Monsterhearts Shipping Update

Dear Monsterhearts backers,

Good news! I got most of your orders shipped out over the past few days!

There are a couple wrenches to pull out of the machine, though. First wrench: the postcards never arrived at their intended destination, and I’m unsure if they’ll ever be found. It’s looking like I need to order another batch. Frownie! Second wrench: I’m not finished the zines yet. Frownie! Final wrench: I’ve still got a couple Overlord packages to ship out, that I need to first find appropriate boxes for.

I’ve gone ahead and shipped out all packages that would have zines & postcards in them (like Beloveds and Long-Distance Lovers). I’ll ship the remaining components when they’re assembled. I’m pretty sure that they’ll get to count as regular letters (as opposed to packages), so it’ll be inexpensive and easy. Fingers crossed.

Below are some pictures of the first 160 packages, which got dropped off at the post office earlier today. Enjoy!

Teenage Monsters, ready to ship

Keepers of Secrets, in need of labels

My Awesome Stencil

 

Kickstarter: Managing Expectations and Evaluating Goals

Kickstarter. I’m crazy excited about this platform (and IndieGoGo, a similar service that allows people to start a project from anywhere in the world, not just the US). I’m excited partially because of how this transforms the DIY community, and partially how this opens up new possibilities for publishing and enterprise. Crowd-funding is neat.

It’s also riddled with risks and potential problems. I say that as someone who’s backed five projects and created two of my own (one poorly structured and unsuccessful, the other better structured and quite successful). I’ve discerned a list of what I considered to be best practices and potential pitfalls for both project creators and project backers. Feel free to debate and deconstruct! I’m not an expert. I am just a person analyzing the ride that he’s on, and wanting to improve a community I’m excited about.

Before I launch in, Daniel Solis (art director, game designer, good person) wrote a blog post last week about the “meta-economy” of Kickstarter, and the risks and opportunities it affords to those involved. It’s worth a read.

I’m going to talk about Kickstarter here, but in almost every instance I mean “Kickstarter, IndieGoGo, and similar platforms.”

 

Read More»

Grace and Learning (and The Devil’s Reach)

I really like learning the craft of graphic design. I set out to teach myself a few years ago, largely so that I could develop more autonomy in game publishing. I’ve had spots of mentorship here and there (thanks, Brad Murray, for sending me that book and walking me through my early crises), but I’ve also spent lots of time clumping through the wilderness.

I’ve come to a conclusion about learning. It’s a messy, sloppy process. Furthermore, it’s supposed to be a messy, sloppy process. And learning graphic design is a weird nut in particular, because you’re designing messy, sloppy products. That’s tricky, because people judge products on their degree of coordination and polish. Good products aren’t messy and sloppy, right? This is especially important when your goal is to create products that you intend to sell.

I suppose one solution is to start by designing things that never see the light of day, unlovable children that you keep hidden in the basement of your hard drive. I am not excited about that solution. I want a solution where knowledge and learning are badges of honour, things you can show people while giddily exclaiming, “Look what I can do!” Another solution is to accept your limits and release messy, sloppy products until your craft improves. But that doesn’t sound like an ideal solution either – the world is regrettably full of messy, sloppy products.

An ideal solution would let you proudly demonstrate your learning at every stage, while creating graceful and polished products throughout.

That’s why I’m so excited to be working with Josh Mannon on Within the Devil’s Reach, and the first installment of the Gears of the Worm God adventure series. See, it goes like this: Josh wants to release a series of slick, high-quality adventure books for Dungeon World. The first one is on Kickstarter right now (with 48 hours to go), and he’s angling for a mid-August release on the resulting book. He wants to develop his graphic design skills and practice them along the way, but also recognizes that taking on the layout for the entire Gears of the Worm God series might be overwhelming and not leave him enough of a timeline to develop his craft with confidence.

So, Within the Devil’s Reach will bear the credit line “Layout by Joe Mcdaldno.” I’ll be developing the visual stamp of the Worm God series, and doing all the layout for book number one. I’ll be documenting my process for Josh, creating a sort of play-by-play report of what I did and why I did it. With the second book, I’ll be mentoring Josh on parts of the layout process and asking him to take on some responsibilities. By book three, that credit line will read “Layout by Josh Mannon and Joe Mcdaldno.” By book five, it’s our goal to have the credit line read “Layout by Josh Mannon, with initial consulting by Joe Mcdaldno” or even a simple “Layout by Josh Mannon.”

With each subsequent book, Josh will have new things to point to and say, “See? I did that.” He’ll be able to proudly demonstrate his learning. And it’ll exist within a graceful and polished product. My goal will be to render myself unnecessary, while ensuring that the Gears of the Worm God series looks as awesome as possible at every step of the way.

Pay With Purposeful Acts of Social Good; Pay Charity

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I have some pretty big issues with capitalism, as an ethos. As someone who sells games for money, it plays into that exchange. And I’ve spent some serious time thinking about that, and thinking about how to move forward. What follows is my interrelated set of solutions.

You can now pay for Perfect Unrevised (and future games I release) in two different currencies: dollars, or purposeful acts of social good. If you pay in dollars, some of those dollars are going to be donated to charities that support the kind of social causes championed or explored by the game. Details follow.

A Portion of Proceeds

$5 from every sale of Perfect Unrevised (PDF or Print+PDF) will be donated to PEN Canada. It’s an organization that provides advocacy and support to authors whose freedom of expression is under attack – including authors who are facing exile or imprisonment for their journalism and prose.

In the future, when I release Monsterhearts, I plan to donate a portion of the proceeds to It Gets Better, or a similar organization that provides outreach and support to queer youth.

Purposeful Acts of Social Good

I’m going to try offering people a new way to obtain my games without buying them or stealing them. It is this: do purposeful acts of social good, tell me about those purposeful acts of social good, and then you get the game. I’m going to start this experiment with two PDFs, as I face zero risk in doing so. In addition to Perfect Unrevised, the other PDF on the table is The Grotesque, a new Apocalypse World playbook.

AW: The Grotesque
A new Apocalypse World playbook that I wrote. It was workshopped with Johnstone, who’s really good at workshopping Apocalypse World design stuff. You are a mutant, a physical mirror for the maelstorm and the apocalypse. You are unpredictable and alien, but you also have something good to offer the community that accepts you. Oh, and you can have nested drones or retractable claws or you can produce food spores.

“Purposeful acts of social good” is a pretty abstract currency to be working in, obviously. So I’ll just paint a picture of roughly what I envision, and then whatever you do will be correct. Perfect Unrevised is worth about 3 of these acts of good, and The Grotesque is worth 1.

  • Baking bran muffins for everyone on your block/in your apartment building.
  • Offering to walk your over-burdened neighbor’s dog once a week.
  • Volunteer to do an hour of work at a community co-op radio station.
  • Donating ten dollars to a worthy charity.
  • Organizing a story games club for a local middle school.
  • Spending an hour walking around downtown telling strangers about how they’re beautiful.
  • Give a ride to a hitch-hiker, and go out of your way to deliver them to their destination.
  • Spend half an hour cleaning up garbage in a local park.
  • Do something subversive that provokes thoughtful discussion about the world we live in.

Once you’ve completed your purposeful acts of social good, email me at mcdaldno. That’s a gmail address. And I’ll hook you up with your PDF.

It should be stuff you weren’t planning to do already, if there’s a distinction. Go out of your way and do good, and that’s how you can pay for Perfect or The Grotesque. If this works, I’ll open the stage up for all my games, print and digital, maybe.

Why Not Free?

So, why not just give away my games for free? The answer comes down to what I want to get out of making games, and putting them into people’s hands. I want to foster an exchange and dialogue with people interested in my games. I want to feel validated for my efforts. I want people to understand these are major efforts with great worth. And, finally, I want these games to contribute to social good. I feel like, at the moment, these goals are best met by adopting a different type of exchange, rather than just giving them away. I’d love to hear other ideas, though, and to engage that conversation with you more. Comment!

Setbacks

So, the print version of Perfect Unrevised has been 99% complete for the last month. Or, at least, at any given moment, I’ve been under the impression that it was 99% done. But then as I round the final hump, I encounter a frustrating setback, and it puts yet another hump between me and finally ordering this print run.

Here’s where I’m at now: I’ve received the proof, and with a friend gone and checked it page-by-page, line-by-line. I noticed some typos, as well as some sentences that would be clearer with revision. The border graphics for Chapter 5 looked really muddy, and I decided they should be replaced with something similar.

I made all those changes, and then the file I was working in corrupted. I had made a back-up shortly before ordering the proof, thankfully… but I still lost several hours of tedious work. I’m on the road right now, still, and so made a new plan: when I arrived at my next destination, where my friend owned a computer with ID CS4, I’d re-do my work there. But, his computer was a Windows machine, and the fonts that I’m using are Mac formatted… so it’s not possible here. So, when I move on to my next city (Olympia, once more), THEN I’ll be able to re-do those edits and send in updated files and order my print run.

So, I guess this is just a status update, to say: in a week, I’m going to be able to make all the edits that I made half a week ago. And then I’ll be able to order the print run. And then I’ll be able to ship them out. And then I’ll be able to hold a book in my hands, smiling, and say, “I made this.”

Soon!

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.

Expect Awesome

So, at some point in the next 5 months, I’m going to be done selling Ribbon Drive as a deluxe game&cd set. I’m going to be publishing it as a simple, sexy book. The text is going to be updated and expanded somewhat, to address some questions and concerns that people have brought up since the game was first published.

The exciting bit is that there’s going to be several hacks of Ribbon Drive included in the back of the book, in the B SIDES section. One is Radion-Accelerator Drive, my homage to Firefly.

This is one of the pieces of art that Andy Henderson is doing for that B SIDE. I think it’s titled, “Wishing I Was Offworld.” So good!

Andy first inspired that Firefly hack, at Gencon ’09. Something to this effect: “Joe, you gotta know – I love Ribbon Drive, I love its quiet moments, its understated elegance… but the moment I get my hands on it, me and my friends are going to use it to tell stories about rocket ships and dinosaurs and cowboys.” And, that boyish sincerity… it was kinda exciting. And now he’s illustrating the game borne of his inspiration. How awesome.

Pay What You Want To

So, maybe I’m a big hippie. Let’s see: I live in a log cabin in the mountains, in the forest. Half of the contents of my fridge were retrieved by a recent dumpster dive. I’m unemployed, and spend all my time doing art. My girlfriend and I practice free love. Being a minimalist consumer matters deeply to me. I am working every day to rewild my heart and soul. Yep, big hippie.

So, these are the words of a big hippie. Take them with a grain of salt (or a dash of nutritional yeast, if you’re also a big hippie).

I started selling Ribbon Drive on a sliding-scale/pay-what-you-want model a few months ago. It’s led to more happiness. Also, more money.

When I had the game set at a fixed retail price ($30 originally, $24 after sales had declined), people would often complain that it was priced too steeply. It’s a gorgeous product, but it’s also a really minimal design and a short book. People were forced to interact with it as a $30 (or $24) product, and some people felt bummed out about that. In turn, I felt bummed out about that.

Buying the game was a yes/no switch. You either forked over the specified amount, or you didn’t. And so, if you felt like the game was innovative and you liked it, but felt uncomfortable paying $30 for it, you had two losing situations to choose between: buy it and feel bummed out; don’t buy it and still feel bummed out.

Now, here’s how it works: I tell you how much it costs. I need at least that much money, because I’m running a business and that’s serious stuff. Beyond that, though, you pay what you want to pay. And so, if you feel like the game is innovative and you like it, and you feel comfortable paying like $22 for it, then you do that. I’m delighted to sell you something at a comfortable price. You’re delighted to get it at a comfortable price. Everyone feels good.

Now, here’s the other cool thing that’s going on here: since making this switch, I’ve sold more copies and made more money. Lots of people, given the choice, decided that the game was worth $30 to them.

I’ve sold a single copy at $18, a handful of copies at $20, lots between $22 and $28, and then a handful of copies at $30.

When I set a fixed price at $30, people were uncomfortable with that exchange. It was a troubling decision that I was asking them to make. When I freely explain my costs, and invite them into a dialogue about what they want to pay, suddenly lots of people are happy to pay that same $30.

I think that:

1.) People are generous and beautiful when you give them a chance to be and trust that they will be.

2.) People are happiest when they’re given the power to define their own experiences, even in simple and small ways. For most people, this applies to consumer experiences, too. Choice adds value to the experience, which might account for some of the reason that people are happy to pay more when given the option to.

Now, my friend Ben Lehman is doing something similar. He’s selling eBooks of two of his games (Polaris and Bliss Stage) at whatever price you want to pay. Excluding a few vocal detractors on the Story Games forums, people have been really excited about this. He’s sold over $400 worth of eBooks in a scant 5 days. These aren’t new products, either – they’ve been steadily available for a long time, now.

He’s received donations that well exceeded his previous fixed price. He’s received a huge amount of traffic and generosity. If you haven’t bought those games yet, now’s a great time to do so. Ben’s at the top of the game design craft. Polaris is one of the most beautiful games ever, one that I still return to regularly, 4.5 years after buying it.

But, I digress. I want to bring this back to the lesson I’m taking from this experiment:

People crave simple dialogue, and the ability to shape their own experiences in little ways. Bringing this dialogue to a retail experience not only makes everybody happy, it also makes you more money. People are generous and beautiful when you give them the opportunity to prove it.

Thus spoke a hippie, from his writing studio way up in the mountains.

Things That Have Changed

Brian Peters asked me:

“Can you tell me some about what’s sweeter and tastier about this new edition [of Perfect]? Game-wise, I mean.”

Brian, I’d absolutely love to tell you about some of the changes I’ve made from the first edition book and the upcoming one. Right now, I’ll focus on two: I’ve changed how Aspects work, and I’ve added Holds.

In the first version, a large part of character creation was creating Aspects. You’d give them a name, and then spend time fiddling with balancing out levels and numbers and strategizing, all before knowing how the game played out or what your choices really meant. The system for building your Aspects was broken – there were a few winning combinations that you’d be silly not to take. Some of the decisions you were making at this pre-game stage (specifically, choosing Fallouts) would have mechanical significance that as a new player would be extremely hard to predict – Fallouts are dangerous across multiple rounds or even sessions of play, not so much in an immediate, concrete moment. Before play, Aspects were complicated and hard to get a grip on.

During play, Aspects were tedious. Since your only way to get ahead in the game was to constantly rely on your small number of Aspects, you are struggling to work “Scent of My Mother’s Perfume” and “Vicious Like a Caged Animal” into every single scene. So the system was leading you down a stale and contrived path.

That whole system has been cleaned up, in a major way. You have a Resources score. In a given scene, you decide what your Resources are in that scene, and invoke those numbers that way. During character creation, your choices are dead easy: you can have Resources 6, or you can have Resources 5 and take 2 points worth of Contacts (a slightly more volatile option). The named-traits-called-Aspects thing still exists, in a different role. You create 3 Aspects, which are phrases that demonstrate things you rely on: Sharp Wit, Flawless Liar, My Father Taught Me a Code, Unremarkable Face, etc. You can invoke 1 per cycle, for a re-roll (a BIG deal in Perfect). So, now almost all of the mechanical strategizing has been taking out of character creation, and getting started with the game takes about fifteen minutes less. Play is much more about manipulating immediate resources, and much less about rely on fallback strengths.

The other new thing is Holds. I saved it for last because it’s best. In the old version of Perfect, the inspectors were always after you, once you’d committed a crime. There were lots of chases and interrogations and invasive home searches, even when it didn’t fit a character’s narrative, because that’s how the game was structured.

There was no, “Jacob, you don’t know me. My name is Inspector Raleigh. I’ve been watching you for quite some time. I’m glad you managed to make it.”

There was no Inspector looming in the shadows, collecting evidence and building a repertoire of perfect emotional weapons, biding his time. And mechanically, there wasn’t any way for the antagonist to build up resources without just intentionally losing a bunch of times, which really weakened the authority of the inspectors! Now, when you’re the antagonist, you have two choices: do you attempt to capture the criminal, or do you establish a Hold?

Holds are things that will come back to haunt the protagonist character later. They come in two flavours: Minor Holds (evidence, witness testimonies, etc – things that help the antagonist win a test), and Major Holds (secret fears, emotional weaponry, hopes and dreams, the names of loved ones – things that both help the antagonist win a test, and double the stakes). Holds change the pacing of the game. They lend it “quiet, too quiet” moments, and then they bring the hammer down and smash everything to pieces.

Source material where Holds are ruthlessly accumulated and then dropped all at once: A Clockwork Orange. Source material where the antagonist is focused on constantly weedling down a character: Quills. Holds in A Clockwork Orange might be stuff like: He loved the music of Beethoven; “Singing in the Rain”.

So, those are two changes I’m really excited about with the new system. Mechanical resources that don’t require a lot of forehead-scratching during character creation, and that lend themselves to dynamic and fluid stories; and, a way for the antagonist to bide their time, to get their dirty little strings deeper into your head before they start tugging.

Hopefully that stuff excites you too!

[Design Diary] Perfect v1: The Need for Patience and Flexibility

Ah! So, before I begin this post proper: I’ve moved to Nelson, a small artsy city built up the side of a heavily-wooded mountain. It overlooks a pristine lake, is populated by lots of amazing coffee shops & restaurants & galleries (a selfish amount for its size, really), and is wonderful. I feel so at peace, re-collected, grounded.

And, thus, it’s time to start blogging again. With a fresh perspective & vitality. And to kick that off, I’m going to start a little series called Design Diary. Expect one every Friday. I’m going to move through all of my design & publishing efforts, and explore some lessons learned and successes achieved. I’m going to try to focus on the social elements of play & design, but might drift the conversation elsewhere if it feels right.

Although I designed some other stuff (and released some PDFs of it) prior to it, I still think of Perfect as my first game. I started working on Perfect shortly after I started participating at The Forge, in early 2006. The Forge was really lively back then – an active design community and lots of people sharing thoughtful reports of actual play. The theory forums had recently shut down, forcing people out of their heads and back to the drawing boards.  There were lots of designers, and I could feel the energy in the “room”. There was an excitement about the fact that anyone could be a designer, that it didn’t have to cost a million dollars, that indie design was growing and thriving.

Excitement is infectious. It’s also really hard to build structures around. The result (I feel) is that 2006 was a year of really exciting but incomplete products. Shock: Social Science Fiction is an amazing game and a novel take on how worldbuilding and roleplaying can interact, but the original text is extremely opaque and spotted with errors. After a couple years and two revisions, its definitely doing itself more justice. But it came out of a year of premature releases and a culture of enthusiasm > follow-through.

I’m not meaning to harsh on Joshua AC Newman. He’s a bombin’ cool designer, and Shock: is a bombin’ cool game. Other games saw premature releases that year too, Perfect being a prime example. Perfect was released without adequate playtesting, without adequate revision and design tweaking, while early fans were cautioning me to develop it further and continue considering it. It lacked polish. It was far from perfect, ironically enough.

There were several lessons that I learned from that experience, that I subsequently forgot about. I’m trying really hard to ingrain them into my design process, to re-learn them and to take them seriously.

Heed the Advice of Those Lending a Hand. This doesn’t mean that you should let your friends design your games. You shouldn’t. But designs florish when they exist within a social process. If you are lucky enough to have interested and thoughtful people that want to support you, as I did when first designing Perfect, you need to hear and engage with what they say. To do less is a disservice to yourself, to them, to your game, and to the community that is rallying around your work. It’s quite simple: when good-natured and thoughtful people support your vision and offer wisdom, take it seriously. This is one of the most meaningful and hard to come by things in the world.

The reason that I take the time to spell that one out is that design is an art form, and there is a notion of artist as monolithic and brilliant and untouchable. When you step into that artist role, especially when you pour lots of your creativity and hard work into it, it’s easy to forget that you aren’t monolithic and brilliant and untouchable. In fact, you’re hard-worked and blind to your own weaknesses and you’re only one person. It can become easy to reject the good support of those who’ve put less sweat into something. The first lesson is: don’t. Don’t reject support, and encouragement, and love. It’s find to consider it and decide it isn’t for you. It’s fine to take it with a grain of salt, or a cup of salt. It’s fine to debate and hesitate. But treat all support and perspective like it’s super important, because it is.

Slow Down. I was very concerned with getting Perfect ready for Gencon. This was a grave mistake. The game and the product suffered as a result, and I burnt out some of my support network by pushing unrealistic deadlines upon them. That damage to my support network was made even worse by the fact that the person editing and doing layout for me (David Artman) was doing it absolutely free.

My design process used to be: Create, Release. That’s a terrible design process. A more sustainable and thoughtful design process might be: Consider, Create, Reconsider, Share, Revise, Invite Critique, Edit, Release. I used to see editing (especially entrusting my work to external editors and critiquers) as unnecessary in my design process. Even worse, I saw it as an affront to my process.
Everything suffered as a result of rushing, of not taking time to let things simmer, of not engaging in a dialogue of improvement. Creating, especially the initial burst of creativity it takes to produce a first draft, is actually a tiny fraction of the process of designing and publishing a game.

It’s Not Done Until You’re Proud Of It. The world has a ton of artists, of art, of games, of bands, of professionals. The amount of stuff we produce and participate in is astounding. And, as a result, the world has no need of things which are good enough. And I reproach myself for going to press with something that I told myself was “good enough.” If it isn’t something that you’re unwaveringly proud of, there’s zero need for it.

The first version of Perfect is the last thing I have ever published before I was totally proud of it.
In conclusion… Heed the Advice of Those Lending a Hand, Slow Down, and It’s Not Done Until You’re Proud Of It.
Those are the lessons learned in publishing the first edition of Perfect. As I get closer and closer to being finished Perfect, Unrevised (my cleverly named second edition), I’m having to remind myself of these lessons constantly.

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