Kickstarter Wants My Firstborn!


Today I’d like to talk about some of the trials and tribulations of both running Kickstarter campaigns and backing them. I often encourage people to invest in others—to back worthy Kickstarters campaigns (at least those they have an interest in). I sometimes back Indiegogo campaigns and other crowdfunding outlets, but not too often.Indiegogo would be my second go-to and it slows down after that.

I primarily focus on Kickstarter, since I can only do so much, and only have so much time to research worthy campaigns. I trust Kickstarter more than the others and like some of their philosophies. They aren’t perfect, of course, but this post will focus on what not to do when running a campaign, and those looking to back a campaign might find some useful reminders here as well.

Invest in others!
I’ve posted numerous times that we ought to be there for each other, especially if you have an interest in what the Creator is doing. but also to help support your own industry—those with like minds and dreams. I don’t mind backing my competition, and do, when I like what they are doing. Authors should stand together and see how they can lighten one another’s loads. And of course readers should back authors. Game designers and gamers should back each other as well—again, if they see something they like. But we should all be trying to back each other’s dreams in some way or another on or off crowdfunding, because it makes life more meaningful, giving is as much a blessing to the giver as the receiver. Because it’s helping people, and that’s a good thing. One shouldn’t just back blindly, however.

Iron sharpens iron!
We all need each other. We all have something we can contribute to brighten another’s day, to help along another’s dream, or simply to be an ear or provide an encouraging word. I’ve spent countless hours consulting with Kickstarter Creators, trying to help them understand Kickstarter better, uncover some of the holes in their campaigns (not in an arrogant “I’m the expert and know everything” sort of way. I’m not an expert, but I have some experience and have also made some of my own mistakes, have done a great deal of research, and have a bit of common sense. I can usually spot some problems and try to help when I can find the time.)

Sometimes it’s just easier to spot issues because you aren’t so close to the project. My sons aren’t game designers, but they both know how to read, are sharp and creative, and can spot confusing language and design flaws. When we stand together, we can accomplish so much more than we ever could on our own, but I’ve discussed this numerous times on previous blog posts. And there are plenty of Kickstarter Creators out there with far more intel on this topic than me, which is why I’m just doing a brief overview. That and I just don’t have much time.

Everyone has a dream!
Frankly, I’m tired of all the mediocre dreams out there. If you believe in your dream, do your homework and give it your best shot! Help me to believe in your dream too. I want to believe. I want to root for you. I want you to succeed! I’ve been on the other side, needing the help (and still do, frankly as my finances are still tight and I have piles of cool projects to publish). I look for ways to help people when I have time. Now, I can’t help everyone, and I’m not expecting everyone to help me.

With the help of 76 people, I was able to bring my first kickstarter, Arcane Synthesis: A Blended-Genre Anthology to life back in 2014. Sadly, not only do some not try to invest in others, but they try to hurt others. I had a couple of those in my campaign, who only came on board to hurt rather than help. There are spammers and criminals both among the Backers and Creators, unfortunately. I can only assume that helping people is far more fun and that’s what I like to do.

So far, I’ve backed 63 projects. I’m not boasting, I just enjoy doing it, knowing I’m making a difference and sometimes even walk away with a decent reward. I hope to find many more that appeal to me, to back in the days ahead. Some I only give a few dollars to, others quite a bit more. I actually look fairly often, somtimes tossing a little money in their pot, other times quite a bit more.

I can’t back everyone, and I’m not even interested in every project. Others, I feel were done poorly, had unrealistic goals, terrible rewards, or were unprofessional in other ways. Some projects I couldn’t throw money at fast enough, because I liked what they were doing, even though I couldn’t afford what it was they were offering.

As more and more people find out that I like to hand money out (to projects I’m both interested in and feel were done right), I have with increasing measure, received messages from strangers asking me to back their Kickstarter. Sometimes I do, but they often forget what I said above and don’t even bother to look at my account to see if I’m likely even interested in backing a new hedge trimmer, watch (I don’t wear ’em) or the latest speedo (I don’t invest in clothes on Kickstarter). Just as an employer can’t hire everyone and so often makes special criteria to cut the number of applicants down, I insist on a few things.

Invest in others!
I rarely back a project in which the Creator hasn’t already invested in someone else’s Kickstarter. And the more they are asking for, the more generous I expect them to be. Seeing how many and who they are backing is easy. It’s right there on their account what they’ve backed. I figure if they aren’t willing to help others out, why should I help them? Now I get it, some people are even poorer than I am, but you can sometimes tell a little about the person running the campaign by reading it. Being a Backer is just one of my special criteria (I really, really don’t have piles of money, but I do love helping others, especially those who seem like decent people and in which it looks like they did their homework and have a cool project in my interest area and back others, as I said). So, if you want my money, you need to both impress me and show that you also invest in others, not just yourself.

I’ve backed a wide variety of projects and would have backed many more, but some days I just can’t find anything that pops out at me. I tend to back roleplaying, board and card games (and settings) and fiction that appeals to me (If you don’t even mention editing in your fiction Kickstarter, I seriously doubt I’ll back you—it never ceases to amaze me how many self publishers think it’s okay to skip pro editing). I rarely back books and games that appear to need an editor badly, unless that’s part of what the funding was for. If they don’t talk about editing, I usually move along, assuming they don’t know what they are doing. If I see a horrible book cover, I almost always click out. If you aren’t an artist, don’t do your own book cover! I’m a pro commercial artist with over 30 years experience and I still hire artists when I need them, because I insist on uber high-quality, and when I can’t deliver, I find someone who can. Get a pro when you need one. Can’t afford it? Build it into your Kickstarter, take a part-time job, sell lemonaid, whatever. Just do what you need to do!

If I see a game with shoddy art, unless they have already invested in a picture or two that demonstrates what they are shooting for, and talk about art as part of the funding, I usually don’t back it. Yeah, art is that important to a game. I don’t want to see scribbles, I want you to give me the confidence to think you will provide a pro product.

There are so many mistakes I’m catching every time I go on Kickstarter. There are a lot of ways of doing a Kickstarter wrong, and not that many ways to do one right. If a Kickstarter has little funding after a few days, I take a look at it, but assume they screwed up somewhere. There’s just way too many Kickstarters done wrong for me to waste my time. If they can’t be bothered to do their homework, than I usually don’t back them. This kills me, because I might even like the idea, but sometimes it’s so obvious they weren’t even trying or didn’t know what they were doing.

Kickstarters are very hard work!
I’m in no hurry to run another. I will, but not soon if I can help it. They are exhausting, and can be expensive (yes they cost money – at least you ought to spend some money to do your campaign right and get the project as far along and as pro as you can BEFORE you ask for money). They are also time-consuming and are not always the best option. Sure, if you are a big name in your industry, it’s a lot easier, but it’s never easy. I’m not lazy by any stretch, but I want to be even more prepared before I run my next, and I’m working on building a bigger fan base first.

Nobody wants to pay for your “eternal gratefulness”!
Even though I’ve backed plenty of campaigns without asking for a reward, I do like getting rewards if I’m interested, but so many Kickstarters have horrible rewards or rewards that are great, but are priced wrong. You want to reward those who are backing you more than some joe off the street. Your Backer is doing so much more for you than some future, potential consumer. I’ve seen people charge $5-10 just to credit the Backer in their product as a contributor. That is absurd! They can’t think of something to give at a price point or are being arrogant and set up credit as its own reward. It’s insulting, and all too common. I made it free on my Kickstarter. Why? Because I was grateful to my backers. They DID contribute, so I DID credit them! You should too!

Kickstarter isn’t a charity. Give potential backers something they can sink their teeth into! Backers should feel appreciated, not “lucky to get in on the ground floor of my awesome product”. Rarely will a thank you note or the realization that you will be “forever grateful” ever make me want to give you a dime. I want to give money because I believe in what you are doing and think it’s cool, and maybe because I think I might like you and like what you’ll do the next time.

I’m a dreamer and love backing dreams—not just any dreams, but dreams that were followed up with a battleplan, lots of thought and elbow grease. I want to give money because you’ve shown me that you are not only passionate about what you are doing, but you know what you’re doing, can do it, do it well and impressed me.

Just as people shouldn’t rush into launching a campaign, people shouldn’t rush into backing a project. I’m seeing people invest money in Kickstarters that don’t deserve it, and I’m seeing some Kickstarters that deserve more than they are getting and are not properly supported. I know, we’re all busy. We’re all short on cash. Most of you probably didn’t even know I was running a Kickstarter back in 2014. I’ve missed more than a few I would have loved to back somehow, despite my frequent visits to Kickstarter to see what’s new.

It bums me out when I go to Kickstarter looking for a cool project to toss some money at and I can’t find a single one in my interest area that looks like they cared enough to do their homework. I’m not saying I didn’t make any mistakes on my Kickstarter. I’m still learning, but I worked my tail off, read piles of articles, studied for well over a year, I did my homework. I did make mistakes, but I did a lot right too. There have also been some projects in which they did so much right and I’d love to back them, but find red flags that turn me off, like some of those I’ve mentioned above.

Make actual friends and fans, not just followers!
Likes are cheap and thrown around. Followers come and go and may not even like you (they may have randomly followed you. Some of them are spammers, others followed you on a whim). Those of you who have cultivated numerous followers on Twitter and Facebook, please understand that the conversion rate of likes and followers is extremely bad. There’s a difference between a follower and a friend. Sometimes they are the same thing. More often than not, they are not the same. Anyone can hit like and do so casually, but most will not take the time to back you. Even relatives may not take the time to back you, will get confused how to back, will forget to back, and that includes real friends too. If you get 2 in 100 twitter followers to back you, that’s not half bad. I haven’t looked up the conversion rate lately, but it’s better to have a few true friends than a stadium full of strangers.

I had some generous friends and family as some of my Backers. But I also had both friends and family who completely forgot I was running a Kickstarter, despite talking about it frequently. People live busy lives, so you have to make your campaign rock and spread the word. Talk about your project often, but don’t spam people.

Get involved in what other people are doing. Invest in their lives—show that you care, don’t just try to hit them up for money. That gets annoying quick. Sometimes I can’t back someone because my money’s just too tight that week, but if I believe in what they are doing and it is in my interest area, I’m much more likely to spread the word on social media for them and am also more likely to squeeze some money out of my pocket even though I really can’t afford it. Some people forget about spreading the word and would if you let them know. Others don’t want to be bothered. Be a real friend and you might get some real friends back. Start now. Friendship takes time, but you won’t regret it!

This blog post wasn’t meant to be a rant, though I know at times it came off as one. It’s just that I want you to succeed and take this seriously. It was long, but far from exhaustive. Hopefully it will help someone avoid a bum campaign and another to run a better campaign. As always, I covet your comments. Cheers!

Posted in Art, author, crowdfunding, Encouragement, Fiction, games, Hope, Kickstarter, Life, publishing, Roleplaying, RPG, transparency, Uncategorized | Tagged , , , , , , , , , | Leave a comment

Building a better RPG and/or Setting

Cosmoverse_tinyImagine a game designer spending years putting together a world or two or ten – a mini campaign of sorts (I say mini, because you’d need way more than that for a full blown campaign setting with space travel, unless you are keeping it tiny—all about the Sol system, which has already been done many times.

A game designer who is very creative and has been designing for quite awhile, but has never really broken into the industry in a big way might benefit from taking a different track. There are plenty of reasons why it isn’t always wise to try and tackle an rpg design or campaign setting design all by yourself. Most designers aren’t good at everything, and both settings and rpgs are vast, multi-faceted monsters. There are so many things you can do right or screw up. And of course there are blind spots and lots of needs, including contracting artists, finding financing, tackling social media appropriately, just to name a few. Doing yourself will result in a product you totally control, but one that might totally fall on its face. Why not improve your odds?

Most game designers focus on designing a single world, but some would like to put out settings that span many worlds, systems or even sections of galaxies. Now, maybe you’re thinking, “You mean you, Bob?” Anyone who knows me, knows I’ve been working on the Cosmoverse Campaign Setting for more than a few years, and am open to collaboration, but no, I’m not really talking me per se. By that, I mean that this post isn’t just about me or what I’m doing, but I’m trying to present options for others as well. There are too many designers working on their own, when it’s only hurting them, regardless of their talent.

I’ll do my whole Cosmoverse and Cosmothea rpg on my own if I have to (and then hire pro editors and pro artists to assist with wrapping it up). But it is my intention to do what I’ve done in the past, which is bring on board a team of designers and artists, because I firmly believe (and have experienced) that teams can do amazing things when they are committed to a project, when a team of creatives come together. I will open the doors to collaborating again before too long.

The reason I’m writing this blog post is for the purpose of providing options to designers for their own sake, in case they haven’t thought of the benefits of working on a team, or how to even form a team, rather than continuing on their own. I want designers with talent to find other designers with talent so together they can produce something beautiful, rather than just something pretty good individually. I’m not doing this to advertise, since I’m not quite ready to team up again (I’m in the middle of something else right now anyway). I’m writing this hoping it will help someone get their own dream off the ground.

Campaign settings, like roleplaying games, are a huge amount of work with loads of things to do (designing the way space travel works, drive systems, space hazards, creating numerous worlds, cultures and galactic kingdoms, if and how communication works across vast distances, etc.

Brace yourselves: Frankly, I think that way too many game designers are creating settings, and/or rpgs for publication (if it’s good therapy for you, or just fun, you probably shouldn’t be doing it for publication, but for yourself, like a hobby—I’m just talking about those who are trying to go pro). Many designers working on their own—no, most, will never make it. And there aren’t enough gamers to support all those products anyway. We need to approach game design smarter. When I started in the industry, there were only a few games on the market, now there are too many to count, between free, out of print and new ones coming out all the time. How does a single designer make it when so many others fail? Well, have a great product for one, but sadly, that’s not usually enough.

To create a truly great setting or rpg, and have any chance of it making it even a little successful, takes more heads than one. There’s just too many blind spots and too many areas another designer could step in and help make your amazing thing even better! The best designers in the world have made plenty of mistakes (D&D anyone?) and we all could use a hand—there’s no shame in that.

What tends to happen is you get hundreds, if not thousands of designers all independently doing some original work and tons of work that everyone else is also designing (talk about duplication—everyone needs a write up of space hazards, fuel, being stranded in space, asteroid mining, star ship creation, space combat, etc. So thousands of hours are lost, because frankly there aren’t enough gamers out there to play in all those settings. So, if you want to strike off on your own, that means you are up against a pretty big wall. With a limited gamer base for all those games and settings, that means that gamers are very particular and discerning, and you have stiff competition—and lots of it.

Once you finally finish your first setting book (or your only setting book because you had to keep it small enough to make it doable and don’t have tons of money to pay editors, artists, etc.—yet another area of mass duplication) you still have to try and get people to discover it, like it, want it. And since you’re only one person, that makes the job even harder. Instead of a team sharing among friends on social media, you’ve got one guy killing himself trying to do everything. See what I mean?

Sure, some designers have done it, but usually bringing on board a bunch of people near the end or finding their setting vanishing into the slush pile. And then there are big name designers who have done it (and had a team help polish later) and have been very successful, but people gobble up their stuff regardless of quality, thinking it must be great because the designer is well known. And maybe their design is great, but you aren’t them, and neither am I, so we need to hedge our bets. Many great designs will never get discovered without approaching them a certain way, using strategies for success and creating a team to do it right.

This ongoing problem is being reproduced by countless designers world-wide. When we finally get it all done, we try to get it published and try to get people to like it and buy it. It’s a much bigger job than most people realize—designers included. Corners are often cut, people get burned out, the product never gets finished or languishes because parts of it were not done right as the designer pushed themselves to do parts they weren’t good at, or they messed up something or did a part shoddy or just get ignored because not enough money was spent on a good editor, great art, etc. There are a host of potential problems that are common when trying to do a big project. But what if 2-5 designers who know how to leave their egos at the door joined forces?

We can accomplish so much more together than we ever could on our own!

When mature, reasonable designers team up, they can do amazing things together and greatly increase their odds of success. And they would be able to offer a host of worlds, rather than just one world or a handful that likely have some issues. Two or more heads are better than one. It’s very easy to overlook holes in your own work and to get yourself into a position where you have to design something you aren’t good at. Why? There’s no reason for it, unless you are incapable of a)getting along with others, or b) have such an obscure concept that you can’t find any other designers whose worlds would work in the same universe as yours. And if your concept is that obscure, you might be making it harder for your own work to get published.

There’s a fine line between creating something familiar v. familiar, and obscure v. too obscure. Both extremes are dangerous. It isn’t difficult to come up with an original creature, but just being original doesn’t make it better. Making a great campaign setting requires loads of different skills, just like making a great rpg does. Most designers don’t have what it takes to do all parts of it on their own. But even those that do will be duplicating the efforts of numerous others—not to mention that it will take a lot longer and you’ll have a smaller setting as a result. That’s fine if you’re going for small. But even then, your game would be better if you ran it past a team of designers and they helped make parts of it or at the very least, added a few more worlds to it and gave their two cents for making it rock even more!

For a big setting like the Cosmoverse, where you want to travel the galaxy and do a lot of cool stuff, not just on one world, but dozens, that gets a lot harder and you have to tackle more concepts.

Worlds are big places and universes are even bigger, so chances are, most designers could, in fact, if they are reasonable, work together. While you have total control working alone, the odds of your project hitting the big times is far less than if you worked with others of like mind and put out something that really rocks!

With a team, each of you tackling the areas you are best at, sharing the work load and dumping all that duplication that comes from everyone working alone—wow, you have a chance at putting out something that might get somewhere! Sure, there’s going to be some compromises along the way, but what would you rather have, a campaign setting you designed all by yourself that never really makes it, or one that has a much greater chance of making it, because it’s had several pairs of eyes on it, each with their own specialties and the whole thing would be more polished!

Likely, there are parts of an rpg design that you just aren’t nearly as good at as other parts. On a team, everyone could do a portion of what they consider to be the funnest part (World design perhaps, or even more narrow —faction design, culture or creature design) and there could be some overlap (since plenty of worlds are needed for any sort of sci-fi or sci-fi and fantasy rpg) and then the designers who are better at other parts can do those parts.

Instead of so many designers feeling like they have to design an entire setting or rpg all by themselves, why not team up? Now, if you have a big ego, think you’re designers are better than everyone else’s, then fine, ignore me at your own peril. Have piles of money to spend and more time than God? If you feel so strongly, you probably wouldn’t work well on a team, unless you allow yourself to step down, get your hands dirty and listen to other creative and talented people like yourself.

Remember, I didn’t say you couldn’t be the boss. Every product needs a single vision and a single boss (with extremely rare exception, if any). But that doesn’t mean that everything is your way or the highway, or that the other designers on the team shouldn’t get plenty of respect or creative wiggle room to design their hearts out. It doesn’t mean that most of the decisions can’t be a team vote. Find common ground, stand together and be productive!

A team can work, and has—countless times for numerous companies. I did just that for Cosmothea 4.0, my roleplaying game, and I even put a team together to work on my Cosmoverse Campaign Setting. Mine. Yes, I used that word, but I gave them a lot of room to create (these sorts of projects are big enough that multiple people can work on their own thing without stepping on each other’s toes if they know what they’re doing), and frankly, with a universe as big as the Cosmoverse, I even gave them plenty of room to design their own planets if they wanted to (and that’s all most designers ever really want to do). Sure, you want the final product to feel unified and there are various factors to consider (this blog post isn’t meant to be exhaustive).

Want to know more about how to make that actually work, rather than fall on your face? There is a lot to doing it right and more than a few things to avoid, if you want to have a shot of making something bigger than you alone could accomplish (at least during a reasonable time period). This would work especially well if each designer is primarily responsible for 1 or more worlds, but if you sit down with your team (virtually or in person), get to know each other better, establish a bit of trust and respect, sort out what you are all good at and like to do, then make a battle plan and a commitment, you can get everything done, and done better than any single member of the team could have done!

I could write a series of posts on how to do it right and what to avoid and am still learning, but I don’t have a big ego. I want a great setting and a great game. While I have many answers, I know I don’t have all of them, and I’m not even talking about myself. You may already know a designer who you think you could work well with. Communication is one of the keys.

Me, I love working with talented, creative people and it pains me to so many designers working on projects that I can tell won’t make it, because they had some blind spots, lacked the finances to do things right, etc. If you don’t have a huge ego, consider finding another designer and talk and see if your visions can line up. If not, find another! If you would like to discuss the concept further or have had experiences on a team, I’d love to hear your thoughts!

Post a comment and let’s discuss or shoot me an email (bob @ I’m happy to offer some advice from my own experiences and would love to connect and discuss. Cheers!

Posted in Campaign Setting, Game Design, games, Hope, publishing, Roleplaying, RPG, transparency | Tagged , , , , , , , | Leave a comment

Blended-Genre. You gotta love it!


Blending-genres, like blending together certain foods, makes an entirely new dish—something special. You may not realize just how much you love #blended-genre because you haven’t really focused on it, just experienced it, like when watching Aliens, Avatar, Shaun of the Dead, Star Wars and so many other blended-genre (or multi-genre if you must) movies. We like to use the word, blend, as we prefer much of our stories to be not just overlapping genres, but genres that have moved in together and feel more natural, like magic used side by side with technology.

Sure, we all love single genre stuff—those sorts of things grab all the attention and most of the shelf space in book stores (they don’t even have blended or multi-genre sections, despite the huge popularity). I discuss this more in my book, Arcane Synthesis, along with presenting 8 blended-genre stories set within our Cosmoverse Campaign Setting.

Not everyone realizes just how many crazy cool things you can do in a blend of genres, rather than sticking with one, as if a pure genre is somehow superior to a blend, which simply isn’t the case. At QT Games we like a thick blend of genres and have devoted ourselves to publishing only blended-genre fiction and games.

Bacon by itself, like fantasy by itself, is great. Eggs? Yep, many enjoy eggs by themselves just as there are plenty of science fiction only fans, but there’s something really special about blending things together. It may not seem natural at first to blend science fiction and fantasy, but when done right, it’s a beautiful thing. You just need a good chef in the kitchen!

At QT Games, we specialize in writing #blended-genre fiction and games. So, it should come as no surprise that I adore blending genres together. As I posted this morning on Twitter:

The Cosmoverse is -genre adventure! Genres go together like bacon and eggs. Embrace the blend!

Recently, I started a fan club on Facebook called the Blended-Genre Collective!

Here’s the description:

The purpose of this group is to provide a friendly environment to discuss blended-genre fiction, movies, art and games—and our favorites!

Specifically, we will discuss topics in which two or more of the following genres are blended together: sci-fi, fantasy, superheroes, horror, mystery, crime, detective and westerns (and blended sub-genres from different parent genres). Because we also love post-apocalyptic and dystopians, they are welcome here too, even when they aren’t blended with other genres.
Genres? But I hate even the notion of genres!
No worries! We know the classifications are imperfect, but as long as you focus on the concepts, not the classification system, and maintain a healthy attitude, we’re pretty sure you’ll have fun here regardless!Blended-genre? But I prefer another term!
That’s okay too. We know there are other terms (multi-genre, genre-defying, hybrid genre, etc.) We have our reasons for calling it blended-genre, but this isn’t the forum for lengthy discussions on the topic. We don’t have to agree on everything, and that’s okay. Discussions about terminology are acceptable as long as they are kept brief.

Embrace the blend!

If the Blended-Genre Collective sounds like something you could sink your teeth into, ask to join our group on Facebook and we’ll slip you in! You can also participate in our blended-genre Play-by-Post game at the QT Games Forums, check out Arcane Synthesis (you can read an excerpt at our site), tell us what you think at our Facebook page—lots of ways to get involved! Thanks and have a great weekend, all!

Have a question or comment? I’d love to hear from you! Post below or email me at bob @
Posted in anthology, Arcane Synthesis, author, blended-genre, Campaign Setting, Cosmoverse, eBook, Fiction, free, games, novel, Play-by-Post, publishing, QT Games, Roleplaying, RPG, Uncategorized | Tagged , , , , , , , , , , , , | Leave a comment

QT Games: Upcoming Books


Hi all, for those of you not reading our QT Games Updates on Kickstarter, our forums or Facebook posts, we’ve been busy campers! As the logo above hints, I renamed my Shadow Hunter novella as there were way too many people who started using the name since I wrote the original story nearly two decades ago (or thereabouts).

At some point, I had renamed the creature and story The Shadow Reaper, and am now returning to that. Expect to see that novella on Amazon and before long! It’s waiting for the editor to free up some time so we can wrap that up. I spent a great deal of time writing many drafts and polishing it, so the editing cycle will be quicker and a better book will result. It’s an exciting blended-genre tale about a very unusual creature that lives in the shadows of its victims. Cool stuff. I’m pretty sure you’re going to get a kick out of that one!

Arcane Synthesis: A Blended-Genre Anthology still isn’t on Amazon (long story, but you can read an excerpt and see some fun art here!) I’m hoping to get it on there sometime later this year as I find time. You can find it on Drivethrufiction, however. That one’s a lot of fun and has Cosmoverse-focused stories in it by Ed Greenwood, Darrin Drader, Steven Schend, Robert Duran, Allen Farr, Lee Hammock and two by yours truly!

I just finished the first draft of Dead By Dawn, a most unusual story in that I allowed my Kickstarter backers to write anywhere from a sentence to a paragraph and then I wrote a story around them, adding in a great deal of my own words and brainstormed how to make them all work in a story. The result is a fun, sometimes silly tale of an alien invasion on Earth. I have a few more drafts to go on it before it’s publishable, but I think you’ll find it a fun read. (I’ll make it available for free once the backers get their copies.)

Once those two projects are behind me (hopefully very soon indeed), I’ll move on to my last Kickstarter promise: Cosmoverse World Tour #0. I’m about halfway through my first draft of it (a few scenes have already gone through a few early drafts) and finished drawing some of the art and maps for it.

The art is nearly done for the entire book. Bottom line, I’ll have 3 books on the market (two in 2016) and a freebie story to boot. And we’re just getting warmed up! I have several irons in the fire, including another novel, a board game, a card game and some rpg material. I’ve been working ’round the clock on several creative projects.

If you would like to see more top-notch goodies heading your way, please spread the word on Arcane Synthesis, and our upcoming Shadow Reaper novella. Your support and spreading the word will go a long way toward getting more great Cosmoverse and QT Games goodness into your hands. Questions? Comments? I’m all ears. Thanks, all!


Posted in anthology, Arcane Synthesis, author, blended-genre, Campaign Setting, Cosmoverse, eBook, Fiction, Game Design, games, Kickstarter, publishing, QT Games, Roleplaying, RPG, Uncategorized | Tagged , , , , , , , , , , , , , , , | Leave a comment

The Shadow Hunter (novella)


A starship is pulled through a dimensional rift and reappears in orbit around a ringworld. Soon after, crewmembers begin dying off one by one. Down on the ringworld’s surface, farmers and a nearby town are being terrorized by a dragon. Hunters show up, including a reluctant knight sworn to remove the threat, and a bounty hunter looking for another creature altogether—one who lives in the shadows of its victims.

Yep—another tale from my Cosmoverse Campaign Setting. I haven’t written an official book blurb yet for The Shadow Hunter, but at least now you have an idea of what I’ve been working on.

Back when I was running my Kickstarter for Arcane Synthesis: A Blended-Genre Anthology, I sweetened the deal mid-campaign by offering a free short story called The Shadow Hunter. It was based loosely on a creature I designed back in the 90’s that won first place in a TSR monster design contest.

The creature was to be published in Dragon Magazine, but the magazine’s owner, TSR, the original publishers of Dungeons & Dragons, changed course and decided all future issues of their magazine would focus on a new version of D&D they were just releasing (the contest was for the previous version). So, my winning entry fell through the cracks. I was glad to have won the prizes, but thought the creature was too cool to ignore. A year or two later—or thereabouts, I revamped the creature’s abilities and backstory some, changed its name and wrote a short story about it!

I only promised my backers that I’d edit the story again, since so many years had passed since I’d written it (I’d like to think I’ve grown as a writer since that time!) Instead of merely giving it another edit, I decided to rewrite parts and also expand the story. This new and improved version is around three times longer than the original, goes into more depth with the characters and in keeping with our niche, blends the genres and includes a new story as well. So, two very different, but related tales instead of one! Once I get it into my backers’ hands, I’ll release the story (now a novella) to the rest of the world. Fun stuff ahead, as promised.

In hindsight, offering up that freebie that I’m now spending loads of hours rewriting and expanding, wasn’t needed. It didn’t really give my Kickstarter the shot in the arm that I needed to push even further ahead with funding. I think by that time I’d already gotten the majority of backers that I was going to get. I just didn’t know a lot of people and promotion isn’t my forte.

Looking back, I’m fairly confident my already generous lineup of rewards didn’t need another goody piled on top. I had promised more than I needed to and was now committing to rewriting the story. And now it’s a big story and thankfully, nearly done. I don’t regret rewriting or expanding it, and I like to give things away when I can, but it is slowing me down from finishing actual Kickstarter rewards and other books in the pipeline.

I have two more rewards to hand out, and one of them—Cosmoverse World Tour #0, is a project that I came to realize after the Kickstarter had all the potential of a very solid series of books and even a card game to boot, so that too has been greatly increased in size. As a result, some of my rewards are being delayed well beyond what I’d promised (and I lost over a month dealing with my father’s sickness and eventual death to boot during it all). Of course, instead of releasing only one cool book (itself bigger than originally promised), I’m now releasing three, so while I blew past my deadline, my rewards and gifts back to my amazing backers are also blowing past my promises and giving something even cooler!

Frankly, I think The Shadow Hunter is a much stronger story now, and the Cosmoverse World Tour now rocks and I’m hoping to release it in a few months as well. Anyway, I should be done with The Shadow Hunter early next week. I’ve written several drafts. Once I’m happy with it, I’ll get it edited by my amazing, pro editor wife and will then revise as needed, which shouldn’t take long at this point.

So far, I haven’t put anything up on Amazon, which is where the real money is. Arcane Synthesis is available at a few online stores, but when I get the Kickstarter behind me, I’ll put all three books up on Amazon too.

Now it seems that over years since writing the story, the title, Shadow Hunter, has been used for a TV series and more recently, for another, extremely different novel, so I’ll have to come up with another name to avoid confusion. I already had the title and logo for the book. But now I think I should either rename it or give it a subtitle to help distinguish it. Thoughts? Anyway, getting stuff done and have a pile of fiction and game projects lined up behind it. That’s all for this post.

Let me hear from you folks, and please share this blog link with any friends you have that might like blended-genre fiction. If I can get the fan base big enough, I’ll be able to put a lot more cool books (and games) into your hands. So many small time publishers are cutting corners, but I refuse to do that, so we’ll always do our best to ensure high production standards. That means we take longer to get to market, but I think you’ll find they’re worth the wait. I’d love a review—we need to get the word out. Thanks for stopping by and as always, I’d love to hear your thoughts!  Thanks!


Posted in Arcane Synthesis, author, blended-genre, Campaign Setting, Cosmoverse, Fiction, Kickstarter, novel, publishing, QT Games | Leave a comment

Author/Game Designer Update

Hi all,

I wanted to get you a quick update on all fronts as I’ve been meaning to post for quite awhile, but have been unable to do so. Here goes . . .

So much has happened since my last post—the biggest of which is that I’ve been out of town and swamped for about a month (from early December to early January, with only a few days home before Christmas and then back out of town). Too busy to blog or do much of anything else. Everything’s been on hold and I am just getting back on my feet. The biggest of the bad part was why I was gone.

My father lived on a farm in Maryland and became deathly ill around Dec. 1st or 2nd. I flew out there right away and looked after him all day every day at the hospital with my sisters (also from out of town) and his girlfriend, then around the clock at home when he got out of the hospital. He seemed to stabilize somewhat (neither getting better, nor worse) and I had piles of work (I’m the only artist on staff at my day job) and bills to take care of back home, so I left him in the hands of my two wonderful sisters and his terrific girlfriend. Sadly, the cancer was just too advanced and he passed away on Christmas Eve from 3 types of cancer, Stage 4.

I flew back out there Chrismas night, taking a red eye. There’s still much to wrap up regarding my father, his bills, farm, etc. so I’ll be dealing with all that for some time to come, but things are somewhat back to normal—well, a new normal. I loved him very much and will miss him sorely.

I didn’t have time to write during all that. Last night was my first night back to writing in a month. I’m back to revising and polishing The Shadow Hunter, a novella that should be completed soon! It is part of my Arcane Synthesis Kickstarter (only beefed way up from what I promised—a bigger, cooler tale). After I finish the last remaining rewards, I’ll be diving into a sequel to my Voices novella. After that, I’ll be back on track and jump on The Living Train, I imagine.

Game Design:
I’m still working on the Cosmothea Blended-Genre Roleplaying Game when I can, and have made a few nice improvements lately. I’m really excited about the game and Cosmoverse Campaign Setting, but finding time to work on them is challenging. I brainstorm in my car nearly every day, looking for ways to improve and polish. And they are improving!

Almost all of the heavy lifting mechanics are long behind me. What’s left design wise is mostly filling in blanks, writing out the rest of the spells, monster and alien stats, weapon info, that sort of thing. Of course all that still takes a huge chunk of time. And of course there’s a lot of playtesting and polishing to do too, plus commissioning and doing a lot more artwork.

I’ve been torn for quite awhile about this blog —whether I should keep bouncing between the setting, roleplaying game, board and card games and of course my fiction, or whether I should start a second blog and have one for games and one for fiction (but the Cosmoverse is both gaming and fiction, and I don’t know if I can nurse to blogs at the same time).

Problem is, my fan base is still small and I’m not sure how many are even reading these posts (I get very little feedback as it is). I do appreciate those of you who do read it. The thing is, few ask questions or provide feedback. Of course some of that happens on my forums and via emails, but I’m just feeling out of sorts with the blog. I feel it has included a lot of good stuff in it, but it’s not getting the attention and feedback I was hoping for.

If you would like me to continue or if there are questions you have for me regarding any of the above, please let me know and I’d be happy to address them. No matter what I choose to do regarding the blog, I’ll keep you up-to-date, and I’d love to hear your thoughts! QT Games isn’t fading away and I’m not crawling under a rock, but I need to sort out how to proceed from here on. Talk with you soon!

Posted in anthology, Arcane Synthesis, Art, author, blended-genre, Campaign Setting, Cosmothea, Cosmoverse, Fiction, Game Design, games, Kickstarter, Life, novel, publishing, QT Games, Roleplaying, RPG, transparency, Uncategorized | Tagged , , , , , , , , , , , , , , , , , | 2 Comments

Designer Diary #16: Free eBook + RPG design—Asking the Tough Questions


Happy Thanksgiving to my US friends! Happy Sunday to the rest of you! I’ve got good news and possibly not so good news (depends on your point of view). First the good news! We’ve got some free fiction to give away! I’ll tell you how shortly, but now the bad news (which isn’t bad at all if you like what we’re doing). This post is Part 4 of a series (but you don’t have to read the other parts if you don’t want to. I just happen to think gamers will find them very interesting).

Either some of you guys and gals are trying to keep me from becoming too proud by not rushing out to get a FREE ebook of Arcane Synthesis, a very cool blended-genre anthology based on my Cosmoverse Campaign Setting, or you already own it, or maybe you just haven’t noticed my blog till now in the vast sea of blogs. (Btw, you can read an excerpt of my book and see art from the stories at the link above!)

This blog is about both fiction and gaming. Specifically, it’s about my Cosmoverse Campaign Setting (and the stories I write about what goes on in the Cosmoverse—the cultures, creatures, myths, magic, etc.) and my Cosmothea Blended-Genre Roleplaying Game (the pen ‘n paper/pencil and paper variety). But you don’t need to know anything about setting or even about roleplaying games to enjoy the ebook. You just need to like fantasy and science fiction!

This promotion runs until the end of November. (See Designer Diary #13 for the simple rules —mostly don’t be a spammer!) But as we’re running out of time, I thought I’d make it even easier for you to get your hands on a free ebook (I know, Cosmothea and the Cosmoverse are one of the oldest rpgs and settings you’ve never heard of! But now’s your chance. Don’t let this simple opportunity slip away!) Here’s what I’m going to do:

THE NEXT TWO PEOPLE who post a legitimate comment on my blog (on any of my posts) not just “Like” the blog (though that’s appreciated), prior to December 1, 2015, will get a free ebook of Arcane Synthesis just for participating! (Again, be sure to see Designer Diary #13 for basic rules.) Once I’ve given away 2 books, if there’s still time left in the month and people are commenting, I’ll randomly give away an ebook for every three qualified comments! Pretty nifty, huh?!

Why am I doing this promotion?
I’m pretty sure you’ll get a kick out of the Cosmoverse and the cool stories we’ve put together, not to mention others we have in the works, so it’s an easy and fun way for you to find out about us!

Okay, now back to our regularly scheduled program . . .

Continuing my series on asking the tough questions about roleplaying game design (See the earlier parts of the series for more Q&A!), here’s the last unanswered question from my earlier blog post. Ready? Here goes:

Did you ever ask yourself if we even need another RPG or setting?
That’s actually a bigger question than you might realize. During a Chatroom interview last year I was asked that question. (The interview was basically an open Q&A at the RPGnet Chatroom—they’re a great bunch of guys and gals—special thanks to my good friend Dan Davenport!) Dan invited me to talk about Cosmothea and the Cosmoverse. It was very early on in Cosmothea 5.0 and many things have changed since that time.

The person who chimed in and asked the question picked the wrong venue for it, since it pertained to the industry as a whole, not to QT Games specifically. Further, I began designing my rpg and setting long before most others. There were hardly any games and settings on the market when I started. (See earlier in this series for more on that.) But the question itself is still a very good one, and I’ve thought much on it over the years (long before that person asked the question).

We certainly don’t need another mediocre rpg or setting, that’s for sure. There’s plenty of those, and that’s one of the reasons why I’ve spent so many years working on Cosmothea and the Cosmoverse. There’s some pretty good and a few great games and settings out there, so I’m not bashing. But just like ice cream, no one rpg or setting will ever be everyone’s favorite—and that’s okay. There’s plenty of room for another great rpg and certainly another great campaign setting!

That said, there are a finite number of gamers out there. That’s the bigger issue. You can only slice up the pie so many ways. I’ve backed competitor Kickstarters because I want to help others succeed, even if it hurts my odds. I mean, my bottom line is to have great games and settings on the market, but as a company, I want mine to be in that lineup. The more I help others, the more it hurts me in a way, but the more it helps the industry as a whole become strong. We all win if we can get more gamers in the mix and the level of quality higher on every game coming out.

A gamer can only play so much and the industry can only handle so many games before the number of gamers per game gets so diluted that it’s nearly impossible to make any money worth mentioning on your game unless you’ve both got the hottest two or three products out there and also have a decent sized group of gamers that actually know about your products and are willing to risk their time on them.

As it stands, very few game designers make enough money to bother mentioning—some don’t even break even, because there are so few gamers playing, fewer buying (since you can often play a game that someone else owns and there are pirated versions floating around too, sadly), and many of those gamers who do buy don’t want to spend much money (never mind the fact that you’ll get way, way more hours of fun out of a decent rpg than you ever will out of an XBox or PlayStation game, but hey, money is limited these days, and they likely already sank a bundle on games they already own).

Those that are making money selling their rpg material will tell you it wasn’t remotely easy and wasn’t much money. We game designers do it because we love it. I’m just saying the deck is stacked against indie developers and against innovation, since if a lot of things don’t go our way, those of us developers in a position to do truly cool stuff, can’t always do it, for lack of money. But some of the big boys like WotC do not enjoy the freedom indie developers have to put out a truly great product, because there are fewer suits calling the shots, and an upset fan base to please. Even Paizo, another huge player in the field has to be careful not to kill off sacred cows and upset the apple cart, though not as bad as WotC, makers of D&D.

We also don’t have their overhead, so our decisions can be based on making a better game instead of pleasing our bosses and previous fan base. I’ve put in more brainstorming than most game designers, which has given me an advantage (not that it means I’m any better than they are or that my game material is any better, but I’ve been around the block more than a few times). But because it’s so hard to find the money, time and get everything just right, I think more designers ought to be teaming up to put out a better product than what they can design on their own.

When I was working on Cosmothea 4.0, I brought on board other designers and authors and listened to them. I’ve talked about teaming up before, so I won’t rehash the advantages and disadvantages here.  So far, I’ve been doing Cosmothea 5.0 mostly on my own, since I have so little money these days, and I still think it’s a much better game, but for different reasons—my vision has been improved since then for one, and I will build a team again before I finish it, to make it the best it can be.

Making great rpgs and great settings is quite expensive. Personally, I think there are way too many designers out there who might have had a stronger, better product if they had teamed up with another designer or two. I think we need fewer, but better games. It’s very achievable. Some are already doing it, but we’re also seeing a lot of games that have one or two cool ideas and the rest is lacking and could have been better if they combined visions and images into a better, unified whole.

Now, if we introduce more people to games and insist on higher quality games, not just allow ourselves to go with the flow and buy whatever WotC puts out no matter how good or bad that version of D&D might be, we all win. If we automatically just assume theirs is the best, but encourage and support indie designers and encourage superior game design, and take the time to discover if there are in fact better games out there, again, we all win. That would force even WotC to put out better products.

Fortunately, there’s some brave gamers out there, and they often get to enjoy a better gaming experience, finding obscure games with potential (and in some cases, a not so great experience—that’s how gambling works. Sometimes you win really big, and other times you lose. Now, I’m not advocating gambling, but in this industry you can try things out without getting hurt. There’s usually a playtest or demo you can try, for example!

Funneling the vast majority of the gamer money base into a small handful of games by companies actually hurts the industry, stifling creative game designers who see the abysmal return rates for their hard efforts and are often driven to other industries or to support D&D or Pathfinder products, even if they are inferior products, rather than support game designers like myself, who risk much by chasing something off the beaten path, at the cost of making some money in the industry early on.

I could make a Savage Worlds or Fate version of the Cosmoverse, and maybe I will one day, but no game system will better support the exciting gaming experiences you can get in the Cosmoverse than with Cosmothea, since it was built for it, and I don’t think that advantage is wise to ignore. It means less money in my pockets, but the chance for a better gaming experience for you, so I’m still doing it.

There’s nothing wrong with supporting existing games instead of what I’m doing (hey you gotta eat), but if we don’t support indie designers doing their own creative projects too, it’s more than likely that some really terrific products will never get onto the market, which means we all lose.

Now, it’s important to have games like D&D out there—and I don’t think it’s a horrible game, and WotC does help breath life into the industry, by bringing in more gamers, but like Walmart, it can kill off the mom and pops that innovate and help make the industry great—or at least could, if given the chance. A great rpg or setting done by an indie press helps raise the bar on quality across the board, if it can gain attention (that’s where you come in!) So, to summarize, we don’t need new products unless they are great.

Cosmothea could be the best rpg out there and still have next to no one playing it, which would be a shame, just as it already likely is for some other good, but unknown games out there. Quality and consumer base don’t really match up well in this industry where D&D is a household name and people grow up playing it not even realizing there are other, better games out there.

To some degree, it’s kind of like the deal with PC’s, some grew up using them, and therefore assume they must be better than Macs by default. I’m not saying Macs are better, but you just don’t know what’s good until you give it a reasonable chance, and many games are not given that.

People bash or ignore things all the time that they’ve never really taken the time to discover the truth about (God being perhaps the best example), but then some are introduced to a game in a very poor manner, as not every gaming group or GM is worth spending time with (I’m sure you, just like me have met gamers before that have gone off the deep end, are arrogant, etc. just as you’ve met Christians who have as well, but neither God, nor a game should be blamed for the failings of those who follow it.) Many gamers don’t take the time to learn other games to find out what’s good or better. Further, game designers tend to be their own worst enemies, but I’ll tackle that in a future post.

Further, once you’ve spent a good chunk of change to play D&D (it’s not cheap, unless people loan you their books), you aren’t keen on spending money again on something else. That’s natural. You already know how to play one game so you tell yourself you don’t need to learn another, but every game plays and feels different (except for some D&D clones).

Even though D&D is arguably far from the best game on the market, it does have good promotion and marketing, it has above average quality art and editing. It has inspired many games and does many things right. But yeah, there’s other even better games out there.

I think what I’m doing with Cosmothea is better, but so are many games. Of course Cosmothea isn’t even the same genre as D&D per se—I just mentioned D&D since I figured you’ve heard of it. D&D is fantasy. Cosmothea is a blend of fantasy, science fiction, superheroes and horror. It’s a much bigger, more ambitious game. Therefore it has a different target audience, though some of the gamers will be the same, of course—maybe many of the gamers. After all, you can play Cosmothea as pure fantasy if you want to, ignoring the other elements.

As for the setting, the Cosmoverse supports way more than anything D&D has ever offered, but again, it’s not a fair comparison, because D&D is only offering fantasy (though they’ve dipped into scifi a little, just barely—mostly others have rewritten it to fit). The Cosmoverse doesn’t focus on a single world. We have loads of worlds and a lot of cool opportunities. So, it could simulate the sorts of experiences you could have in a number of existing settings, though we go our own way, not wanting to copy others (actually, we did many things first, but I’m not boasting—how can I? We never put anything on the market until 2014). The Cosmoverse isn’t generic, but it’s not small, like most settings (again, see earlier posts for more on that).

To personalize this more, do we need Cosmothea?
No, we don’t, but then we don’t need the big pile of games we have, including D&D, Pathfinder, Fate, Savage Worlds, the Hero System, GURPS, etc. We don’t need lots of games and lots of settings. We only need the one or ones we want to play. Me, I do NOT like playing multiple game systems (or multiple settings for that matter) just to fulfill the needs of a story I want to tell or play, but that’s what I’d have to do with most games out there (or spend tons of hours putting together house rules and hope for the best). Nor do I want to play an uber crunch game, like most of the games out there that can handle the blended-genre experience I’m going for. And while there are uber lite games out there, except for doing PlaybyPost online, which has unique limitations and advantages that I’ve adapted versions of Cosmothea for, around the tabletop I’m not interested in the watered down systems either. There’s nothing wrong with either type, but I (and I’m betting many of you) are looking for something else.

We don’t always realize there’s something better suited to scratch our gaming itch if we don’t try other games and settings. It’s more a matter of what sort of gaming experience you are interested in. That’s the question you have to answer, and it’s not always easy to discover. If you never ate cake, you would be hard pressed to accurately determine if you liked it. Some things you know right off the bat. I hate what falling down feels like and I can reasonably expect that falling down from a cliff would hurt more than I need to experience to find out. But for many other things, some experience is necessary.

By default, many started playing D&D for fantasy, Traveller for science fiction and/or Champions or Mutants and Masterminds for superheroes but there are loads of games out there, some of them arguably better. I’m not putting them down, there’s something each of them does fairly well. Likewise, most gamers turn to the settings they’ve heard a lot about without trying others that are just as good, if not better. Now, to some degree, great games and great settings tend to bubble to the surface, but this isn’t always the case—not by a long shot.

Not all of us have piles of money to produce glitzy books, advertise, etc. though we hope to get fan bases large enough to support Kickstarter campaigns in order to do just that. Gamers are often gun-shy about trying new things, just like the rest of the world. That’s why it’s always a struggle for small companies, new authors, etc. to gain a foothold.

Everyone has to start somewhere, and having played plenty of games, researched others, studied the market and spent as many years as I have revising and improving Cosmothea and loving the gameplay and concepts, I’d say yes—yes we need Cosmothea as much as we need the games already out there. And in some cases, we need it more—for those that love blended-genre action without the uber clutter and awkward mechanics most current games include (or the watered down approach you find in others).

I think Cosmothea has much potential and sports a pretty powerful engine under the hood, and once I get the timing adjusted—finish up this latest iteration, I do indeed think many would enjoy it very much. Whether it will ever take off or not remains to be seen. There are many games out there after all, and not every gamer is brave enough to try something new—well, new to them.

Do we really need the Cosmoverse?
Again, no, we don’t need anything. We don’t need the piles of settings that are out there, but yes, Cosmothea is very special and offers more than most settings offer (well, that’s not really true. By that as I prefaced in an earlier blog post, I’m talking about if the Cosmoverse were actually on the market—what it actually offers as a product line, not sitting on my home computer, of course!) And it provides its own experience. That experience can in part be experienced in other settings ·and the same thing can be said of many settings—most, if not all, have combat, taverns, boats, sky, swamps, etc.), but the whole of it is something I think has huge potential and would be enjoyed by a great many people if they gave it a chance, whether in the form of fiction or roleplaying. I’m hoping they will love it, which is why I’ve invested most of my life in it, and a great way to start is by reading our fiction! Arcane Synthesis just scratches the surface of what we’re offering, but it will give you a taste, and it’s a lot of fun!

We’re doing some things with the game and setting nobody else is doing. Our own special blend and concepts—like our unusual magic system and Threshold system, but yeah, some concepts are already out there (and of course some of them we did first, but we’ve been horribly slow to the market, lacking significant money to move forward. I’ve designed dozens of games and have written piles of stories, yet I keep returning to Cosmothea and the Cosmoverse, so for me—and I’m betting for many of you, these are just what the doctor ordered. But I’ll leave that for you to decide!

Forgot to mention earlier, but during the holidays, I’m only going to do about one post every 2 weeks. Hopefully starting January, I’ll go to one blog per week. We’ll figure that out when the day comes. Starting my next blog post, I’ll ask some more tough questions I haven’t mentioned yet. Then I’ll jump back to delving behind the scenes and talking more about upcoming fiction and games. Sound good? Let me hear from you in the Comments. Thanks!

[Okay, that post was crazy long. Really sorry about that, folks. Please don’t hate me! This post covered a ton of factors that go into that one question, and also dips perhaps a bit further than I should have into related bits. I promise my next will be way shorter!]

Posted in anthology, Arcane Synthesis, author, blended-genre, Campaign Setting, Cosmothea, Cosmoverse, eBook, Fiction, free, Game Design, games, novel, Play-by-Post, publishing, QT Games, Roleplaying, RPG, transparency | Tagged , , , , , , , , , | Leave a comment