Secret
Origins
I
thought that talking about how
I got started working on D&D 3rd
Edition, or how
I got hired at TSR, would cover
it. Still, I get asked how I actually
got started in the game industry. If
this seems boring to you, I'm sorry.
I present this because I figure perhaps
someone else interested in getting into
the game industry might be able to learn
from my mistakes ... or maybe even from
something I did right.
Remember
my
friend Steve from college? Well,
Steve went to Origins
(the big game convention) while we were
in still in school. At the time, we
played Rolemaster, a fantasy
game by Iron Crown Enterprises. At the
con, Steve went to the ICE booth and
spoke to the people there. He asked
them two important questions: What were
they looking for, and did they have
any writing requirements or guidelines.
They told him they were looking for
a monster book and gave him a set of
their writer's guidelines.
Now,
I owe a lot to Steve, because he brought
that information back to me and encouraged
me to go for it. So I gave it a shot.
Following the guidelines to the letter,
I wrote up a proposal for a monster
book. I sent them a sample of my writing,
and an outline for the product. I mailed
it off with a lot of hope and just waited.
To my surprise, about a month later,
an editor at ICE called me and said
that they were interested. He gave me
a deadline and of course I said I could
do it -- without having a clue if I
actually could or not.
So
I began writing Creatures and Treasures
II, a sourcebook for Rolemaster.
I worked like a dog, as I finished that
year in school and into the summer.
I finished the book (on time!) and turned
it over. They accepted it, and I was...
well, I was walking on air. When C&T
II was done and ICE's editors were
through with it (my editor was Kevin
Barrett, a friend of mine to this day),
I sent ICE a letter proposing more work
I could do. More product ideas I had.
They liked one of them and told me to
go ahead and write it. This time, it
was a Rolemaster/Space Master
crossover product called Dark Space.
After
C&T II came out, but before
Dark Space did, I graduated college.
Needing a job, I wrote to ICE again
and said, "Hey, how about a job?"
They
said, "Ah, no thanks."
But,
then they said, "But we do have
a summer internship position open."
And
I said, "I'm there."
So
for a summer I did all the stuff that
no one else wanted to do at ICE. But
I worked hard, got paid practically
nothing, and strived to make myself
indispensable. It must have worked,
because that fall I got an offer to
stay on full time.
So
that's really pretty much it. No super-secret
tricks involved -- just luck, hard work,
and meeting deadlines. Doing good work
and getting it done on time are probably
the two most important things that you
can do if you try to break into the
industry.
As
far as my novels went, well, even though
they were published by TSR and Wizards
of the Coast, I did what any writer
would do. I submitted a writing sample
and a story idea to the publisher. I
got an opportunity to write a short
story for an anthology and jumped on
it. I wrote a few of those, and when
I showed the book editors there (because
they are a totally different portion
of the company than the RPG editors,
and thus were unfamiliar with my work)
that I could do all right and get work
in on time, they offered me a chance
to do a novel -- well, actually it was
a little harder than that. I had to
submit a novel proposal into a blind
submission process. That means that
all names were taken off the submissions
and they were judged on their merits
alone -- not on whether or not the author
had a "big name." I think
that sort of process is great, by the
way. I'm always in favor of judging
a work for its own merits. Anyway, that
led to The Glass Prison, my first
novel. After that -- way after that,
actually -- I got the offer to do another.
So if being a novelist is your goal,
then the lesson to be learned (I think)
is similar to the lesson for those interested
in being game designers: Get something
written. Get it in front of the eyes
of an editor. If given the chance to
write, do your best work and get it
in on time. Repeat. And repeat again.
I've
talked to a lot of other people in the
industry and have gleaned that reputation
means a lot. Develop a reputation as
a solid writer who makes deadlines,
even in writing small pieces like magazine
articles, and suddenly doors will open
for you. Make one big mistake -- like
blowing a deadline and wrecking the
company's or the magazine's schedule,
or turning in one bad manuscript --
and you might not work for them again.
(This varies from company to company,
but why risk it?)
Lastly, I'm also asked a lot how long
it takes to write a game product. Well,
let's take a single 32-page product
(32 pages is a standard length, because
printers work in either eight- or 16-page
increments, called signatures). That's
about 20 to 25 thousand words in length,
and writers usually deal with "word
counts" rather than page lengths.
(On a side note, gamers should pay attention
to word counts rather than page counts,
too. Publishers who put less than 20k
words in a product are ripping you off.)
Everyone
writes at a different rate. There really
isn't a standard, although I can tell
you that if you can't produce at least
10,000 to 12,000 words in a month, you
won't get a freelance job working with
Wizards. But whatever. I can only tell
you how I work. I write pretty much
every day. 365 days a year. I write
1,000 words on a lax day, and maybe
6,000 or 7,000 words on a really busy
day. An average day is 2,000 to 3,000
words. That means I can write a 32-page
product in about two weeks (that doesn't
include conceptual time and playtesting,
of course). It's also worthwhile, once
you've written something, to let it
sit for a time and then come back later,
reread, and revise it.
Then,
it goes off to an editor. He or she
looks it over and might ask you to do
a second draft a couple weeks later.
Or maybe not. It will take probably
one-third to one-half the original time
to do the second draft (unless you've
got to rewrite the whole thing, but
hopefully that won't happen). Then,
the editor takes it and works on it
for probably as long as you took to
write it. Maybe a little less. Then,
there are art and maps to be created,
layout of the product, and finally printing.
That's another two to four months (depending
on the company). If it's Wizards, make
that four to six months. So it's possible
that you'll finish writing something,
and it won't come out for six months
to even a year after you are all done.
You might have even forgotten what you
wrote. It's a wacky and sometimes frustrating
business that way. And sometimes, the
company will change its mind, go out
of business, or suddenly become unable
to produce the product. Then, what you
wrote will never come out. That happens.
More than I'd like to think. But now
this is starting to sound like a rant,
so I'll quit there and go to bed.
See
you next week.