#RPGaDAY2015, Day 10: Favorite Publisher

Today’s #RPGaDAY2015 topic is Favorite RPG Publisher. That’s simple. My favorite RPG publisher is the one that pays their freelancers a good rate and in a timely manner. When that’s done, it’s a signal that a company not only values their employees, they value their entire work.

It’s disappointing this is my answer.

It’s disappointing that there are enough publishers that delay payments, act in bad faith, or are actual charlatans that we can actually define a subset of game publishers as “the ones that actually pay their contractors”. But you know what? It’s true.

Just to single one of the companies out that I’ve worked for, Magpie Games is great. I’ve been working on products for them for over a year and a half now and they’ve consistently fantastic about prompt payment, at times bugging me for an invoice so they could get me paid! This is a three-person operation working on products that have small print runs, compared to an industry that has smallish print runs. Yet they can get their freelancers paid, quickly. They’re one of my favorite publishers. ((It doesn’t hurt that put out good stuff, either! The Fate Core and Apocalypse World systems are among my favorite game systems. Magpie Games has been doing some neat stuff with those two bases recently.))

I’ve experienced and heard of good things from other companies, too many list (and I’m afraid that I’d accidentally leave someone off, implying that they aren’t a good player in our industry).

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But if we’re not talking about how a company treats their employees and freelancers, what other metric can we use?

How about how the company’s public faces behave in public?

Let me tell you why I love Evil Hat Productions.

Several years ago, they published this game, Spirit of the Century, and this one guy does a review of the game. Dude was extremely negative in his review (if I recall correctly, purposefully so). Dude generally hates games that deviate from the 1970’s style of D&D roleplay and gamers that like games he doesn’t. ((I’m painting with a broad stroke here.)) It’s a reason to crap on a game while disguised as a review.

Evil Hat directly responds: “Thanks for taking the time to review our book. Sorry you didn’t enjoy it.”

So Evil Hat, one of my favorite publishers.

swf02-twileksnowspeederMaybe it’s not that. Maybe it’s which publisher publishes your favorite stuff? Or which one made your favorite game? Or which one has a constant output of new stuff, continually making your game better and better?

Too many choices. Too many ways to answer the question. Fantasy Flight Games has amazing art direction (and game mechanics) in their Star Wars games and has a steady stream of supplemental materials. Dog-Eared Design has the one game and when they went for a Kickstarter campaign for the new edition, they didn’t add on a bunch of goofy stretch goals. ((Which I found rather refreshing.)) Too many things competing for “favorite”.

What criteria would you use to determine a “favorite” publisher?

#RPGaDAY, Last Year: Day 10 – Favorite Game Fiction

One year ago, it was Day 10! And the topic for #RPGaDAY back then is your favorite tie-in novel or game fiction.

Oh gods.

Please, no.

I dislike most game fiction and haven’t read a tie-in novel for any game since maybe the Shadowrun 2 days. In my hazy recollections of game-based novels, it feels like one could hear dice clattering in the distance as the author tells you how awesome his character is, no really, he’s really awesome. Just look at him. He even had sex with the hot elf chick near the end of the book, how awesome is that? (Answer: really awesome.)

51Lue8uqnpL._SX258_BO1,204,203,200_Now, I love me some Shadowrun and I’ve always liked their books because they incorporated game fiction in a way that wasn’t just two to six pages of short stories. Most sourcebooks featured in-game information that was player-friendly, presented as files uploaded to a website, followed by a game rules section that showed how to use all that stuff in your game. The first section was full of ShadowTalk, comments on the actual datafiles you were reading, by other characters in the game world. There would be arguments, tangential discussions, and corrections of “facts” in the “real” datafile. There were recurring characters showing up in the sourcebooks, all with their own unique voices, style, and perspective on the articles mentioned. It actually made the game world feel larger.

A bonus: You didn’t have to sift through six different short stories and hit one or two whose writing style you absolutely hated.

The unique voices became lost in later years. By the time we reach 5th Edition, certain ShadowTalk comments read like the same author putting different names on the comments. It lost a bit of the magic. ((It also starts to seem like every commenter is someone’s Shadowrun character, which means they’re awesome and let me tell you why…))

But back in the SR2 era, there was the Aztlan sourcebook, which starts as a datafile about Azltan/Aztechnology that includes an entire secretly-recorded conversation cryptically commenting about that datafile in standard ShadowTalk format. But no, that is not the file you are reading. You were reading the leaked file with the secret cabal’s comments in it and everyone is now commenting on the datafile and the cabal’s conversation. Not only that, but some members of the secret cabal came to this leaked file and made their own comments about it.

It was amazing crazy nuts. There were so many clues to the ongoing metaplot (we were in the early 90s here) in that one sourcebook. So many answers. So many new questions. It was great.

But it wasn’t Bug City, which starts off with about fifteen pages of in-game material: chat room transcripts, photographs, and quarantine flyers.

>>>>>(Not everyone was paying attention, but this is how it started.)<<<<<

shadowrun_bug_city_chicago_wallpaper_by_m3ch4z3r0-d51zqtb

The first half of the book was all in-game information with lots of speculation, added notes, commentary, and stuff from a travel guide to Chicago from 2028, almost three decades ago. The actual game rules section starts on page 126. Tons of notes from inside the game world about what’s going on (and what people think is going on) for the first three quarters of the book. Bug City was immersive and amazingballs and I picked that sourcebook up from my local Hastings, not knowing anything about Shadowrun, and took it home and read the hell out of that thing and wound up getting into the whole bloody game.

So yeah, that’s great game fiction there.

Honorable Mention: Unknown Armies with her multi-page short story in the front of the book, handwritten I think, that really sets the mood for the game. But I didn’t buy nearly everything in the UA game line, so I’ve got to go with Bug City.

What about today, Thomas? Is Bug City still your favorite game fiction bit?

Oh gods, yes. I just went through the Universal Brotherhood handout that the players are supposed to read in the middle of Missing Blood, and man, the SR2 era was fantastic for that sort of stuff. I just did (am doing) layout work on three different RPGs that have in-universe artifacts in their books, and while they are neat ways to convey the feel of the game setting to the game’s players, none really come close to the ShadowTalk elements in those SR2 books. Those SR2 books are presented something like contemporary wikis, with their markup and discussion/talk pages. While it’s neat to see things like Dresden Files with post-it notes and handwritten things in the margins, it doesn’t feel as if you’re reading a printout of a conversation that just happened a few minutes ago. ((Especially with post-its and index cards printed in game books because those should logically be covering up something, right? So why can’t I move this card out of the way and see what’s underneath? There’s got to be something obscured.))

If I weren’t biased by having Bug City drawing me in, I’d go with Aztlan. It’s layers of neat stuff.

And if I had a copy of Graham Walmsley’s Stealing Cthulhu, I suspect it would be my favorite. That book’s all sorts of tricky.

#RPGaDAY2015, Day 9: A Licensed RPG

Today’s #RPGaDAY2015 topic has the clunky title Favorite Media You Wish Was an RPG, which really translates to “What thing would you like to have licensed as an RPG?” I sort of answered this last year on day sixteen ((Day 16 was “Game you wish you owned.”)) when I went with Crimson Skies. However, recently I’ve been really wanting something set in Cherie Priest’s Clockwork Century novels.

221253I initially resisted getting into the author’s works, primarily because the geekerati ((You know, the geek media celebrities with their insulting “Hey nerds!” calls to action.)) were heavily pushing the first book, Boneshaker, and it seemed like you had to read it. It’s the hip new thing our nerdy alt-culture embraced! I wound up holding off a year before reading it and man, was I wrong. It was good. Strangely good.

See, when I exhibited at San Diego Comic Con back in 2004, it seemed like zombies were over. There were plenty of zombie things out and it seemed passe. Here we are, more than a decade later, and zombies just won’t die out. Boneshaker came around that time, with a fusion of steampunk and zombies in a walled city filled with toxic gas and it just was plain good. Once Priest went outside those walls to explore her world — more dieselpunk than steam — the series went from good to seriously interesting for me.

1137215The American Civil War had been going on for much longer than in our real history: alt-history, specifically around that war, is something that always fascinated me. I loved looking at what spin Priest put on the political situation. Texas, her own independent power, checking the South and North, occupying New Orleans and controlling the Mississippi River. Mercy working in the Confederate hospital, travelling west across a wartorn countryside. The Pinkertons and their role in the Union. Everything outside the walled city of Seattle would make for a great game. ((As an aside, I always liked the craziness of Deadlands, also set in the same alt-history period, but never enjoyed the actual game.))

Where I’m at now: I’m trudging through The Inexplicables, the penultimate book in the series. Trudging, I say, because it takes us back within the walls of Seattle — to me, the least interesting place in the world she created (I want to go outside!) — and follows a protagonist that, several hundred pages into the book, I still dislike. I’ve actually been skimming the book instead of reading, because I want to get to Fiddlehead, which is supposed to resolve the ongoing war and take place outside, in fresher air.

All while reading the series, I thought how much I wanted to play a game set in the world. However, the series has ended and the author has gone off to other writing endeavors. The time to pick this up as a licensed RPG was three or four years ago.

But I wish someone had.