A Walk in the Dark A look in to the mind of an RPG designer

      

1Nov/12Off

Feelings of Dread

So A Night at Seyvoth Manor is technically complete!

My original plan was to make it a release specifically for Halloween, but after a few minor setbacks (personal distractions, as well as one day losing the entire InDesign file to a corrupted drive) it seemed like it was highly unlikely t make it by then. But, amazingly enough, it did; I finished the last room at about 7PM on Halloween day. So it's ready to be released, right?

Not exactly, no.

You see, it hasn't gone through a lick of editing. And I've read through some parts of it, and it's quite a hurried mess as far as the writing is concerned. The mechanics might be all in place, but things like misspellings, contradictions between rooms, bad choice of words that make things hard to understand, simply wrong lore, etc... Things like describing the room have always been the hard part for me.

Plus, it hasn't been adequately playtested, which is something that's been a problem in anything I write. A module like this, one that defies the standard conventions of making balanced encounters, kind of requires a great deal of testing. I don't have an immediate means of testing this, so I'm up in the air as far as how many elements of it will play at the table. For example, putting a time limit on the adventure is virtually impossible without actually playing it.

Finally, I'm now faced with my own personal fears of releasing a product that is not perfect. I'm a perfectionist in that sense, and that's both a blessing and a curse most of the time. I become self-conscious of everything that I write, fearing that when I release it people are going to think it sucks and I'll be forced to crawl back in to my cave in humiliating defeat.

So now I'm torn on what to do. I can edit it some and release it, but for all I know it may be "broken". I can find playtesters, but that will delay release and no longer make the produce seasonal (which may or may not matter). I am also considering running it myself in a play-by-post format, but that's also a time consideration. And part of me wants to release for free just because I can, but the other part of me wants to put it up for sale for a small amount... like a buck (everyone tells me I suck at putting a price on my own stuff, so I might as well keep the tradition going).

So what would you do in my shoes? And anyone out there interested in participating in a play-by-post game of this?

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  1. Are there certain parts your more concerned about than others? If so, you could build a quick and dirty pbp based solely around those encounters, and hide the rest.

    Then there is always letting out a preview of the module, giving you time to see some feedback and do some editing before releasing the full version.

    Always trying to help,
    Deuce

  2. I would do the editing “fixes” that you mentioned, run through it once with a group, and the put it out there for somewhere between 5 & 15 bucks, depending on how good it is.

  3. I could help w/ a play-by-post, and or contribute to editing. I concur that PbP should focus on the areas you think are the most problematic.


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