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Topic: Crucible: Publish or Perish (forge spinoff)
Started by: apeiron
Started on: 11/12/2003
Board: Site Discussion


On 11/12/2003 at 1:42am, apeiron wrote:
Crucible: Publish or Perish (forge spinoff)

@ Somewhere i was reading that the Forge has gained many newbies who might be 'diluting' the pool (the quality of discussion/work). This gave me an idea of having a sort of inner circle to the forge. i call it The Crucible (in keeping with the forge theme).

@ The idea is that in order to join you must (have) publish(ed) something. To stay in you must continue to publish and help others publish.

@ By publish i mean, make publicly availible, esp in some Open Source format. For instance, to release some Mechanic under Copyleft or the GNU/GPL. Continuing to publish requires shipping one new(or improved) something each month. Assisting others in publishing requires that members provide constructive critique and what ever other services you can provide. If you are a grammar wiz, offer yourself as an editor. If you are an artist, offer up some drawings.

@ This is in part based on the hacker ethics of "gift culture" and "no problem should ever be solved twice". Only those who contribute good stuff get mad props. Also, if someone needs a mechanic for a such-and-such setting, they don't have to reinvent the d6. Over time The Crucible will contain a massive arsenal of mechanics, systems, art work, essays and settings that anyone can use.

@ i'll have more to say about it later if intrest is shown. i can also offer webspace for it. If The Forge is not interested in doing this, i will do it on my own, but it would be better to have its support.

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On 11/12/2003 at 2:22am, Brian Leybourne wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Smacks of elitism to me. There are plenty of folk on The Forge who have great things to offer but who don't publish something once a month. The value to noise ratio here is better than any other RPG-related site anyway, why try to reinvent the wheel?

Brian.

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On 11/12/2003 at 3:31am, M. J. Young wrote:
Re: Crucible: Publish or Perish (forge spinoff)

apeiron wrote: The idea is that in order to join you must (have) publish(ed) something. To stay in you must continue to publish and help others publish.....Continuing to publish requires shipping one new(or improved) something each month.
Yeah, I'm kind of wondering whether Ron and I would qualify.

I do forum postings six days a week (used to do seven, but decided I had to take a day off for live play); do they count?

I write a weekly article for Gaming Outpost and a monthly for The Christian Gamers Guild; but if I didn't have those regular commitments I probably wouldn't be out there once a month--for example, I've written something for each issue of the e-zine The Way, the Truth, and the Dice, but they don't come out often enough to qualify. Something new each month is a lot to ask of any creative person, particularly given the demands of the work. For how long have we been awaiting Ron's Narrativism article? I'm right now working on the next Book of Worlds, and the one after that, and four sequels to the novel, and a CCG, and three board games, and two role playing games, and a game conversion--but not one of those will be published before the end of the year, and it's doubtful any two will appear in consecutive months. Ron's got maybe six or seven published game books (if you count them all) and a dozen articles--but divide that over the time since he started in 1997, and you don't get one per month out of it. Ron is prolific, and holds a day job.

Maybe you should clarify what your "once per month" means.

And maybe you should explain why those who are involved in the Forge to a significant level should be interested in the Crucible. I find it very unclear what benefits you're envisioning.

--M. J. Young

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On 11/12/2003 at 3:34am, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Brian Leybourne wrote: Smacks of elitism to me. There are plenty of folk on The Forge who have great things to offer but who don't publish something once a month. The value to noise ratio here is better than any other RPG-related site anyway, why try to reinvent the wheel?

Brian.


@ It has nothing to do with elitism, i'm not sure how you got that. It's not any more elitist than asking employees to show up to work and be productive if they want to get paid.

@ Imagine though that they did publish at least once a month. It could be anything from an essay to a bit of setting ideas or a new version of an existing product. Yes, the noise is far less here than other forums, but it lacks any sort of explicit goals, which is fine for those who want to produce on that scale. This would be meant for people who want to make the transition from "odd bits of work on my hard drive/notes in a folder" to "here are my products, and here is a list of other products I helped make". i look at this forum and think of all the potential to make great games that go unnoticed or are left incomplete.

@ Imagine if 12 people created 12 products of some kind, you'd have 144 products that were made with the collective ability and passion of those 12 people. Imagine that these products could be placed in a book or cd and sold. Imagine that some aspiring game designer's work gets noticed and some company takes an interest in them. In effect, it would function as a game design company.

@ Presently, someone could start a thread about a game they wrote during their lunch break. It might be brilliant, it might be revolutionary. So the thread goes on for a few pages, then interest wanes and the thread dies out. The game sits on this person's computer, never again to see the light of day, all that value is lost to the world. In the crucible, they would make their entrance into the forum by publishing their game. The members would offer help and support. The product gets better. This new member then offers their unique abilities to other game designers, improving THEIR products too. The requirement to publish provides a measure of setting goals and having expectations. Sometimes people need goals or to have a sense that people are counting on them.

@ As far as i know there is no single database of open source game material. Most of that kind of work is scattered far and wide. The goal here would be to collect all of that creativity into one place.

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On 11/12/2003 at 3:37am, Marco wrote:
RE: Crucible: Publish or Perish (forge spinoff)

I just released like 500 pages of stuff and it took a hella lot of effort and a hella long time. Not only wouldn't I qualify, but in order *to* qualify, I'd have to cut back my work on my own projects.

Would the pay-off be worth the cost? I see no reason to think it would be.

-Marco

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On 11/12/2003 at 3:53am, apeiron wrote:
RE: Re: Crucible: Publish or Perish (forge spinoff)

I do forum postings six days a week (used to do seven, but decided I had to take a day off for live play); do they count?

@ i think a product could be just about anything of value to someone else. It could be an article, a bundle of spells, a drawing etc. It could be a another iteration of an existing work. i'm not talking about whole books here.

Something new each month is a lot to ask of any creative person, particularly given the demands of the work.

@ Hmm. i think that would depend on the depth of the work. i personally have more ideas to write about than i have time to write them.

For how long have we been awaiting Ron's Narrativism article?

@ Did he have a deadline? Is there anything motivating him in/externally? Work tends to fill the availible time. If you give yourself a month to do it, it will take you a month to do it. Likewise for a week.

I'm right now working on the next Book of Worlds, and the one after that, and four sequels to the novel, and a CCG, and three board games, and two role playing games, and a game conversion--but not one of those will be published before the end of the year, and it's doubtful any two will appear in consecutive months.

@ One of the options i mentioned is versions. A version could start off as an outline. Lets say you have a game in mind. Version 1 is a paragraph describing the theme of the game. Version 2 is an outline describing the basic elements of the game. Version 3 will be a fleshed out mechanics. And so on. We're not talking whole books or whole games being produced on a monthly basis.

Maybe you should clarify what your "once per month" means.

@ On the first of each month.

And maybe you should explain why those who are involved in the Forge to a significant level should be interested in the Crucible. I find it very unclear what benefits you're envisioning.

@ Check out the link i provided on hacker ethics, much of what i mean is there. The benefit is an explicit structure and goals, a commitment to not merely talk about making games, but actually make them. To benefit from the help the group can give you, you must give unto the group. If you are a mechanics genius, offer help on that front. If you need help with art work, ask the group for help. Another benefit is having a selection of free systems, mechanics and whatnot at your beck and call.

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On 11/12/2003 at 4:11am, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Marco wrote: I just released like 500 pages of stuff and it took a hella lot of effort and a hella long time. Not only wouldn't I qualify, but in order *to* qualify, I'd have to cut back my work on my own projects.

Would the pay-off be worth the cost? I see no reason to think it would be.

-Marco


@ But you didn't write it all in one month, nor was it done in one sitting or one version. That 500 pages might have been all of your products for a year. See the versioning bit in my post above. You wouldn't cut back anything as i see it, the work you are already doing counts. For instance, your initial product is that 500 pages, then next month you publish your changes, the next version. Or lets say you start with something totally new. Each month you release a chapter.

@ Referring again to the hacker rule "no problem should ever be solved twice", i see plenty of threads on this forum and others asking the same questions over and over. People making some variant on d6 mechanics or exploding dice or pools and so on. Everyone is trying to come up with some aspect of a game that is not their primary interest or skill. It would be more efficient to allow the mechanics enthusiasts to create mechanics that the settings guru's can use. Then the artists could get system help from the ppl who are great with systems.

@ None of us is as smart as all of us - No matter how creative one person is, they are not as creative as a team of people. i can't draw with a damn, but i can edit and calculate probabilities. But there are ppl who can draw but can't do math. i think the benefits of such a group are fairly clear. All it takes is a bit of vision to see past difficulties to see the opportunities that lie beyond.

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On 11/12/2003 at 4:49am, Ron Edwards wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Hi Apeiron,

That's an interesting suggestion, and an interesting set of principles underlying them. I think that the idea probably would do better at another website, though. If someone wanted to start up such a thing, they'd be welcome to cross-participate at the Forge, but a process like you're describing isn't going to be a policy here.

Best,
Ron

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On 11/12/2003 at 1:19pm, Clinton R. Nixon wrote:
RE: Crucible: Publish or Perish (forge spinoff)

I love how everyone uses kid gloves around here.

Apeiron, for someone that appears to have posted 17 times, you've got a tremendous amount of hubris to say "let's start up an exclusionary organization with near-impossible standards!" Some of your assumptions ("Work tends to fill the availible time. If you give yourself a month to do it, it will take you a month to do it. Likewise for a week.") belie your naivete or inexperience, and are just plain insulting or wrong.

For what it's worth, I'm a large fan of open-source development of anything, but your assumptions make the same mistakes as many organizations - they assume people would want to be members.

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On 11/12/2003 at 4:53pm, Mike Holmes wrote:
RE: Crucible: Publish or Perish (forge spinoff)

I think that the biggest problem is with your base assumptions:

Somewhere i was reading that the Forge has gained many newbies who might be 'diluting' the pool (the quality of discussion/work). This gave me an idea of having a sort of inner circle to the forge. i call it The Crucible (in keeping with the forge theme).

I know this board as well as anyone, and the people who post this stuff, are, IMO, shortsighted. Today's "newb" is tomorrows "most important poster". Sure there are people who arrive and contribute little, but they don't tend to last long, and in any case it isn't a new phenomenon.

What's actually happening is that the board slowly over time has attracted more people overall. But it's that slowness of attraction that's, IMO, a good thing. That is, people who show up don't stay if they don't have constructive things to say. All of which is to say that in terms of quality of discourse, things take care of themselves.

In any case, if you did want to provide some sort of improved discourse for this smaller group, that would entail...what? Another board for "members only"? I'm personally thrilled that anyone reads anything that I have to say, and hardly want to limit that exposure. That is, if the price of that free exposure is slightly more noise in the channel, then that's a price that I think people would be fools not to pay. Especially given the near complete lack of noise in this channel.

Lastly, more is not better. Forge regular John Kim is a crusader for this concept, and I'm one of his converts. The idea of this site is not to tell everyone that they should publish their own RPG. It's to say that if you have an RPG, that we can help with getting it published. Which is to say that the first step has to be considering whether or not the subject matter is actually worthwhile. Your proposal would create, IMO, a vast array of junk in short order. We already have this thing called the internet to use if we want to find that (http://www.darkshire.net/~jhkim/rpg/freerpgs/). If we want better quality stuff, then we have this thing called The Forge.

Mike

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On 11/12/2003 at 5:13pm, xiombarg wrote:
RE: Crucible: Publish or Perish (forge spinoff)

I have to say that a "publish or perish" ideology seems to be awful similar to the "supplement tradmill" that is so often decried here on the Forge -- which doesn't exactly capture the Forge spirit at all.

On the other hand, like Ron, I'd be interested in how such a project would turn out, tho I wouldn't be able to participate.

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On 11/12/2003 at 5:23pm, Ben Lehman wrote:
RE: Crucible: Publish or Perish (forge spinoff)


@ As far as i know there is no single database of open source game material. Most of that kind of work is scattered far and wide. The goal here would be to collect all of that creativity into one place.


BL> Just a brief note which has little to do with the topic at hand: Under US and (I believe) International copyright law, game systems and settings are not subject to copyright, only the expression of that system or setting in particular prose, tables, or artwork. So all game material is "open source." Thus, there's a pretty good reason that there is no collection of "open source" game material. Because essentially all game material is "open source."

This is wildly nonanalogous to programming. Or any other field of creative expression. Essentially, you cannot copywright a mental construct. Too broad.

Common Caveats apply: I am not a lawyer. This knowledge comes from research of US copyright law regarding game design and fiction writing that I did before posting anything publically on the web.

yrs--
--Ben

P.S. Let me say that I am amused that I would qualify for this group and many other, far more published designers would not.

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On 11/12/2003 at 10:43pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Ron Edwards wrote: Hi Apeiron,

That's an interesting suggestion, and an interesting set of principles underlying them. I think that the idea probably would do better at another website, though. If someone wanted to start up such a thing, they'd be welcome to cross-participate at the Forge, but a process like you're describing isn't going to be a policy here.

Best,
Ron


@ i wouldn't dare to dream about thinking of considering hijacking the forge's existing set up. i am thinking more of an additional site with a refined purpose. Sort of a "Hey, if you like the Forge and want to join a team of motivated game developers who help each other and publish regularly, follow this link!". The Forge would serve as a recruiting ground and space for discussion outside of the crucible's membership. There are a lot of underlying principles that i've yet to mention here. i'm going to work of a PDF treatment of the whole #! this weekend and post it. When i think about what a group with such common goals and mutual support can do, i get chills. Megabytes of material, and i hope all of it open source or at least free.

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On 11/13/2003 at 3:18am, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

@ i was going to reply to each post but i found myself angry and trying to be right. i was also hearing what sounds like anger and fear from some of you. But being right is less important than getting what i want and getting results. So instead i will resubmit my proposal in a different way and hope that you all will help me develop the idea and/or come up with new ones rather than engage in debate. If you are going to reply, i ask that you make sure of your intentions, ie don't post in anger or to argue. Anyone can complain and find faults, it takes intelligence and courage to offer solutions and help. Also, please accept some responsibility for your interpretations, if you don't understand, ask me for clarification rather than lash out.

@ What would motivate people to work together to create open source game products and to maintain a level of productivity? If i hear a better idea i will support it whole heartedly and even get the domain name and webspace for it.

My Assertions:

1) There is an incredible amount of creativity on this and other forums, and even more talent sitting idle in notebooks and hard drives

2) Open Source/Freeware ethics can produce great results

3) The internet is a great tool for connecting people to people and products to people

4) That for some (not all) people, explicit structures such as goals, deadlines and expectations of peers can motivate people to do more

5) Gathering (and more importantly, sharing) all of that creative energy and intelligence would be awesome

6) No one is an expert at drawing AND mechanics AND copyright law AND writing AND so on.

7) Helping others is rewarding

8) Having high expectations and holding people accountible tends to yield better results

What i want:

a) A place where game designers can present their works to each other and to the world, it would be stored in (at least) one place permanently (threads are not permanent)

b) A expectation of professionalism and productivity to prevent extraneous diversion of creative talent and to prevent great ideas from withering on the vine

c) An environment where all members have declared a commitment to support each other and be productive. Those who don't want to help others or be productive would be free/intived to leave. No one is forced to join, but those who wish to remain should live up to their commitments.

-------

@ If you want to argue that the whole idea is bad and feel that you for some reason HAVE to derail my purpose, or wish to call me names, send it to me privately.

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On 11/13/2003 at 5:24am, Paul Czege wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Hey,

So instead i will resubmit my proposal in a different way...

I like your new approach.

@ What would motivate people to work together to create open source game products and to maintain a level of productivity? If i hear a better idea i will support it whole heartedly and even get the domain name and webspace for it.

I think what might motivate me to participate would be a carefully crafted policy for how the communal material can be used in games that participants publish independent of the community. Ron's Sorcerer mini-supplement policy, for instance, totally works for me. He has to approve it, and it can only be sold from his site, but the writer/designer makes the money from sales. Greg's policy in Epiphany doesn't work for me, even though I think the system is fantastic and I'd like to do something for it.

Paul

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On 11/13/2003 at 7:48am, Christopher Kubasik wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Edited into non-existence.

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On 11/13/2003 at 9:57am, RaconteurX wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Ben Lehman wrote: Game systems and settings are not subject to copyright, only the expression of that system or setting in particular prose, tables, or artwork.


Both systems and settings are governable by trademark, however, and you will find that trademark laws are considerably more draconian than their copyright counterparts mainly because you can lose a trademark if you fail to defend it. A particular iteration of a system or setting is still a copyrighted work, but it is the trademark which prevents you from "filing off the serial numbers" and rephrasing Player's Handbook (or any other game book) so you can claim it as entirely your own original work.

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On 11/13/2003 at 5:54pm, Ben Lehman wrote:
RE: Crucible: Publish or Perish (forge spinoff)

RaconteurX wrote:
Ben Lehman wrote: Game systems and settings are not subject to copyright, only the expression of that system or setting in particular prose, tables, or artwork.


Both systems and settings are governable by trademark, however, and you will find that trademark laws are considerably more draconian than their copyright counterparts mainly because you can lose a trademark if you fail to defend it. A particular iteration of a system or setting is still a copyrighted work, but it is the trademark which prevents you from "filing off the serial numbers" and rephrasing Player's Handbook (or any other game book) so you can claim it as entirely your own original work.


BL> The thing is, in practice, trademark is far too specific to protect from such actions. It stops me from using the WotC logo, sure, but it does not, in any way, stop me from filing the serial number off the player's handbook and printing my own version (e.g. Everquest RPG).

The main point of the post is that whilst one can try to create a "freeware mentality" among RPG designers, there is much less pressing need to do so, because the guts of most RPGs (system and setting) are essentially undefendable. This was established for RPGs, in particular, with a number of lawsuits from TSR in the mid-80s.

Now, most RPG designers are both polite and have their own ideas, so these legal matters don't come up often. But we don't need a Linux of RPGs. All RPGs are, legally speaking, more like Linux than Windows.

This is slowly drifting off topic for the thread. If anyone is interested in discussing it further, let's start another thread (perhaps in Publishing?)

yrs--
--Ben

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On 11/13/2003 at 6:26pm, Ron Edwards wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Whoa - definitely time.

Discussions of trademark and copyright need to be taken to the Publishing forum, big-time.

This thread, which presented Apeiron's notion and my and Clinton's response, has been resolved and is now closed.

Best,
Ron

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On 11/13/2003 at 6:46pm, Ron Edwards wrote:
RE: Crucible: Publish or Perish (forge spinoff)

H'm, on reflection, I think that I was a bit hasty. Further discussion of the Crucible idea is permitted here, if anyone wants. And thanks to Apeiron for being willing to make a further effort to communicate what he's after.

Nix on that copyright talk though - that really does belong elsewhere.

Best,
Ron

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On 11/13/2003 at 7:18pm, Marco wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Well ...

I really wasn't gonna post (I think the Crucible idea is not such a good one as stated) but ...

In writer's circles you bring your stuff and everyone else brings their stuff and you read their stuff and they read your stuff and you discuss. I think *that* (which is not so dissimilar to the Crucible idea--but writiers circles have about 5 people vs. many) would be decent.

I mean, Valimir posted an adventure--last I looked (and I checked the adventure out--but haven't had time or energy to write a response) there was nuthin. Responses to the JAGS posts were not bad but a *little* anemic (IMO--I'm not complaining).

If I knew I'd get a full round of discussion on my latest world book then I'd make time to make sure I had time to go over other people's stuff.

But like I said, small groups. And no "must be published" stuff.

-Marco

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On 11/13/2003 at 7:42pm, Emily Care wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Apeiron,

You may want to post on the Connections forum to find other folks who might be interested in doing this.

As Marco said, starting a small working group of people committed to giving feedback on one another's games might be a worthwhile way to pitch it. Instead of a whole new game a month, the commitment could be a new draft a month, or substantial text/rules etc.

Having a committment like this from a group would have certain advantages over the indie games forum as it stands. Each person would be guaranteed regular creative input from their fellow designers. Continuity of criticism would be great too--these folks would have seen your game at various stages, and would probably end up with a fairly in-depth understanding of it. Comraderie and peer pressure help keep on on task. But asking everyone to come up with a whole new game each month doesn't sound feasible.

Finite term commitments might be a good idea too--take 5 people who commit to working together for 6 months with a finished product being the goal at the end of that time, or a year, etc.

And, if you're not familiar with them already, there are several creative ways that people (well, Mike Holmes and Philip Reed) have found to spur on the production of games on the Forge. See the following threads:

"Iron Game Chef" Lives!
Iron Game Chef - Simulationist!
24 Hour Game

Bon chance!

Regards,
Emily Care

Forge Reference Links:
Topic 3766
Topic 6407

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On 11/13/2003 at 8:25pm, Paul Czege wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Hey Marco, Em,

Y'know...I'm not sure he cares about writer's group style feedback and quid pro quo. Unless I'm misreading, apeiron is more taken with the idea that folks will produce stuff, and then other folks will produce improvements and variations, and gradually the truly excellent stuff floats to the top. Perhaps the closest thing we've seen to this are all the Pool variations. James is cool with people doing it, so we've had variations, and variations of those variations, and we've had scenarios written for variations.

Paul

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On 11/13/2003 at 8:56pm, Marco wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Probably not--but I'd have to get something out of such a group to want to participate. What I suggested was, IMO, a valuable variant on what he was suggesting ... kinda like one of those Pool variants you mentioned.

-Marco

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On 11/13/2003 at 10:38pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Marco wrote: In writer's circles you bring your stuff and everyone else brings their stuff and you read their stuff and they read your stuff and you discuss. I think *that* (which is not so dissimilar to the Crucible idea--but writiers circles have about 5 people vs. many) would be decent.
If I knew I'd get a full round of discussion on my latest world book then I'd make time to make sure I had time to go over other people's stuff.
But like I said, small groups. And no "must be published" stuff.

-Marco


@ Cool, this is good to know stuff. This actually taps into part of my intention, is that teams form either by congealing or by design. Part of what i want is for people to take helping each other seriously.

@ What does "edited into non-existence" mean?

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On 11/13/2003 at 11:03pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Emily Care wrote: Apeiron,

You may want to post on the Connections forum to find other folks who might be interested in doing this.

As Marco said, starting a small working group of people committed to giving feedback on one another's games might be a worthwhile way to pitch it. Instead of a whole new game a month, the commitment could be a new draft a month, or substantial text/rules etc.

Having a committment like this from a group would have certain advantages over the indie games forum as it stands. Each person would be guaranteed regular creative input from their fellow designers. Continuity of criticism would be great too--these folks would have seen your game at various stages, and would probably end up with a fairly in-depth understanding of it. Comraderie and peer pressure help keep on on task. But asking everyone to come up with a whole new game each month doesn't sound feasible.

Finite term commitments might be a good idea too--take 5 people who commit to working together for 6 months with a finished product being the goal at the end of that time, or a year, etc.

And, if you're not familiar with them already, there are several creative ways that people (well, Mike Holmes and Philip Reed) have found to spur on the production of games on the Forge. See the following threads:

"Iron Game Chef" Lives!
Iron Game Chef - Simulationist!
24 Hour Game

Bon chance!

Regards,
Emily Care


@ i think you are picking up what i'm throwing down. i'm not asking for whole games, just a PRODUCT of some kind. Maybe this month i can crank out 20 pages, the next month i'm swamped at work, so i only publish an edit of the previous document. Somehow early on, ppl got the idea that i was asking ppl to write whole games or massive tomes. i just want people to write fractions of a game on a regular basis, eventually a whole game would be made as long as things stayed on track. It makes me sad when a brilliant game comes to nothing because they just forget about it. i think the sort of "dude, we know you can knock this out of the park, get to work" talk amoung the teams would have great results. Plus the "hey, i know a woman who could draw what you are talking about, i'll tell her what is going on here" factor.

@ i have seen the amazing results of sub team game production on QuickDraw. It was just 3 of us vigorously working on a game. i want that multiplied by dozens of games and teams.

@ i will take a look at those threads. Thanks!

Forge Reference Links:
Topic 3766
Topic 6407

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On 11/13/2003 at 11:06pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Paul Czege wrote: Hey Marco, Em,

Y'know...I'm not sure he cares about writer's group style feedback and quid pro quo. Unless I'm misreading, apeiron is more taken with the idea that folks will produce stuff, and then other folks will produce improvements and variations, and gradually the truly excellent stuff floats to the top. Perhaps the closest thing we've seen to this are all the Pool variations. James is cool with people doing it, so we've had variations, and variations of those variations, and we've had scenarios written for variations.

Paul


@ i feel that it should be a little bit of both. What are these Pool variations? i would like to know more.

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On 11/13/2003 at 11:18pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Paul Czege wrote: I think what might motivate me to participate would be a carefully crafted policy for how the communal material can be used in games that participants publish independent of the community. Ron's Sorcerer mini-supplement policy, for instance, totally works for me. He has to approve it, and it can only be sold from his site, but the writer/designer makes the money from sales. Greg's policy in Epiphany doesn't work for me, even though I think the system is fantastic and I'd like to do something for it.

Paul


@ Thanks for your response. i think i botched my first attempt to explain it, i thank you all for your patience.

@ What would you recommend for publication policy? My heart tells me to use Copyleft or some similar Open Source scheme. That way if i see a mechanic i like here, and a setting i like there, i can combine them into something new, which in turn, someone else might adopt part of my work. Perhaps the one who starts the project gets to set policy. If you post a game, you can say "publish supplements all you want, just give me X%". i am open to suggestions.

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On 11/13/2003 at 11:31pm, Paul Czege wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Hey,

What are these Pool variations? i would like to know more.

James V. West designed The Pool. Lots of folks have played it, and lots of folks were inspired by it to write variants. James has collected a lot of the variations here, but there are more floating around. Snowball is Alexander Cherry's variant. It inspired Guy Jobbins to write a scenario.

Paul

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On 11/13/2003 at 11:40pm, J B Bell wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Apeiron,

For the Pool, go to the "Resource Library" link at the top of your screen and search on "pool".

Check out The Creative Commons for ideas on lawyer-vetted alternative licensing.

Invisible City Productions' Games Section puts out a new game every month. They seem to really be into the whole free-as-in-freedom/open source trip. The games I've checked out have been pretty neat, running the gamut from parlor games to board games, with some role-play elements on occasion.

Of course, I never get tired of tooting the wiki horn--do a search at google on "wiki" and feast your mind on a technology that facilitates collaboration very nicely.

I think this looks like a neat project. Kudos to all for de-escalating the snarky beginnings of this thread.

--JB

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On 11/14/2003 at 3:37am, greyorm wrote:
RE: Crucible: Publish or Perish (forge spinoff)

This I dig way more than your first explanation of what you're after. This is something I could go for. However, I do have the question: how is it all that different from the Forge?

Alright, I can probably answer my own question: dedication? Correct?
The point is to have a team of individuals supporting one another and hashing out a variety of projects together -- and dedicated to it.

Second difference, game designs are archived, or stored in some fashion...sort of a "project database" of sorts, which I very much dig (there's lots of gems on the Forge I wish I could go back and dig up easily, but either don't have the time or an easy place to start looking).

Anything else I'm missing?

BTW, I salute your excellent attitude:

apeiron wrote: @ i was going to reply to each post but i found myself angry and trying to be right. i was also hearing what sounds like anger and fear from some of you. But being right is less important than getting what i want and getting results. So instead i will resubmit my proposal in a different way...


2) Open Source/Freeware ethics can produce great results

I agree. In fact, I just finished helping with "Liber Mysterium" -- a Netbook for d20 -- contributing to the editing, illustration, and even a couple sections of written material. I personally think the book rivals (if not exceeds in a few cases) published for-pay materials currently on the shelf.

4) That for some (not all) people, explicit structures such as goals, deadlines and expectations of peers can motivate people to do more

Yes, yes, and yes. I know I'd work more on certain things if I had people buzzing in my ear about them. Support and interest are very good things.

6) No one is an expert at drawing AND mechanics AND copyright law AND writing AND so on.

Well, er, no one has the time to do it all, at any rate.

Those items I haven't said anything about, I agree with, but having nothing more to add than that, I didn't bother quoting.

8) Having high expectations and holding people accountible tends to yield better results

Here's my problem: How?
Holding people accountable indicates some sort of enforceable reward-punishment system which actually means something to the individual who is rewarded by or punished by it.

In this case, the rewards are pretty obvious. It's the "punishments" I'm curious about: how, exactly, does one hold someone accountable for something in this setting?

Guilt can go a long way if someone cares, but guilt is incredibly easy for humans to write off and excuse, and thus loses its effectiveness.

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On 11/14/2003 at 4:49pm, LordSmerf wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Here's my interpretation on the whole motivation thing. The reason most of my projects fall by the wayside or disappear into design limbo is that i am rarely convinced of their value. When i first come up with an idea i'm like "wow, that would be cool, i'll get to work." I get some stuff together, toss a post up on the Forge, and watch it die at less than 10 posts.

The main advantage i see in the idea for the Crucible is that there's a commitment from everyone involved to not only read, but provide feedback for everyone else. If the idea is a good one, the feedback will reflect that and the project will probably take on a life of its own since it's good. If the idea's not so hot, it will either be improved by discussion or eliminated.

The Forge isn't able to do this because it's really something we do in our spare time, we look at designs that interest us personally. We provide feedback on the things that really grab our attention. There's nothing wrong with that, but i feel that a more involved setup where everyone is expected to contribute something to pretty much everything would be great. Of course this would seem to indicate that there's a practical upper limit on the number of people who can be involved since there's only so much time to devote to this kind of stuff...

That's me...

Thomas

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On 11/14/2003 at 5:05pm, C. Edwards wrote:
RE: Crucible: Publish or Perish (forge spinoff)

LordSmerf wrote: Of course this would seem to indicate that there's a practical upper limit on the number of people who can be involved since there's only so much time to devote to this kind of stuff...


Sure, but there's no reason that the participants can't be formed into cells of X number of people. That way you have the intimate feedback of a small group but also the support of the larger body. If you wanted to shake things up you could rotate a cell member after they finish a project, or have monthly "convocations" where each cell presents one of the projects from a member of that cell to the whole group. The possibilities are many. The mind boggles. :)

-Chris

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On 11/14/2003 at 5:13pm, LordSmerf wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Actually, i was thinking of some sort of cell idea, but i must say that yours is much more ambitious (not to mention just better) than mine. Rotating cells, propositions, etc. very nice. Anyway, i think it may be time to take this one step farther... We should probably begin moving this over to the Connections forum. I think we may be ready to start getting some real commitment...

Thomas

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On 11/14/2003 at 5:38pm, Paul Czege wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Hey Thomas,

The reason most of my projects fall by the wayside or disappear into design limbo is that i am rarely convinced of their value.

Now that's a topic for conversation.

The point at which I knew My Life with Master had value was the very first playtest at GenCon 2002. It was a seven page document that was mostly just the core mechanics and the Endgame and Epilogue stuff. It lacked Master creation rules entirely.

I knew by the reactions of the players. And I knew because I'd played widely and determinedly and could evaluate it against other games. After that playtest, there wasn't a doubt in my mind that it had value.

The main advantage i see in the idea for the Crucible is that there's a commitment from everyone involved to not only read, but provide feedback for everyone else.

I don't think a forced feedback scheme will work to produce motivation. Throughout most of the late 90s, a buddy of mine pretty much constantly pitched us on various game ideas. Ostensibly, he was assessing interest. Truly, he was seeking an external source for the motivation he personally lacked. We had lots of conversations, and made up lots of characters, but he never ever ran a game. There is no such thing as an external source of motivation.

So, if not forced feedback, then what?

Greg's policy in Epiphany is unarguably practical. You can write and release whatever you want for free. But only BTRC can publish and make money from it. It is a reasonable policy that makes complete sense. But it's hard to get jazzed about it. In my mind, Ron's mini-supplement program is generously respectful of the folks who take part. So it excites you when you hear about it, and you want to take part.

My recommendation would be that the Crucible have a generously respectful policy that allows folks to publish and sell designs based on the stuff created by the members. The membership you want are folks who get excited about seeing their creative work and their mechanical notions used in published games. The membership you want are folks who are motivated to contribute more to the community, and to produce and publish complete games of their own when they see their clever ideas and creative work being used by others. "Dammit, why didn't I do that game," is the response you want...followed by a renewed personal commitment to their own idling game projects.

Paul

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On 11/15/2003 at 8:17pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

@ Thanks again everyone for your contributions to this thread. i am formulating a response that will reply to all this great material. You've given me lots to consider. You guys rock. i think this idea will work.

@ While i'm working on that, what do you think of the name Crucible? i'm trying to capture the idea of concentrating creative energy, combining different elements to create new materials.

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On 11/15/2003 at 8:34pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

J B Bell wrote: Apeiron,

For the Pool, go to the "Resource Library" link at the top of your screen and search on "pool".

Check out The Creative Commons for ideas on lawyer-vetted alternative licensing.

Invisible City Productions' Games Section puts out a new game every month. They seem to really be into the whole free-as-in-freedom/open source trip. The games I've checked out have been pretty neat, running the gamut from parlor games to board games, with some role-play elements on occasion.

Of course, I never get tired of tooting the wiki horn--do a search at google on "wiki" and feast your mind on a technology that facilitates collaboration very nicely.

I think this looks like a neat project. Kudos to all for de-escalating the snarky beginnings of this thread.

--JB


@ Creative Commons provides the Copyleft that will be my preferred form of legal mumbo jumbo. It's good stuff, i will head over to the publishing section to discuss it further.

@ i will looking into the invisible city stuff. Wiki might be another tool i would want availible for teams.

@ It is all to easy to slide into the snarkiness, being a natural at debate. But i have gotten better at being aware of my own feelings and intentions, and thereby at controlling those impulses. i think my initial post had some wording that came across all wrong. It's going really well now.

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On 11/15/2003 at 8:54pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

greyorm wrote:

Alright, I can probably answer my own question: dedication? Correct?
The point is to have a team of individuals supporting one another and hashing out a variety of projects together -- and dedicated to it.

Second difference, game designs are archived, or stored in some fashion...sort of a "project database" of sorts, which I very much dig (there's lots of gems on the Forge I wish I could go back and dig up easily, but either don't have the time or an easy place to start looking).

Anything else I'm missing?

2) Open Source/Freeware ethics can produce great results

I agree. In fact, I just finished helping with "Liber Mysterium" -- a Netbook for d20 -- contributing to the editing, illustration, and even a couple sections of written material. I personally think the book rivals (if not exceeds in a few cases) published for-pay materials currently on the shelf.

4) That for some (not all) people, explicit structures such as goals, deadlines and expectations of peers can motivate people to do more

Yes, yes, and yes. I know I'd work more on certain things if I had people buzzing in my ear about them. Support and interest are very good things.

8) Having high expectations and holding people accountible tends to yield better results

Here's my problem: How?
Holding people accountable indicates some sort of enforceable reward-punishment system which actually means something to the individual who is rewarded by or punished by it.


@ Dedication - Exactly, i want people who are motivated and motivate each other on to further greatness. It is not about harping at people, or having power over others, but each person knows that everyone there is there to make great games and has given their word that they will help and be productive.

@ Project database - This is key to crucible's purpose, making everything readily availible over the long haul. Threads come and go, links die. i want a searchible archive to protect the hard work of all the teams, otherwise, why bother. People like to see their names in print or attached to important and cool things. Plus instead of one person having to store something on Tripod or the like, worrying about stability, longevity and ease of use, the crucible keeps it there for you and everyone else.

@ Liber - i will look into that. My hope is that open source work can change the art form and bring all those nascent Gary Gygax's, Steve Jackson's and Mark Rhien-Hagen's out into the light. The talent is there, it just needs a place to take root and bloom.

@ Structure - i have experienced on many occasions that when i am given a goal and a deadline and the time/tools to do the work, i rise to the challenge. If i have some art project that is just for me, i may or may not start, may or may not finish, and i may or may not do a good job. But give me an audience that is expecting great things from me, by monday, i will knock it out of the park. i have seen this in other people

@ Accountibility - Yes, i need to explain this part further and i will when i come back from my next errand.

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On 11/15/2003 at 9:33pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

LordSmerf wrote: Here's my interpretation on the whole motivation thing. The reason most of my projects fall by the wayside or disappear into design limbo is that i am rarely convinced of their value. When i first come up with an idea i'm like "wow, that would be cool, i'll get to work." I get some stuff together, toss a post up on the Forge, and watch it die at less than 10 posts.

The main advantage i see in the idea for the Crucible is that there's a commitment from everyone involved to not only read, but provide feedback for everyone else. If the idea is a good one, the feedback will reflect that and the project will probably take on a life of its own since it's good. If the idea's not so hot, it will either be improved by discussion or eliminated.

The Forge isn't able to do this because it's really something we do in our spare time, we look at designs that interest us personally. We provide feedback on the things that really grab our attention. There's nothing wrong with that, but i feel that a more involved setup where everyone is expected to contribute something to pretty much everything would be great. Of course this would seem to indicate that there's a practical upper limit on the number of people who can be involved since there's only so much time to devote to this kind of stuff...

That's me...

Thomas


@ Motivation - Word! See on Crucible, everyone would be "all up in your kool aid" asking you for the next installment, asking if they can help you, and you could ask them to help. As the end of the month approached people should be saying "Thomas, what's the status on your project?" A matter of not letting people off the hook. Lets say that you take the idea as far as you can/care to take it. Someone else might ask you to pass them that baton and keep the project alive. That is what happens in the Linux community.

@ Commitment/feedback - Yep, your team (perhaps to be called "cell", i like that term) will be expected to let you know what they think of your idea and will help in there own way, in turn you provide that support to others. Every idea would be viewed as a seed, it's potential is limited only by the ecology of ideas, by the care given to it. Even a small idea could grow into something bigger and better. Give it some vitamin LordSmerf, some mineral Greyworm, a pinch of Apeiron, and watch it go.

@ Diminishing Returns - This is where cells come in. Maybe you can't be cranking out your own project and helping all ALL the other projects. So perhaps you express your commitments to certain projects, or maybe your involvement in my project is as simple as giving it a once over and giving a gut response. Perhaps the whole feedback/help thing is on a weekly basis. Once a week i have to help someone with something. We'll work on those details later, but you bring up a great point.

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On 11/15/2003 at 9:50pm, apeiron wrote:
RE: Crucible: Publish or Perish (forge spinoff)

Paul Czege wrote: Hey Thomas,

The reason most of my projects fall by the wayside or disappear into design limbo is that i am rarely convinced of their value.

Now that's a topic for conversation.

The point at which I knew My Life with Master had value was the very first playtest at GenCon 2002. It was a seven page document that was mostly just the core mechanics and the Endgame and Epilogue stuff. It lacked Master creation rules entirely.

I knew by the reactions of the players. And I knew because I'd played widely and determinedly and could evaluate it against other games. After that playtest, there wasn't a doubt in my mind that it had value.

The main advantage i see in the idea for the Crucible is that there's a commitment from everyone involved to not only read, but provide feedback for everyone else.

I don't think a forced feedback scheme will work to produce motivation. Throughout most of the late 90s, a buddy of mine pretty much constantly pitched us on various game ideas. Ostensibly, he was assessing interest. Truly, he was seeking an external source for the motivation he personally lacked. We had lots of conversations, and made up lots of characters, but he never ever ran a game. There is no such thing as an external source of motivation.

So, if not forced feedback, then what?

Greg's policy in Epiphany is unarguably practical. You can write and release whatever you want for free. But only BTRC can publish and make money from it. It is a reasonable policy that makes complete sense. But it's hard to get jazzed about it. In my mind, Ron's mini-supplement program is generously respectful of the folks who take part. So it excites you when you hear about it, and you want to take part.

My recommendation would be that the Crucible have a generously respectful policy that allows folks to publish and sell designs based on the stuff created by the members. The membership you want are folks who get excited about seeing their creative work and their mechanical notions used in published games. The membership you want are folks who are motivated to contribute more to the community, and to produce and publish complete games of their own when they see their clever ideas and creative work being used by others. "Dammit, why didn't I do that game," is the response you want...followed by a renewed personal commitment to their own idling game projects.

Paul


@ Convinced of Value - Yes, this is what i hope crucible will create in its members. A feeling of "hey, this may just be a doodle in a my notebook, but if i post it on the crucible a cell will form around me and they will help me make this thing great". Members would see the potential of all members to do amazing things, and most importantly to see that in themselves.

@ External Motivation - That is a profound statement. Others can egg you on or offer moral support or warm fuzzies. But in the end it is up to you do either DO IT or NOT. You will either ship your product (on time), or you won't. i would want to instill a sense of pride in the members, where the deadline or even the respect/jeers of the others is no longer an issue. People will do it because they know they can and they want to make good games, because they see the value of mutual support.

@ Generously Respectful - Tell me more about this. It sounds like something good to emulate.

@ Your recommendation - You took the words right out of my mind!

@ i get the feeling that i have expressed my idea clearly enough and that there is a niche waiting to be filled here. i'm going to research forums getting this started.

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