Perfecting It
Perfect, Unrevised is for sale. This is one of the most exciting announcements of my life. Folks can pick up the PDF for $10, and preorder the book for $22 + s&h.
This moment has been a long time coming. I’d like to share with you how I got here, and link you to some reviews and AP along the way.
In late 2005, I started reading The Forge. I participated in one or two little design contests, before stumbling upon my big RPG idea in early 2006. Imagine a game where your character sheet only told you about the things you can’t do? Imagine if play was about finding out how to work around that?
That idea in and of itself didn’t prove to be very exciting, but it did lead to Perfect. Impatient and seventeen, I rushed to design and release the game as soon as was humanly possible. I was at Gencon with the game in hand that very same year – about 6 months after my initial idea.
That’s, uh, a stupid way to design a game. In May of this year, I blogged about some of the lessons I learned in that experience.
I published the game, and was initially really excited about it. I heard some really lovely compliments from Paul Czege, who was my game design idol. Ron Edwards played it, and then played it some more. He encountered some glaring hiccups, but generally liked it. Malcolm Craig played it too. He encountered some glaring hiccups, but generally liked it.
Over time, the glaring hiccups came to occupy more and more of my mental real estate, and reports of people having “generally liked it” were less exciting. Some time in 2007, I pulled the game off the market. I was determined to refine it and re-release it once it had been, well, perfected.
I assume this process will take about three months. It takes over three years. The game receives about 100 playtests over this period, some led by me and some blind. I posted about one session here.
I almost abandoned the game several times, because the work of editing and refining turned out to be hard. Gasp! What a surprise!
It’s then that fans and supporters came out of the woodwork, to help push me to keep going. Gary Breinholt is one of those people. He playtested every iteration of the game I put out, for years, and always came back with critique and encouragement. I shared some of that process here, in 2008.
Finally, in the early Summer of 2010, I had something that felt complete, that told the kinds of stories I wanted it to, that was easy and compelling. Playtests started to soar. Feeling immensely confident – cocky even, I put the game up as a Kickstarter project, asking for $7,000 in funds to publish the game. I managed to raise an exciting $2,660… and am ultimately glad that I failed to raise more. The game design was done, but the physical product was still far from complete.
I worked with editor Josh Roby, who was fantastic. And then I spent months slaving away in inDesign. I learned a lot about graphic design in the process, predominantly that it is a much slower craft than you would think it is.
Come to think of it, I’ve learned something about all crafts: they take much longer than you’d think. Artistry isn’t something you can just vomit onto a page. It takes years of training, honing, doing, refining, re-examining, doubting, and trusting.
It’s been exciting to actually go through that process, and give every step its due attention. At the height of my wit, I named this second edition Perfect, Unrevised – a nod at the dystopian, history-erasing setting it exists within. But truth be told, this is the project that’s taught me the value of revising – the value of hard work.
I talk about some of the important mechanical changes here. The folks at the tremendously good Ninja Vs Pirates podcast explore the mechanics and the structure of the game, with me, here.
And now, finally, it’s ready. You can buy it if you want to. Wilper did, and he reviewed it the very next day. The review is really good and comprehensive, albeit short.
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