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The
Most Dangerous Column in Gaming
Cradle
to Grave: The life of a
tabletop RPG product Part I
By Ryan S. Dancey
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In the previous column
What the Heck is a Business (Category) Manager, I alluded to a group called
a "cross-functional team" that does the work of creating tabletop
RPG products and getting them on sale. This column is going to explore
that process in more depth. Hopefully, it will answer some questions you
may have had about how and why certain products get made when certain
other products do not.
Lets start with
the most basic beginning step, the "A HA!" idea that gets the
ball rolling. To be honest, some of these moments are less dramatic than
others. Sometimes, a product is the result of an unfolding strategy--it
doesnt take much inspiration to decide that there needs to be a
Part II in a three-volume series. Some of the most interesting products
we make started in just this fashion, however. Thats where the spark
of creativity makes the difference between just filling in the blanks
and making something really special.
Other times, the original
product idea is spurred by a designer or editor, or someone else in the
organization with an interest. The idea may be something as simple as
a one or two sentence pitch, or as complex as a multi-page
document that involves products from many categories of business and many
years of development. In the early 80s at TSR, that process is how
the Dragonlance brand was created. Some game designers, some artists,
and some managers all got together after hours and brainstormed ways to
get more "Dragons" in Dungeons & Dragons. The final report
that they created was so persuasive that TSR invested millions of dollars
in the idea, created a fiction-publishing group to produce the novels
and started talking seriously to computer game licensors.
This is one reason
why were always talking to fans at conventions and on line about
what theyd like to see. Perhaps someones suggestion clicks
with a designer or a manager, and a product proposal gets drafted. If
youd really like to see a particular item produced, the best way
to help make that happen is to make sure weve heard the idea. Were
not looking for completely finished products or even detailed proposals
(those go through an R&D process or into submissions for DRAGON and
DUNGEON magazines); what we like to hear are wants and/or needs. Like
"I really want a product that explains how the Kua-Toa who are fish
people came to live in underground caverns," or "I need a product
to help me quickly determine how big a town is, how many NPCs of note
live there, and what classes and levels they have."
In any event, product
suggestions come from many sources and at any time of the year. The decision
to go ahead and make a product, however, is made at very specific times
of the year. For most of the Dungeons & Dragons game product, the
decision to "greenlight", or fund, the development of a product
comes in the fall. After everyone gets back from Gen Con and the other
summer conventions, we sit down as a group and talk about what kinds of
products from all the suggestions that have been made should move forward
into more formal design. The discussion usually involves people in R&D
and from the brand teams; but the final decision to go ahead is made by
the business managers.
At that point, a document
called a "Spec" is created. The spec document contains everything
that R&D needs to know about the product to begin design. Hopefully,
a product doesnt get "Specd" until R&D agrees
that the product can be produced, but from time to time exceptions happen.
Once the product has been greenlighted, various designers in R&D start
thinking about working on the project. They make their interest known
to the R&D administrative staff, which create a master schedule of
design and edit times. Where possible, the R&D team tries to assign
designers to products that they have specifically requested to work on.
It is very rare for a designer to be tasked with a project they have little
or no interest in. In previous years, when TSRs output was much
higher, that situation might have happened more often. However, our new
focus on making fewer, more interesting products has cut these incidences
to essentially nothing.
Once a designer is
assigned, the first task to be completed is an outline, basically a rough
overview of what the designer plans to write to meet the objectives set
forth in the spec document. Designers often talk to fans, playtesters,
and other employees at the company to figure out what people want to see
in a finished product. Sometimes, they go off by themselves for quiet
reflection and return with a really stupendous new idea. The outline is
presented to the Creative Director in R&D, who is going to oversee
the product, and to the business manager to make sure that the outline
conforms to the spec. If the product was requested as a part of a brand
initiative, a brand manager may also be called in to review the outline.
Assuming everyone
is happy (and we usually go through one or two revisions to make sure
that everyone is on the same page), the designer starts work on the product.
In general, each designer at Wizards is expected to produce about 32 pages
of completed, researched and playtested work every month. If we publish
a 96-page book, you can usually assume that the product took three months
to write. During this time, the designer keeps the Creative Director updated
with partial turnovers (parts of the potential future manuscript) and
a dialog about how the work is going. The playtesting feedback loop going
on during this time is always helpful, and some of the most interesting
things that have appeared in our game products come from things playtesters
do
Once the manuscript
is written, it is handed over to a team of editors. At Wizards of the
Coast, editors do more than just check spelling and grammar; they are
also responsible for polishing the manuscript, making sure that it adheres
to certain internal standards (like stat block presentation) and making
sure that it is a very high-quality product. The editors work closely
with the designer to make needed changes, with the result that the editors
often spend as much time working on a manuscript as the designer did writing
it. Assuming an average turnaround, our example 96-page product probably
has two to two and a half months of editing time involved in it.
While the product
is in editing, an Art Director gets involved in the design. During this
time, artists are contracted to create the interior illustrations and
the cover artwork. Graphic design resources inside Wizards of the Coast
are used to typeset the product, design borders, logos, and cover treatments.
Once the art is assembled, the text is typeset and the cover art is ready,
the whole package is moved into the production department where the product
is prepared for printing.
That about wraps up
the first part of this process. Thanks for listening! Next week, well
talk about exciting new technologies like direct-to-plate printing, and
how we decide to market a particular product; plus well look at
how we get stuff from our warehouse to your bookshelf!

Ryan
Dancey, formerly Dungeons & Dragons brand manager,
is the founder of the Open
Gaming Foundation.
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