Contracts, Art, and making World Seeds

My World Seed creation process has slowed down. The hard part isn’t the words, though.

The hard part is finding artists. Locations keep coming to me, but without art I’m reluctant to publish the Seeds. I know I have good written content, but the art really helps. It convinces me that I’m offering something more than my own words (the value of which I’m far too ready to dismiss).

Sorry, I was wrong about the hard part. The hard part is having a contract I’m willing to use with artists. I’m sure I can find artists via several different channels, if I reached out through those. I have a short list of places to put calls for art, after all. But I don’t want to reach out without a written contract.

I might be letting the perfect be the enemy of the good. Unfortunately, from the horror stories I’ve heard I’m also confident that having a bad contract can and will come back to bite me.

My first two World Seeds have art made by people with whom I have some kind of personal relationship; either I know the artist myself, or they’re within my immediate circle. There’s some basis for mutual trust. There’s some history of collaboration with myself or with someone else I know.

Without that, I don’t want to move forward on a wing and a prayer. Is that a mistake? Maybe. It certainly feels like one. It feels like I’m sitting on my hands and doing nothing, even though I keep adding to my collection of location descriptions to use in the future. I’ve posted forty nine of those so far to Patreon, and have thirty one more finished first drafts waiting in the wings (eighty in total). I average a little over a new one every week, more or less.

I have a few leads on contracts and contract advice, and expect to receive those reference materials in the near future… but there isn’t a clear timeline for that beyond “soon.”

Maybe, then, the right choice is to put together art-free versions and sell them for less. At least if I do that I’ll be moving finished products out the door, things that will require a minimum of additional work to fill with art once I have a contract ready. Doing that would allow me to publish an art-free Seed within a couple weeks, and another one within a couple months.

That isn’t what I’d dreamed of for this project—I’d thought about selling art-free Seeds while first developing this project, but incorporating visual art was always the goal. Sadly, that’s not where I am right now. If I want to make visible progress, it’s time to change course and ship something while I wait for the contracts and visual art to catch up.

Expect to see those art-free versions come out soon. In the meantime, if you want to see the currently available World Seeds, check out my stuff on DriveThruRPG.com.

Whimsy’s Throne is live on DriveThruRPG!

You can find the first two World Seeds here. If you read and enjoy these World Seeds, please leave a positive review. That would mean a lot to me.

My goal, as I said a little while back, is to continue producing these Seeds for the foreseeable future. If you’d like to see the process in action, learn about how I’ve repeatedly edited out half—or even two-thirds—of the words in a piece, or see the art as it moves from concept to completion, you can do that at Whimsy’s Throne.

There’s still more to do, of course. I want to find another artist to work with next—if you make art, and would be willing to make something like what you can see in those Seeds for $400, let me know. I also want to have more legible covers for the DriveThruRPG store, which will require some tinkering.

And I’m trying to figure out where in the World Seeds (and how) to add a reference to Ginny Di’s video about advice she struggled with as a novice GM. I want these World Seeds to be as accessible as possible, to engage people in as many ways as possible (hence having both art and words). And while I can’t address the audio-preferred crowd very well in my pdfs, I can share videos that fill that gap. And I think her video has a usefully different approach to a lot of the advice my World Seeds give or imply.

It’s not advice that veteran storytellers are likely to need, but these World Seeds are supposed to be accessible to storytellers of all skill levels (ideally without feeling pedantic and overbearing). And while you could (and likely would) reach her conclusion by reading lots of material from The Alexandrian (like this, or this), I think she does a good job of saying it fairly concisely… and in a way that some GMs might understand more readily. I don’t know whether I want to expand World Seeds into a broader “RPG education” tool, or whether I want to do that in some other format, but I keep finding tidbits to add because I want these World Seeds to be a complete package for people at any level of comfort and confidence with storytelling.

Next week I might miss a post, as I’ll be traveling. I’ll be back before too long though. You should see me here again the week after.

World Seeds, Whimsy’s Throne, DriveThruRPG

I’ve made a DriveThruRPG storefront for my World Seeds project (see Whimsy’s Throne for details). I’ll link to that after I’ve uploaded my first Seeds. I knew this step was coming, once I had another finished Seed ready for publication. And now I’m dealing with the intricacies of posting content on DriveThruRPG while trying to figure out how to optimize the PDFs I’ve made for general distribution. I don’t want to publish content that immediately breaks when a stranger tries to open it, after all.

Unfortunately for me, I also don’t want to optimize my published content such that the art turns fuzzy and indistinct. This might be an issue.

My next steps are to upload the two World Seeds I have thus far. I’m making one available for free, and one for cash. Then I need to find another artist I like working with. Meanwhile, I’ll keep chugging along: writing more rough location descriptions and expanding existing descriptions into full-fledged Seeds.

My goal with this project has always been to produce a bunch of these things. And I want them to have notably distinct art styles for each Seed, for the most part. If I can have different artists bringing distinct styles (or experimenting with styles that are new to them), that’s perfect. I’m happy to do repeat work with artists, of course—I’ve really enjoyed collaborating with the artists I’ve worked with so far. I look forward to working with them again—I just don’t want the Seeds to be tied to only one style. The more variations, the merrier.

My hope is that I can have a varied body of artwork and styles reminiscent of the huge variety that was present in early 90’s Magic: the Gathering art. That’s what I grew up with. And while some of it was bad, I loved the way I could find so many totally novel art styles in the same game. During the 00’s MtG homogenized their style significantly, allowing some variation between sets but building a unified “house style.” While I can see how that makes sense for a company managing such a large quantity of content (and a company concerned with consistency in its artistic brand), I feel like MtG lost something when they stopped having such significant variation in artistic style from one card to the next. The individuality and experimentation faded away.

Given that I’m trying to build a product that engages people on as many levels as I can, and which appeals to as broad a group as possible, I feel like changing up art from one Seed to the next is my best option. If someone hates one art style, maybe they’ll love a different one and pick up that Seed. The dream would be for people to love and use every World Seed, but I’ll absolutely settle for catching people’s eye with a few different options.