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Forming team to create RPG games

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Mike Atencio
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I've got five different games I'm developing. Space combat, western, tank battles, sailing combat and gladiator.

Some are fast RPG games (take less than an hour) and some are RPG long play (like AD&D for example). All use miniatures.

No money up front but you become an owner in the company equal to the effort you put in.

I need an excellent graphic artist, someone that understands story development like myself, and someone skilled in the mechanics of the games (modifiers, upgrades, type of die to use, perfecting combat tables and the like.

The company will manufacture most of the components like miniatures, die etc. I can do that.

If you can commit then let's contact each other. A Non Disclosure Agreement and a Non Compete Agreement will be necessary before I can divulge details about my games and business in development. Standard business practice.

polyobsessive
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Okay...

Hi Mike.

Good luck with your venture.

I am a bit concerned about this proposition as you have not said enough to pique my interest (your descriptions are very generic) and the request for an NDA at this stage is something that puts me off. What totally kills it for me is that you are talking about a non-compete agreement, meaning that if I already happen to be working on a project that has features in common with something on your roster, and I get that published, I risk having you suing me.

Of course, I am just one guy, and I'm probably not the best fit for your project (I've done a lot of RPGing over the years, but it's boards and cards that interest me most at the moment), so my balking at the proposal can probably be ignored. But if you want to get the attention of anyone worth hiring, I think you probably need to take the risk and share a lot more than you have.

Good luck!

questccg
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NDAs and NCAs are not required

Here's the thing "Mike" (welcome to BGDF!!!): unless you have been exposed to every aspect of your game, there is no need for an NDA.

Secondly you must be very un-experienced to know that:

Quote:
The company will manufacture most of the components like miniatures, die etc. I can do that.

That's where the game(s) risk is to be taken. Do you think some poor SOB is going to re-write a 20+ page rulebook just so that he can get the opportunity to spend $20,000 to produce about 1,000 game sets???

By you assuming (or being able to assume) the production risk, that's enough of an incentive for anyone else involved to understand the project either succeeds or fails but the onus is on you - since you will be investing the money in making it happen.

BEFORE the money is injected => it's just ideas without any value.

AFTER the money is injected => that's when you have a real game... And at that point, the credits of said game should be clearly written in Black on White in your rulebook.

Nobody is going to want to sign NDAs or NCAs...

Update: Also please note that Graphic Designers/Artist rarely are interested in becoming members of the team unless you contract them and pay them upfront. But that's a discussion for another thread...

Update #2: Would be publishers don't have time to troll forums like BGDF for ideas. They are submitted thousands of games a year. Enough content to sift through...

questccg
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polyobsessive wrote:...But if

polyobsessive wrote:
...But if you want to get the attention of anyone worth hiring, I think you probably need to take the risk and share a lot more than you have.

He doesn't need to share anything except details related to design (artwork and layouts). If they are HIS games and he is the "Game Designer" well then he'll know all the details and only pass on sparringly enough information to do card/board layouts and/or card art, etc.

Now if he is looking for a co-designer... That might be harder to find.

Since most designers are already working on several designs. Finding the right person might be a challenge. Then by placing the request of signing a NDA or NCA considering that many games a losses or have a very limited lifespan, I doubt he find the help he need (if he needs any to begin with...)

My policy is simple when it comes to teamwork:

1. You'll be credited in the rulebook for any and all efforts you are involved with.
2. Only the people investing money get money back. So no royalties unless you put money in.

You'll see at how many people balk at point #2. Are their contributions worthless? No. I give credit where it is deserved. BUT if I'm the only one investing $20,000 to produce the game... You'll get HALF if you invest in half the venture...

Something along those lines.

polyobsessive
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Eh?

questccg wrote:
He doesn't need to share anything except details related to design (artwork and layouts). If they are HIS games and he is the "Game Designer" well then he'll know all the details and only pass on sparringly, enough information to do card/board layouts and/or card art, etc.

Now if he is looking for a co-designer... That might be harder to find.

Re-read the OP. He was asking for a graphics person, a story writing person and a mechanics person, all to get shares in the business in return for work. In other words, co-designers.

You're right, Mike doesn't HAVE to share anything, but if he wants people to commit to the project and sign an NDA, I suggest there needs to be a show of trust, as there is nothing else substantive on offer here.

questccg
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Partnerships are VERY dangerous!

Not that I don't trust "Mike" - but partnerships are very dangerous things.

If you know anything about LLCs, you'll know that although the liability is limited to the company, nothing prevents one partner from going on a spending spree and buying a Lamborghini while the other partners eat his dust and watch their credit scores plunge because nobody can afford to pay the incoming bills!

About 15 years ago I was working with a consulting firm (true story). They had three (3) partners and they offered me "partnership". I said politely "No thank you." Why? Because I feared that one or more of the partners would use my credit and drive us into debt while he spent all kinds of money - because he wanted a lavish life.

My accountant told me this: "You own the company, you pay the bills. Until someone you can trust comes along and is willing to SHARE on paying the bills, you are the owner of the company. No shares or royalties unless people invest." Basically he told me that's not how business is done.

And also why would I want to SHARE in the debts of a company? Watch out for potential partnerships - they could rob you of everything you've worked for...

Now if he pays people "up-front" and you can sign some kind of contract that you will produce certain deliverables given an hourly rate or a fixed negotiated price for services ... that might be more doable. As I said earlier the onus is on him to make the game "production" happen.

questccg
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Other BAD deals...

I've also seen situations where one (1) person owns the IP (Intellectual Property) and the company contains all the people working on the payroll.

Why is this bad? Because at any given moment, he can SELL the IP and the company becomes non-existent because the new IP owner has his own people... FLUSH an entire company.

You've got to watch out for those kinds of situations also. Business deals are dangerous - to say the least.

An example of something similar in another industry is Axel Rose from Guns & Roses. He owns the rights to ALL the songs written for the band. As such ONLY HE can perform the music outright. If previous band members like the guitarist "Slash" want to play a performance of "November Rain", he has to ask (and pay for rights) to perform the song... How's that a good deal?!?!

questccg
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Further ideas - regarding partnering

As per my arrangement was to be I ("me, myself and I") would own the company responsible for developing the Product (Development company) and the partners would own the company for the consulting services (Contractual company). That was my pitch to them... In the end it did not work out.

There's more money to be had in consulting services - and it means little overhead. Each member is a direct income for the firm.

In a development company, it's more of an "investment" - we invest in developing technology that we deem will sell. Ideally we develop a product that our consulting firm can consult on... So we can share some of the direct income earned by professional resources on Projects.

That's sort of a "nice" model - because it means working together rather than working against each other...

But all this is outside the scope of "Game Design" where the income is rather small - and the overhead rather high (Think Graphic Design and Artwork).

questccg
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Other forms of "paid" work

In the spirit of "partnering" - and collaborating, roles that are less concrete such as producing "Artwork" or a "Card Layout" can be handled using a simple system:

A> You buy "blocks" of time for a "Game Designer".

Let's say you want to have another "Game Designer" as part of the team. What you can do is say agree for 20 "blocks" of time at a rate of say $25.00/hr. So you pay the designer for 20 "blocks" and he in turn does work to "use" these blocks.

You could arrange to work as a PM (Project Manager) and estimate the approximate time for each task in "blocks". Blocks are paid upfront and in-full.

Then this way the "Game Designer" can work on whatever you assign as tasks while keeping an eye on the remaining time "blocks".

20 hours is like 4 hours per day - which covers a weeks worth of time - if the "Game Designer" is focused solely on your game. This is more flexible than say negotiating a fixed fee per task.

Best of luck with your game(s)!

Mike Atencio
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Thanks!

All very good info. I like the idea of collaboration but after reading all of these comments, I think I'll probably go it alone as I'm the one paying for everything. I can get a great artist through the local university. I can do the rest, it just takes a lot of time. I do like the credit for assistance from people in the rules guide. That is along the lines of what I envisioned. If the games (there are several planned - I don't like putting all my eggs in a single basket), do well, then bonus checks would be sent out - that's fair and reasonable. Like you said, they all have a shelf life. Most money is made in accessories to the games. Miniatures, mission packs and the lot. But they have to be affordable to purchase. X Wing for example wipes out your wallet with each purchase. I don't want to develop a game like that. They, in all fairness, have licensing fees which I'll bet are beyond excessive and their business model has to account for that. I have done a feasibility, branding and marketing plan. Created a SWOT analysis and contrary to the other fella, do know a great deal about business. Some folks like to down a guy while others seek to guide. I wise enough to appreciate the latter and ignore the former. Your sage advice is most welcome and appreciated. It's given me plenty to think over and make some solid, decisions with. I'm moving forward with my projects, just more in-house with just me and hiring help when I need too. Thanks again, Mike

questccg
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On contract!

Mike Atencio wrote:
...I think I'll probably go it alone as I'm the one paying for everything.

Finding another investor would be hard. But I wouldn't rule out "contracting" people on a need-be basis.

Mike Atencio wrote:
I can get a great artist through the local university.

I often advocate people visiting local universities for artists. There are a lot of young people that are very talented and could be paid at reasonable rates...

Mike Atencio wrote:
Your sage advice is most welcome and appreciated. It's given me plenty to think over and make some solid, decisions with. I'm moving forward with my projects, just more in-house with just me and hiring help when I need too. Thanks again, Mike

That's the best - as you need help try to find people to help out. And really you don't need an NDA or NCA. If you have the funds to "make/produce" the games - nobody will be able to compete with you. When it's just ideas - sometimes we think someone might steal an idea. Well the real good news is that it takes MONEY ($$$) to produce a game.

And no one will be able to "copy" a game unless they know all the rules. So it would be safe to discuss your ideas openly - or ask advice, etc. Don't be afraid... I personally share ideas whenever I get them.

Because it helps to think about someone else's problems - gives you a break from your own! :)

Cheers!

Good luck with your game(s)...

adversitygames
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Mike Atencio wrote:I've got

Mike Atencio wrote:
I've got five different games I'm developing. Space combat, western, tank battles, sailing combat and gladiator.

Some are fast RPG games (take less than an hour) and some are RPG long play (like AD&D for example). All use miniatures.

No money up front but you become an owner in the company equal to the effort you put in.

I need an excellent graphic artist, someone that understands story development like myself, and someone skilled in the mechanics of the games (modifiers, upgrades, type of die to use, perfecting combat tables and the like.

The company will manufacture most of the components like miniatures, die etc. I can do that.

If you can commit then let's contact each other. A Non Disclosure Agreement and a Non Compete Agreement will be necessary before I can divulge details about my games and business in development. Standard business practice.

NDA probably isn't necesarry.
NCA is total overkill and hugely offputting.

Super offputting with no money up-front and no indication of the value or profit of the project or how you will make money. Especially since this sounds like years of work (5 games at once?!).

Even if I had a ton of money that meant I could just do free work for years, and could just pour my time into this project, I'd never do it under these terms.

You also seem to be using RPG wrongly. You seem to be talking about a miniatures games, not RPGs. It would be a very strange RPG to last less than an hour. But in terms of "long play" AD&D isn't noteworthy - RPGs take as long as you want them to, it doesn't really matter what system you use. I guess you actually mean *complexity* rather than play length? But AD&D isn't all that complicated, it also dates your games knowledge quite a lot - this all makes me think your experience of gaming is you played AD&D back in college a few decades ago, back when AD&D was more relevant, and you don't know much about games otherwise.

5 games at once: Seems like you're way overreaching and haven't really looked into how much work this is going to take. Especially since they're all in different genres, I doubt you're actually really knowledgeable about all of those genres at once.

Would also help this sort of pitch if you say what you can do in the project, what sort of projects you've done before, and why you're worth signing up with on such a big investment.

Mike Atencio
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Answers

RPG games can run weeks, I know that because I've played them that long, but that was back when there were no computers and people had the luxury of sitting and playing. Today's customer is impatient and has little time for ongoing sagas like we did back in the day, hence short play games with miniatures. My RPG games have both a short time ability and long term ability so in answer to you comment, I don't have them mixed up and do know exactly what each is.

As for too much, I have several games in development. I've been working on each for some time now. You act as if I just work up and started making games. My stuff goes back to the early eighties. I pulled them out, dusted them off and have been working on them. In fact, I am knowledgeable about all of them. My gaming experience goes all the back to bookcase games (you probably don't know what those are) and started with Chainmail. That was before D&D, then AD&D, thank you very much. Playing from then until a few years ago would give me a solid foundation in gaming and design. Read this article: http://www.pcgamer.com/the-best-rpgs-of-all-time-1/ it will educate you about RPG games and how they've influenced PC gaming. And they haven't changed in basic theory, design and play. You seem to be filled with self importance than wanting to help others. While your knowledge may be expansive, your demeanor and attitude is not. My guess is you grew up only playing video games then found out about RPGs after the fact and started playing them. As for college, I just completed my third master of science and I didn't play any AD&D in college then or now. I had friends I played games with in high school. You shouldn't judge people you don't know. Have a wonderful day.

polyobsessive
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What is an RPG?

Hi Mike,

So it looks like you are mostly inspired by computer RPGs, given your citation of the PCGamer article. Is your plan to implement something based on a computer RPG as a tabletop game?

I have not played a computer RPG for something like 20 years, so that whole area has passed me by -- and I didn't play them much before then, mostly playing tabletop RPGs.

The tabletop RPG scene has developed a lot over the last decade or so, with D&D going through a phase of almost mimicking MMORPGs before getting to its 5th edition, which I have not yet played but looks very good; there has also been a growing "indie" RPG scene, experimenting with completely different formats, like in Fiasco (to pick one of the better known examples), which is GM-less and about building a story in the style of a Coen brothers film. And there is so much other stuff going on in between. Many boardgames now take aspects of roleplaying and fit them into a different format like, for example, Runebound, or MageKnight.

I'm not trying to provide a lecture here, but I am hoping to point out that "RPG" covers a lot of different styles of play. Can you give some more details at least about the style of play you are working on here?

Cheers,
Rob

Squinshee
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I have personally found that

I have personally found that open communication here has been best. I've thrown about a dozen different rulebooks to the wolves here. My website has my most updated rulebook and a complete Print-and-Play. There isn't a whole lot of money to be made in this industry (unless you're amazing) so people aren't looking to steal ideas, they're looking to get their ideas published.

radioactivemouse
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RPG's

Creating an RPG is, well in my opinion, a tough nut to crack. Since RPGs take such a huge time commitment, finding people to play a new RPG through a whole campaign can be a bit daunting. In addition, there's a human element that game designers have to take into account when creating games...with an RPG, almost anything can happen and you have to make sure you have fixes for that.

Of course with the background you have, I'm sure you have sufficient amount of experience.

Still, while your offer seems legitimate, it's kinda hard to get people on board with your project since 1) Everyone here wants to design their own game, 2) We don't know who you are, and we don't know how you operate, which means 3) Not many people trust that you can deliver.

I'm not saying that in a bad way, I'm just saying that someone showing up asking for people to follow you may be a bit...overwhelming.

It's like...someone walking into a lawyer's office claiming to be a lawyer, asking people to follow them, but no one knows who they are, where they came from, what they've done, or what they can bring to the table.

You gotta earn the respect of your peers before asking them to follow you.

In the same way, how can you entrust your precious ideas to a stranger here (not that we're incapable)? Yeah, there are "standard business practices", but is that really the way to start a relationship? It's like if you're about to date a woman and you say, "Ok, I know we just met, but I'd like you to sign a prenuptial because, you know...standard business practices" It sounds silly, but that's what your proposal feels like.

It's like this: I'm not a fan of running my own Kickstarter. You're basically begging tons of people to invest in your idea when you launch a campaign. I think this because 1) Nobody knows me in the industry, 2) I don't (currently) have the connections to go through with a campaign. Now that I've successfully published a game through a publisher, received fairly solid reviews, and have gotten to know the movers and shakers in my industry, I feel a little more confident I could run a Kickstarter campaign; I've established relationships with influential people, I've gone through the process of knowing how games are made, and I've got more experience as a designer.

While your intentions are noble and you feel confident you can do this, like I said, consider gaining the respect of your peers first.

Soulfinger
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You don't want to develop a

You don't want to develop a game like X-wing, the bestseller, runaway success that dethroned Warhammer 40K in sales and now dominates the tabletop miniatures market? How is X-Wing less affordable than Warhammer, Warmachine, Malifaux, or any other game within the same category?

Here are the problems with your initial pitch. For starters, you don't seem to know what an RPG is, which does not inspire confidence. Where are the opportunities for role playing in a tank battle RPG that uses miniatures and plays in less than an hour? Are you talking about something like FASA's Renegade Legion? Or do you mistakenly think that FFG's X Wing is an RPG?

Second, you stated that you are going to manufacture the dice and miniatures. Even assuming that an assistant professor at a community college has a couple hundred thousand dollars just sitting around, why would you do that? Why is that even necessary? Is this some Brewster's Millions scenario? Most game companies outsource, and even then I get the feeling that you don't really understand the costs involved or how little money you stand to make.

Third, you are referring to standard business practices for another industry entirely. No worthwhile freelancer within the tabletop industry is going to accept a non-compete clause and surrender their livelihood unless they are drawing a steady salary from you. To reiterate, non-compete = salaried position. Do you understand that the bulk of your IP will not be protected by copyright law?

You are presenting yourself as the next Kevin Siembieda or Steve Jackson, but without credentials that approach just comes off as you being the next Tony Reidy. Grandiose posturing should be left to guys like me with giant hands and nothing left to lose. It doesn't suit you. I would suggest starting again with "Hello, I am new to this, but I am very interested in game design and collaboration." People on this site are much more receptive to that than they are to what I'd call the Joseph Oberlander Approach to Introductions. If you are unafraid to ask questions, you are likely to get good answers.

Then again, if you want a collaborator:
http://www.bgdf.com/forum/game-creation/publication/worlds-first-perfect...

adversitygames
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Mike Atencio wrote:RPG games

Mike Atencio wrote:
RPG games can run weeks, I know that because I've played them that long, but that was back when there were no computers and people had the luxury of sitting and playing. Today's customer is impatient and has little time for ongoing sagas like we did back in the day, hence short play games with miniatures. My RPG games have both a short time ability and long term ability so in answer to you comment, I don't have them mixed up and do know exactly what each is.

Again your description sounds more like a miniatures game (ala Descent, Doom, D&D board game, etc) not a RPG. You put some miniatures on the table, move them around, toss some dice, slay some monsters is just a miniatures game not a RPG.

How do you intend to fit a RPG experience (an engaging story, plot, character interaction, challenging obstacles, twists, turns, gold&xp) into an hour?

I don't think my perspective here is unusual, so it seems reasonable that a lot of other people will have the same response. It's in your best interests to answer these questions for prospective co-workers or customers.

Mike Atencio wrote:
As for too much, I have several games in development. I've been working on each for some time now.

Ok so telling people you're pitching too about the history of the project would also make the pitch more interesting. But you didn't say a lot about it, so your pitch was boring.

I think you misunderstand my intentions? I don't know what you think I'm trying to do, but what I *am* trying to do is give you honest feedback about how you could write a better pitch next time.

Mike Atencio wrote:
You act as if I just work up and started making games. My stuff goes back to the early eighties. I pulled them out, dusted them off and have been working on them.

I only know about you what you have written here. I will judge you based on that.

I was telling you how you came across, and why your pitch was ineffective, so you can do better next time you try something like that. Or you could take it personally and be defensive rather than taking feedback seriously.

If my take of you is wrong, then there are two explanations: 1. you communicate yourself badly and should try to think more about how you communicate, 2. I misread how you communicated and can change my mind

Personalising this and being defensive doesn't in any way tell me that I am judging you incorrectly. You spent almost that whole post being defensive and ignored a number of helpful comments I made.

For example, you didn't say anything about past projects you have completed, which would be *really* good on a pitch as it tells prospective co-workers that you're able to finish projects. Should I take that as implicit admission that this is your first attempt at publishing?

Soulfinger
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Mike Atencio wrote:RPG games

Mike Atencio wrote:
RPG games can run weeks, I know that because I've played them that long, but that was back when there were no computers and people had the luxury of sitting and playing. Today's customer is impatient and has little time for ongoing sagas like we did back in the day, hence short play games with miniatures.

Only months? My last D&D campaign ran nearly three years, and that ended in 2014. And those kids who can't appreciate how it was back in the day let me sit in on their AD&D 2nd edition game in a bookstore basement. Your characterization of the market is dead wrong. Lengthy RPG narratives are thriving with young people. You are making the mistake of comparing tabletop miniature games to role playing games. The one did not supplant the other. I was playing Rogue Trader and Warhammer 3rd ed. alongside AD&D back in the day just as I play Pathfinder and X-Wing today.

Mike Atencio wrote:
My stuff goes back to the early eighties. I pulled them out, dusted them off and have been working on them. In fact, I am knowledgeable about all of them. My gaming experience goes all the back to bookcase games (you probably don't know what those are) and started with Chainmail. That was before D&D, then AD&D, thank you very much.

More importantly, what have you played since then? Yeah, I have 3M games on my shelf as well, TSR microgames, and what-have-you, having gamed for 33 years. Games have come a very long way since then, so aside from establishing that we are both pissing dust and due for a colonoscopy, what does our dusty collection demonstrate? Theory and design has changed dramatically since then and for the better. To draw on your computer analogy, yeah, I still love the original Wizardry or Ultima, but I'd hardly say that playing them taught me everything I needed to know to design Fallout 4.

Mike Atencio wrote:
You seem to be filled with self importance than wanting to help others.

I could tell you a lot about how self important some of these kids are but you'd have to sign a non-disclosure form.

Soulfinger
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polyobsessive wrote:The

polyobsessive wrote:
The tabletop RPG scene has developed a lot over the last decade or so, with D&D going through a phase of almost mimicking MMORPGs before getting to its 5th edition, which I have not yet played but looks very good; there has also been a growing "indie" RPG scene, experimenting with completely different formats, like in Fiasco (to pick one of the better known examples), which is GM-less and about building a story in the style of a Coen brothers film. And there is so much other stuff going on in between. Many boardgames now take aspects of roleplaying and fit them into a different format like, for example, Runebound, or MageKnight.

I have a feeling that you will enjoy FFG's re-release of the Baron Munchhausen RPG. The game was originally released by Hogshead as part of their "New Style" RPGs around the turn of the century, which included some other noteworthy titles, like Pantheon, that spearheaded where indie and experimental formats are going today. Last I checked, the older editions could be found in new condition and were still quite affordable.

https://en.wikipedia.org/wiki/Hogshead_Publishing

polyobsessive
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I'll wager that fish turned out to be a shark...

Soulfinger wrote:
I have a feeling that you will enjoy FFG's re-release of the Baron Munchhausen RPG. The game was originally released by Hogshead as part of their "New Style" RPGs around the turn of the century, which included some other noteworthy titles, like Pantheon, that spearheaded where indie and experimental formats are going today. Last I checked, the older editions could be found in new condition and were still quite affordable.

https://en.wikipedia.org/wiki/Hogshead_Publishing

Engage hipster gamer mode...

Yeah, Munchausen is great, and yes, there is a strong argument that it helped kick off the indie RPG scene that we see today. I have a 1st ed copy that saw a great deal of play back in the day. I've been thinking of picking up the new edition as I gather it has a load more material in it (not that 99% of the material in the original was actually necessary, but it was still awesome). I never got round to checking out Pantheon, though.

While we're discussing notable and off-the-wall RPGs, how about Amber Diceless Roleplaying, where players are basically ranked in their abilities and would always (well, almost always) dominate someone with a lower rank in any given area; or Everway, where uncertainty is resolved by interpreting tarot-like cards?

Yup, RPGs are a hugely varied field.

Soulfinger
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polyobsessive wrote:Engage

polyobsessive wrote:
Engage hipster gamer mode...

Noice. I've never played Amber, although I enjoyed all of the novels. As I recall, the system was a good fit for the setting. I owned Everway, and I really wish that I still had my copy. Couldn't ever find anyone willing to give it a shot. The closest thing I can think of is that Dixit game. The game I'm working on right now is sort of in the tradition of HOL and Greg Costikyan's Violence but playable and with senior citizen PCs.

I think my favorite non-traditional RPG has to be Talsorian's Castle Falkenstein. It was a pleasure just to read it, but again, it was a trick finding players. The whole journal for a character sheet shtick was very time intensive, and as fantastic as the Comme Il Faute sourcebook was, not everyone wanted a crash course in proper Victorian etiquette just to play a game.

Admittedly, I'm out-of-date on clever RPGs these past fifteen years or so. I hear about plenty, but I have less time to play games, and everyone just wants D&D. I'm having a tough time deciding right now because I have about a dozen people in line ready to try out RPGs, and I feel like the right choice is to start with the classic dungeon crawl experience, but I want so badly to run some Call of Cthulhu . . . or Paranoia.

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polyobsessive wrote:While

polyobsessive wrote:
While we're discussing notable and off-the-wall RPGs, how about Amber Diceless Roleplaying,

Sadly I never got to play that :(
I read the books, and even wrote a basic program that would simulate dummy family members in the bidding (it was pretty cool too) since I never had the players and wanted to try that.

Soulfinger wrote:
but I want so badly to run some Call of Cthulhu . . . or Paranoia.

I have a feeling that you're a nightmarish GM (in the good "oh god we're all gonna die!" way rather than the less good "he's trying to TPK" sorta way) :P

Soulfinger
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iamseph wrote:I have a

iamseph wrote:
I have a feeling that you're a nightmarish GM (in the good "oh god we're all gonna die!" way rather than the less good "he's trying to TPK" sorta way) :P

People have nightmares from my Call of Cthulhu games. Players have gotten up to turn on more lights. The way I run games like that now involves a character pool, so if your guy dies, you can tap an NPC and take control. That way, you still have the tension of character death without player downtime or arbitrary "And just then a wandering fireman shows up" introductions. I also like to do preludes, so everyone thinks that it's the real game, we get into a little of the backstory, and then everyone dies and we break out the real characters. I'm excited about my current game idea because Lake Okeechobee in Florida is full of skeletons -- they just keep finding them, and it was once referred to as being like a pumpkin field of skulls when a portion dried up. What a great start that is!

I have actually been called a killer DM for my D&D games though because of how I structure my games. Players tend to begin with deeply flawed characters since we do 3d6 assigned in order without re-rolls, I give shit for equipment and make them work for everything. The players fall in love with these characters, treasure their accomplishments and social connections, and value them far more than they do their power game counterparts. Getting a +1 short sword is a big deal. That these characters are at serious risk of death every time they go on an adventure heightens that experience and the pride of accomplishment, so killer DM has become a sort of affectionate term that gets trotted out when they know I'm not going to fudge the dice and a TPK seems imminent.

Of course, then there's Paranoia. I used to make miniatures out of clay to demonstrate character deaths, like strapping them to bottle rockets or hitting with a hammer (which is good for a startle when nobody knew you had one).

adversitygames
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Soulfinger wrote:iamseph

Soulfinger wrote:
iamseph wrote:
I have a feeling that you're a nightmarish GM (in the good "oh god we're all gonna die!" way rather than the less good "he's trying to TPK" sorta way) :P

People have nightmares from my Call of Cthulhu games. Players have gotten up to turn on more lights. The way I run games like that now involves a character pool, so if your guy dies, you can tap an NPC and take control. That way, you still have the tension of character death without player downtime or arbitrary "And just then a wandering fireman shows up" introductions. I also like to do preludes, so everyone thinks that it's the real game, we get into a little of the backstory, and then everyone dies and we break out the real characters. I'm excited about my current game idea because Lake Okeechobee in Florida is full of skeletons -- they just keep finding them, and it was once referred to as being like a pumpkin field of skulls when a portion dried up. What a great start that is!

I have actually been called a killer DM for my D&D games though because of how I structure my games. Players tend to begin with deeply flawed characters since we do 3d6 assigned in order without re-rolls, I give shit for equipment and make them work for everything. The players fall in love with these characters, treasure their accomplishments and social connections, and value them far more than they do their power game counterparts. Getting a +1 short sword is a big deal. That these characters are at serious risk of death every time they go on an adventure heightens that experience and the pride of accomplishment, so killer DM has become a sort of affectionate term that gets trotted out when they know I'm not going to fudge the dice and a TPK seems imminent.

Of course, then there's Paranoia. I used to make miniatures out of clay to demonstrate character deaths, like strapping them to bottle rockets or hitting with a hammer (which is good for a startle when nobody knew you had one).

Heh. Sounds like my kinda game.

The last time I ran a session it begin with one of the PCs being ambushed at home (the player just... seems to want to make enemies so I figured it was time to follow through) and had one of her legs hacked off before the rest of the PCs arrived to save her.

This was all the climax of the previous session, where her enemy had been leaving mutilated animals to bait her and find out about her (it's a personal thing with the character).

Fortunately it's a high-tech cyberpunk setting (guess which one :P ), so she could get the leg reattached. But the player was definitely trigger-happy and confirming all kills for the rest of the session. As if that will stop me from finding excuses to add enemies...

The rest of the session didn't result in any more dismemberments, but that's because they know that if they screw around in combat there *will* be dismemberments or worse so they bring their A game.

Mike Atencio
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Great question

Hi Rob,
Sure.
The article was just that - informational. I don't plan on creating computer RPGs. I have decided that the original RPG type games like Chainmail, D&D, AD&D and a whole lot of more current games are the type of games I'd like to develop for todays players.

Players are much more sophisticated than back in the day, therefore, the games have to be equally challenging.

I for one never liked the computer versions of RPGs. I have a lifetime subscription to Star Trek Online and love playing Diablo. I've tried other games but the one thing that is missing from all of the PC or MMO's is face to face interaction. It was a lot more fun to play the game with my friends and come up with creative ways to beat the monsters or achieve the goal of the particular dungeon, mission or what have you. That's why those PC games failed.

MMO's have changed that and we have a lot of interaction now between people but, again, not face to face.

What's the one thing the successful games have that the failures don't?

A great story line. It's all about the story. If people are living the story while playing the game, and they can't tell, it's a success. If it's nothing more than an FPS type of thing with no end in sight, it gets monotonous really quick.

A good example is a page turner you can't put down. You become part of the story.

So to answer your questions (and I didn't take it as a lecture - thanks for that) is it's a whole new world out there and I want to be a part of it. Through many question on this forum, some not very friendly, I have come up with a better direction for developing games of all types. I have created a new website and right now, I'm looking for private contractors to become consultants. Fire Storm Game Factory and Game Consultation is created to help the little guy develop his or her ideas into the product they dream about.

I can develop my own games. I plan to do that, but there are so many people out there on different forums looking for a helping hand that I decided to go a step further and create a way to do just that. www.fsgamefactory.com is my way of doing that.

I hope to bring talented game developers together to work as indy contractors on small to large projects for clients. Check out the site and let me know what you think. I should warn you it was launched yesterday and like a brick and mortar building, there's much to be done. It's the skeleton for what I want to do.

Mike Atencio
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I totally agree.

I have abandoned NDA's and NCA's. I am putting a site together for consultants to help clients with their game development. www.fsgamefactory.com. It was just launched yesterday so It's not more than a framework, but it gives you an idea of what I'm doing.

Mike Atencio
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Thank you for the comments

I agree with you. I guess I didn't explain myself well and to be honest, I've gotten some really nasty pm's. so I've been a little defensive.

Actually, I'm trying to create a team for game development of not only my games but anyone's. I just launched my website: www.fsgamefactory.com

I'm hoping to attract private contractors to be consultants for any project a client brings to Fire Storm Game Factory.

There is so much talent here and so many people needing a helping hand, that after a lot of comments (negative and constructive) and much personal reflection, I decided to go this route instead. Hopefully, I'll be able to help a lot of people achieve their dream so the rest of us can enjoy their creations with them.

I have decided to finish developing my own games myself, which I've been working on here and there over the years. I can and have done most of the work already. I'm going to have students at the college create my artwork / illustrations. They get credit and a little money and I get my needs fullfilled.

I plan to market my games myself so the site is an obvious solution to that.

Again, thank you for offering constructive criticism, it was heard loud and clear and taken to heart. I appreciate it, even though it was a little tough to read. That's the sign of someone you want to be good friends with.

Mike Atencio
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Thanks!

Thanks.
Your comments seem rather condescending. I just can't find it valuable to respond to everything you've written simply because it seems, you have an axe to grind.

Good luck and best wishes.

ElKobold
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Mike Atencio wrote:What's the

Mike Atencio wrote:
What's the one thing the successful games have that the failures don't?

A great story line. It's all about the story.

Umm, actually...

CURRENT PLAYERS PEAK TODAY GAME

672,962 883,493 Dota 2
518,837 529,216 Counter-Strike: Global Offensive
54,112 61,725 Rocket League
49,048 49,066 ARK: Survival Evolved
43,971 50,851 Football Manager 2016
43,812 52,698 Team Fortress 2
36,000 40,245 Sid Meier's Civilization V
32,580 43,864 Grand Theft Auto V
29,782 32,137 Garry's Mod
28,780 32,708 Rust

Mike Atencio wrote:
I have abandoned NDA's and NCA's. I am putting a site together for consultants to help clients with their game development. www.fsgamefactory.com. It was just launched yesterday so It's not more than a framework, but it gives you an idea of what I'm doing.

So a middleman between a publisher and a game designer?

But why would either a publisher or a game designer need a middleman?

Squinshee
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ElKobold wrote:CURRENT

ElKobold wrote:
CURRENT PLAYERS PEAK TODAY GAME

672,962 883,493 Dota 2
518,837 529,216 Counter-Strike: Global Offensive
54,112 61,725 Rocket League
49,048 49,066 ARK: Survival Evolved
43,971 50,851 Football Manager 2016
43,812 52,698 Team Fortress 2
36,000 40,245 Sid Meier's Civilization V
32,580 43,864 Grand Theft Auto V
29,782 32,137 Garry's Mod
28,780 32,708 Rust

This is an important statement. Gamers come back to these games because they allow for the creation personal narratives. DOTA, Counter-Strike, Rocket League – these are competitive games with deep, rich mechanics that allow for strategic and tactical gameplay. Comeback stories, intense firefights, dominating victories – these are some of the reason gamers keep coming back. Then there's the flipside, like GTA, and ARK – these are sandbox games where gamers dick around. There's enough emergent gameplay here that every time you boot it up something new could happen. Gamers are not absorbed in the games narrative; they're getting lost in the world and creating new stories within it.

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