Topic: Suggestions for Indie Manifesto?
Started by: Ron Edwards
Started on: 7/29/2001
Board: Publishing
On 7/29/2001 at 6:42am, Ron Edwards wrote:
Suggestions for Indie Manifesto?
Among other things, I hope to get a little Indie-RPG Manifesto pamphlet ready for GenCon. It might be no more than a two-sided sheet; time is short.
Any suggestions for what it should say? Act fast, 'cause this is down to (say) a day of meaningful posting.
Best,
Ron
P.S. Obviously I reserve the "final cut" rights.
On 7/29/2001 at 7:03am, joshua neff wrote:
RE: Suggestions for Indie Manifesto?
Well, obviously this won't speak for the entire indie RPG world, nor even everybody who regularly posts on this forum, but...
* System does matter.
* We have only begun to explore what RPGs can be & how they can work.
* The RPG "industry" is not necessary. All it takes to make an RPG is a piece of paper & something to write with. All it takes to publish an RPG is the will to do it. All it takes to play an RPG is at least 2 people. Everything else is optional.
On 7/29/2001 at 7:09am, kwill wrote:
RE: Suggestions for Indie Manifesto?
nnnrgh... will think about this today and reply a little later -- would it be possible for the final product to be uploaded as a PDF somewhere?
there are several starting points for defining indie rpgs: which direction are you coming from? simply anything author-controlled?
obviously a section on using the web as a promotion and publishing tool would be important, likewise support for the $0 price range
not directly related, but something about the validity of "navel gazing" too -- GNS and other deconstructions of roleplaying
overall, I guess indie is about experimentation: finding alternate methods and achieving surprising results
(well, that's my take anyway)
more coherency... later
On 7/29/2001 at 2:01pm, Supplanter wrote:
RE: Suggestions for Indie Manifesto?
Take the choicest bits from Nuking the Apple Cart. The parts about designing games to be played rather than to move product.
Best,
Jim
On 7/30/2001 at 7:04pm, John Wick wrote:
RE: Suggestions for Indie Manifesto?
What's the purpose of a manifesto other than:
a) We're independent, and
b) We design games?
In other words, what can a manifesto state other than the obvious?
_________________
---
That's just me,
John W.
[ This Message was edited by: John Wick on 2001-07-30 15:05 ]
On 7/31/2001 at 1:42pm, Dav wrote:
RE: Suggestions for Indie Manifesto?
My input:
"System Does Matter" -Ron Edwards
"Blowing Out the Nostalgia Candle" -John Wick
"GNS FAQ" -Ron Edwards, Logan
"Gettysburg Address" -Abraham Lincoln
A list of the known indie companies. -Clinton nixon, et al
(That Gettysburg Address thing, I don't really need that in the pamphlet)
Dav
On 7/31/2001 at 2:15pm, Jack Spencer Jr wrote:
RE: Suggestions for Indie Manifesto?
Dav,
I don't know if I'd use all those documents. That might be too much information.
The FAQ is a work in progress so I definately would put it in.
"Blowing Out the Candle of Nostalgia" is a good article but I'm not sure it has bearing on the subject of independant games.
"System Does Matter" has some good ideas in it but decends into the GNS model.
I suggest taking the ideas from SDM and other ideas found around here about what we are trying to do with these tools would make a better document. I wouldn't use any of the jargon already coined since it will turn most people off. We're looking to turn people on. I suggest we tease them by giving our goals but not tell them how we do it. This way they'll have to check it out for themselves.
What are our goals?
• appropriate rules for the game in question
• no more unused/useless/stupid rules
• hooking the players
• in general, getting the most out of the role-playing experience
There are probably more such goals, but this is a good start as it's what sold me so far.
I would, naturally include the address for the Forge and listing several games but add "AND MANY MORE" in big letters at the bottom of the list.
Then again, maybe a list wouldn't be appropriate since it would seem like a advertisement or would seem exclusive.
I don't know. You're choice.
On 7/31/2001 at 9:06pm, John Wick wrote:
RE: Suggestions for Indie Manifesto?
I guess I'm still wondering what the purpose of this document is?
Is it to advertise The Forge?
Is it to say, "Games should be free!"?
Is it to say, "Independant games are better than mass produced games?"
What's the purpose of such a document?
PS: Although I appreciate the desire to publish "Candle," you really shouldn't include any documents without the author's permission.
_________________
That's just me,
John W.
[ This Message was edited by: John Wick on 2001-07-31 17:08 ]
On 7/31/2001 at 10:01pm, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
John,
My purpose is very clear in my mind: to serve the interests of people at The Forge and to advertise the philosophy that led me to found it. That philosophy is mainly contained in my two posted essays, although neither is just right for a pamphlet.
It has nothing to do with games-for-free. Don't mistake Jared for the Forge. Nor does it have to do with what any one special way a game should be played or published, except for the creator-ownership part.
As for your comment about using your essay without permission, I have sent you a private message.
Best,
Ron
On 7/31/2001 at 10:40pm, kwill wrote:
RE: Suggestions for Indie Manifesto?
I suppose what's important, then, is that supporting (and developing) creator-owned product pushes the boundaries of gaming:
indie rpgs are more likely (it would appear) to try out different methods of publishing (PDF, website, $0...) and explore different methods of play; an environment like the forge allows examination and musing about these methods and the process of developing them
[in another thread the need to throw out and change was questioned... I have obviously presented a 'revolutionary' take on what indie rpgs are about -- I guess it should also be noted that the forge also helps us identify and refine those elements of already-existing games that are useful and should be encouraged]
I think listing and briefly describing a few games would be appropraite to give a sense of the diversity of product already produced
On 8/22/2001 at 3:57am, Jack Spencer Jr wrote:
RE: Suggestions for Indie Manifesto?
I've been giving this a bit of thought, even though it's too late for GenCon. There's always GenCon 2002, right?
We'll start with the admittedly sucky definition on the main page:
What is an independent role-playing game? Our main criterion is that the game is owned by its author.
Perhaps "owned" isn't the word for it and maybe "author" isn't exactly the right word, either.
how about:
What is an independent role-playing game? Our main criterion is that the game is controled by its creator.
Owned may be part of it, but it is possible to own (in part at least) a property but not control where it goes. This can include creators who do not exercise that right to control. So long as they have the right.
For example, Kevin Eastman used to control the Teenage Mutant Ninja Turtle comic and property. It was independant comic back then. Then it became a phenomenom and some suits drove a dumptruck full of money up to his house. While he retain royalty rights, he signed away all creative control.
Creative control is an important part of it, I think. Perhaps caring about the creative control is. Otherwise it's just a product your exploiting.
Or maybe this is a rather heavy direction to take the whole thing.
On 8/22/2001 at 12:56pm, Le Joueur wrote:
RE: Suggestions for Indie Manifesto?
pblock wrote:
We'll start with the admittedly sucky definition on the main page:
What is an independent role-playing game? Our main criterion is that the game is owned by its author.
Perhaps "owned" isn't the word for it and maybe "author" isn't exactly the right word, either.
how about:
What is an independent role-playing game? Our main criterion is that the game is controlled by its creator.
I feel you’re going in a very good and intriguing direction, but your terminology has grown entirely too vague. I mean is this about published intellectual property or the ‘balance of power’ between gamemaster and player?
Creative control is an important part of it, I think.
Absolutely!
Or maybe this is a rather heavy direction to take the whole thing.
I really don’t think so. How about:
What is an indie role-playing game? We think the main principle is that the game’s design should remain the sole property of its author, who retains full creative control.
Just my 2¢ worth (stretching those old rules-lawyer muscles).
Fang Langford
[ This Message was edited by: Le Joueur on 2001-08-22 09:39 ]
On 8/22/2001 at 7:51pm, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
Folks,
Defining "indie" has nothing to do with "should." I advocate owning one's own work, and I offer resources for doing so. "Should" is your business.
Ownership means FULL control over the property and any means whatsoever of its publication and commerce.
Retaining "creative control" clauses in a contract, or royalty payments, or any other sort of compromise with a fellow-owner that did not create the game, do not qualify.
This is why Orkworld and Hero Wars are indies, because Issaries Inc IS Greg Stafford's method of getting HW into print; because Wicked Press IS John Wick's method of getting Orkworld into print. It's also why UnderWorld is not, because Synister Creative Systems is the Jaffe brothers' venture and Gareth Michael Skarka is the game's creator. As an extremist, I tend to think that because SCS carries out this practice at all, NONE of their games are indie, not even Last Exodus, which they wrote.
[Do not misunderstand - an indie company can put out more than one game. Cat, from Wicked Press, will be an indie.]
[Do not misunderstand - I am not criticizing or denouncing the Jaffe bros or GM Skarka in any way.]
There are still gray areas. When Wicked Press publishes Wyrd, what will it be?
Best,
Ron
On 8/22/2001 at 8:22pm, Clinton R. Nixon wrote:
RE: Suggestions for Indie Manifesto?
On 2001-08-22 15:51, Ron Edwards wrote:
There are still gray areas. When Wicked Press publishes Wyrd, what will it be?
This is going to cause some heat, but it's not meant as any sort of disparagement.
I think the indie community is quick to accept its own. For example, I think Wyrd will be considered indie. Why? Because Scott Knipe is a great indie guy, and so is John Wick of Wicked Press. Both Scott and John (and correct me if I'm wrong) self-identify with the indie-punk scene, and the indie-punk scene accepts them.
Now, for example, take Pagan Publishing. Delta Green is (almost) a stand-alone game. (It's separate from Call of Cthulhu and for this discussion is a game.) Is it indie? I doubt you'd hear many yes replies, and not because anyone has anything against Pagan. It's because the writers of Delta Green (Adam Scott Glancy, John Tynes, and Dennis Detwiller) don't self-identify as indie and aren't a part of the group. They did however write Delta Green, and do own Pagan Publishing. So... what is it? (The same will go for Godlike, their role-playing game due out soon. It's written by Dennis Detwiller, who owns part of Pagan Publishing. Is it indie?)
I don't necessarily think this is wrong. Going back to Wyrd, I have no inside info, but I imagine Scott will still own all rights to Wyrd, and maintain creative control, with Wicked Press just publishing the game. But that doesn't exactly mesh with the definition, just as a compilation of indie games published under one imprint wouldn't.
It's a thorny issue, and one that will have to be decided before the lines are drawn - which will eventually happen.
On 8/23/2001 at 2:10am, Zak Arntson wrote:
RE: Suggestions for Indie Manifesto?
I don't necessarily think this is wrong. Going back to Wyrd, I have no inside info, but I imagine Scott will still own all rights to Wyrd, and maintain creative control, with Wicked Press just publishing the game. But that doesn't exactly mesh with the definition, just as a compilation of indie games published under one imprint wouldn't.
It's a thorny issue, and one that will have to be decided before the lines are drawn - which will eventually happen.
I'm not sure we'll ever have to draw any lines. But then, I start thinking ... if we say, "indie gaming is XYZ." then we suddenly exclude some seemingly indie folks, like Wyrd, for example. But if we say, "anyone can be considered an indie," what if WoTC says, "We're indie gaming because of the OGL."
It's kind of weird. What if someone payed Ron $2 million to buy & mass-market Sorcerer? And he agreed? Would it still be an indie game? Sure it has indie-roots, but so did D&D.
Darnit. Now I've got to think about the line being drawn. I consider my own games indie. Why? I own them. I have complete control over them. I think that is the single-most important part. Okay, so for me, there's two criteria:
* Creator-owned
* Creator stylizes self as indie author
It does get hazy. If I started a 3-person company, we owned our game, published, and then I left. I continued to write for them, sporadically, yet I didn't have any control over the property. Would it still be indie? Even if I voluntarily gave up control?
Of course, it's just a label for a handful of like-minded folks. Having an actual title like bands of painters throughout history, would be fun.
On 8/23/2001 at 4:11am, kwill wrote:
RE: Suggestions for Indie Manifesto?
Of course, it's just a label for a handful of like-minded folks. Having an actual title like bands of painters throughout history, would be fun.
historically, that would require having some sort of exhibition and being insulted by a well known critic
On 8/23/2001 at 5:02am, Jack Spencer Jr wrote:
RE: Suggestions for Indie Manifesto?
The discussion has me thinking about other media. WHat we're talking about seems less like "indie" RPG and more like "alternative" RPG
Like alternative music or alternative comedy.
I don't know what the hell alternative comedy is supposed to be, but "alternative comic" Andy Kindler said something profound on the subject:
"People are always asking me how we can make alternative comedy more popular. I know how to make alternative comedy more popular. Make it more mainstream."
The term "indie" is a lot like "indie movie studio." Of course, all of the major movie studios own at least one so-called "indie" studio.
And alternative music was the popular style of music for a while there. (or so it seemed) Funny how the term "pop" comes from then word popular.
Tragically hip: No one goes there anymore. It's too crowded.
While drawing lines in the sand is a good idea so that we're all on the same page, but I'm wondering where that line should be drawn.
• Creator owned and operated with the creator scrimping, saving and risking a second or third mortgage on their house to start their own publisher to publish their game
• Creator owned but they sell or license it to a publisher while retaining full ownership and control.
This is a question that doesn't really require an answer or response. I merely question if excluding the second guy is really fair. He just used an option that was available, possibly because he simply couldn't do the first one or wasn't willing to take the risk.
But then this might be the idea. Rebelling against the establishment. Like when Peal Jam tried to tour without using Ticketmaster.
Hopefully this can be more successful.
On 8/23/2001 at 5:35am, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
Hi Jack,
Excluding your second guy from ATTENTION is unfair. But excluding him from "indie" is exactly my point.
This site was founded on the principle of creator ownership and control. Selling one's material into the control of others, in any way, means exclusion from the category of interest.
Now, of course, all RPGs exist in relationship to one another, indie or not. That's why our discussions about design and play can be about any RPG, because indie game design exists in one matrix of variables with everything else. But as for PUBLISHING and the resources available on the site, it's about the indie thing as defined here.
Best,
Ron
On 8/23/2001 at 1:20pm, Anon LeBlanc wrote:
RE: Suggestions for Indie Manifesto?
Like in PUNK MUSIC:
An indie game is any that belongs to someone who hasn’t .
From the Blank Generation! Viva BlankReg!
[ This Message was edited by: Anon LeBlanc on 2001-08-23 09:29 ]
On 8/23/2001 at 6:51pm, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
Earlier, this was posted:
"What if someone payed Ron $2 million to buy & mass-market Sorcerer? And he agreed? Would it still be an indie game?"
My answer: absolutely not. It would have been indie before that, and after that it would not be.
My original plan for Elfs was for it to be published by another company, for me to get 60% of all profits after print costs were recovered (we hoped), and for me to retain "retraction" privileges, i.e. the option to cancel the whole contract whenever I wanted.
Now, I regard that option as flawed, for me. It's fake-indie, and I'm happy that Elfs was and will remain mine in every possible way.
The economic-control issue is the central one for me. Please don't misunderstand. I do not think it's the One True Way to publish, and anyone can publish in any way they please. However, I do think self-publishing (ownership) has advantages that are not well-known, and that's why I advocate learning more about it and taking it very seriously as an option.
Best,
Ron
On 8/23/2001 at 8:56pm, John Wick wrote:
RE: Suggestions for Indie Manifesto?
For me, "indie" means next to nothing. "Creator-owned" on the other hand is self-evident.
Everybody's got their own definition of "indie" and "sell-out." Exceptions to the "indie" definition occur multiple times per day. I don't know what an Indie game is other than "self-owned." HERO WARS is indie, ORKWORLD is indie, SORCERER is indie, but then again, so is ALL FLESH MUST BE EATEN and WITCHCRAFT.
Are Cheap Ass Games "indie?" How about James Ernest Games (color versions of Cheap Ass Games)?
As far as I'm concerned, if a term isn't self-evident, I don't want it in my vocabulary. Its a little short-sighted, but it makes communicating a whole lot easier. :smile:
Carpe deum,
John
The truth is always simple. It's liars who want things complicated.
- The Tao of Zen Nihilism, a Self-Hurt Book
On 8/24/2001 at 1:03am, Jeffrey Straszheim wrote:
RE: Suggestions for Indie Manifesto?
I think the Forge, as a whole, need to do some soul searching on this topic.
There are at least two things folks might want to talk about regarding
"indie" games. One is what Ron is talking about. Namely, games owned,
controlled, and published by their creator.
However, I think a lot of folks here are interested in talking about, for the
lack of a better term, "alternative games", games and ways of playing that
not well supported by the more mainstream roleplaying communities. There
are many games of this sort that are not creator owned. Nobilis comes to
mind.
Of course, creator owned games are a very important subset of alternative
games.
For myself, I don't care what terms folks decide to use. "Indie", "alternative",
"grassroots", whatever. They're all fine with me. I just hope we can land on
some consitent usage.
A thought that just crossed my mind for any "indie manifesto". We can
look at two subjects, 1) our interests as players of games. There is
no reason to reject games like Nobilis or the upcomming production
of Wyrd because they're not indie enough. 2) Our interests in the
production and publication of games, where the unabashed support of
true indie games is called for. After all, folks with those big rich game
companies to support them don't need our help. :smile:
On 8/24/2001 at 1:54am, John Wick wrote:
RE: Suggestions for Indie Manifesto?
There is no reason to reject games like Nobilis or the upcomming production of Wyrd because they're not indie enough.
On the subject of Nobilis or Wyrd "not being indie enough," I'll just say this:
I expect to print 3,000 copies of the Wicked Press version of Wyrd. We may sell through.
The PG printed 350,000 on its first print run.
Another 350,000 on its second print run.
They expect the third print run some time in November.
The White Wolf Monster Manual sold 35,000 in its first print run and 35,000 more on the second.
L5R first edition sold 10,000 on its first print run and another 10,000 on each subsequent print run (#7, I think was the last one).
Wicked Press is not "The Big Time."
I printed and sold 3,000 Orkworld. I don't expect to sell any more.
Just because you're in print don't mean you're playing with the big boys. Not by a long shot.
Carpe deum,
John
On 8/24/2001 at 2:11am, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
My thoughts on the matter continue in this vein ...
1) I'm not sure what the concern with "rejection" is. Let's take Nobilis - a popular game with some Forge members, not with others, but certainly a very distinctive game. It's not a creator-owned game, so I will not review it or accept reviews of it, and it can't have a forum here.
But "reject" Nobilis? Who's rejecting it? Any discussion of its design elements, the events during playing it, its business history, or anything about the game at all as it pertains to a relevant topic, all of that is perfectly welcome at the Forge.
Hell, people, talk about d20 all you want at the Forge,IF you are discussing issues that pertain to GNS, other elements of RPG theory, actual play, design of a creator-owned game - in short, in accord with the forum titles and goals.
2) This is not going to be a popular point, but ... the Forge members do not need to come to a consensus about the issue, because NO Forge policy is determined by consensus. If people who run the Forge (I am one) practice an intolerable policy concerning which games are featured/reviewed, then I think it would be reflected in user rejection of the site. If our take on the matter is at least tolerable, then we continue as is. But that take is NOT determined by polling and summarizing the views of the Forge members.
Are we totally uninterested in Forge members' views on the matter? Of course we're interested - hence my participation on this thread. Your input may raise issues that make a big difference in the outlooks I've stated in this post. Keep in mind, though, that this is not a town meeting to decide what "we all" will do.
Best,
Ron
On 8/24/2001 at 3:04pm, Jack Spencer Jr wrote:
RE: Suggestions for Indie Manifesto?
stimuli brought up a good point.
If we're talking indie games do we support (or The Forge supports, whatever that would entail) a game independantly published but which turns out to be little more than a D&D or GURPS clone? Or are we looking for those games that go "over the edge" and push the limits to the hobby, even if it's published by Hasbro?
I think Ron has already implied the answer. The Forge here supports indie games more-or-less in hopes that it will help games that do push the limits to be written, read and played. Supporting indie design is more playing the odds than a guarrentee of such innovation. Say what you will about WoTC or Tweet, but let's not forget that although they're responsible for this whole d20 thing, they also brought us Everyway, one of the most innovative games I have ever read.
Innovation is where you find it, but WoTC or Atlas or SJG do not need The Forge because they play the RPG publishing and distribution game and play it well.
It's the guys with his own little system (maybe big system) that's only available on his web page that we're interested in because few people may have heard of the game without The Forge.
This is the sentiment I'm reading here. Is it far off?
On 8/24/2001 at 4:11pm, Ron Edwards wrote:
RE: Suggestions for Indie Manifesto?
Jack,
Pretty close, but let me clarify again.
The Forge exists to promote and (hopefully) to service creator-owned games. At THIS level, I don't care if they're good, bad, original, or utterly cliche. At THIS level, the Forge is for anyone and everyone.
Then there's the feedback and interaction level. That's a whole different thing. If a proposed indie-RPG is, bluntly, lousy, I hope that the degree and type of response it gets here (review, discussion, whatever) can be constructive about it.
That's a hope. So far, the degree of innovation and desire to push the envelope has been very high, and so it LOOKS as if the Forge "favors" RPG design that is - for lack of a better word - alternative. But that is a SECONDARY issue, and not at all part of the baseline mission, despite the fact that I like it very much.
Best,
Ron