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've launched a Patreon for Ultan's Door! It's a way for me to share draft material and art for future issues of the zine as I build towards their publication. There's even a tier that gives you access to The Oneironaut, a quarterly Patreon exclusive physical mini zine! Check it out: https://www.patreon.com/ultansdoor

@Ben_L

So my advice is: Get thee to Patreon and post everything as you create it, in its raw, unpolished, undercontextualised form; periodically collect it into more zines when you're good and ready to do so. Make those zines physical objects of beauty but don't let logistics drain the energy you could be using to create.

Then your audience will self-organise based on their priorities - the people who are drawn in by the feel of the paper will wait - the only difference to them is that the Zines might come out earlier thanks to Patreon funding.

And people like me who just want to get to the Catacombs of the North Wind so Gallows can murder Sparrow and end up haunted and cursed for a year will join you on Patreon.

I suspect many will do both.

3/3

@Ben_L
So a Patreon can just be a place to post material as you work on it - rough drafts, concept sketches, notes. It's a place to do the things you were doing anyway on the way to a commercial release.

I must be blunt: You are an exceptional talent and it is the writing and the ideas that sells the work, not the art or the editing or the nice paper stock.

The zines were great but I got more out of Mazirian's Garden than I ever did from anything you published in print.

And as a DM I can say I will happily pay for both Patreon and zines, and that the question of context may not be worth worrying about too much.

Running in Zyan and Pale Echo, I never had enough context, I always had more questions, and while I'm terribly grateful for the answers you shared with me when I brought them to you, the fact is that having to fill in the remaining gaps myself didn't do me or my campaign any harm.

2/3

@Ben_L

I may have something to contribute here both as the partner of a professional game designer who runs a Patreon and as someone who has run a 3 year campaign in the world of Zyan.

First of all, very wise to keep your last KS simple. I'd do that as much as possible - could you perhaps handle back issues by keeping them in print and fulfilled by someone else such as EF, and just providing a discount coupon as part of the KS?

I wouldn't necessarily look at it as either/or. Patreon patrons and physical customers are two different markets and you can cater to both. Patrons want to get material early, they don't care if it's janky or incomplete, and they like to have a peek behind the curtain. They're also a good source of feedback from people with a real investment in the work.

Honestly I think paying for editing and layout at that stage would be a waste, even counterproductive - if you've paid for a peek backstage, you want to see the rigging!

1/3

@Tim_Eagon

"There are things in life that we need to always have plenty of supplies, even if we will only use a small portion."

https://www.tumblr.com/katsdom/738712434350669824?source=share

Katsdom

Umberto Eco, who owned 50,000 books, had this to say about home libraries: "It is foolish to think that you have to read all the books you buy, as it is foolish to criticize those who buy more books…

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Magocracy of Tula: in our thesis we invented the Owlbear as a cautionary tale

Sarpedon the Shaper: at long last, I have invented the Owlbear from the classic grimoire Don’t Invent The Owlbear

@Taskerland
There's something to be said for a dull setting, especially as the default. There's room to put your mark on it, and you don't have to worry about being exposed to this:

https://www.youtube.com/watch?v=MQBgqdEArYE

I'd like to think that WotC's motivation here is to give groups more space to be creative but I suspect they're just hoping to sell Mordenkainen plushies or some kind of Bigby action figure "with authentic fisting action".

Elminster's Mysterious Drow Apprentice (NDA Finally Lifted!)

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@Taskerland

Ben Milton provided easy access to a curated version of the OSR. OSR ideas like "prep places not events" and "start the adventure in the dungeon" helped a lot, and the rules helped me understand the importance of streamlining and develop a philosophy of game design for making games that didn't feel like homework.

I'd like to put down everything I learned into a 'how to DM' book, but I don't know that a book could encompass it - I think it's more of a process and different for everyone. I learned from many sources and combined or diverged from their teaching in novel ways.

Rather than egotistically tell people 'this is how you DM', better to aspire to become one of those sources for the next generation of DMs.

@Taskerland

I generally agree, but as a counterpoint, I've been running games on and off since I was a child and saw little improvement until 2020.

Consistent weekly games for 3 years was a big factor, but the only reason we were able to keep a game going for three years was that the game was better.

So what helped other than practice?

One thing was the right techniques and learning from other DMs.

Unweaver's approach to getting the players to provide the story and getting them invested in the process was invaluable.

Ben Laurence's blog was a gold mine - I adopted his Downtime rules and ended up with downtimes becoming little short stories that drew the players furhter into the world; I sent the party to the Isle of the Dismemberer and from that learned his approach of taking simplistic hex entries from the Wilderlands maps and embellishing them into something rich and strange.