Mearls ([info]mearls) wrote,
@ 2006-06-26 20:47:00
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Freelancing Isn't Free
Another title for this post might be, "Only An Idiot Doesn't Self-Publish".

It doesn't take a genius to see that there's a lot less work out there for freelance RPG writers. White Wolf has scaled back its once prodigious release schedule. Companies like AEG, Fantasy Flight, and Sword & Sorcery are either completely out of the RPG business or producing a shadow of their previous output. SJG's GURPS schedule has slowed to a crawl. Across the business, there are fewer and fewer companies committed to RPGs. Five years ago, it was possible for a freelancer to make a full-time living writing RPGs. Today, it's doubtful that any freelancer who focuses on RPGs pulls in more than $35,000 a year. A would-be fulltimer has to hope to get enough work from Mongoose and WotC to pay all his bills. Everyone else simply doesn't have enough work to hand out or is a risky proposition when it comes to payment. It's telling that names that I used to see on a lot of RPG books (Robin Laws, Matt Forbeck, Aaron Rosenberg) are showing up on novels, usually shared worlds stuff. The RPG market simply isn't there anymore.

As companies drop like flies and a print RPG product reaches a smaller and smaller audience, it becomes less and less worthwhile to freelance. Freelance work is a good way to get someone else to pay you to learn how to write and design stuff. You trade the rights to your work, along with creative control, in return for a paycheck and the experience of writing a book and designing RPG rules. If you pick the right company, you can also have the publisher promote you and your work. But once you've learned what you can, chances are that freelance work quickly becomes a waste of your time.

The dirty little secret of RPG writing is that it has an incredibly low ceiling. Once you have maybe 10 credits to your name, you're not going to get any more famous unless:

A) the book you work on is a massive hit and
B) you coincidentally work with a publisher that actually pushes designers as stars or
C) you're an incorrigible loud mouth who doesn't give a crap about the malfunctioning personalities in this industry

For those scoring at home, I fall into category C. Stuff I wrote generally received good reviews, and more people liked it than disliked it, but I never strode Moses-like down the mountain to give gamers THE WORD, such as it is. I had a bit of a rep on RPG.net and Gamingoutpost.com before I started writing, and I think that helped. This was always a lark for me, and I never particularly cared to kiss up to people or say things that people really, really disagreed with. Even if I was right. At least some of the time. Or maybe, like, once... OK, I'll quit while I'm ahead.

There is one good reason to freelance: you get to work on games that other people own. If you really like Vampire, HERO, D&D, or whatever, freelancing is like the ultimate fan experience. Not only do you get to play the game, you get to tinker around with everyone's campaign. It's cool to turn a hobby into something pays money, and even cooler to help shape the game you love.

But, aside from that benefit, there's really no reason to freelance.

There's not much work out there.
The work out there pays poorly. Compared to commercial freelance writing, it's hideous.
RPG companies short of WW, Malhavoc, Mongoose, and WotC can't reach more than a couple thousand people, tops.
Companies have an alarming tendency to not pay.

And yet, people like Luke Crane, Vincent Baker, Chad Underkoffler, Jared Sorensen, and others self-publish, reach as many people as what passes for a second tier print publisher, and make a half-decent income from their work, more over time than they would as a freelancer. They aren't doing this full-time, but you can't freelance full-time unless you're already established in this business. People like John Snead and Ari Marmell have been in the business for years, long enough to make contacts and win that steady stream of work. But if you aren't already there, you won't be there.

That bears repeating:

If you aren't working full-time as a freelance RPG designer right now, you won't be working as a full-time freelancer any time in the next few years.

The dream's dead, kids. The reason to freelance in the past, aside from working on a game you love that someone else owns, was to reach that brass ring and design games for a living. You can't do that anymore. Stop trying to.

Given these things, it makes no sense to freelance. It's done. The party's over. Wait for the next batch of companies to jump into the market, or for companies to start investing in RPG lines again.



(Post a new comment)

That's fine
(Anonymous)
2006-06-27 03:57 am UTC (link)
No problem. I'll stick with the industry for the same reason as the other writers who won't heed your advice--because I have to. I don't need to tell you, Mike, that many of us are still puttering around for love of the game. Creating is in the blood and until all minor league d20 companies pull the plug, I'll keep writing away. When d20 arrived on the scene, there were stars in my eyes and writing for WotC didn't seem like an unattainable goal. Today, with a bit more experience under my belt, that dream no longer has hold on me. Writing as a hobby now has more appeal for me. Long live the hobbylancer! We'll work for cheap and are usually reliable. :)

Bret Boyd
Freelance Writer

(Reply to this) (Thread)

Re: That's fine
[info]wickedthought
2006-06-27 04:41 am UTC (link)
There's only one thing in this world you "have to" do, and that's die.
Everything else is a choice. ;)

(Reply to this) (Parent)


[info]chadu
2006-06-27 03:58 am UTC (link)
Word.

Freelance for love, for loyalty, for friendship, but not for fame, money, or job security.

Better to try to go for it yourself, or with a partner or partners who want to help you go for it yourself.

Have reasonable expectations and goals.

Start small, start inexpensively. Grow your business as you grow your craft.

Now, all that being said: what about staff positions?


CU

(Reply to this) (Thread)


[info]mearls
2006-06-27 04:56 am UTC (link)
For staff positions, the answer is really "It depends."

In most cases, self-publishing is a bigger help for staff work. If you go the DIY route, you learn many of the skills needed to publish an RPG. It's really handy if the guy writing the book can also help out with layout, knows how to work with artists, and so on.

As far as finding a good staff position goes, look for places with low turnover. That's usually a good sign that the company has a good work environment.

(Reply to this) (Parent)


[info]heron61
2006-06-27 07:12 am UTC (link)
I'd far rather get a guaranteed per word rate than gamble on creating a new company that can actually make a reasonable profit. Far more new RPGs by new companies fail than succeed, which is the single best reason I know to freelance instead of starting your own company. Then again, I also dislike gambling, which is what I see such a venture as being.

(Reply to this) (Parent)


[info]alecaustin
2006-06-27 03:59 am UTC (link)
Word. The money I've gotten from writing for Dungeon isn't bad, but the time/payoff ratio is kind of embarassing, at least in monetary terms. If every single one of the Campaign Workbook articles I wrote were published, I'd have made around the hourly rate I made as the bookkeeper of a comic store, doing substantially more draining work. If I'd ever finished and published the spec module I was writing for Necromancer Games, I'd probably have ended up making substantially below minimum wage. ($.02 a word? Pfeh.)

The video game industry pays a hell of a lot better, even as an intern.

(Reply to this)


[info]coridan
2006-06-27 04:46 am UTC (link)
Bageezus - this is depressing.

What hence the RPG industry as a whole?

CB

(Reply to this) (Thread)


[info]misuba
2006-06-27 04:54 am UTC (link)
There won't be one (four companies publishing similar products doth not an industry make). And that's fine - the art form will be plenty healthy. But it's time to separate the notion of doing this particular thing you love from the notion of making money doing it. (Unless something changes, of course.)

(Reply to this) (Parent)


[info]wickedthought
2006-06-27 05:12 am UTC (link)
The "roleplaying game industry" is changing. Exactly what it is changing into... I can't give an intelligent answer to that question.

Although, as a self-publisher, I can tell you, I'm happier now than I ever was.

(Reply to this) (Parent)(Thread)

(no subject) - [info]chadu, 2006-06-27 01:12 pm UTC
(no subject) - [info]burritoalpastor, 2006-06-27 03:54 pm UTC
(no subject) - [info]zgaidin, 2006-06-27 04:24 pm UTC
(no subject) - [info]chadu, 2006-06-27 04:39 pm UTC
(no subject) - [info]mind_of_richard, 2007-07-24 08:24 pm UTC

[info]bishi_wannabe
2006-06-27 06:23 am UTC (link)
I've been doing a little freelance work, but I've never even thought for a second about making a *career* out of it. Hell, if I can claim some of this year's GenCon trip on tax, that'd be beyond my expectations, financially.

"freelancing is like the ultimate fan experience"

That's exactly it - it's formalised fan participation. I'm happy with that for my (extremely) modest work, but if I was looking for anything more, self publishing would be the first place I'd look.

(Reply to this)


[info]heron61
2006-06-27 07:09 am UTC (link)
You make many reasonable points, but there are several factors that you don't consider. The most obvious is that working for Mongoose is a fool's game, their pay is impressively low, especially for long projects - I've been freelancing full-time since 1997 and have never taken a per word rate as low as theirs.

The other (and far more major) point is that there is one other reason to freelance. If you write for WW, WOTC, or even some of the more reliable small companies (the good people of Flying Mice leap immediately to mind) you get a guaranteed per/word rate. You know (if the company is reliable) that you will actually be paid a fair price (or at least the negotiated price) for you work. In this RPG sales climate, there is absolutely no guarantee that any game you make and sell on your own, with no established distribution network or company name, will sell more than a couple of hundred copies, which could easily end up making you 1-2 cents/word, or even less. I'm most definitely not willing to take that risk, I want to know what I'm going to be making. That said, you are quite correct in that this is about as terrible a time to break into the industry as the mid 90s, shortly after the Magic card bubble burst. OTOH, things are definitely better this year than last year on many fronts, so the industry is (gradually) recovering. In short, I work freelance because I want established companies to take the risk of poor sales, I'm not willing to take the risk.

(Reply to this) (Thread)


[info]mearls
2006-06-27 04:20 pm UTC (link)
I wouldn't be so quick to write off Mongoose. Their pay rates are low, but I never had any payment issues with them. IIRC, Gar Hanrahan did some work on the Conan MMO because of Mongoose. That's a useful bit of work to have on one's resume, especially nowadays. I can't think of any other publisher outside of WotC or WW that could help a freelancer grow his career in such a way.

(Reply to this) (Parent)(Thread)

(no subject) - [info]mytholder, 2006-06-27 05:08 pm UTC
(no subject) - [info]mytholder, 2006-06-27 05:07 pm UTC

[info]boymonster
2006-06-27 11:47 am UTC (link)
Whee!

Happy fun!

I'm actually doing fine, but then I also have a day job. I like "the dream is dead," though. That would make a catchy indie game slogan.

(Reply to this) (Thread)


[info]zigguratbuilder
2006-06-27 05:41 pm UTC (link)
Hey dude, no offense but when I peeked over at your journal you mentioned this in your latest entry:

"I've been doing so much writing and design and editing on projects lately that I don't even know what day it is... And I am sleep deprived."

It doesn't smell like "doing fine". :-)

But, it does sound like you're getting a lot out of your part-timing it (that is, keeping the day job and not going full-time) while having fun doing it (or I'd assume that you'd just quit).

I totally agree with your sentiments of "No matter how much time you put in, people will still whine that X isn't in there". :-)

BTW, what are you working on anyway?

-Andy

(Reply to this) (Parent)(Thread)

(no subject) - [info]blakesrealm, 2006-07-31 06:14 pm UTC

(Anonymous)
2006-06-27 12:12 pm UTC (link)
There is one good reason to freelance: you get to work on games that other people own. If you really like Vampire, HERO, D&D, or whatever, freelancing is like the ultimate fan experience. Not only do you get to play the game, you get to tinker around with everyone's campaign. It's cool to turn a hobby into something pays money, and even cooler to help shape the game you love.

Unfortunately, if love of a particular game drives someone's work more than anything else, that person will be a really shitty freelancer.

This is an immutable law of the universe.

The people who do work from the perspective of being hardcore fans are, in my experience, almost always the ones who have tantrums, ignore E&D, waste too much time talking about the project instead of writing it and who, in the end, just design lousy rules. They do everything bad fanfic writers do, then add (bad) math.

It's no coincidence that the companies who talk big about the "fan experience" generally pay and produce crap too.

You should like what you're working on, but you should be able to look at it from a big picture in which Half-Orcs and vampires are not integral elements of your train of thought.

You can have the compass swing the other way around and get the odd guy who actually hates what he's working on. That was a big part of the D20 boom, where supplements came out the reeked with contempt for the core values of the system and/or the default D&D play style, a la Dragon Lords of Melnibone and Deadlands D20. As shitty as this is, it is only as bad as having hardcore fans freelance, and that's sure as hell saying something.

(Reply to this) (Thread)


[info]chadu
2006-06-27 01:07 pm UTC (link)
They do everything bad fanfic writers do, then add (bad) math.

Ouch!

:)


CU

(Reply to this) (Parent)

(no subject) - [info]eyebeams, 2006-06-27 01:53 pm UTC
(no subject) - [info]brand_of_amber, 2006-06-27 03:28 pm UTC
(no subject) - [info]mearls, 2006-06-27 04:22 pm UTC
(no subject) - [info]jdigital, 2006-06-29 02:46 am UTC
Freelancing needs to be outsourced
[info]jongwk
2006-06-27 12:41 pm UTC (link)
Maybe part of the problem is living in North America or Europe? ;)

Seriously, If someone lived in the Third World and his income was 20% of what you mentioned, he'd be pretty well off.

Food for thought.


JongWK
Montevideo, Uruguay.


(Reply to this) (Thread)

Re: Freelancing needs to be outsourced
[info]tundra_no_caps
2006-06-27 01:14 pm UTC (link)
Brilliant!

(Reply to this) (Parent)

Re: Freelancing needs to be outsourced - [info]the_tall_man, 2006-06-27 09:29 pm UTC
Re: Freelancing needs to be outsourced - [info]jongwk, 2006-06-28 02:31 am UTC
Re: Freelancing needs to be outsourced - [info]jongwk, 2006-06-28 02:36 am UTC
Re: Freelancing needs to be outsourced - [info]wilthoughts, 2006-06-28 03:30 am UTC
Re: Freelancing needs to be outsourced - [info]jongwk, 2006-06-28 08:35 pm UTC
Re: Freelancing needs to be outsourced - [info]wilthoughts, 2006-06-29 12:17 am UTC
Re: Freelancing needs to be outsourced - [info]jongwk, 2006-06-29 03:00 am UTC
Re: Freelancing needs to be outsourced - (Anonymous), 2006-06-28 01:12 pm UTC
Re: Freelancing needs to be outsourced - [info]blakesrealm, 2006-07-31 06:20 pm UTC
Different perspective
[info]delazan
2006-06-27 02:07 pm UTC (link)
I have a much different perspective, especially because I have a different service to provide the RPG industry: indexing. (Remember indexing? I indexed Iron Heroes, that you wrote for Malhavoc.)

On my way home from Gen Con last year, during which I had passed out a lot of advertising for my business, I realized that I wasn't going to be able to quit my day job solely on my indexing work for the RPG business. Not only is indexing pushed on a backburner by most RPG companies, they cannot afford to pay market price for a good index. Case in point: I'm about to index a scholarly work, and the professor is going to pay me about five times what I made for indexing Iron Heroes because that is the going rate.

Don't misunderstand me and think that I have any ill feelings for Malhavoc Press. On the contrary, I love and appreciate Sue and Monte for giving me the business. Just understand that I will have to do more scholarly work than RPG work to make my business profitable.

BTW: I had so much fun indexing Iron Heroes. It was a joy to read and so well organized that I was able to turn the index in a day early. Kudos.
-Lori

(Reply to this) (Thread)

Re: Different perspective
[info]benlehman
2006-06-27 02:12 pm UTC (link)
Out of curiosity, what are your standard rates for RPG indexing? I write short games that need indexes, and it is *way* too much work for me to do it myself.

yrs--
--Ben

(Reply to this) (Parent)(Thread)

Re: Different perspective - [info]delazan, 2006-06-27 09:50 pm UTC

[info]zigguratbuilder
2006-06-27 02:56 pm UTC (link)
I've bet you all heard that little gem,
What's the difference between a Pizza and a Freelance Game Designer?

The freelancer is the one gibbering and shaking in the corner, cutting himself with a rusty razor and writing on the walls with his own feces. And pizza is a food.

(Reply to this)


(Anonymous)
2006-06-27 03:27 pm UTC (link)
> "Only An Idiot Doesn't Self-Publish"

What I find really interesting is that, as far as I know, this is pretty much the only fiction market I know of to which this applies.

Virtually every other piece of advice I've seen on writing fiction says, For the love of God, /don't/ go with vanity press.


Cheers,
Roger

(Reply to this) (Thread)


[info]coridan
2006-06-27 04:00 pm UTC (link)
Well, the RPG business is inherently different from regular book distro, and RPG writers are far more informed about the market effects and difficulties of selling their product. Further, RPG writers *really do* self publish, as opposed to most writers who go through vanity presses who end up getting ripped off, due to the ability to make use of such instruments as the POD and PDF options that exist within the RPG industry. Also, Indie RPG writers have no illusions - they know that they will be responsible for their own marketing. On the flip side, RPG writers have a much smaller market that they have to sell to, and in many ways this small market is much more accessible to online efforts and the like.

Another thing is that PDF publishing seems to be a much more profitable proposition for RPGs than for coventional publishing.

CB

(Reply to this) (Parent)

(no subject) - [info]mearls, 2006-06-27 04:17 pm UTC
(no subject) - [info]mearls, 2006-06-27 04:24 pm UTC
(no subject) - [info]jdigital, 2006-06-27 05:10 pm UTC
(no subject) - [info]brand_of_amber, 2006-06-27 05:39 pm UTC
(no subject) - (Anonymous), 2006-07-02 02:45 pm UTC
(Crap, that was me.) - [info]nikotesla, 2006-07-02 02:46 pm UTC
(no subject) - [info]mnemex, 2006-07-31 01:29 pm UTC
How to write RPG content for $$$
[info]rsdancey
2006-06-27 06:46 pm UTC (link)
The next evolution in freelance RPG work has got to be MMORPG scenario development.

The number of MMORPGs on the market continues to grow, and the quality of the adventure content in most remains quite low. Most investment in these games goes into the mechanics and the graphics, then the backstory, with ongoing "adventure" content a distant follow-up. Play any of these games for any length of time and you'll find yourself repeating the same kind of quest over and over and over, because its obvious that once the development team got a basic framework established it became easier to just repeat it with higher level monsters than to come up with new adventure ideas. Literally thousands, maybe tens of thousands, of such adventures are needed for the average MMORPG. This is creating a vaccum that could be filled by freelancers.

Working in the MMORPG environment requires mastery of a different set of basic skills than working with tabletop RPGs; freelance content developers will need to abandon much of the mechanical alteration that seems part & parcel of most tabletop RPG projects, and limit themselves to working within established batches of assets; rules, skins, critters, etc.

That said, take a game like World of Warcraft, which has a rich mechanical environment, with persistent objects and character "memory". A good storyteller with a tabletop RPG background should be able to pitch all sorts of interesting adventure scenarios to Blizzard to take advantage of the opportunity presented.

Working at full-time freelance tabletop RPG rates you'd be able to offer a viable option to expensive full time or contract "level designer" rates (at least, competitive to US-based talent; the overseas guys in India and the Phillipines are another matter altogether).

(Reply to this) (Thread)

Re: How to write RPG content for $$$
[info]wilthoughts
2006-06-27 10:12 pm UTC (link)
Ryan,

I think you should start a job agency to place RPG designers with MMO production crews. In fact, I volunteer to be your first client. :)

Barring that, I'm buying a cabana in Costa Rica and plan to live out my days writing for royalties on RPG Now, all thanks to Mike's inspirational seminar. Who's with me?!?!?!!? :)

(Reply to this) (Parent)(Thread)

Re: How to write RPG content for $$$ - [info]blakesrealm, 2006-07-31 06:43 pm UTC
Re: How to write RPG content for $$$ - [info]memento_mori, 2006-06-27 10:58 pm UTC

[info]nikotesla
2006-06-27 06:58 pm UTC (link)
Rock on, Mike.

And everybody else, you know what? He's not saying "give up." He's saying "Do what you believe and don't count on WW or WotC to tell you you're right."

Publish your things. Make money.

Vincent Baker and Jared Sorensen have turned down offers from big publishers because they couldn't offer as much money as they're already making.

This is a golden age, kids. Whether you make it happen or just watch, we're doin' pretty well here.

(Reply to this)

sp =/ vanity
[info]lukzu
2006-06-28 05:31 am UTC (link)
I'd just like to reiterate what Mike, John, Jared, Chad and Josh were saying: RPG self-publishing is not vanity press publishing, it is DIY publishing. I've talked to my friend who's a working writer. I've made way more money publishing and selling Burning Wheel than most novelists make for their work.

What's more, I own my work. I will continue to profit from it for years to come. It's not just a pay check. It's a lot of work, but it's also a continuing source of joy (and money!).

-Luke

(Reply to this) (Thread)

Re: sp =/ vanity
[info]itsmrwilson
2006-06-29 01:58 pm UTC (link)
Yup. I don't think I sell as many as a lot of DIY publishers, but I've made a very satisfying amount of money from just one product, and I'm not nearly done making money from it.

(Reply to this) (Parent)

Comments on this topic
(Anonymous)
2006-06-28 07:51 pm UTC (link)
Some more discussion on this same topic found here:

http://www.xanga.com/RPGpundit/501966159/item.html

(Reply to this)


[info]topiltzin
2006-06-28 09:44 pm UTC (link)
Cam't help but agree with you. Freelamcing is a kind of hobby for me, the revenue it has brought so far is negligible, but it definitely wqasn't what I was looking for.

(Reply to this)


[info]irishninja
2006-07-04 05:42 pm UTC (link)
I'll throw my hat in for this as well. I think a lot of us have done work we're happy with but that we ourselves will never use. In fact, I'm procrastinating on a project for Wizards right now. It's cool, and I'm glad to be doing it, but it's not anything I'll probably ever use in my games.

And yet, I'm going to make it as awesome I can, so somebody out there DOES want to use it in his game.

(Reply to this)

Chump Change
[info]lemuriapress
2006-08-17 08:17 pm UTC (link)
You know, for a company that pays out more than $40,000 to writers and artists each and every month, it would be nice to see Paizo listed among your group of worthwhile publishers.

Especially since a reasonable portion of that money has found its way into your wallet, you ENnie-award-winning bastard. :)

--Erik

(Reply to this)


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