Accidentally, UA may turn out to be a harbinger of the viable RPG publishing model in the new century. Somewhat idealized as follows:
Old: An existing publisher develops a concept in-house, expands it as need be with generic freelancers, and publishes it identically to other projects, into an existing line or schedule, with conventional (or no)
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*flees*
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What's the path to move from "no name" to "big name" designer? Lots of freelance work? Independent publishing? A bit of both?
"I'm a First Level Designer, I've got the Houserules Feat"
Tom
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I wonder if Hogshead forced or suggested a separate line developer in BB to RSB. Any insights?
CU
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I spent many hours in zen contemplating pondering it.
If you're me, and too goddamn lame to write your own game (although rumour has it I'm waiting for Fudgeless FATE, but with me, I'm probably waiting for Godot at this rate) you get stuck in the freelancer doldrums of the old model. As of April, I will have worked on 14 books, 5 written by myself, and no one knows who the hell I am -- or still! Because freelancers are a dime a dozen, and you can scatter some rice on the floor of a con and pick up yourself 2 or 3 who will work in the old model for nothing.
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