I’ve been running Raging Swan Press for over eight years, and in that time I’ve learnt a ton about publishing. When I started, I was a neophyte. Next year, I hit name level!
At the end of the last session, we left our heroes about to board the Man’s Promise.
As many people do, I used the new year as a chance to look back on the previous year and think about what did and didn’t work. That way I can make this year’s gaming even more awesome!
Over the weekend, I was chatting via email with a freelancer working on his first assignment for Raging Swan Press. During the conversation, I gave what I thought was a brief overview of my publishing and design philosophy.
Recently, I’ve been thinking a lot about how publishers shape our game. GMs—obviously—are in theory the ultimate arbiter of what appears in their campaign, but publishers wield considerable influence over what material makes it to the table.
I was writing an article recently when I discovered my musings had wandered off on an intriguing tangent. I felt compelled to turn it into a freestanding post.
At the end of the last session, we left our heroes after they had triumphantly weathered a terrible storm.
People used to say I was sad and boring because I spent so much time gaming. But, gaming is awesome…
Struggling figures swarm over the doomed ship’s deck as huge waves break over its side. Caught on barely submerged rocks, which have ripped its bottom out, the ship begins to break up as the PCs battle a group of monstrous, depraved cultists struggling to open an extra-planar gate through which their be-tentacled master will enter the world!