, but I haven't met many that scream "oh my lord the sky is falling video games will kill us alllll!". Certainly everyone I know in the gaming industry likes to kick back with a video game once in awhile, if not daily. Honestly, it seems to be more of a fan thing to go "oh no! video games are killing my RPGs!"
The reason most game stores don't stock PC or console games is because the margins are razor thin -- sometimes as low as 10% on a title, and it's exceptionally hard to compete against proper game retailers and "big box" stores like Wal-Mart and the like. If you bring in a game that sells for $50 [paying $45, we'll ignore shipping] and a month later it still hasn't sold, but the other stores have discounted it to $30, you either have to keep it around at $50 and hope some fool buys it, or drop it to $30. If you sell it for $30, you now have to sell three more titles at full price [assuming $5 profit] just to break even. Plus, just investing in 20 titles is nearly $1000 -- a pretty hefty sum for most game stores.
Why the are margins so thin for video games?
I've noticed Borders stocking more RPG's than ever (due perhaps to the popularity of Forgotten Realms books?) and wondered why they didn't also have video games (DVDs, Music, Books, and Coffee). That led me to wonder why Gaming Stores don't. When I win the lottery...
Have RPG's outside the video industry experienced a general increase in sales since online RPG's such as Everquest have become popular?
What about since the availability of the Internet in general?
| QUOTE (Kanada Ten) |
| I've noticed Borders stocking more RPG's than ever (due perhaps to the popularity of Forgotten Realms books?) [snippity] Have RPG's outside the video industry experienced a general increase in sales since online RPG's such as Everquest have become popular? What about since the availability of the Internet in general? |
Re: Video Games
Honestly, the profit margins aren't quite as bad as Adam says on new video games. From what I've picked up from my time at Babbage's and now GameStop, it's probably comparable to any other retail market.
The problem lies in the second part of what he said though... Games drop in price, sometimes very, very fast. You can see a 50 game drop to $30 in less than 2 months. And any copies that you didn't sell for full price, you've now lost all your profit margin on.
With video game systems it's much, much worse though. That's where stores make no profit, and why you almost never see a console system "on sale". Retailers sell consoles out of need, to help move the games themselves. Not for profit. Hell, the game companies themselves make little to no profit on a console (The PS2 was actually sold at a loss for at least the first 6 months or so. A loss to Sony themselves, not the distributors and retailers.)
And to further it a bit more... The biggest reason game stores rarely carry any kind of game stuff is that you would have to deal with yet another distributor, since Comic and RPG/CCG distributors don't deal in them.
Big pain in the ass all around.
Bull
New subject:
Is there an online source of RPG industry data? Things like game sales, company sales, market share, etc?
I've been out of the loop for quite a bit, and am curious as to where everyone stands in relation to the competition.
Another Question: Play testing/reading.:
I know you use play testers to try out new products, but what about readers? Someone that knows the system and setting that just reads the product for errors or inconsistancies? And if you do use test readers, how can someone get involved?
Thanks!
| QUOTE |
| Is there an online source of RPG industry data? Things like game sales, company sales, market share, etc? |
| QUOTE |
| I know you use play testers to try out new products, but what about readers? Someone that knows the system and setting that just reads the product for errors or inconsistancies? And if you do use test readers, how can someone get involved? |
Thanks!
I'm surprised this thread didn't get more responses. Anyone else have further questions or follow-ups?
Adam, would it be possible to take one of the freelancer submissions that were well-received and make it publicy available as an example of what a submission should be like? It doesn't have to have been a successful submission (although that'd be great) -- but just one that was felt to be appropriately written.
I submitted a concept last year sometime, and I never heard a word back. Either it got lost in the mail, or it just didn't stimulate anyone. I'd be neat to compare what I wrote to an "ideal submission" to see if it was missing major needs. I read the freelancer submission criteria meticulously, but perhaps I interpretated something incorrectly.
I'm also not sure how to submit on a project that I know is already being considered, such as the Critters behavior and "how to use" concept that was kicked around on DSF awhile back. I have ideas for that-- but how do I sketch a contribution to a larger project?
Thanks in advance for your kind reply.
--K
| QUOTE (krishcane @ Jan 28 2004, 11:22 AM) |
| Adam, would it be possible to take one of the freelancer submissions that were well-received and make it publicy available as an example of what a submission should be like? It doesn't have to have been a successful submission (although that'd be great) -- but just one that was felt to be appropriately written. I submitted a concept last year sometime, and I never heard a word back. Either it got lost in the mail, or it just didn't stimulate anyone. I'd be neat to compare what I wrote to an "ideal submission" to see if it was missing major needs. I read the freelancer submission criteria meticulously, but perhaps I interpretated something incorrectly. I'm also not sure how to submit on a project that I know is already being considered, such as the Critters behavior and h"how to use" concept that was kicked around on DSF awhile back. I have ideas for that-- but how do I sketch a contribution to a larger project? Thanks in advance for your kind reply. --K |
1. That would be awesome! Thank you so much! In fact, if Adam/Rob/you are cool with it, maybe it should even go on the srrpg.com webpage, now that I think of it. Regardless, I will enjoy reading it.
2. Good point. I should send a follow-up email. It was indeed an unsolicited book concept, which I know is the longest possible shot for freelancing. I just got inspired, so I sent it to start thoughts flowing.
3. Cool. Thanks. I'll need to sit down and put together my "Running Wild" concept contribution on animal behavior and psychology (ie. how to GM critters the cool way).
--K
Adam, what's the exact release order and estimated ETA for Shadowrun's books? Some of us are interested in SotA:2064, and it wouldn't hurt to know when we should be pitching for it. ![]()
Howdy. ![]()
I really like the addition of fiction to the Shadowrun home page. It gives people who might be considering picking up Shadowrun material a feel for the Shadowrun world, even if in small bursts.
How would one get involved in submitting a piece of fiction for the website? Will only certain writers be approached? Or if I had a story idea, or an actual piece written that I wanted to submit, could I?
Continuing on the hypothesis that I could get involved, are there guidelines for short story submissions? Length requirements, topic limitations, etc.
Thanks!
SR13
How would one get involved in submitting a piece of fiction for the website?
You'd be talking to me. ![]()
Will only certain writers be approached?
Nope. I have a preference for current freelancers, but others may submit proposals to me as well.
Or if I had a story idea, or an actual piece written that I wanted to submit, could I?
Yep. I prefer story ideas, because they can be reworked more easily than an already finished piece if either aren't quite what I'm looking for, but I'll at least look at either.
Continuing on the hypothesis that I could get involved, are there guidelines for short story submissions? Length requirements, topic limitations, etc.
Absolutely.
In a nutshell, these are the guidelines:
* Length: Approximately 5,000 words maximum. It would be better to have fiction a little shorter than that, but I'm not going to turn down something just because it's approaching 6,000 words. Just shoot for that ceiling, and don't sweat it if you overshoot a little.
* File Format: RTF (rich text files), please. This ensures cross-platform readability. Most folks I know have Word 2000 or some other incarnation of MS Word for Windows, but I know some of you have Macs or other word processing programs. All platforms and programs, however, can use RTF. Using the default 12pt Times New Roman is preferred, as is using Arial or Helvetica. Single spaced lines, double-spaced between paragraphs, no indent. Attach and send it to me via email to: drgnfyre AT netcarrier DOT com.
* No novels, serial or otherwise. Right now, the fiction goes up every two months, and I'd like to have different stories from different people. You may tell stories that involve the same character each time, or even stories that are somehow linked in some way, but that's as close to novels as I want to see.
If you want to go that route, just pitch each story and not the group of them at once. See the second sentence.
* Spellcheck. I'll be checking over each story before I hand them off to be put on the web. I expect that now and then, typos, an odd misspelling or grammar problem will pop up, and I will correct those. However, I prefer that you proofread your entries before you hand them to me, whether it is a first draft or final draft.
* Feedback: You can expect this from me. It may take me a while to send some to you, but I will at least send you *something.* Generally, I'll let you know what worked and what didn't, and give some suggestions on how to improve the story. If I send you no feedback other than "it's good," I mean just that, and it will likely be put on the web as-is (along with any of the aforementioned needed corrections).
* Proposals: As I said earlier, please send me a proposal first. That way we don't waste each other's time if I'm not sold on your story and you'd prefer not to change it. If you have a good story idea and are not sure how you want to develop it, I'd be happy to give you some suggestions. It would be better if you already know what you'd like to write, however. Your proposal can be as informal as "What do you think about this?" and giving me a rundown, or as formal as a synopsis and outline. In the case of the latter, please attach them to your email.
* What I'm looking for: Give me street. Could be high-end, could be low-end. Could be a newbie runner hitting the Stuffer Shack, with moral quandaries or hijinks ensuing, could be someone who breakfasts with Jaguar Guards... but make it believable. Make it feel real. Please don't give me a Mary Sue, because I can smell them from a mile away.
Writing stories that use your own characters are okay, but see above. If you're not sure that you can use existing Shadowrun signature characters, then it may be better off not to use them. If you're still not sure, then ask me. Right now, I have a "hands-off" policy in regard to WizKids' Duels characters. This is for everyone's protection.
* Compensation: Yes, you get some. When I've accepted your story and handed it off for web publication, please give me your name and mailing address so that I can give it to Rob. He will send you a book (you may need to discuss with him which one -- sorry, I don't think he's got any copies of UB laying around
), or, if you have all the books, you will get a $25 gift certificate.
I think that about covers it. If you have any additional questions, send me an email or PM.
Sweet! Thanks, Pistons!
I'll be sending you a formal proposal soon.
SR13
| QUOTE (JongWK) |
| Adam, what's the exact release order and estimated ETA for Shadowrun's books? Some of us are interested in SotA:2064, and it wouldn't hurt to know when we should be pitching for it. |
| QUOTE (Adam) |
| This sort of stuff really isn't my business; I'd suggest sending Rob a query letter and asking him to let you know when the book gets closer. |
Hmmm...I'll seriously have to look into trying out for the writing...
*hurries off to make plans*
Since we're talking about behind-the-scenes industry stuff, I thought some of you might like to see this article, from Pinnacle's web site:
http://www.peginc.com/ShootingBlind/SparktoPrintBill/SparktoPB01.htm
The most interesting part is the third segment, which discusses actual numbers of print runs, printing costs, and such.
X
What follows is something Lou Prosperi told me while discussing some ideas, and that we agreed it would be best for all to know. I've heard this before from other writers, but Mr.Prosperi sums it up in a few paragraphs:
| QUOTE (LouP) |
| One last thought for now. Here's a bit of advice to consider when working on stuff like this. When working out "The Truth" behind some secret (or even when just working out details of a person or place), define only as much as *necessary*, and as *little* as possible. What this means is that you don't need to flesh out every detail about who this character is, where he came from, and why he's doing what he's doing. Work out only as much as you *need* to know to present him in the sourcebook, and leave the rest unresolved. Of course, you can have theories and ideas about the rest, but so long as you don't nail it all down or carve it in stone, you leave yourself the freedom to change the details should the need arise. I picked up this approach of defining only as much as *necessary*, and as *little* as possible from Tom Dowd (former SR Line Developer) at FASA, and though Tom and I didn't agree on lots of things, this was one thing that we did agree, and I think it helped make our products stronger in the long run. |
Wow, this thread has been dead for a while...
My wife is currently attending art school and her teacher suggested working on getting published. She does mostly fantasy art. She prefers the Other Game/D20 mechanics, but has really fallen in love with the SR metaplot (she's been buying me modules like Harlequins Back, then asking me how everything ties together. I'm wondering why she doesn't just read the books herself, but whatever.) I mentioned that FanPro hires freelance artists, and has been taking a lot of flak for having bad art, even though art is ungodly expensive. Since she wants the resume buffer and experience more than the money, she'd love to do art for SR and would do it cheap. Unfortunately, the artist guidelines are pretty skimpy compared to the writer guidelines.
So I ask then, what should she do? Her work is largely computer generated, although she uses other things too (beyond crayons, I'm really not up with art. She has paints and really expensive pens she uses.) Are there any particular mediums FanPro looks for? Is there a particular style or content they want in the samples? Are the artists for the upcoming books already chosen? Would she get more consideration if she mentioned she'd accept lower pay? What is the average pay to begin with? She does a lot of fantasy stuff, but isn't so good with the mecha/cyber things yet, would that cause a problem?
In case anyone is curious, her website is www.tigerterritory.com , but looking over it, it doesn't look like she's added anything in almost two years.
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