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    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 1
    It is the week before Gen Con and I'm kvelling over my proof of the Dictionary of Mu and thinking about how it wouldn't exist without Ron and Luke's help and praying the books in the mail arrive safely, without incident and without error.

    And I'm browsing the Forge today and noticing something about my habits there. I read over the AP posts and Playtest posts from people I know but I don't do shit at the First Thoughts forum. That's lame.

    So, I declare this week, the week before Gen Con, Be a Mentor Week, though its unofficial name is C'mon, Dammit, Be a Fucking Mentor Week. The Forge runs on a cycle and that cycle cannot be 1) Play a Forge Game, 2) Make your Own Game, 3) Start Your Own Blog, 4) Never Visit the Forge again. There is all of this pre-Gen Con energy out there, let's harness it for geek.

    Help someone with their kernel of an idea. Share some helpful advice. And I'm posting this so I'll do it too because I haven't been doing shit thereabouts.

    Someone out there has a great idea for a game.

    Let's help.
    • CommentAuthorClinton
    • CommentTimeJul 27th 2006
     # 2
    Judd,

    You are right and awesome.
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 3
    And I'm not saying that you post once in some fella's thread and you are absolved, I'm just saying that there is a cycle here and we need to be very conscious of giving back.

    Nathan and I were talking about that at Dexcon, how we were surrounded by great veterans and would have to step up and help someone else get their shit out into the world when our time comes.

    It is really easy to be a livejournal/blog/RPG.net "superstar" and forget.
    •  
      CommentAuthordroog
    • CommentTimeJul 27th 2006
     # 4
    The trouble for me, Judd, is that I feel like I've still got a lot to learn myself. I read some of these threads and I just know that somebody is going to come along and dissect the issue better than me. Most of my time I don't think my thoughts are worth the bandwidth.
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 5
    Aye, if you've got nothing to say or aren't sure how to say it, that is entirely cool. The Forge has never been about yelling senseless crap at the top of your lungs. I totally respect that and wasn't calling to arms those who aren't sure.

    But c'mon...there are a whole lotta posts coming through that forum, there's got to be something in there that you've got some insight about even if it is just to say (and mean) this is freakin' cool and when you get me the rules I'll get my buddies together and playtest it.
    •  
      CommentAuthordroog
    • CommentTimeJul 27th 2006
     # 6
    I'll see what I can do, chief.
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 7
    If you've got nothing for the threads up this week, that's cool, keep it mum.

    But I'm just saying, keep an eye out and see what there is to see.
    •  
      CommentAuthorHoho
    • CommentTimeJul 27th 2006
     # 8
    Also, droog, I feel like it's almost better, in discussion-and-learning terms, to ask questions and be uncertain and exploratory, than to make pronouncements and give advice. That's how I learned what little design I know; by hanging out with people that asked questions with me.
    •  
      CommentAuthorndp
    • CommentTimeJul 27th 2006
     # 9
    God, I'm really guilty of not "giving back," as it were. And I definitly feel like I still have a ton to learn (and I do!) But I think one thing all of us that are hooked into the small-press community can do is expose people who may not be, and are throwing out ideas, to the games and thoughts that are already out there. Just a "hey, your post makes me think of this game, have you checked it out?" can be pretty helpful (I know it's helped me in the past).
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 10
    Shreyas,

    Rock on.

    A few well placed questions are worth dozens of pronouncements from the mount.

    Forum communication is all about the back and forth and getting a new and tentative game designer to answer questions and think about their game is so damned important.
    • CommentAuthorJ. Walton
    • CommentTimeJul 27th 2006
     # 11
    What Shreyas said. Cooperative relationships can be a lot cooler than mentor/mentee ones. I learn the most when I'm stuggling in the trenches alongside my fellow designers, even when we're not working on the same project. Listening to other people talk about design makes me want to design. Co-inspiration is the name of the game. Power in synergy. With that said, I'll off to hang out in First Thoughts.
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 12
    Awesome, Jonathan.

    Be a Cooperator Week doesn't have the same ring as Be a Mentor does.
    •  
      CommentAuthorndp
    • CommentTimeJul 27th 2006
     # 13
    Honestly? I don't think designing a game really needs all that much mentorship (though getting it can't hurt). But bringing a game to press, if you choose to do so - that process certainly benefits from getting advice and help from those more experienced. And I say that as someone who's done it without help, and then with help, and the difference in those experiences - huge!
    • CommentAuthorJudd
    • CommentTimeJul 27th 2006
     # 14
    Nathan speaks his Hamster Truth from his Running Wheel of Wisdom.

    What's up with the hamster thing, anyway?
    •  
      CommentAuthorndp
    • CommentTimeJul 27th 2006
     # 15
    Please, its a Burning Wheel of Wisdom....hehe...get it?

    That's a story to tell over beers (or wheatgrass juice or whatever you non-beer drinkers drink. Hippies.).
    • CommentAuthorTonyLB
    • CommentTimeJul 27th 2006
     # 16
    You can tell that the hamster is a hamster prophet because he speaks from within a burning scamper-wheel.
  1.  # 17
    I just wish smart people didn't beat me to all the threads. I really do what I can, but, doubts about the usefulness of my advice aside, other people usually say smart stuff sooner than me!
    • CommentAuthorEmily Care
    • CommentTimeJul 28th 2006
     # 18
    This is so right on. Just having somebody drop in and ask a question or say "I like this part" made so much difference for me, too. I am resolved to do better by folks too.

    Plus, it is the good stuff to see what people are coming up with. Just so little time lately to do anything but finish game! Next year, better time management: the better to be more available, and the better to not be a lunatic leading up to GenCon. : )
    • CommentAuthorJDCorley
    • CommentTimeJul 28th 2006
     # 19
    I guess I don't understand why that can't be the cycle. Ah well, I s'pose I am a mean person. Anyhow, I haven't ever designed a game on my own, so good on y'all.
    • CommentAuthorLuke Wheel
    • CommentTimeJul 28th 2006
     # 20
    Hi All,
    I mentored Judd through the production process of Dictionary of Mu. (Ron shepherded him through the early idea and writing phases.) Every year I try to pick a project that has nothing to do with my own stuff and help out. Sometimes it gets finished/produced -- Mu, NPA -- sometimes it doesn't.

    Obviously, the mentoring process can take on many forms. For Judd, I was something like a creative director and publisher (and publishing mentor). The first step for me was reading the Mu manuscript. The book struck a deep chord with me and I called Judd right away and told him I either wanted to publish it myself or help him publish it. And I wanted a shot at doing the layout.

    He thought about it for close to year, I think. When he decided he was interested in going forward, I told him to get a finished draft together.

    Once he had a rough manuscript, I talked to him about production schedules -- how to go from editing, to art, to layout and then to the printer. We set a rough schedule and then I helped him get in contact with the editors and the artists. No big deal, right? I agree. I think my biggest contribution to the whole project was simply keeping in touch with Judd and asking, "How's it going?" Sometimes I'd prod him about deadlines, but usually it was just a "tell me what's going on with Mu." And when ever he hit a stumbling block, I was available to answer questions. Mu has a fantastic attention to detail in it, I'd like to think that by helping Judd through some of the publishing hurdles and being moral support, I freed him to evoke the awesome feel of the book.

    So, to all the self-published game author designers out there: Pick a fledgling project and share your knowledge. This is not merely one session of advice. In this process you commit yourself to seeing the project completed -- the mentor has to be as committed as the author. Despite the DIY attitude in our circles, it's likely that someone who has been through the process already has a good deal of knowledge and experience to share.

    The publishing process is arduous and taxing. Having someone along for the ride to offer insight or encouraging words can be valuable. It can also increase the quality of the games we release and knit the community together more tightly.

    -L
  2.  # 21
    I suppose this means I should mentor in the form of a 'zine, huh?
    •  
      CommentAuthorMatt
    • CommentTimeJul 28th 2006
     # 22
    Posted By: Judd I'm just saying that there is a cycle here and we need to be very conscious of giving back.


    The interweb comunity is all about the Karma. Be a mentor week is an awesome idea.

    I know I'm terrible at lurking, thinking "oh, I can reply to that" and then never getting round to it.
  3.  # 23
    Judd, I want to hug you. The First Thoughts forum is hopping with old hands all of a sudden.
    • CommentAuthorJudd
    • CommentTimeJul 28th 2006
     # 24
    I accept hugs as a perfectly viable form of currency.
    •  
      CommentAuthorAndy
    • CommentTimeJul 28th 2006
     # 25
    i grope when i hug
  4.  # 26
    I hate* the concept of "Be a Mentor week", I agree with Luke, it should be "Be a Mentor".

    Also, I discussed the very same issue with some people before, another thing that adds is the cycle, even of newcomers: Come to Forge, design game(with relatively little input, and the input that's given usually has little experience behind it), retreat to cave and design game, leaving even more recent newcomers, once again, alone.

    Also, I think more attention to the Playtest forum and to playtest calls is in order. Writing a game is not as hard as to keep on working on it in the face of no feedback.

    * Not really.
    •  
      CommentAuthorVaxalon
    • CommentTimeJul 28th 2006
     # 27
    The reason to have a "week" is not to get people to do it just that week, but to heighten the visibility of that particular issue, in the hopes that people will do it year round.

    BAMW is a great idea.
    • CommentAuthorJudd
    • CommentTimeJul 28th 2006
     # 28
    Posting on the First Thoughts forum is just a little step and my hope is that it will become a habit. A friendly post is only a sliver of a sliver of what Ron and Luke did with me and Mu.

    But I figured it'd be a way to harness all of this pre-Gen Con posting energy in a good way.
  5.  # 29
    It's a great place to start. Playtesting is fucking hard and not to be taken lightly.
  6.  # 30
    Yes, baby steps, and then a sprint ;)

    All baby steps are good, hopefully playtests will also get some work. Which I'm also guilty of.
    • CommentAuthorTonyLB
    • CommentTimeJul 28th 2006
     # 31
    Posted By: Thunder_God
    I hate* the concept of "Be a Mentor week", I agree with Luke, it should be "Be a Mentor".

    To quote Tom Lehrer (regarding, in his case, National Brotherhood Week): "It's only for a week, so have no fear ... be grateful that it doesn't last all year!"
  7.  # 32
    Heh.

    I know what you mean, and I think you know what I mean.

    Aren't we great? :P
  8.  # 33
    Is it worth starting a SG Help Me category?

    There remain a few of us for whom the cycle led away from the Forge for reasons other than our own overwhelming success.
  9.  # 34
    Figures :P
    •  
      CommentAuthordroog
    • CommentTimeJul 29th 2006
     # 35
    Posted By: Shreyas SampatAlso, droog, I feel like it's almost better, in discussion-and-learning terms, to ask questions and be uncertain and exploratory, than to make pronouncements and give advice. That's how I learned what little design I know; by hanging out with people that asked questions with me.

    I'm not trying to make excuses here, but I've been in enough university seminars to know that asking a good question isn't as easy as it looks. I read extensively in the Forge back-catalogue for months before I asked my first question.

    If I really knew what to ask, maybe I'd be posting in First Thoughts myself.

    I'm not putting Judd's idea down at all, by the way. I think the way people encourage and help each other at the Forge is a beautiful thing.
    •  
      CommentAuthorHoho
    • CommentTimeJul 29th 2006
     # 36

    I agree entirely; it's hella hard.

    But it's easier and better than telling people stuff, in my opinion. (On the other hand, posting something that's 'just okay' is better than sitting on your hands trying to think of a post that's 'good.')

    •  
      CommentAuthorMeguey
    • CommentTimeJul 31st 2006
     # 37
    Dude, yes. It *sucked* having Vincent post Playtesting of the first full game of 1001Nights and have *nobody* except Emily, who was in the game, respond. Where the heck was anyone with any question, comment, advice, flaming arrows, dead fish, whatever? Thank goodness for the tiny bits of second-hand feedback that trickled back, and for my AWESOME local crew, or I'd have given up. For real.
    • CommentAuthorMark W
    • CommentTimeJul 31st 2006
     # 38
    Meg, I'm really glad you perservered, but next time, post your own AP posts. That was like, the least feedback-likely kind of AP post there is.

    1. Established "name" posts it - it's Vincent's name on it, not yours, so some readers are going to be loath to tell the Grand Master what they think of his wife's baby game
    2. It's mostly a rave about how cool the game is, without any questions or places it seems to be soliciting input
    3. Nobody but a few people have seen the game text yet
    4. It's long and filled with fiction-details instead of real-people and real-mechanics details

    Of course, I should talk. I find writing good, open, comment-inviting AP hard as hell.
    •  
      CommentAuthorBen Lehman
    • CommentTimeJul 31st 2006
     # 39

    Sorry about not posting our AP, Meg. I'm really bad about AP reports in general. But I hope our phone conversation was semi-useful!

    yrs-- --Ben

    •  
      CommentAuthorMeguey
    • CommentTimeJul 31st 2006 edited
     # 40
    Ben - well, you're in the credits for it, so yes, it was at least 'semi-useful' :)

    Here's the thing: I like giving feedback. I'm pretty decent at it. If I read your stuff, look at your cover art, or try your mechanics, I'm going to let you know. If you have a heading that says in any way "Hey, feedback would be cool!" I'm there, kids and life permiting. The style that Luke talks about above is very similar to mine. I've actually sent more PMs to Forge folk saying 'Hey, that AP sounds awesome!' because while I'm not saying anything thread-worthy, knowing someone out there saw your work and gave a damn long enough to say so rocks.

    Mark: The last three points, ok, and your very last point, heck yeah.
  10.  # 41
    Keep doing that Meguey, nothing else that can be said.
  11.  # 42
    Well, as part of our run-up to GenCon, the various UK designers in attendance are sharing demos, testing for each other and so forth. Last week, Iain ran through his 15 minute demo of Mob Justice, got feedback, ran it again and made changes. Gregor ran through his demo fo Best Friends as well, and again feedback was given. This week I'm going to be testing Cold City and we'll also be taking a look at Joes 'Contenders' and Matts 'Covenant' in order to make sure we can run each others games. And we (as in Gregor, Iain and myself) will be having a go at running each others demos as well. So, maybe this isn't mentoring in the broader sense, but it looks to be a valuable and productive experience.

    Cheers
    Malc
    • CommentAuthorJudd
    • CommentTimeAug 1st 2006
     # 43
    And I'm a total dick because a few days after I have posted this, my internet has gone out and won't be back up until fucking August 12th.

    Shit.
  12.  # 44
    So people, how did you do?
  13.  # 45
    If anyone has any mentor mojo left, or wants to get in on the advice/collaboration action, I'd love some input on a new game idea that's grabbed me by the neck and forced me to work with it.

    The thread is over here:http://www.story-games.com/forums/comments.php?DiscussionID=1195