Tag Archive for: Team Green Ronin

From Freelance to Dev (Ronin Roundtable)

I’m not normally a big fan of surprises, but I’ll make an exception for this one. When Joseph Carriker asked me if I’d like to write a Ronin Roundtable about making the jump from freelancer to developer, I was pretty psyched.

Coming Soon! Six of Cups is an Adventure Anthology for Blue Rose: The AGE RPG, just in time for Green Ronin Publishing’s 20th Anniversary!

I first inquired about writing for Green Ronin back in 2011, but my timing was bad and there were no projects in need of authors, just then. Even at that point, I’d been at this a long time, and that sort of thing happens: if you don’t have the good luck to ask right when a developer has an open slot on a project, the best you can usually hope for is for your name to go into the (often pretty big) pile of interested prospective writers for some other job, down the line. Fast forward a few more years and several more inquiries, however, and I got my break, doing some work for the Chronicle System. Only a couple of years on from there, in 2016, Joseph offered me the chance to take a crack at doing some fill-in development work on Desert Threats (again, for the Chronicle System), and I jumped at the opportunity to once again try my hand at an aspect of roleplaying game design with which I’d previously had only minimal experience.

Fast forward yet another several years and a bunch of development jobs, getting a little more hands-on with the process, each time, and I’ve come to understand that really is a whole different sort of beast. When you’re writing as a freelancer, you’re trying to realize, in a way that’s entertaining and informative, a vision that’s been outlined for you. You have input into what you’re creating, of course, but you’re almost always playing in a sandbox with firm borders. Development, on the other hand, entails bouncing ideas back and forth with other folks on the high-concept end of things, working to craft the vision that others will then put more extensively into words. In essence, you’re the one building the sandbox, and you have to create it with an eye toward making it a fun and rewarding place in which others get to play, while also stocking it with all the stuff they’ll need to get the job done right.

With writing, you have to be mindful of cooperating well with your fellow authors, but, beyond that, you’ve generally got quite a lot of autonomy—as long as you follow the developer’s instructions, you’re pretty much always good to go. Development demands an almost entirely distinct (and much more rigorously collaborative) skillset. You’re effectively a project manager, keeping everyone on track and maintaining the work as a cohesive whole, every step of the way, but there’s rather a lot more to it than that. You’re also the first-pass editor and art director, laying the groundwork for the actual editor and art director to do their jobs, and you’re absolutely going to need to do at least a little bit of writing, too; not just the book’s introduction (which is usually part of development duties), but also anything, at all, that ends up needing to be filled in. Similarly, pretty much anything that falls under “miscellaneous,” whether foreseen or unforeseen, ends up as part of your job. You’re the interface between the front-end and back-end of the creative aspects of the project, fielding questions from both sides, and trying to make everything run as smoothly as possible for everyone involved. Ultimately, though, there’s no feeling quite like seeing a book take shape, starting as a mere skeleton of an outline, and ending as a fully fleshed out addition to a setting you love.

So, yeah: adjusting to development has definitely involved a learning curve, but it helps to be working with great folks, all of whom bring their different strengths and perspectives to the table, even as I hone the skills that help me to bring my best work to each new book (and, in the process, to your gaming table!)

Happy Holidays from Green Ronin Publishing!

Everyone at Green Ronin would like to wish you the very best this Holiday Season, and we’ll see you soon in the new year!

Green Ronin Publishing will be closed from today, December 22nd and will return on January 6th.

Remembering Alejandro Melchor

This week was supposed to be set aside for me to talk about the Modern AGE Companion a little more, but I want to talk about Alejandro (aka Alex, or Al-X) Melchor instead. Alex passed away last week, due to the extended complications of a stroke he suffered in March.

Alex worked on every Modern AGE book currently at any stage of completion. In the core, he wrote rules, focuses, talents and part of the extensive Game Master advice in that book. He brought his talents to the World of Lazarus, the Modern AGE Companion, and the upcoming Threefold and Enemies & Allies, too. I’m currently looking for writers for a new book. It has an Alex-shaped hole in it now.

I first got to know him through a semiprivate community we shared, in 2001. I’d just been invited, as responses to my early professional work for White Wolf had been good. Alex did some work for them as well before taking an intensive gig with Mongoose Publishing in the early 2000s. I drifted away and he was busy, though I knew him through the Open Game License credits I bumped into while designing my own stuff. In the interim he developed an enormous list of credits, tending toward mechanically intensive work. I’d say one great thing about him is he could work on rules that reinforce stories and atmosphere, because getting game systems down was quick work for him.

Steve Kenson got to know Alex well, and took the lead in doing what we could to help when he fell ill. He reintroduced me to Alex, and Alex became a bedrock contributor for Modern AGE. He did so much more, in his own communities, on other games, and with other creative people, but I don’t want to presume to talk about any of that. We worked hard. We made some good ideas playable together. And he was unfailingly nice to everyone, a born collaborator, but didn’t hesitate to point out what he thought would be bad ideas.

According to family and friends, Alex liked proactive, resourceful, tough woman protagonists. Modern AGE uses a loose set of iconic characters created by the writers. Alex created Indra Winchester, the technically-inclined punk, who you can see on the cover of the Modern AGE Companion and inside the books of the line. In examples, he’s her player. I plan to keep it that way.

It seems so inane to go through his qualities as a creative guy, when of course there was more, but he was my comrade in making games. That’s what I’ve got to work with, even though it’s not enough to give the man his due. He was a visual artist, and beloved by various communities. And more, always more. In and out of this industry, I won’t be missing him alone, and won’t be the only one feeling new gaps in what might be possible, in work and life. I’m going to miss him.

 

Ronin Roundtable: Learning to Boss

One of the biggest challenges in transitioning from a freelancer or an employee to a business owner and boss over the last nearly 18 years of Green Ronin’s life has been, for me at least, figuring out what an effective “boss” looks like. In some ways, it’s been similar to figuring out how to be a reasonable parent, which I felt I was getting a handle on just about the time my girl left for college. My initial goals were bare bones: don’t make the mistakes your worst bosses made, don’t take people for granted, uphold your end of the bargain, have your people’s backs and set them up for success even in trying situations. Goals, yes, the basest of goals, but the strategies to achieve those goals were harder to come by, especially having had a distinct lack of such leadership in my own working life. I’d worked for bosses who made employees with pneumonia come to work under threat of losing their job if they didn’t, bosses who were greedy and racist and crass and expected me to shut my mouth and even lie to protect them or lose my minimum wage position, bosses who were verbally abusive, who bent and broke labor laws, who ruled through threats and intimidation, who failed to support their underlings and readily offered them up as scapegoats when things inevitably went wrong. Knowing you don’t want to do those things isn’t the same as knowing how to effectively do things differently.

When Green Ronin was just a fledgling project, we had a small number of people and projects to consider. We worked with people we already knew well on a handful of projects and the whole endeavor was relatively forgiving of our inexperience and our missteps. Even as the company’s reputation grew, we remained a small and tight-knit group of “regulars” and what we lacked in the way of a central office and corporate buzzwords, we made up for in flexibility and a sense of camaraderie, that we were all “in it together.” Our guiding principle became to hire people who were good at what they did and let them do it… which is, fundamentally, still something I believe in but which also failed to provide guidance in some important ways. We’ve worked with a few folks in the past who “didn’t fit” with this freewheeling management style and it took more self-reflection than it should have to realize that was a failure of management as much as any issues of personality conflict or “poor fit” on behalf of the person doing the work.

 

In recent years, Green Ronin has enjoyed some spectacular (and satisfying) successes and we have been able to grow as a company and expand on our offerings in ways we’d never really come close to before. For the first time in company history, I have personally been divesting myself of responsibilities instead of taking on more. We have brought in new blood, people we haven’t known for years in advance of working with them, people with years of experiences unlike our own who have brought wonderful, fresh attitudes and perspectives. We have been made so much better and stronger from their contributions. We have also entered yet another phase of growth and responsibility, now that we’re not just a core of 4 (or 6 or 8…) people who know each other well and have deep and affectionate personal bonds in addition to our professional associations.

 

Many of us who make up the core of Green Ronin are hardcore introverts, shy sometimes, conflict averse sometimes, of a practical “if it ain’t broke, don’t fix it” attitude towards things…especially because many of us feel passionately that there ARE “broke” things out there that need attention. Like the cobbler’s children going without shoes, I suppose. We never had a policy on how we handle having to take significant time off on a project for family emergencies (such as prolonged illness) because, well, it had never come up…even while we supported the existence of those policies and protections in the wider world. We didn’t have extensive policies around convention volunteers because we’d only attracted close friends and well-known-to-us volunteers for very small efforts until we hired someone to oversee those and purposely grow those programs recently. We didn’t have a “training policy” because, well, we’d only ever hired people who were already experts and aside from asking them to be familiar with a new rules set, there wasn’t much to “train” them on.

 

In retrospect, I know there are many businesses that would have and did have such policies and procedures in place in formal ways before they were ever needed. Perhaps due to my upbringing, my feelings had always been that it was not only unnecessary but possibly wasteful and definitely presumptuous to address things that did not need addressing. That someone like me anticipating having a big enough business to justify “training policies” was putting on airs, getting above my station, or bragging (as a child might claim they were going to be a famous author when they grew up and have someone to serve them tea, just you wait). Human as those feelings may be, they don’t represent the actions of a good boss… at least not the kind of boss I feel a responsibility to be.

 

Learning to be a better boss has not been something that comes easily or naturally to me. It very much goes hand in hand with my observations last year that this industry lacks mentorship, at least in any structured fashion. While I have, I hope, been a reasonably good and supportive employer on a one-to-one level with the people who have come to work with Green Ronin over the years, I’m still learning to be better, more effective, more efficient and to provide both a protective and predictable working environment. I have many things I want to accomplish with this company and with the wonderful and patient people who have joined us on our projects thus far. As Maya Angelou said, “Do the best you can until you know better. Then, when you know better, do better.” Learning to boss better is my goal for 2018.

Ronin Roundtable: Cool Dads

Hey folks, Jack here. Warning, this is going to be kind of a down Ronin Round Table, but I think it’s an important one.

A couple weeks ago, my father, James Norris, died. He was too young to die, despite being 70. It wasn’t a heroic death or a quick easy demise. In fact, it basically just sucked.

Because, in the words of Star Lord? I had a pretty cool dad.

But relevant to gaming and the gaming industry? I also had a supportive dad. My dad was my first player. I didn’t know what I was doing with my old D&D Basic set but he thought this rpg thing was a cool idea too and helped me figure it out. We never played again after those early days, but it was in no small part thanks to him that I got into gaming.

But it wasn’t just that one time that mattered. While much of 80s America was buying into that idiotic “Satanic Panic” of the time and burning kids’ gaming books and shaming them for playing games with their friends? My dad stood up for me. He likened my loved of games with the “baseball statistics” games and toy soldiers he loved as a kid. That’s right folks, despite never carrying the label or playing beyond those first few games? My dad was a real OG…original gamer.

When he explained the analogies between his childhood interests and mine to my grandparents? They supported me too. When a relative or neighbor tried to give me shit about gaming? He told them to back off and told me to not be bothered by them being ignorant. He bought me gaming books and even D&D toys (remember those?) when he could afford to and along with my mom they supported me first as a gamer, then as a game writer. He took me to all sorts of fantasy, pulp, and sci-fi films when he could and when he couldn’t my grandparents obliged. We saw Star Wars, Highlander, Krull, Dark Crystal, and many others in the theaters and later on video. We saw Raiders of the Lost Ark seventeen times in the theater. So much of the pop culture pedigree many of us gamers possess I experienced alongside my dad and other supportive family members.

I doubt dad ever read a single game book I wrote, but he would proudly tell others that his son was a writer, did game design, and would often talk with me about the cultural and historical elements I was including in my work.

Even when it was all short car trip “yearly vacations” to a relative’s barbeque and hand-me downs and so on? You can’t buy that sort of support. I knew families who had far more with whom every gaming diversion was a fight. To these folks gaming was “the devil’s work” or just “weird and stupid.”

I was never told to play sports instead, though I did. I was never told to go outside and stop gaming, though I did that too. The only thing that concerned dad and the other family and friends who supported me as a gamer and creator were that I didn’t JUST game. That I learned and grew in other ways. Which is a good thing to do.

By not stigmatizing my gaming and yet quietly encouraging me to have a life outside of it? My dad helped me become a far more well-adjusted person than I might have otherwise. He taught me it’s okay to be myself and more importantly it was vital to let others be themselves. This resulted not only in me gaming but gaming better—it was always about me having fun with friends and not about winning or looking cool or showing up others with how “legit” I was. To this day when I roll my eyes at the various edition wars and pointless conflicts of game design theory I can hear my dad saying “What’s the point of that? If it’s not affecting what you’re doing, why not just let people play what they want and have fun?”

A pretty cool dad, indeed.

I buried my dad a little over a week ago. That’s not a euphemism. With the help of my lovely and supportive wife, herself a gamer whose always supported my work, I dug a grave for my father’s urn in the small cemetery where he now rests and filled in the hole. Then I gave a distracted and inadequate eulogy and cried by his graveside after everyone had left.  And that kinda sucks, I’ll admit. However, what doesn’t suck at all is all the support my father gave me as a gamer and game creator. That’s the lesson I hope people reading this take:

Support gaming and the people who do it. Support your kids, relatives, and friends. Don’t sneer at them and tell them its weird. Don’t buy into whatever society is telling you about it. Don’t push others out of it either or waste time trying to keep them out of it. Be confident in your fun and let others have theirs. Really? Just game, make games of you’re so inclined, and let other people do the same.

All the people—well, okay not Nazis. Dad wouldn’t have expected that of me or anyone else. He hated Nazis (Raiders of the Lost Ark 17 times! folks).

He was cool like that too.

The Gauntlet: Moxtropolis

This year Team Green Ronin is happy to be participating in The Gauntlet 2015, a friendly gaming-for-charity event that will pit us against other Seattle-area teams such as reigning champs Paizo Publishing, Bungie Studios, the Lady Planeswalker Society, GeekGirlCon, Valve, and many others in a tabletop game tournament on May 16th. Here’s a little more information from the organizers’ page:

The Gauntlet: Moxtropolis is a fundraising tournament for the benefit of Hopelink, a charity whose mission is to support homeless and low-income families on their way to self-sufficiency. On May 16th, 2015, teams will gather to compete in a contest of skill and chance at Mox Boarding House in Bellevue, WA.

Teams of four, from local community groups and businesses, will raise donations for Hopelink. These donations will unlock power-ups to aid them as they compete in a series of table top games to win glory, and victoriously hoist the Gauntlet! This event is sponsored by ENGAGE – Card Kingdom and Mox Boarding House’s charitable giving program.

Bungie has raised an incredible $23,546 as of this writing. Green Ronin’s goal is a little more modest. Team members Chris Pramas, Donna Prior, Nicole Lindroos and honorary-Ronin Ray Winninger all have individual fundraising pages and goals that tie back to the team’s page. Nicole set her personal goal at $3000 only to learn that last year many teams didn’t even raise that amount. However, Nicole responded with, “I do not [fool] around when I raise money for charity.”

Just $3.00 provides a meal for a family of four through Hopelink’s program. Consider a small donation if you can, and please help Team Green Ronin spread the word. Thanks!

http://thegauntlet2015.causevox.com/team/GreenRonin