NSR 1:
Hi Meg! We met briefly in the lobby post-Metatopia and you gave some great advice re: starting in IndieTTRPGs. For the benefit of everyone I’d like if you could repeat/expand on that.
I’m a young game designer about to publish my first successful Kickstarter and I’m at a point in my life where I need to make a career shift. I’m debating whether or not to pursue IndieTTRPGs as a full-time profession or pursue this on the side, what advice would you give me?
For Vincent or Meg, I revisited lumpley’s website and noticed that your children are also listed as designers in your company. At what point did they decide to start making their own games? Was it something that seemed inevitable for them?
Vincent:
It did! I’m sure they all started making games before they were 10.
I think that Meg and I are harder on them as designers than we’ve ever been on any of the other young creators we’ve known. They’ve each individually made the leap from childhood, student game design to become our genuine collaborators. It’s wildly cool.
NSR 1:
I’m abnormally excited to see and play their games!
Meguey:
Short story time! 20 years ago, our daughter Meredith was 7, hanging out with Vincent and Joshua A.C. Newman, playing LEGOs, and she said “There should be a game where you make giant robots out of legos and then you fight” and Vincent and Joshua said “Yes. Yes there should.” So arguably, by age 7?
We literally call it “the family curse of game design”, and if you hang out in our house too long, it has been known to be mildly contagious!
I think this sort of “doing what the parents do” is very similar to lots of families, though - my sister owns a construction company and her kids think it’s just a regular thing to build a new shed or travel trailer or treehouse or whole entire studio, because they have seen it done in a matter-of-fact way. Our kids see the same thing for game design and publishing a book.
Meguey:
I’m a young game designer about to publish my first successful Kickstarter and I’m at a point in my life where I need to make a career shift. I’m debating whether or not to pursue IndieTTRPGs as a full-time profession or pursue this on the side, what advice would you give me?
Ok, here’s my honest-to-goodness advice, which I believe is the advice I gave you at Metatopia: do anything else first. And also design games. Whatever you do to pay the bills, do it. And also design games.
Living off your creative design work is Not Easy, and there are very few folks in what gets called “the ttrpg industry” who do so. I have a job as a museum curator, and I hunt grants with a dedication that comes from liking to eat and have a warm safe place to sleep. Until 2016, Vincent had a job doing AV/tech support for the local teaching hospital. And we also design games.
There’s a true saying, that success in any creative endeavor takes a decade of hard work, and overnight success takes 15 years of hard work. The thing is, to be enthusiastic about your design work, talk about it, run your games, for heaven’s sake finish your game (meaning playtested, proof-read, edited, ready for layout) BEFORE you crowd-fund; there’s little that will crush inspiration faster than promising folks you will be inspired and accepting their money on spec.
In terms of work, you need three things from a job: people you like being with, a sense that you are learning something or are part of something you feel good about, and enough money to pay the bills. You can get by for a while with two out of three. Lots of us occasionally have to buckle down and just pay the bills, but it’s not really sustainable. So make your career choices in terms of what will give you the most useful life experience or will best cover your costs or puts you around folks you like and can learn from. And also design games. If you get a chance to make the jump to full-time game design work, weigh it against those three things, and you will be able to know if it’s actually viable, of if it’s not yet the right time.
NSR 2:
This is all so very very true.