Table Manners: How (Not) to Talk to Gaming Professionals
Disclaimer: This is not intended as a snide dismissal of fan input, or an attempt to crush anyone’s dreams of working for a game company. It’s intended as practical advice for anyone who wishes to contact a game designer, whether it’s to bring up mistakes they feel they’ve uncovered in that designer’s games, suggest improvements they think could be made to the system in question, submit a proposal for a possible game supplement, or even to just inquire about writing opportunities with a particular company or game line in general. For the curious, it’s written from the perspective of someone with almost twenty years of professional game writing experience as everything from a freelance writer to a full line developer, who also knows a large circle of fellow game designers at companies large and small.
Without a doubt, we’re living in an amazing era of game design. Kickstarter, viable small press distribution, improved print on demand services, high quality PDFs, and the increased ability of individuals to reach and capture the attention of the market has transformed the tabletop rpg gaming business. Part of that evolution has been a radical transformation in communication between game designers and their fans – while in the past you might have a company forum that employees occasionally replied to, or some RPG.net exchanges with a favorite designer, a lot of the time game companies of old were often hard to decipher.
Now, though, the world of game design has become increasingly transparent and approachable, with designers blogging about their latest rules or system changes, crowdsourcing advice on game design forums, incorporating backer ideas as Kickstarter rewards and so on. As a result, things like talking directly to the creators of a game about problems you have with a game, submitting a proposal for an idea you have about a possible game supplement, asking about playtesting opportunities and the like are easier than they’ve ever been.
Before we talk about how to approach your favorite designers, though, there are a few general things you need to know about the gaming industry:
About the Business
Gaming Is A Small Industry …
Make no mistake, there are still some larger outfits still out there – Paizo, Wizards of the Coast, Fantasy Flight, Steve Jackson, just to name a few – but a significant portion of the tabletop gaming world has moved to a different model, one centered around small design houses or even individual designers. And even the “big” companies aren’t exactly Shadowrun-level zaibatsu, at least compared to what counts as a “large company” in most other industries. With that in mind, you need to understand that most companies either produce everything in house, or bring freelancers aboard on a work-for-hire basis to do their projects. There simply aren’t “entry level” permanent positions available at a lot of gaming companies – you’re either one of a small number of permanent staff, or on a roster of freelancers they hire when they need extra project hands. How to make it on that roster? Read on.
… And Everyone Knows Everybody
When it comes to publishing games, even with the self-publishing, print on demand, and the indie explosion, you’re still not talking huge numbers of industry people, and many of them have been in the business for years. Quite simply, a lot of them know each other, and they talk. Which means that if you develop a reputation as a troll, a pest, a deadbeat, a flake, or some other sort of potential undesirable, word of that behavior will travel a lot farther and more quickly than you might expect. (Conversely, a good reputation as a polite, creative, and reliable individual goes around too, and can pay off in unexpected ways at unlikely times.) Meditate on that a moment before sending a snarky reply to a designer’s email or posting a flamebait review.
Gaming Isn’t A Get Rich Quick Environment
Like a lot of entertainment fields, game writing is not exactly a path to fame and fortune – people do it because they love it, not because it’s going to buy them a separate Gulfstream for their dog. Don’t get me wrong – there are plenty of successful game design professionals out there who make a living doing it! But generally speaking, the definition of successful is going to be a lot more modest for this field than, say, what we usually think of for a successful actor, athlete, or medical specialist. Be prepared about that reality and therefore realistic in your related expectations.
Check Their Application/Submission Process
If you’re interested in applying for work or submitting a proposal, make sure you read and adhere to any submission guidelines the company has posted. (If they don’t have such guidelines posted that’s usually a good sign they’re not looking for those things, though you can always check to make sure.) When I became a line developer, I was told the SOP was to destroy without reading any submissions that did not follow the posted guidelines, and I’ve since learned this is a pretty universal rule (it’s also often a legal thing). It may break your heart a bit to try to condense your 300 page sourcebook into a two page pitch, but if that’s what they want, trust me, doing otherwise just about guarantees that your submission will be deleted unread.
Read Their Work/Play Their Games
This probably seems like the most elementary step, but when I was with White Wolf, I got more proposals/critiques than you might think that demonstrated a clear lack of familiarity with our games. If you’re going to contact a game designer about working for them or offer a criticism of their work, it’s generally best to at least read through the material once or twice, if not actually log some time playing their games. If they have a blog, that’s usually worth a read too, if only to see what they’re thinking about, learn any pet peeves you might want to avoid, and generally get a sense of who they are as individuals.
Use the Proper Channels
A lot of game designers are easy to contact these days – many have public email addresses, not to mention things like Twitter accounts, Facebook pages and so on. Try to find out how they prefer to be contacted for professional communications, and if none of their available contact information is tagged as such, it’s generally best to send your first message with a “Is this the right way to contact you about X?” message. Sometimes it will sort itself out, of course – if they only ever use their Twitter feed for joking with friends and sharing pictures of their dog doing hilarious things, it’s probably not their preferred business communication tool.
Be Polite, Precise, and Concise
If you’ve never spoken to a particular game designer before, keep your communication as brief and to the point as you can without being rude. A simple greeting, a quick explanation of what you’re interested in – “I was wondering if you’d like my thoughts on X” or “Are you looking for any writers on Y?” is fine, for example – and a thank you for their time is a lot more likely to get a response than a rambling three page breakdown of all the errors you’ve found in their game so far (or worse yet, the unasked-for resume).
If you’re approaching a designer in person, say at a game convention, these rules still apply! Try to judge if it’s a good time to approach them – if they’re drinking with friends at the bar or slammed with a line of customers at their booth, it might be best to try starting your conversation later on. If you think there’s an opportunity, introduce yourself politely and ask if they have a moment to talk about what’s on your mind – if they do, great! If they don’t, they might give you another time that would be better, and they’ll remember you as being polite regardless (sadly it’s often rare enough to be memorable). This is also a great time for business cards, as you can often hand one over even if they’re not able to talk at the time, and it gives you a natural way to contact them in the future.
Remember, Designers Are People
When you talk to a designer, remember that the game you’re discussing is the product of hundreds if not thousands of hours of their effort and care, not to mention expense and often frustration. It’s a reflection of their creative desire in dreaming it up as well as their personal discipline in seeing it through to completion, and in many cases their ability to work with a number of other professionals – artists, editors, layout designers, playtesters, etc. – in order to realize their vision. This doesn’t mean you can’t criticize their work, but it’s important to remember that personal dimension. I’ve seen otherwise apparently well-meaning gamers cheerfully tell designers that their games sucked, the rules were totally broken, they didn’t like huge parts of the setting, etc., and then turn around and complain that the designer was being a jerk or a wuss for not wanting to talk to them anymore. It’s important to remember that there’s a difference between constructive and destructive criticism – the former isn’t shy about addressing problems and complaints, but does so from a position of respect, while the latter is insulting and dismissive.
If you’ll forgive an odd extended analogy, walking up to a game designer and telling them you want to “fix” their game is a lot like walking into someone’s house and telling them you want to “fix” their decor. Sure, it might not be arranged to your taste, but they probably have plenty of reasons everything is the way it is – maybe that area rug you don’t like is covering a stain they just couldn’t get out, and so removing “just that one little thing” would actually mean reshuffling their entire living room arrangement to compensate for the alteration. Or perhaps the sofa configuration, which looks odd and impractical to you, is set up for an ideal surround sound experience for their home theater system. Or – and this is valid too – maybe they just like it that way, which is fine because after all, it’s their house. And even if you’re absolutely, objectively correct about how something is “wrong” with their decorating scheme, and they know that you’re right, it doesn’t make it any more obnoxious for a stranger to walk in and loudly declare it when a quieter, more polite way would also have sufficed.
Again, this does not mean that game designers are some special genius/martyr social caste that is above the reproach of lowly common gamers. It certainly does not mean they are infallible – I’ve had people point out mistakes in my own games plenty of times, and I happily signed on writers and approved book proposals that resulted in better ideas than what I would have come up with if I was given the same projects. I’m the first to admit my books had problems ranging from the merely hilarious to the totally tragic. I’ve been taken apart on forums, by email, and in person, and I can tell you from personal experience that I didn’t most some of the most technically scathing critiques because they were presented constructively, while other relatively minor points drove me to distraction simply because people presented them in rude and insulting ways. I’ve got a pretty thick skin – necessary adaptation to working in this field – but that doesn’t mean etiquette and presentation don’t matter. I’m much more likely to listen to someone who’s polite and presents their points constructively, or who submits their proposals in the proper format and through the proper channels. That’s just human nature. If you’re rude to me, I react accordingly, while courtesy elicits the same in return. Simple as that, and yet a step that eludes a lot of folks when they post game reviews or detailed rules breakdowns – they forget there are people behind those rules, and thus lose a lot of any potential they might have had to effect real change in the process.
Ultimately it’s important to remember that just about all game designers were regular old gamers long before they designed a system – their passion for the hobby is what drove them to want to make their own games in the first place! (And when they’re not designing’ games, most creators are still avid players.) I’m stressing this because it’s important to remember on both sides – that designers and fans are far more similar than they are different. You’re talking to an industry professional, true, but you’re also talking something that is intensely personal to them. The more you remember and respect that, the better your interaction with them will be, whether you’re offering game feedback, proposing a book or asking if they’re looking for talent for future projects.
Seriously, Courtesy Counts
I’m not exaggerating when I say that pretty much all gaming industry professionals have a thick file of stories involving times when people trashed them, their work, their dubious parentage, etc., whether electronically or in person. More amazingly, these people often don’t actually realize what they’re saying is seriously rude, or at least, that they phrased what might otherwise have been an interesting point in the most insulting way possible. I had one guy send me a very personal and highly insulting two page email detailing at length all the faults he’d found in my various publications, then turned around and – I guess having figured he impressed me with his superior intellect? – ask me to hire him for future projects. I had another person tell me “yeah well no offense but those rules are total shit” and then act completely amazed that I might take issue with his wording, as though “no offense” was a magic incantation that warded off my ability to be insulted. The list goes on, but the point is not that everyone who talks to a game designer is a jerk – just that sadly it happens enough that politeness really makes an impression. If you’re polite, professional, responsible in making contact, you’re ahead of the game. Why not get off to a good start?
So that’s pretty much that. I can’t guarantee that following these steps will mean game designers take your feedback into account for future rules changes or hire you to write that book you’ve been thinking about, but it certainly won’t hurt your chances – and in many cases, might improve them dramatically. Above, always remember that game companies are composed of people – gamers a lot like you, in fact – and that being friendly, constructive and respectful will go a long way toward developing positive relationships in the game design community.
We’ll see you at the panels!
Table Manners is a new commentary and criticism series for gamers and their own little corner of geek culture. Like what you read? Enjoy larping in particular? Click on the BLT or Badass LARP Talk tags to read a different semi-regular advice series for larpers of all kinds. You can also follow me on Twitter @WriterPete, and subscribe to the blog to stay in the loop about future updates!