Counting beans…

Last time I wrote about rewriting, dead time, and some of the economics of freelance writing in the RPG industry. This time I want to delve into that a bit further, and this one is longer than I had anticipated!

Pay rates are one of those topics that many seem to want to talk about, and at the same time few people really want to talk about. Many creatives on Twitter and elsewhere seem to agree that pay rates in the RPG industry are low, but few people seem to want to talk about how much they earn or the rates they get paid at.

I get it, I often feel that getting specific about rates may annoy the companies or people I work with, and that could jeopardize my relationship with them, and make it harder, or impossible, to get work.

So, with all that in mind I’m going to run with what seems fairly common practice. There seems to be a broad-ish consensus that a rate of $0.03 USD per word is usual for many writers (or for those starting out), and that $0.04 USD is fairly standard overall, some publishers may pay up to $0.06 per word, but for the sake of this post I’m going to stick with a ‘standard’ of about $0.04. The reason? This matches with my experience, and most of the work I have done in the industry over the last few years has been at $0.04 per word. I have read of rates as low as $0.02 per word, and upward of $0.08 to $0.12 per word (with some few claiming or quoting higher rates still).

Rates appear to be different between larger or more established publishers (probably a legacy of tradition and industry standard), and indie publishers, and many of the latter are starting to shake up the standard. Shaking up the standard is a good thing in my opinion, though time will tell if this starts to influence the larger industry. Many smaller companies, especially those using crowdfunding, are building stretch goals around increased pay rates for writers and artists, which I think is a great idea.

So why did I not demand higher rates?

Many people on social media and in the indie industry particularly seem to argue that writers should expect, ask, or demand a higher rate of pay for their work. I can’t necessarily argue with that, though as a freelancer I would argue that many people feel fairly powerless in their capacity to set the terms and make demands. I believe these low rates have been fairly standard for more than 20 years, yes, this is patently ridiculous, and yes, I really agree rates should be higher.

So why did I work for a rate I believe is low?

Because it’s what I believed is/was standard. Because I felt that asking for a higher rate was likely to lead to no work. Because no-one ever wanted to talk about the rates they got paid, even when asked privately, and this wall of silence reinforced my belief that $0.03 per word was ‘normal’, and $0.04 per word was ‘a good deal’.

I want to emphasise this: no-one wanted to talk about rates, even when asked privately, even when many of these people were on social media talking about how the industry needs to increase pay rates for freelance writers. This meant that for a long time I felt like I had no idea what to expect, what was normal, what was standard, or what was exploitative. Thankfully this trend seems to be changing in the last few years, with more information available about what is standard for different companies. Many indie companies are very vocal about the rates they offer, and I would strongly advise following as many creators as possible – search #ttrpg on Twitter, and join Discord and Facebook groups as you find them.

So are the rates actually that low?

Yes. Compared to freelance writing outside our industry, the rates for freelancing in RPGs is low. If we assume that somewhere between $0.04 and $0.06 is standard, these rates are at the very low end of the scale for freelance writing. If I refer to an article about standards paid to freelance writers (based on the survey of over 500 freelancers) rates for RPG freelancers are low. Of those surveyed in the article around 30% of beginning freelancers get between $0.01 and $0.10 per word, close to the same percentage get up to $0.26 per word, and a little over 20% get up to $0.50 per word. This is for beginning level writers. The article from which is get these figures is here for those interested, and is well worth reading.

At what point do you stop being a beginner? After you have written for more than 5 books? 10 books? 20? After you have had 50,000 words published? 100,000? A quarter of a million?

Having written for more than 25 published works totaling nearly half a million words I would hope I am not still sitting in the beginners category, but the rates I am most often offered sit at the very low end of what would be regarded as low for a beginning freelancer as defined by the article I linked to above. I use myself as an example, and maybe it’s just that I’m no good, but there are many many writers out there who have written far more, published far more, and who sit close to me on the pay scale.

We all know the industry is small and that profits are thin. We know there are a glut of writers keen to work on the games they know and love. We know that consumers expect RPGs to be art heavy, full colour, glossy, and cheap. And we know that RPGs are a uniquely creative hobby, a fact that enables and encourages people who participate in it to be creators (rather than pure consumers), and perhaps lessening the need for a dedicated group of creators (feeding the number of people willing or capable of being creators). I do not believe any of the companies I have worked for are being exploitative, but I do believe that a number of industry related circumstances combine to maintain a relatively low rate of pay for the creatives that work in it (and at this point I mean writers, editors, artists, sensitivity readers, and other creatives).

So, can we have professional writers in the RPG industry? Or should we expect nothing more than slight compensation for what should be regarded as a hobby undertaking?

First and foremost I hope there is change. I think an increase in the rates for the creatives that generate the books and rules we love so much means that we would be encouraging a higher standard overall. A better rate of pay creates a body of people who are able to focus more time and energy creating the content we enjoy. We have managed to sustain our industry on low rates, and despite it, we have high quality writing, but people should be compensated for the work they do, and that compensation should reflect the skill required and the effort expended. While many will regard freelancing as a part of the gig economy, that does not mean accepting sub-standard rates, or that those rates should be set and remain the same for decades. Writers who freelance in the RPG industry are passionate about RPGs, sure, but they are also key components in creating content that drives the industry forward, whether that is through the work they put out, or the mechanisms and concepts they explore.

So what does $0.04 per word get me?

If I get paid what seems to be around the current industry standard of $0.04 per word then 1000 words is worth $40. If it took me two hours to write that 1000 words, that’s a rate of $20 an hour. If it took 3 or 4 hours, that rate spins out to $13.3, or $10 an hour. Chances are that those 1000 words took more than two hours to write, and included a number of hours of research, communication, and preparation in addition to the actual act of writing.

If it’s a new game line, I need to read rules, catch up with lore (that may be only a little, it may be a whole lot). I would regard this broadly as investing time, as it is knowledge and information that will remain useful after I have finished one piece of freelance writing. This is especially true if you happen to get a number of freelance pieces all related to the same game or game line. In this sense, time spent getting familiar with the rules and setting is defrayed over all the pieces you work on. Many freelancers in the RPG industry work on games they are already passionate about or know intimately, so whether the reading of rules and lore is something you count is really up to you and your situation. But for the sake of the story, let’s imagine that refreshing lore and rules for a specific 1000 word piece requires a half an hour. So writing for two hours, and general research for half an hour…

More than general research is specific research… common Chinese names, common Italian surnames, naming conventions, the structure of the UN Security Council, the names of different types of sails, common farming practices in the middle ages, how to make ink, the effects of lead poisoning on the human body, and so on ( I spent hours one night reading about microwave beam attenuation). These are little details that crop up regularly when writing. When we need to research, some of us make a note and come back, some of us pause, research, then continue… whatever your practice, the fact remains that while writing you will often need to undertake parallel research. This research takes time, is intrinsically linked to the writing process, and may take a small amount of time, or a long amount of time, depending on what it is, how important it is, how obscure it is, and so on. Some pieces of writing will require more research than others, some will require none, but this is time taken, and time means that the money earned is defrayed over a longer period, reducing the hourly rate. If I spend half an hour in general research, an hour in specific research, and an hour and a half writing for a 1000 word piece, then that is 3 hours spent for $40 earned at a rate of $13.33 per hour.

Edits, rewrites, adjustments, and addressing comments are all aspects of the submission process, and many freelance contracts will stipulate the number of rewrites or edits a publisher is expecting you to commit to. Whether minor or major, these things take time, let’s say they take an hour. I open the document, read the comments, make the minor changes required, save the document with the iterated document title, and send it back. An hour might be about right for minor adjustments to a short document, major changes may take longer, so let’s hope you got everything right (or about-ish) in the first pass. Now my 1000 words is sitting at about 4 hours of labour, and I’m making about $10 an hour…

Chances are though it took a longer than that, and complications, twists, a couple of minutes looking for the right word here, and the right phrase there, restructuring, tightening, changing a name, difficulty in research, extra time in writing, some rewriting, and so on can easily mean that 4 hours spins into 5 or 6 hours, or even longer. Every hour added reduces the rate earned: at 5 hours I am earning $8 an hour, at 6 hours I am earning $6.66.

Is it a rules set? Does it contain rules? Is it an adventure? Do you playtest? All of these things add time. I like to run through the adventures I write with my (very tolerant) local game group. A session may be 4-6 hours, add notes, add adjustments and rewrites (because there will be rewrites after you test), all of it adds up.

Now, all of this will vary significantly from writer to writer, some writers will be able to get the words written much faster, others will take much longer, some will write clean drafts, some will need to take time to rewrite and edit. Some will find writing background fluff drags and drags, and others will find that writing world histories absolutely flies. I tracked the amount of words I wrote for a year, and found that I am usually quickest when writing adventures, which I think reflects the fact that these usually follow a structure and flow. Whatever your process, whatever areas you are quick or slow in, however long it takes for you to get that 1000 words written, rewritten, researched, edited, etc… all of that combined earns you $40. Some 1000 words will come quickly, some slowly, some will require a lot of extra work, some almost none. Irrespective of all of that, the piece is earning you $40.

All of this raises questions… Could RPG books reconsider how game fluff is presented? Setting the rate per word is encouraging writers to do what, exactly? Where should money be spent when it comes to writing? Is a publisher happy paying $8, $9, or $10 per hour (or should they be)? Is a by-the-word rate a good way to structure a pay scale? Can our industry support rates at a higher scale? What needs to give if not? Is setting rates at x point encouraging a style or approach to writing, or discouraging another? Can our industry support freelance writers as professionals, and not treat it just as a hobby undertaking?

All of these and many more even better questions are relevant and important. They are not questions I have answers to however, thoughts perhaps, opinions maybe, but no answers. If you managed to read to the end, and you have any questions, thoughts, or opinions, I’d be keen to hear them, and will try and work them into follow up posts in the future. Email me at caradocgames@gmail.com, or find my on Twitter @caradocp. If you’re a freelance writer in the industry starting out, I hope this provides you with some information and areas for consideration. If you enjoyed or found this interesting in any way, feel free to head to the Caradoc Games shop to find the games I have released!

Straining the Rigging…

A customs official with a fondness for wine had let slip word of the Trepidation, a fluyt carrying tonnes of sacks of bat guano mined from Teboa’s cave systems. Some gentle persuasion in an alley behind the tavern helped the customs man recall the Trepidation’s intended port. Nursing a bruise or two and a headache, the man would be back at duty the next day, but by then, the Courser would be well underway in pursuit…

Orange-red and blinding, the sun crested the horizon, its rise echoed by three bells; an hour and a half into the morning watch. With any luck the crew of the sloop, the Courser, would sight the sails of the Trepidation before eight bells called the forenoon watch to their posts. The Trepidation had been running for three days, but the Courser had a strong wind, and her crew had been bending every yard of sail to make ground.

This was no simple raid, naturally the Courser meant to take as much from the Trepidation as possible, but that guano was destined for the manufacture of saltpetre, and saltpetre is used to make gunpowder. Any chance to stick one to the Alderil Empire was a chance gladly jumped at. Stealing a shipment that would end up as gunpowder was a golden opportunity to kick the Empire, the fact they would make money doing it was just a little extra shine on what promised to be an excellent day.


Corsairs is the next Micro-Role Playing Game to be released by Caradoc Games. It’s a game of piracy and high-action, a game of sky ships and broadsides, of boarding actions and loot. A game of empires, whose exploitation and depredations have driven many to take to the skies as Corsairs, and fight back!

Corsairs is a unique and simple game system, with players rolling both Skill and Difficulty Dice. Characters are quick to make, and the mechanisms designed to encourage high-action adventures. Exploding skill dice, conditions like ‘Charmed’ and ‘Cursed’, and the use of ‘Luck’ are all key parts of the game.

In Corsairs, the mighty sky ship is just as important as the characters, and each ship has it’s own sheet. Corsairs includes rules for ship-to-ship actions, gaining loot, attempting running repairs, and the upkeep of the ship.

Playtesting…

Every aspect of Corsairs is designed to be thematic, fun, and yet simple and streamlined. Characters gain experience and may improve their skills, and the game is designed to be played over 4 to 8 game-long campaigns, or through standalone adventures.

I’m still in the process of trimming and editing, and when the game is finished (which is planned to be early in November) it will include all the usual RPG rules, rules for ships and loot, a number of stat blocks for NPCs, and an adventure.

I’m planning for Corsairs to the first of the games I have released to have a set minimum price, probably something like $2.99 or $3.99. Patreon supporters will, of course, get the game for free!

200 Word RPG Challenge

200 words. 200 words is not many when your fingers tend to run away with you. My fingers tend to run away with me, but I’m always up for a challenge, and it presents an opportunity to do something a little different.

The 200 Word RPG Challenge has been running annually since 2015, and it’s on now! If you have ever harboured an interest in design or RPG writing, if your an old hand, or even if you’re bored and just looking for something to do, check it out and get involved!

Constraints, like a word limit, specific theme, the need to include certain features, whatever they are, are a great way to foster and inspire creativity.

Head over to the website and join in! This years entrants are being added as they are submitted and can be found here. On their site you can also find entries from previous years. I haven’t looked at them all, not even close, but the ones I have looked at are all clever. Some are deep, some are funny, some are zany, and all of them make you wonder how a person can pack so much into so many words.

My entry is called ‘A Load of Cobblers’, and is about a group of fantasy realm cobblers talking, well, cobblers (yes, not quite what the phrase ‘Load of Cobblers’ refers to, but there are links I tells ya!).

I’m sure it won’t place, but writing it was fun enough!

Colludium One…

Colludium One… No! It’s not some rare element superheroes are made of, it’s not some rare element worth strip mining a precious living planet for… It’s a bundle of 17 Indie RPGs! Which is better, when you think of the social and political ramifications of the former possibilities! You can get it on DriveThruRPG here, or a slightly different bundle of 15 games on Itch.io here.

A while ago Marcus, of Blue Golem Publishing (here on DriveThruRPG and here on Itch.io), put out the call to a number of indie/small press rpg creators to feature in a bundle for release on DriveThruRPG and Itch.io. Happily, my game Owlbear Omelette, is one of those available!

Marcus put in a huge effort and a lot of work to get all these wild horses pulling in the same direction, but his efforts have reached fruition, the Collidium is here!

The Colludium bundle contains a collection of small press RPGs, some of which are funny, some of which are serious, all of which are awesome. I feel quite proud of the fact my own little game, Owlbear Omelette, sits among these titles.

17 Indie RPGs for less than the cost of the average core book? Colludium One is available from DriveThruRPG, and a separate bundle of 15 excellent games (some the same, some different) is available from Itch.io.

Owlbear Omelette!

How would you fare, as a sneaky Goblin sneak sneaking into the Goblin King’s dungeon?

The goal?

To filch an Owlbear egg for omelette making purposes!

Why?

It could be the moonshine, it could have be the endless pasty gruel, it could be a sense of pressing social inequality that comes from not being a Goblin King chowing down on Owlbear Omelettes every other morning!

Whatever the reason, here you are! The only way forward is forward! The only thing left to do is get an Owlbear egg! Oh! And get out alive! Garrr!

Owlbear Omelette is the latest micro-rpg from Caradoc Games. It can be played as theatre of the mind, or as an OSR style grid based game.

The Expanded Edition of Owlbear Omelette contains much extras! Including secret goals for extra sneaky Goblins, rules for Armour, and rules for the random creation of the Goblin King’s dungeon!

The basic and expanded editions of Owlbear Omelette are available to patrons right now, click here to support and start the quest for the greatest omelette ever tasted!

The basic edition will be available soon from DriveThruRPG and Itch.io…

One Ring to Rule Them All…

Cubicle 7 have been teasing artwork for their upcoming release of The One Ring, Second Edition, and to my eye, it looks amazing.

Over on their website they have been posting regular updates showing off the artwork for the cover, interior, and the playable cultures, like this one, which shows off the Men of Minas Tirith, Hobbits of the Shire, and the High Elves of Rivendell.

The cover for the new edition looks fantastic, vibrant, full of action, and even includes a certain iconic wizard. The art piece was created by Johan Grenier, and is part of a larger piece, which can be seen here. Very cool, and even better, it ties in to a free adventure that will be released alongside the new edition.

Even more stunning that this though, is the cover and art for the Collectors Edition. It reminds me very much of the art and style of the very best hard cover versions of The Lord of Rings.

The Collectors edition comes in a slip case, and the whole production looks amazing. You can read about on Cubicle 7’s website here. The Collector’s Edition Cover is by Rachael Macken, and the map that is spot highlighted on the slipcase is by Jared Blando.

I have been thrilled to have had the opportunity to write for The One Ring Second Edition line, including contributing to The One Ring Starter Set, and the upcoming title Tales from Middle-earth. As a long time lover of the Lord of the Rings and Middle-earth, it has been a real thrill! That everything Cubicle 7 has shown off for the Second Edition looks so good is just icing on the cake!

All the images in this post are the property of Cubicle 7 ©

Devil’s Run Update

How would you survive in the mayhem and anarchy of a post-apocalyptic world? A wasteland of scarcity, danger, and dominated by gangs? Red Scar have just updated the Quickstart for their role playing game: Devil’s Run. Devil’s Run is a fun and crazy post-apocalyptic setting, with all the chrome, oil stains, shell casings and mayhem one would expect of the wasteland.

The Devil’s Run Quickstart includes rules for Modiphius Entertainment’s 2D20 system, which powers Star Trek Adventures, Conan: Adventures in an Age Undreamed Of, John Carter of Mars, Infinity the Role Playing Game, and more, as well rules for running it with the Savage Worlds SWADE system, from Pinnacle Entertainment.

I didn’t contribute anything to the Quickstart, but I did write some pieces for the soon-to-be-released core book. The game is a lot of fun, and well worth checking out. You can find the updated Quickstart, for free, on DriveThruRPG here.

The Hoppy Pops is available!

Last week, my latest Micro-RPG, The Hoppy Pops, was released on Patreon. It is now available for download!

As always you can find the links on the Downloads page here. You can also find it on Patreon here. You can find it on itch.io here. And you can find it on DriveThruRPG here.

In The Hoppy Pops you are a character from a strange and surreal kids show, think In the Night Garden, Yo Gabba Gabba, or Teletubbies. For whatever reason, the producer made you do a happy dance, and it opened a portal to Hell! Now you and your friends have to escape the gatehouse and get back to your own dimension.

Each Hoppy Pop has a special power they can use once every game, and a special limitation, something they cannot ever do, or must always do! Maybe you’re a master at Yoga, maybe you can tell a story that will have all the demons sitting with their hands in their laps. Maybe you can’t speak in words, or maybe you speak through a puppet!

In playtest, a group of Imps was distracted by a story while the Hoppy Pops managed to make their escape to the next level. The ability to get everyone around them to dance led one Hoppy Pop to cause mayhem when a demon armed with a weed-whacker jived like a mad-thing, waving the weed-whacker around them like a baton of destruction. It was lunacy, but in a good way, and I’m happy to report the Hoppy Pops managed to make it home. Will you be so lucky?

The Hoppy Pops are on Patreon

The latest Micro-RPG from Caradoc Games is here, and has been released on Patreon! The Hoppy Pops are ready to be unleashed on the unsuspecting minions of Hell! You can find it here!

You are a Hoppy Pop, a character from one of those surreally weird kid’s shows; you know the ones. In Episode 9 the producers made you do a strange happy dance, and it opened a gateway to Hell. You need to get home, but all the demons and imps in the Gatehouse are trying to get you, and in those outfits, who can blame them.

The Gatehouse is a hellish tower or building of some kind, the Hoppy Pops are summoned to the highest level; in order to get back to their own dimension, they must find the correct exit on the ground floor.

Each Hoppy Pop has a one-use special power, whether the power of dance, story, yoga, or song, and these can have a profound effect on helping you to escape! Each Hoppy Pop is also limited by permanent impediment: maybe you jingle when you move, maybe you only speak in emotive noises, maybe you narrate every action you take, or maybe you speak only through a squeaky-voiced hand puppet!

In a week I’ll be releasing the basic version of The Hoppy Pops on DriveThruRPG, and Itch.io. The expanded edition will remain exclusively available to Patreon supporters. The expanded edition contains a single-page Hoppy Pop story piece, in which Jiggly Pop goes Tree Pose on a demonic shop assistant. For those of you supporting, I hope you enjoy reading it as much as I did writing it!

Find The Hoppy Pops on Patreon now!

Upcoming Titles…

I have the next couple of Micro-RPGs for Caradoc Games designed, written, and laid out. I have tried to include some art I have created, so those of you who download them, my apologies in advance! How soon they make it release will depend on my playtesting schedule, but they’ll be on Patreon first, and then DriveThruRPG and Itch.io.


The next game I’ll be releasing is called The Hoppy Pops, and is a Micro-RPG about the characters from a children’s TV show (like Yo Gabba Gabba, In the Night Garden, or the Tele Tubbies). In Episode 8 of The Hoppy Pops, their producer makes them do a ‘Happy Dance’ routine that opens a portal and pulls them into the Gatehouse of Hell! The Hoppy Pops must use all their Yoga and Crafting abilities to escape!

The base game will include all the rules and character sheets required to play, as well as some extra rules about other dimensions they might be transported to, whether an Alien Ship, or a Wizard’s Summoning Circle. The expanded edition will include a short Hoppy Pop story piece.


After The Hoppy Pops will come a game called Owlbear Omelette. In Owlbear Omelette a group of ne’er-do-well Goblins are trying to nab one of the Goblin King’s Owlbear Eggs for an omelette of their own. Is it about the little fellow sticking it to the entrenched bureaucracy? Or was it just the mad-cap product of a night spent drinking moonshine… Who can say, but in the caves of the Goblin King’s Owlbear nests any scurrilous thieves will need to be on the lookout for Goblin guards, the occasional lost Paladin, and of course, the Owlbears!

Getting an Owlbear Egg and surviving the dungeon is the name of the day! As all goblins know, when things are looking grim, a slug of Moonshine can provide the boost required!


Beyond The Hoppy Pops and Owlbear Omelette I have plans for a bunch of other Micro-RPGs with a range of silly themes. If any of these pique your interest, if you download them and they provide you with a fun evening of play, please consider signing up to my Patreon. Patrons are only charged when I release a game, and money raised will go towards program subscriptions, art, layout, and, of course, supporting me and my caffeine habit. Patreon supporters also get a little extra every release, whether additional rules, adventure seeds, alternative themes, or small pieces of fiction.

Behind the Micro-RPGs I am continuing to work on my larger RPG ‘Ashmerl’, and have been quietly pleased about how things are progressing. The character and setting creation rules have really been coming up with interesting character backgrounds and contexts, as well as plenty of story hooks. It’s exciting to see it all starting to come together. I hope to have Ashmerl written up as a playtest ready document in the next few months, with refinement ongoing and looking toward something that is ready to be laid out by the end of the year.

On top of the work on Caradoc Games products, I am continuing to freelance, and am working on some exciting titles that will be coming from Modiphius, Red Scar and Cubicle 7. No doubt I’ll blog about them as they approach publication!