Several factors
came together last week to remind me of two important elements from
my own game-writing experience: persistence and professionalism. I’m
puttering around tidying up parts of my office (along with other bits
in the house long-neglected in my fight against the Lords of Chaos
and their glaciers of clutter); I stumbled upon some letters and
materials from my earliest game submissions in my high school days,
embarrassing tidbits from a time when I didn’t quite know what I
was doing. My brother-in-law’s family got me Stephen King’s On
Writing for Christmas, in which I’m finding some inspiration
and re-affirmation. It’s all reminding me how much persistence and
professionalism have played a role in my growth as a writer.
I’d been
immersed in roleplaying games – starting with Moldvay’s
Basic/Expert Dungeons & Dragons – for about two years
when I began submitting game ideas to a publishing company. I’d
already been creating my own games, both material for home-grown D&D
campaigns and board/card games for my neighborhood gaming friends.
I’d also been reading TSR’s venerable Dragon Magazine the
entire time. Between the advertisements for game product and
companies (some of which sought new material) and the occasional
module submission contest, I got the impression designing games and
sending them to companies for publication was just another aspect of
the adventure gaming hobby. I’d developed two games I thought might
find a market: Caravan, a game in which players assembled
wagons, carts, and mercenaries to trade goods between fantasy cities;
and Nuclear Diplomacy, a card game that rather brutally
reflected my anxiety about nuclear war at the time (the mid 1980s).
Of course they were nowhere near the level of professionalism I’d
later come to expect from writers sending me manuscripts for the Star
Wars Adventure Journal, but I was a high school junior with a
seemingly boundless, naive enthusiasm for the adventure gaming
hobby...and very little experience beyond my own gaming table.
I probably got
the company’s name and address from some listing in Dragon
Magazine seeking game material submissions; maybe I just sent off
query letters to suitable advertisers and pursued the first one that
replied...much is lost in the nostalgic fog of fading memory. I sent
away for the guidelines and submission documents, prepared my
prototype, signed the “Application for Submission Form” with my
dad co-signing since I was a minor, and then asked him to drive me
down to the post office to mail it. The company rightly rejected
Caravan for under-developed mechanics and some core gameplay
concepts that didn’t quite work. The neighborhood kids and my
brother had fun playing it, but that wasn’t really a very demanding
or critical audience. (As I reminisce about it even now my game
designer brain starts turning over how I might rework such a concept
today....) After a query for more information on why the company
rejected Caravan, the general manager sent a one-page letter
critiquing my game and offering some advice. I was impressed with
this personal touch, since I later avoided sending form rejection
letters in my editorial career (as I’ve mentioned in “The Editor As Everyone’s Advocate”).
I persisted
despite my rejection and inexperience. I submitted Nuclear
Diplomacy, which the company also rightly rejected; the publisher
felt it was too close to a more comical nuclear war card game already
on the market (and, as Flying Buffalo advertised Nuclear War
frequently in Dragon, it probably influenced me on a
subconscious level). Nuclear Diplomacy did see a limited
exposure beyond the card set I made and played with the neighborhood
kids. My high school English teacher that year, Liz Arneth, along
with her American Studies history counterpart, J.P. Sutich, allowed
me to run the game in class as related to discussions of current
events. I cut out photocopied cards, assembled decks, and explained
the rules. Most of my fellow students seemed to find it less an
enjoyable game and more an exercise demonstrating the futility of
nuclear escalation and war. The introduction of the game in class
might also have served as a means to bolster my ever-flagging self
esteem at the time. I was a nerd with an esoteric hobby...one who had
the added distinction of receiving rejection letters from the
profession to which I aspired. I didn’t have the necessary
professional experience, though I eventually obtained it through
persistence to become a writer and game designer.
I continued
designing games and writing fiction throughout high school, but held
off submitting anything to publishers as I focused on academic work
and getting into a good college. At Hamilton College I immersed
myself in my studies, though the writing courses didn’t emphasize
practical matters of writing and publishing but the more artistic
elements. The environment offered me the time to explore my own
writing and adapt myself to different subjects and styles. I didn’t
have time or the inclination to submit work to publishers beyond a
few collegiate writing contests. Yet I continued my gaming activities
during breaks and generated scenarios for my new-found favorite game,
West End Games’ Star Wars Roleplaying Game. After college
graduation I found a job with my weekly hometown newspaper; it
offered a quite different, more practical education in writing,
editing, and publishing. I still hoped to find a job in the gaming
industry. I applied for a editor position at TSR I found advertised
in Dragon. I sent a query letter with my resume and a copy of
one of my better short stories to West End, but it was came back
“rejected” because the editor thought it was an unsolicited TORG
submission and not, as noted in my cover letter, a sample of my
writing. I persisted. I submitted some Star Wars scenarios to
GDW’s Challenge Magazine, with two getting accepted. When
the first one appeared in the print magazine, I tried my luck with
West End again. I sent my resume, some published newspaper features,
and a copy of the published adventure. I lucked out. West End was
looking to establish a quarterly Star Wars Adventure Journal and
needed an editor to set it up and oversee publication. My persistence
and professionalism paid off; I got the job. I’d never have managed
through five years in that often turbulent, overwhelming creative
environment without my past experience and a drive to keep going.
Persistence and professionalism helped me survive my desperate
freelancing days after West End Games’ bankruptcy. Not everyone
appreciated these qualities – I’ll freely admit my
professionalism can seem too formal and my persistence downright
annoying to many – but they helped reinforce my work ethic and
ultimately aided my survival in what was even then a highly
competitive, dwindling game-writer freelance market.
Reading Stephen
King’s On Writing I’m struck by his own persistence in
trying to get his early work published and his frank views on “the
craft” of writing. Here’s one of the most successful authors of
our time experiencing the same sense of rejection I did...and
rallying his spirits to persist until he found success. I’m
enjoying King’s candid views on writing, not all of which work for
me, but they at least expose me to different approaches. During my
career I’ve occasionally picked up books about writing. Like any
form of advice (including criticism), I’ve found suggestions that
worked for me, my style, and my projects...and some that didn’t. My
two favorites remain Strunk & White’s Elements of Style
(also highly recommended by King) and Damon Knight’s Creating
Short Fiction. (I need to re-read them again soon.) Certainly
craft and talent affect one’s writing, but persistence and
professionalism can help bring that all to publication. Although I’ve
fostered an annoying sense of persistence most of my life, my
professionalism came from hard experience first as a journalist, then
as a game editor, and later as a freelancer. I’d like to think it’s
paid off.
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