Learn the ins and outs of being an RPG publisher from those who have been there! Help you discover how to start, how to avoid common pitfalls, what mistakes happen time and time again, and how a product gets put together, from start to finish! We’ll include tips on how to get your product noticed by other gamers and how to get your product in the hands of your customers. The panelists were Stan!, Leonard Balsera, and Brendan O’Ciarrai.
(Due to a typo in the schedule for the con, I came into the panel late and missed the first 20 minutes. Sorry!)
Podcast: Play in new window | Download (Duration: 39:29 — 27.1MB)
Subscribe: RSS
If you enjoyed this post, make sure you subscribe to my RSS feed!
Bummer that we missed the first part, since what we did hear sounded like some pretty good insights. I especially enjoyed the discussion about the differences between the sort of creative control an author of a novel has, and the looser reins necessary for a good RPG setting. Plus the idea that an RPG needs to be capable of telling a whole bunch of stories, not just a single really well-crafted one.
Very nice panel & also want to hear more side tangent stuff of weird stories with West End Games vs what the Star Wars Franchise wanted. Very interesting to hear that about how the Dresden Files got launched as an RPG.
Also as a fan of google+ for games & part of many game communities on that social hub, they are really well moderated & while I have a problem finding games at times (thanks D&D 5th ed. flooding the games popping up :P), there are a lot of really well moderated communities where if you are running games or playing them to bounce ideas off of. And a lot of communities out there for specific systems that highlight different things to try out in games or people writing blogs about games in general.
Also will add for those looking to brush up on developing skills (learned via my time in working with computer games before switching to a more wider range of opportunity with tabletop/board games) is try out all the kinds of games possible even if you wouldn’t normally play them. You might find that something in game X which you wouldn’t normally play has which would work good for the mechanics that you are trying to figure out (so you can experiment with those mechanics), or better still, you were thinking about how to do this thing & a game system did it and it just hinders things to where you are better off reworking that idea in your game. Good luck to all!!