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.
I’ve recently become lost in several Unending Sentences of Doom. I’m sure you know the kind I mean. They go on for ever and ever. It’s a paragraph in its own right. By the time you’ve finished it, you’ve completely forgotten what it was about!
A couple of years ago, I wrote the Shadowed Keep on the Borderlands as a homage to the Moathouse from T1 The Village of Hommlet (perhaps a perfect low-level adventure). Before I started, I sat down and worked out what I wanted to achieve with the adventure and how I planned to achieve it. These four posts layout my evil scheme:
It’s a virtual certainty that as a freelance game designer you’ll be doing the bulk of your work from home. In theory, working from home is great. You don’t have to commute, there are no annoying work colleagues distracting you and your boss is not looking over your shoulder.
Writing good RPG material combines both technical writing and prose writing, with one or the other taking precedence depending on whether you are writing “crunch” (rule mechanics) or “flavour” (things like a monster’s background or a village write-up).
One of Raging Swan Press’s intrepid freelancers, Alexander Augunas, writes a blog called Everyman Gaming. Since he started, he’s been posting loads of jolly interesting articles. One that particularly caught my eye was an article entitled “How I Became A Game Designer.” It was fascinating to read about his journey and I was inspired to write a similar post.
As a publisher, designer and gamer I use a lot of different software day to day. In this article, I thought I’d give you a peak inside my toolbox. Hopefully, you’ll find something useful!