My current reading of Jon Peterson’s Playing at the World – particularly about early wargaming clubs, newsletters,
and rules – and the recent phenomenal and well-deserved success of
James Spahn’s White Star Swords & Wizardry-compatible sci-fi roleplaying game
demonstrate the importance of game creators setting out to do their
own thing and forging enthusiastic communities around their
creations.
In the earliest pages of Playing at the World, Peterson
discusses how members of early wargaming clubs – both traditional
chit-and-board games and those using miniatures – published their
own newsletters, hosted their own (admittedly small) conventions, and
shared ideas for creating game variants or developing new games, ones
often distributed within the newsletters or in amateurish
mimeographed copies. Clubs and newsletters (the primary means of
finding opponents) brought people together not simply to play games
but to talk about them, discuss evolving ideas, and share new
interests in historical periods. All this engagement fueled the
development of new games, including the groundbreaking rules called
Dungeons & Dragons....
Anyone familiar with the earliest days of the roleplaying game
hobby know it’s filled with legendary tales of fans, staffers, and
friends setting off on their own to take what they’ve learned and
develop their own game lines, complete with loyal customers. (Readers
can find much of this personality- and corporate-based history in the
first volume of the popular roleplaying game history Designers &
Dragons.) In these early days companies came and went, many
trying to capitalize on D&D’s success, some developing
fantasy roleplaying games that catered to their own play styles and
gaming ideals.
The phenomenon of creator/community engagement diminished as
publishers went from amateur operations to professional businesses.
Established publishers controlled what games released with solid
marketing, keeping design on staff or among a trusted cadre of
freelancers. Games in development received playtesting in house and
among a trusted (and often legally bound) few independent
playtesters. Collaboration between companies remained rare, as the
growing trend seemed more toward protecting projects and intellectual
properties from others seeking to “steal” them for their own
profit (and thus denying the original publisher its own profits).
Besides, interaction between game creators and among a game’s
community was stuck in the old communications mode of postal
correspondence and magazines (with occasional contact at
conventions).
In those days of almost-exclusively professional game publishers
the average gamer had few venues through which to share ideas,
distribute original games, and engage with gamers beyond the local
hobby scene. Some gamers created fanzines for their local market.
Some collaborated at area conventions. Many sought opportunities with
established publishers, primarily through magazines but also through
the product submission process many made available by mail on in the
pages of products. But, unless they found a voice with an established
publisher, their reach remained limited, as did the extent and
quality of their engagement with the greater gamer community.
Magazines served as the primary means of interaction among
far-flung gamers. The early issues of Dragon Magazine
(pre-issue 100) packed many submissions for adventures, new classes,
spells, and monsters, tips for gamemasters, and frequent debate
between vocal personalities about the direction of D&D and
its various rule systems. While many served as “house organs”
primarily providing material for the publisher’s own game lines
(including Dragon, Challenge, and Pyramid) they
still served as forums for new ideas and some degree of limited,
edited engagement with gamers. My own efforts establishing the Star
Wars Adventure Journal enabled talented fans to share their short
fiction and game material across a wider distance; some even advanced
to contribute as freelancers to other West End Games Star Wars
Roleplaying Game products.
The internet and self-publishing tools not only empowered game
creators who weren’t affiliated with publishers, it increased the
engagement designers cultivated with the communities that grew around
their games. At first the internet served as a venue for
communication. Fans of certain games gathered in forums where they
could discuss setting and rules. E-mail offered a means of
interacting with busy staffers at established publishers, some of
whom took advantage of this engagement and the means of sharing
information over the internet (and some did not, much to their
detriment). The advent of what are now the OneBookShelf websites and
publisher websites brought online PDF distribution to new levels; the
relatively recent addition of print-on-demand options for many titles
bring electronic PDF material into the realm of analog reality, thus
helping independent game designers and small publishers provide
similar book fulfillment as established publishers. Venues like
Kickstarter and Patreon also allow creators to produce projects and
connect with supporters who funded their efforts. Of course
established roleplaying game publishers remain the key pillars of the
industry – using these very tools to their advantage, too – and
their products occupy the shelves of the traditional distribution
venues; but new tools enable any fan to produce their own material
and distribute it across the internet to a far more expansive
audience than before.
James Spahn’s White Star adaptation of the Swords &
Wizardry WhiteBox rules serves as a perfect example of how the
game creating community has come full circle. He used Open Game
License (OGL) portions of the popular Swords & Wizardry
WhiteBox rules (one of many “retro-clone” games emulating
early D&D in what’s been called an Old School
Renaissance, or OSR), porting what was essentially a hack-and-slash
fantasy game into starfaring space opera using familiar elements like
classes and levels, six attributes, hit points, and armor class.
Although it provides a brief sample setting and a basic adventure,
White Star doesn’t offer comprehensive mechanics or a vast
game world; like its WhiteBox predecessor, it serves more as a
framework and toolbox onto which individual referees can add their
own (or others’) new classes, monsters, meditations (“spells”),
spacecraft, and equipment. It’s an excellent game on its own,
partially because it wonderfully interprets D&D-style
rules into the science fiction genre, and partly because it leaves so
much open for referees to develop on their own...in fact it
encourages customization and creation. Interest in White
Star took off with phenomenal success for a product unaffiliated
with an established game publishing house thanks to online
communities enabled by the internet, an avid fan following spreading
the news by word of mouth, and cross promotion among friends in
social media and blogs.
So the game releases, experiences amazing sales, and then the fan
community takes off and runs with it. The Google+ White Star community explodes with fan-made content as well as rules discussions
and thoughts on what folks want to see in new product. Erik Tenkar at
the popular Tenkar’s Tavern blog starts brainstorming ways to share
his own developments for White Star. Creator James Spahn
engages with fans in many discussions, encouraging them in the spirit
of his game to create their own material, to make it their own.
Someone even starts a post listing the typos and other errors
requiring correction, leading to revised PDFs for customers and a
cleaner, community-proofread product for print publication.
Certainly established publisher have reached out to engage with
fans – on websites, through clubs, at conventions, through event
support – but they have the resources to do this as part of their
larger business strategy. Smaller publishers and independent creators
don’t have that kind of time and money to invest, yet the internet
still allows them to find, create, and interact with gamer
communities. The White Star community isn’t the first to
bring together game designers and fans, even in the Internet Age. Yet
its sudden – and hopefully lasting – impact demonstrates both the
power of creators and the communities that support their work. It
shows how fans and designers work together to provide impetus for a
game line, forge meaningful connections, and serve as symbiotic
resources fueling each other’s efforts. These communities give
gamers the opportunity to engage with creators, learn from and
sometimes collaborate with creators, and actually become
creators in their own right. Just as the hobby has functioned since
the earliest days.
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