24. Share a PWYW publisher who should be charging more.
Answer: I was thinking about skipping this question, yet it might be my longest answer yet. Although I've checked out a couple PWYW games, I haven't really explored them fully or played them so I felt any suggestion I might give would hold little weight. However, the more I thought about it, this question isn't just about sharing somebody whose work is of a caliber that deserves more attention or more money. This question touches on they very structure of the RPG industry and how PWYW fits into its future, or whether it's a positive or negative part of the industry at all. I'm not sure I have a clear answer.
First, it might be helpful to look at what purpose a Pay-What-You-Want price model serves. To my mind, the entire point of PWYW is to gain traction as a game designer for a new system. By allowing people to have it for free and contribute money if they wish, it encourages people to take a chance on a new game and spread the word about it if they like it. It also puts it out there into the world to invite criticism and feedback, which the designer can use to make improvement. This all sounds great, so what about the PWYW model gives me pause?
This model creates an expectation in a lot of gamers not to pay for a new game. This means independent game designers who do want to invest a little more money into their game may find it hard to interest people in buying it if there are a ton of other new games to be had for free. Between the OGL license and the rise of print-on-demand self-publishing and online distribution, nearly anyone can turn their house rules into a PWYW game available to download on DriveThruRPG or RPGNow. While that open access is very democratic, it's also created a glut of games that are very similar and an incestuous marketplace of independent game designers all buying each other's games in a show of support and mutual validation. All of these free games of varying quality also create a demarcation line of legitimacy between themselves and the games produced by the big corporations. By saying, "tell me how much my game is worth," there's an immediate, unspoken implication that your game isn't worth as much as what Wizards of the Coast or Paizo are putting out.
The initial investment to get into the current edition of Dungeons & Dragons or Pathfinder is roughly $100.00 in books,
assuming you're not buying the starter sets. While relatively
inexpensive compared to other hobbies, it is by no means affordable for
everyone, particularly someone in their preteens like I was when I began
gaming. Now, there are plenty of RPGs that fall in between free and $100. It's just that these games face an uphill battle fighting for market share among the countless PWYW (free) games and the brand recognition of the bigger titles.
Although it's technically not PWYW, my favorite game right now, Basic Fantasy,
gives away full-art PDF versions of their books for free from their
website and prices their print-on-demand versions at cost (between $3.50
and $5.00 a piece). There's also a wealth of great supplemental
material available for free from the site as well. The content is generated and play-tested by the community of gamers, for other gamers through a collaborative process. I fully support this model. It manages to be very democratic, yet takes the capitalistic,
for-profit consumerist drive out of game design. What do I mean by this?
By making physical copies available at cost, you assert the game is at least worth the paper it's printed on, while still making it very easy for people to take a chance on it. Instead of making the big corporate games seem more legitimate, pricing your game at cost makes those corporate games seem like a rip-off. It lays bare the practice of coming out with new versions of a game every few years just to make your players buy everything all over again, or releasing a neverending stream of inessential splatbooks and skimpy hardcover supplements. Finally, if you charge a reasonable, set price for something, the more likely I am to buy it. The fact that Chris Gonnerman has kept his BFRPG books at cost has meant that I've bought all of them, even though the PDFs are free.
So, what have I decided after all this? I'd say that all PWYW publishers deserve to paid more, even if it's very little. If I were to single one out, I would pick Questing Beast's Maze Rats. He put a lot of thought into the rules and the layout. It has a small enough page count that if you download it, it's very easy to print out a physical copy.
Showing posts with label Maze Rats. Show all posts
Showing posts with label Maze Rats. Show all posts
Thursday, August 24, 2017
Sunday, August 20, 2017
#RPGaDay: Day 21
21. Which RPG does the most with the least words?
Answer: This is a great question and I think it's one that lends itself to the OSR, or at least rules-light systems. Most of the OSR D&D retro-clones do a lot within a relatively slim volume. Of the ones that I've picked up, White Box Fantastic Medieval Adventure Game probably does the most with the fewest words. I don't think it's my favorite version of that rule set, but in terms of how easy it is to just plug-and-play and teach to newbies, it's hard to beat. The page count is similar to Delving Deeper, but White Box FMAG has a lot more illustrations meaning fewer words overall. It might be the best beer-and-pretzel version of D&D you can buy, however, if you weren't an experienced role-player it might be difficult to extrapolate the kinds of layered and flavored campaigns of 1e AD&D. So the question then becomes: okay the rules get you playing, but for how long? Without more context, do these rules encourage and inspire play beyond dungeon crawls?
Whitehack is also a good candidate for a game with a low page count, but in its case, I almost want more description of how to apply the system. I really like some of its ideas, but there are a lot of places where it feels very vague, even if it was supposed to be intentionally open-ended. I need to get a better handle on this game because I think there's a lot of potential there. It's just pretty foreign to me right now, and I think it's the kind of game that requires a certain amount of investment of time and imagination. It's also worth noting that it's brevity (like the original D&D rules) leaves a lot up to the interpretation of each GM. This means it's likely that no two Whitehawk campaigns would ever be alike.
Finally, I want to mention a game that I don't own, but should, since it's pay-what-you-want. Questing Beast's Maze Rats looks like it might be the slimmest set of fantasy RPG rules you can buy that would get you up and running a game. It seems to be an efficient 2d6 game with some smart mechanics built for ease and convenience. Again, like White Box FMAG, I don't know how deep you could go with this game, but I don't know of an RPG that gets you playing with fewer words. If you haven't checked it out, here he is giving a tour.
Answer: This is a great question and I think it's one that lends itself to the OSR, or at least rules-light systems. Most of the OSR D&D retro-clones do a lot within a relatively slim volume. Of the ones that I've picked up, White Box Fantastic Medieval Adventure Game probably does the most with the fewest words. I don't think it's my favorite version of that rule set, but in terms of how easy it is to just plug-and-play and teach to newbies, it's hard to beat. The page count is similar to Delving Deeper, but White Box FMAG has a lot more illustrations meaning fewer words overall. It might be the best beer-and-pretzel version of D&D you can buy, however, if you weren't an experienced role-player it might be difficult to extrapolate the kinds of layered and flavored campaigns of 1e AD&D. So the question then becomes: okay the rules get you playing, but for how long? Without more context, do these rules encourage and inspire play beyond dungeon crawls?
Whitehack is also a good candidate for a game with a low page count, but in its case, I almost want more description of how to apply the system. I really like some of its ideas, but there are a lot of places where it feels very vague, even if it was supposed to be intentionally open-ended. I need to get a better handle on this game because I think there's a lot of potential there. It's just pretty foreign to me right now, and I think it's the kind of game that requires a certain amount of investment of time and imagination. It's also worth noting that it's brevity (like the original D&D rules) leaves a lot up to the interpretation of each GM. This means it's likely that no two Whitehawk campaigns would ever be alike.
Finally, I want to mention a game that I don't own, but should, since it's pay-what-you-want. Questing Beast's Maze Rats looks like it might be the slimmest set of fantasy RPG rules you can buy that would get you up and running a game. It seems to be an efficient 2d6 game with some smart mechanics built for ease and convenience. Again, like White Box FMAG, I don't know how deep you could go with this game, but I don't know of an RPG that gets you playing with fewer words. If you haven't checked it out, here he is giving a tour.
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