>Alan Kellogg wrote:
>>
>>  > I must admit to having had a few visions of the Great B&W Comics Glut
>>  > of the late 1980s.
>>
>>  Or, for a more recent event, the Great TCG Glut of the early 90s.
>
>Indeed.
>
>Speaking as a contributor to one of the free fansites out there (and to
>touch on someone's earlier comment, we *do* have an editorial staff),
>there *are* certain features we simply cannot provide as a
>not-for-profit; professional-quality artwork being the primary loss I
>regret.
>
>On the other hand, I am very glad to see folks aware that charging for
>product does not eliminate chaff.
>
>John W. Mangrum

Which leads me to this observation, as an industry we must raise our standards.

True, some companies are producing professional product, but all too 
many companies put out trash. Not because they want to, but because 
they rush product into production.

Sometimes this is not through their own doing; back in the early 
1990s GDW rushed Dangerous Journeys: Mythus into production because 
of "urging" by JVC, which was then working on a computer game 
version. Lester Smith (author/designer of Dark Conspiracy) was given 
three months to edit a 1,000,000 word manuscript, *by himself*. The 
game suffers for this.

But then you have companies who rush into production because they 
just don't care. Then bitch and moan when people don't buy their 
crappy product.

What do I hate? Prose that resembles the Missouri after a sewer 
spill. Editing by dyslexic baboons. Unnecessarily complex game 
systems (if it takes more than a paragraph to explain the core 
mechanic, it's unnecessarily complex. If it uses more than one 
mechanic, it's unnecessarily complex.) Supplements that contradict 
the core rules and/or other supplements. Artsy-Fartsy layout (Kult, 
anybody?). A fucking attitude.

Let me expand on the last. You know the type, some clown who thinks 
his work is above the plebeian horde, a piece of art, and anybody who 
dares pan his magnum opus is a cad with the taste of a pig-raised 
Philistine.

Things you must do if your product is to make it:

Rewrite! Nobody writes perfect prose the first time around, 
everything can be improved. The best prose is prose that flows; prose 
the reader gets lost in, until he reaches the end and learns the 
day/night has gone by unremarked. You want to make the experience 
enjoyable, not a chore.

Edit! Even the best writers make mistakes, even the best writers miss 
things. give the manuscript a thorough going over, and do it 
repeatedly. One pass-through won't do it. You miss a lot with a 
single read through. Furthermore, have at least two editors on the 
project; each will catch things the other missed. Finally, give them 
the time they need to do it right. There's a reason it takes a year 
or more for a novel to make it from manuscript to hardcover, and a 
lot of it is the editing.

Formatting. You have to make sure that not only does it look good, 
people can actually read it. It could be the best adventure ever 
done, if nobody can read it, it's shit. Never let graphics overwhelm 
the prose. Always use a good text font except for special sections 
(examples of play, "journal entries" etc.), where the font used must 
still be legible. Never let the background "drown-out" the text 
(Aria's first printing anybody?)

Artwork. Make sure it's appropriate and good. Doesn't have to be 
professional, just good. If an artist can't stand rejection, don't 
use him. If you can't get any art for your work, do without. It's 
better to go with plain text than with lousy art. Most important is 
the cover art. A bad illo will drive potential customers away, a good 
one will attract them, while a fantastic piece of art will draw them 
like hungry locusts.

Title. Many a good game has been killed by a bad title. You want one 
evocative of the game, one that fits. You don't want a title that 
promises one thing, while the prose within gives you something else 
entirely. A title you can read is also helpful, but that falls under 
graphic design.

Graphic Design. Be consistent, when you have decided on a look for 
your product, use it consistently throughout. In those *rare* cases 
where a different look is called for, use it when there is a damn 
good reason, not because it would be a neat idea. You want to be 
consistent.

Marketing. Sell the damn thing; if people don't know about your 
effort, they can't buy it. Set up an advertising fund for your new 
product, and use it. Get the word out. And use your customers. 
Encourage fan efforts, adventures, supplements, websites, fanfic, 
whatever. Set up a website of your own, and include links to official 
and unofficial fansites. Take submissions from your fans, and buy 
those that have potential.

This all could be expanded on and improved, but I've gone on long 
enough. Don't feel you have to quote the whole thing when replying.

BTW, J.W., could you give us the URL of your site?

Another lengthy pontification from:

Alan
-- 
Perilous Perambulations, <http://mythusmage.freewebsites.com>
-------------
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