Post by tavis on Aug 5, 2009 20:40:25 GMT -6
I've been paid to write hundreds of thousands of words of RPG material, and have always been very pleased to do so. But only recently did any of this draw on an experience from actual play, as celebrated in this thread. That felt awesome, but it (and something Kellri said in Mike Briault's thread at the K&K Alehouse) also made me think about the relationship between professional RPG writing and the activity it's supposed to exist to support.
I'm deeply impressed by RPG writing that has a clear link to actual play. Rob Kuntz's Bottle City is awesome in itself, but the anecdotes about how it played out back in the day are so amazing to me that it's hard for me to judge it on its own merits. The Arduin Grimoire stuff I'm reading now is a clearer example - on the face of it I can't imagine using many of those rules in my own game, but I sure am a sucker for pronouncements like "these rules were developed in my campaign over three years, and they work."
In theory, modern first-party RPG material undergoes a depth of playtesting that involves many more hours of actual-play experience - AFAIK Rob ran Bottle City once, while WotC got feedback from probably hundreds of gaming groups about at least some of their material (e.g. the barbarian playtest). I can't speak to that first hand - I certainly have invested dozens of playtest hours in all my third-party writing, but when I use it later for actual play (tonight I should be doing pregens for a Gen Con tournament) I always find things that make me think "gee, wish I'd noticed that before." It's kind of an apples and oranges comparison because the new-school stuff demands a different order of mechanical playtesting. Bottle City has a much clearer relationship to the culture of play than a similar number of words of epic tier fighter attack powers, and a single group can experience much more of that material - part of my "gee" factor is that at any given tier, the PCs we playtested had a different selection of powers & it'd take forever to really use them all!
All this is a long-winded way of asking: what's the relationship between publication and actual play for the non-hirelings in the old-school renaissance? Do the advantages of amateur writing - a term I use in the truest, passion-driven sense - such as getting to choose your own subject and not being subject to commercial pressures lead to more writing from personal experience? Or do you write first and playtest later, or does writing offer a chance to do something different from actual play?
I'm deeply impressed by RPG writing that has a clear link to actual play. Rob Kuntz's Bottle City is awesome in itself, but the anecdotes about how it played out back in the day are so amazing to me that it's hard for me to judge it on its own merits. The Arduin Grimoire stuff I'm reading now is a clearer example - on the face of it I can't imagine using many of those rules in my own game, but I sure am a sucker for pronouncements like "these rules were developed in my campaign over three years, and they work."
In theory, modern first-party RPG material undergoes a depth of playtesting that involves many more hours of actual-play experience - AFAIK Rob ran Bottle City once, while WotC got feedback from probably hundreds of gaming groups about at least some of their material (e.g. the barbarian playtest). I can't speak to that first hand - I certainly have invested dozens of playtest hours in all my third-party writing, but when I use it later for actual play (tonight I should be doing pregens for a Gen Con tournament) I always find things that make me think "gee, wish I'd noticed that before." It's kind of an apples and oranges comparison because the new-school stuff demands a different order of mechanical playtesting. Bottle City has a much clearer relationship to the culture of play than a similar number of words of epic tier fighter attack powers, and a single group can experience much more of that material - part of my "gee" factor is that at any given tier, the PCs we playtested had a different selection of powers & it'd take forever to really use them all!
All this is a long-winded way of asking: what's the relationship between publication and actual play for the non-hirelings in the old-school renaissance? Do the advantages of amateur writing - a term I use in the truest, passion-driven sense - such as getting to choose your own subject and not being subject to commercial pressures lead to more writing from personal experience? Or do you write first and playtest later, or does writing offer a chance to do something different from actual play?