Thursday, March 10, 2011
Commercialization Part 5: Actual Suggestions
Recap
Just to recap the earlier posts, which are here at Part 1, Part 2, Part 3, and Part 4:
(1) For-profit publishing isn't going away, because the money, even though it doesn't provide much of a financial reward, provides a psychological reward for publishing. Publishing resources is addictive and is an independent hobby for those who like to do it. Since they (including me) are going to publish anyway, they (we) will gravitate toward the methods that provide the most psychological reward.
(2) For-profit publishing is not going to drive out free publishing efforts. Many people don't fit the profile described in (1) above, because their source of psychological reward comes more from the giving than from the feedback. Moreover, there's still a "competitive" or "free market" incentive, whatever you want to call it, for a for-profit publisher to give away free material.
(3) Overall, for-profit publishing has increased the quantity of resources available. However, even though the resources are generally inexpensive, the amount of resource available to any given gamer is now limited by a budget since the additional material isn't free. There are more choices, but the benefit of the additional for-profit material varies in accordance with the gamer's budget. For someone with a gaming budget of zero, the available resources have (a) probably decreased somewhat, and (b) carry an unjustified stigma that it might now be only the lower quality resources that are available for free.
(4) For-profit publishing has changed the tenor of a lot of our discussions, even if it's just a matter of seeing a lot of publisher threads on the messageboards and blogs.
What sort of action is practical?
First off, the scope of desired change is limited: for-profit publishing provides a benefit, and isn't going away, so what we're looking for here is only the "win-win" types of changes which would snap things into a better situation. It's completely impractical to make sweeping calls for change, or generate manifestos, or propose any sort of plan for cooperative action that isn't (a) easy and (b) free. The further you move away from easy and free, the fewer people who will adopt the idea. If it's easy and free, and provides some benefit, you can start to gain traction.
Secondly, how do you figure out what to look at?
We identified the problems, which are (1) the poorer you are, the more pissed you are about the changes; (2) there's so much brand-management going on here that it doesn't feel as much like a community; (3) with more products out there, and not being able to page through them in a gaming store, it's very hard to identify what's good - and even some good resources might turn out to be something that doesn't match what you wanted, or what your style of gaming might be.
Solutions
One exists right now, which is snarking at publishers like me. It's not very efficient in terms of hitting the right target, and since it's really directed at driving publishers away, it's not going to fully achieve the goal (see above, that people will keep publishing anyway). Nevertheless, let's be totally clear, it's about the only option available as a "protest" at this time.
A more productive alternative would be to create a message board dedicated to developing and offering free material. This already exists as a part of Dragonsfoot, and the commercial publishers are relatively well segregated there as well, so I think Dragonsfoot serves this idea with about 95% quality already. This indicates that the success of a splinter board wouldn't be likely, because most of the people working on free materials won't see a reason to splinter off from a board that already does a good job of this. So the bad news is that a splinter board is probably doomed - the good news is that it's doomed because one already exists. People tend, I think, to forget about the archives at Dragonsfoot because of all the for-profit noise, but it's there and it's active.
One good solution to the atmosphere of brand-identification would be to create an umbrella name brand that would indicate the broad compatibility of all these for-profit products. This wouldn't reduce all the commercial-type language of branding and trademarks and so on, but it would keep it from looking so much like a splintered community and make it feel more like a general project. Chad Thorson has offered one possibility on his blog Maximum Rock & Roleplaying.
I'm not convinced about the details of Chad's "OSR" logo, even though it's a really witty play on the old TSR logo. The reason I'm not convinced is that I think the focus of a logo like this needs to be on compatibility rather than on "revival" or "renaissance." If the logo were "old school compatible" I would adopt it in a heartbeat. I'd be happy to use one logo showing the broader-level compatibility of my modules (the "OSR" or "OSC" one) side-by-side with a second one that shows the more specific compatibility (i.e., with Swords & Wizardry and OD&D74). I'm not wild, on the other hand, about identifying with the "OSR." I don't have any issues with the term "OSR" to describe a time period or the general surging in resources, but I don't really see it as something that means anything if it's used to label an actual product. And I'm absolutely not criticizing Chad or anyone who is already using this logo - I'm just saying that I'm dithering on it for the time being because OSR, to me, doesn't say a darn thing as a description of a project. Am I an OSR publisher? Definitely. Are my products "OSR?" Yes. Does that say anything about the actual product? Not really. Have I got a better idea? Yes: calling it "Old School Compatible," but that's not much of an improvement in terms of what bothers me about the whole "community logo" idea, and in the broad scope of things it's like arguing about how many angels can dance on the head of a pin.
So, for the time being, I'm sitting on the fence as far as the idea of a community logo. I do think it would help matters some, BUT I also think that many people will just see it as a cynical profit-gambit or a rah-rah clubhouse attitude by whoever uses it. Indicating broad compatibility is one thing that's pretty unobjectionable, but claiming membership in a trend is somehow different. I can't put my finger on it, but something about it makes me uncomfortable.
More ideas and thoughts in a later installment...
Saturday, March 5, 2011
Commercialization of the Old School: Part 3
Commercialization of the Old School Part 3
This is the third installment of what has already become a rambling, out-of-control treatise, so if you’re interested in the topic, you might want to read parts one and two rather than trying to dive mid-stream into the ramble.
Quick Recap of Earlier Exciting Conclusions
In the last installment, I talked about the fact that there are fewer production artists (layout, editing, art) in our community than there are good authors, and that these resources aren’t increased – not measurably, at any rate – by the fact that a for-profit publisher can pay for them. Indeed, the fact that a publisher is paying for these resources can actually bypass the de facto “quality filter” that was originally provided by the volunteers themselves. I concluded that even though this effect isn’t large, it probably has a small, net negative effect on the quality of modules that are produced. There’s a benefit, which is that some money gets directed to guys who do a largely thankless task (especially the editors and layout guys). But that doesn’t make them produce more, it just gets them some beer money. Perhaps it keeps them working on modules, in proportion to their desire for beer, which isn’t something that occurred to me.
The Psychological Benefit of Financially Trivial Quantities of Cash
So there’s a nice tangent – it’s possible that even though beer money doesn’t increase the amount of time that production artists spend on old-school modules, the fact that there is a much better “thank-you” than the internet provides might keep them excited about the whole prospect and thus work, over time, on more modules. In other words, they don’t provide more hours in a given week, but over time they provide more weeks. This isn’t a trivial point, actually, because it turns upon a big problem with our community (and the internet in general).
That problem is as**holes.
Internet: The Unpredictable Netscape of Praise and Vilification
When you post up something on the internet, whether it’s a free resource or not, there will be several types of responses. Many people will type “Cool!” whether they’ve read it or not. These people, god love ‘em, are wonderful even though you know that they’re supporting you for what you’re doing, not for the quality of that particular resource. You can’t draw any particular conclusion from “Cool!” but without these guys I believe there wouldn’t be any free old-school gaming resources on the internet at all. The reward for producing a free resource is entirely ego-driven; you want people to see your work and enjoy it, and if there is no response to it you will assume that nobody read it, or perhaps that they did, and didn’t like it. Almost certainly, if you get a zero-reaction, you’re not going to bother to do all that work a second time.
Another response, which is very rare, comes from someone who either likes or dislikes the resource, and takes the time to actually write out the reasons in a review or a thought-out message board post. These are the truly golden people, because they really and truly demonstrate that your resource has been appreciated (even if the conclusion wasn’t great). But it takes effort to write a meaningful reaction to a resource, or a full-scale review, and not everyone will do so. Very, very few.
A Startling Conclusion: A**holes are a Bad Thing
Thirdly, there are the aforementioned a**holes. These are people who will absolutely rip into a resource without much balancing of the positive and negative. They simply post negative reactions. Keep in mind, I think it’s very important that the community gets to hear negative reactions. Information is important. But it’s for that same reason – information being important – that vicious attacks on the quality of a module without the offsetting positives (or at least an explanation of the reviewer’s biases and preferences) are damaging. Just posting, “This module was junk!” helps no one, because it doesn’t provide any useful information about why you think so, and it’s almost always clearly intended to hurt the guy who spent a lot of time creating something for little or no monetary reward.
It’s less of an issue the more prominent the author/publisher gets, I think. That kind of thing bothered me a lot when I had only published a couple of resources, and it really doesn’t get to me any more – but the majority of publishers are putting out their first attempt, and if they get this sort of crap from a troll, it’s likely to be extremely painful. It’s very likely to discourage someone -- whose module might actually be quite good -- from writing more.
Reality Check: Not Being a Pollyanna
These trolls aren’t going to go away – they’re part of the internet landscape in any hobby – so my point isn’t “let’s all play nice.” My point is that beer money is a MEASURABLE index of appreciation when the internet itself doesn’t provide very predictable feedback. You might not see a single post saying “good job,” but if there’s some money – even if it’s not much – you know that your work was appreciated out there somewhere, by people who simply didn’t post about their appreciation.
Suddenly, Major Points in Favor of For-Profit Publishing
This, I think, is one of the major arguments in favor of for-profit publishing. The money might not be financially significant, but it’s psychologically invaluable as feedback. I definitely think it keeps people producing more resources than they would if they relied solely on the internet for the pats on the back that are so vital to a writer’s continued willingness to put pen to paper.
Now, this might seem to indicate that, “hey, there’s no reason to publish for free!” That’s not so, because obviously (I think) the trolls tend to direct their venom against for-profit publications more than against free ones. That’s a trend, though, not a rule. I have seen some truly vicious, conclusory posts made about free products. Overall, I think the value of money-as-psychological reward is very, very significant, but it’s not overriding. Many people – Chris Gonnerman of BFRPG clearly being a good example – get more reward from the fact that the resource itself is freely given. For these guys, the value of giving is psychologically rewarding enough to allow them to ignore trolls. When this is the case, money’s benefit as a source of positive feedback isn’t present. It takes a thick skin to approach it this way, but I have to give all due props to Chris, Bill Silvey, Stuart Marshall, and others like them – they are soldiers, and definitely mentally tougher than I am. Like my earlier conclusion that money causes a slight reduction in the quality-filter, this observation about money’s importance as psychological feedback rather than financial reward isn’t a one-for-one fact. It’s a general feature. However, this one is pretty big, at least in my experience. As I mentioned, when I started out I had a very thin skin about troll-type criticism, and the feedback provided by people purchasing the odd module or resource almost certainly kept me from dropping the whole hobby of writing. So as a thin-skinned guy, I tend to assign a lot of importance to money as a psychological reward.
Team-Building
I think that people don’t form teams very easily over the internet, and there is a very big benefit to working with other people on a project. Editing, in particular, is very important. Not just proofreading, but developmental editing where there’s a second person to say, “this might work better if you…”
Dragonsfoot and various of the for-profit publishers are both good ways of forming teams. However, I can’t really see any way in which there’s a difference between Dragonsfoot forming a team as opposed to a for-profit publisher forming a team. So, unless some brilliant idea strikes me later on, I think that for-profit publishing provides neither a benefit nor a drawback on this.
Possibly, the raw number of for-profit publishers is enough to be drawing teams together, in which case the general effect of for-profit publishing has been good on this count. In fact, I think this is probably true, so actually there’s a benefit here, although I can’t see why Dragonsfoot wouldn’t have been drawing the same volunteers to the same sorts of projects. If for some reason it were easier to approach a for-profit publisher than to approach the moderators at DF, then there’d be a benefit. But I don’t see why there would be, and in fact there appears to be some kind of “figure-on-high” effect with for-profit publishers. Several people have contacted me as if I’m something far beyond a dude with a typewriter and a lulu account, so I have to conclude that for some reason, some people appear to be a bit intimidated by the trappings of “for-profit.” Perhaps some people are equally intimidated by the trappings of a Dragonsfoot moderator. I don’t personally understand why either would be the case (we are all dudes with typewriters: the DF mods just have DF passwords instead of the lulu accounts). Either way, I still think there’s a net zero effect on team-creation.
Effects on Resource StructureHere’s something interesting, and I’ll start it with a kind of a story. When Stuart Marshall decided to expand OSRIC 1 (essentially nothing more than a Players Handbook with some rules imported from the 1e DMG) into OSRIC 2 (a full set of rules), he decided to put it all into one book. His reasoning was based on a fundamental fact about publishing a printed book: most of the cost, unless the book is quite long, comes from the set-up costs, not from the page count. Since OSRIC had no profit markup on lulu, the value equation was very clear: it would cost the buyer less money to get the game if Stuart added pages to a single book than it would if the game were split into two books. This was also a consideration in adding more material in the first place – it wouldn’t add very significantly to the cost, because it’s cheap to add pages to a book.
That makes perfect sense from the perspective of cost-per-page. From my perspective, I think it might have been better to have two books, though, even if the total cost ended up being higher. The reason being that players don’t need to have a great big book, and it’s easier to use a smaller book if you’re a player rather than a DM. There are considerations other than cost per page. This isn’t a criticism of Stuart’s decision; it’s just to illustrate that there are inevitable judgment calls involved with publishing a resource. I had a conversation with Benoist at one point in which he asked why Swords & Wizardry couldn’t have been better served if it were structured as a core book with supplements for playing it different ways. My answer was that when I’m at a gaming table, I prefer not to have to look at two books if I’m a player. I like complete books. Note: that appears to be the reverse logic I used with OSRIC, but the difference is between two books with separate topics as opposed to one book that (as a supplement) contradicts or changes the other. I’ve always found that to be a pain.
The point being that publishers have to make judgment calls about things like page counts, number of volumes, complete books versus supplements, and even font size/ text density. To what degree are these decisions affected by whether the resource is written for free or for profit?
One possibly negative effect is that in a free resource, people don’t select what to read based on cost per page. A publisher can be tempted to “pad” the page count in order to make it seem like the value of the resource is higher. I definitely ran into this with Knockspell Magazine at one point. My first decision was that a relatively large font size would be good because it’s easier for those of us with failing vision to read. However, after looking at a couple of issues, I felt that it somehow didn’t look like a magazine, so I decreased the font size quite significantly. And then … here comes someone on the internet who very seriously points out to all and sundry that Knockspell is somewhat more expensive per page than Fight On! Fight On! was designed with the same objective as Knockspell’s early issues – font size is based on being easy to read without having to don your lenses of middle-aged seeing. So, by switching to a higher text density in Knockspell (and thus lowering the page count) based on considerations of visual impact came back to bite me on the butt. Clearly, if Knockspell were a free resource, I wouldn’t have cared in the slightest.
I picked that example, by the way, because FO! can’t be accused of padding pages – Calithena has always been quite clear about the reason for the font size – so I can make my point without actually pointing fingers and saying “j’accuse” on the padding of page count.
One quick other point – printed books have to be in page-count multiples of 4, so if someone fills three pages with advertisements or something, don’t jump to criticize. They’ve got to fill any excess pages with something, or leave them blank. Yes, you could invent an appendix and some tonsils to add to the end of a module, but filler material is filler material. End of digression.
So, is there a tendency to pad page-counts? I think to a certain degree there is. As I mentioned, the cost of additional pages is quite small, and you can “mark them up” fairly unnoticeably. Result: adding page count without new material increases your profit. More importantly in terms of people’s considerations on this, though, is that if you try to condense your text for visual or usability reasons, there will be people who assume that because you’re offering fewer pages, you’re offering less value – even if the actual word count is the same or higher.
And there are good reasons for using a higher density of text, even though it doesn’t actually add much dollar-value (pages are cheap). For instance, when doing layout on a module, depending on the module, it is sometimes very useful to have several encounter areas all visible in that two-page visual “window.” If your rooms are interlocked – say, the orcs in room 3 are likely to reinforce the ones in room 7 – then it’s a real benefit to have room 3 and room 7 both visible at the same time. That militates toward denser text (or smaller font, or whatever). On the other hand, I have to wear my glasses to know that the word says “orcs” and not “ogres,” so if I forgot my glasses the module might suddenly become more challenging than expected.
So, charging money for a resource creates a slight tendency toward larger fonts, when that might - possibly - not be the best structural approach. In my case, with Knockspell Magazine, I decided, “well, screw it, if it’s going to hurt the magazine otherwise, I can live with using the same size font as FO! does.” For the magazine, that was a trivial decision, since density of text was just an aesthetic decision. And I’ve never padded the pages of a module because they aren’t long enough to bother with it. But the potential is out there.
I’m tempted to say that this is an area where for-profit publishing reduces quality, but to a degree this has the same effect on free publications that are put up for printing – at no mark-up – on places like lulu. The OSRIC book, even though it’s not for profit, is still going to be evaluated by those who are considering buying a printed copy in the same way. Count the pages, but forget to count the words.
So, for printing, I think there’s no effect one way or the other. The same temptations and considerations exist for people who are publishing for free and those who are publishing for profit. In the (now relatively rare) case when something is released purely as a pdf and not as a printed product, the for-profit publisher might have more of a temptation to pad pages than a free publisher would.
And for those of us who need glasses, that’s a good thing anyway – unless those orcs in room 3 are willing to risk their lives on behalf of the orcs in room 7.
There’s still more to come, but this chapter is probably long enough to tax the patience of most gentle readers, so I will break it off here.
Commercialization of the Old School Part 2
Commercialization of the Old School Part 2: Judgment Day
In the first post about commercialization of the OSR, I stopped short just before reaching James Raggi’s Lamentations of the Flame Princess game, which I think represents the cusp of the evolving shift into a matured market. I realized, though, that Jim actually probably falls into the earlier phase, since the current phase might best be characterized by the appearance of “outside” publishers as well as numbers of small publishers, and Jim’s definitely not an outsider to the community. So I probably broke my history into the wrong phases.
In any case, just to clarify, the for-profit “market” operates within the context of hobby message-boards and disparate blogs – I don’t mean to suggest that the commercial side of the OSR is the sum totality of the OSR. Quite the contrary, in fact. Because I have been tracing the commercializing trend, though, I’ve basically ignored (up until now) the fact that the for-profit publishers like me are similar to the birds that clean hippopotamus teeth – they can’t exist without the hippopotamus. In this post I want to focus on the question of whether we’re the equivalent of the tooth-cleaning bird, or whether the proper analogy is to a blood-sucking lamprey instead. In either case, it’s time to broaden the context a bit and look at the old-school community outside the for-profit publishers.
First of all, the way I evaluate “good” and “bad” in this discussion is based on the idea that we’re judging things based on whether it is productive or unproductive for the hobbyist community of old-school gamers. Mainly I’m thinking about the internet community, but there’s an elephant in the room: the gamers who aren’t interested in online discussions about gaming on the internet. I can completely relate to this – as a long-distance runner I have zero interest in reading blogs or articles about long-distance running. No interest at all. So I assume that there are plenty of old-school gamers who feel the same about the old-school internet community.
In addition to that relatively silent (majority?), there is a second offline aspect to the old-school gaming community, the old-school conventions. These are GaryCon and North Texas RPG Con. Granted, the critical mass for these endeavors probably comes from the availability of a thriving net community, but the events themselves are brick-and-mortar, face to face gaming. Great stuff. Thirdly, there are the non-specialized message boards – the largest I assume are, in order of size: Dragonsfoot, Knights & Knaves Alehouse, and ODD74. The Acaeum sort of appears in there, but since it’s about collecting rather than gaming, it’s a bit tangential. Fourthly, there’s the vast community of bloggers.
What is the effect of having for-profit publishers appearing in these various sub-parts of our community?
A few people believe that on moral grounds it is inappropriate to profit from a hobby at all. When I’ve seen this viewpoint expressed, it’s usually predicated on the position that since all resources for roleplaying games derive from the work of the original authors, even modules, that it’s like thievery to profit from such a resource. I’m not going to spend any time on this viewpoint because frankly I think it’s so weak that it would be a straw-man attack if I did. Resources have been published by third-party publishers ever since mimeograph machines fired up across the USA to publish modules and other resources in response to the 1974 publication of OD&D. That doesn’t make it morally justified, if you happen to think that it’s immoral, but most people would place the line further back, at the question of whether for-profit resources are productive or unproductive to the community.
One aspect of for-profit publishing is that it allows the publisher to hire the skills he doesn’t personally have, whether that’s illustrating, doing layout, editing, or whatever. I’d like to add something else to that list: printing, handling money, packaging, and sending things in the mail – in other words, the back office tasks that are involved in distributing something.
The OSR of 2004 had effectively two distribution channels: Dragonsfoot (free materials) and Troll Lord Games (some C&C freebies and some for-profit). If you had a great module that you wanted to share with others, you could either hand it to Dragonsfoot or sell or give it to the Troll Lords. In both cases, that’s all you had to do: volunteers at DF would edit and illustrate your resource, and it would get posted in the DF archive. You didn’t have to pay money for printing it (although it’s true that it wouldn’t get printed except at people’s houses), and you didn’t have to maintain your own website to store it. You didn’t have to do any publicity for it, because people would find it at DF, where the vast majority of the community was centered. And TLG operated in similar fashion, as long as your resource was written for Castles & Crusades.
The downside to this centralized distribution set-up was that the volunteers at DF could only handle a certain amount of material – and also, there was a bit of a problem if someone turned in a resource that was absolutely terrible. I don’t know if that actually happened, but I’m willing to bet that it did, and that the volunteers were faced with a dilemma about how to handle it. They certainly didn’t sign on to be the arbiters of quality, but by the same token they didn’t sign on to rebuild a poorly written or ill-conceived resource. But the real obstacle, I think, was simply the matter of time. Most DMs in this hobby are writers by temperament. It’s almost built in. But layout artists, illustrators, editors? Those skills are only incidentally present in the community; it’s much less of a given – if at all – that just because you play D&D you’re going to be good at layout or drawing. In other words, the skills of the production team are MUCH rarer than the skills of the author in our community. The number of good authors out there can utterly swamp the available free time of those who happen to be skilled at the production side.
So here’s where we end up: lots of potential authors, not many skilled production teams. It might seem obvious that injecting money into this system would help out, right? If the authors became publishers, and could pull in some cash from the eventual sale of the modules, this ought to allow the author to hire the production guys, which would mean that more modules actually see the light of day. But I don’t think it works that way, or at least, it doesn’t work nearly as well as one might think.
The reason it doesn’t work is because you haven’t really – not to any great degree – increased the number of guys doing the production work. It’s not like we’d make enough money to hire an editor at $20 an hour, or to pay an artist $500 or more to get awesome cover art. So to a large degree, it’s still the same production teams, which means that there aren’t more modules. All that happens is that the production teams get beer money (which is good) and that the modules being published are no longer prioritized by volunteers at Dragonsfoot, but are prioritized based on who has money to invest (or blow) on getting a module published. All that has happened – mostly – is that the selection process has changed.
That’s not a neutral change, either. It’s a bad one. I’m guessing that the volunteers at Dragonsfoot tended to prioritize their efforts on the resources they felt were the best ones. There was a quality filter in operation. When the structure shifts around, all of a sudden money allows you to circumvent that quality filter. So, all other things being equal, the advent of for-profit publishing definitely has the potential to cause the community’s resources to shift away from the higher quality material and focus on materials that might be of lower quality. That’s the risk, anyway. I think it ends up being more complicated, but the very first effect of for-profit publishing is that it creates a cliff-edge. It has the potential, by removing the quality-filter provided by busy volunteers, to divert their time into lower-quality products than they’d otherwise focus on.
I should say that this process started very gradually; in most cases the artists, editors, and layout artists were still donating their time to projects such as OSRIC 2.0, Fight On! and Knockspell Magazines, and so forth, including Dragonsfoot, which certainly didn’t disappear from the scene. Moreover, I don’t think that most of the production artists base their decisions on monetary concerns any more than the publishers do – which given the razor-thin profits of old school publishing means not much. So although I think we have created that cliff-edge, and although I assume it has re-allocated some resources, I don’t think the effect is particularly big. Let’s call it a –2 impact, measured in metric whatsits. It’s not worth an artist’s time to do highly discounted work on a module that’s a piece of crap – certainly not based on the mere prospect of beer money – so that quality-filter is still in operation, just less so. As I mentioned before, there’s not a shortage of good writing, so it’s not like every time the filter got circumvented it would mean that something bad was necessarily being published – just that it might be pulling resources from something better. It doesn’t create an influx of awful materials, it just means that overall, somewhere, somehow, it’s probably having an effect.
Obviously I am in the course of writing a much longer essay than I’d realized, here, so I’ll split this into another installment, leaving things at this exciting cliff-hanger of a moment.