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General Forge Forums => Independent Publishing => Topic started by: Rich Stokes on November 27, 2008, 10:11:37 AM

Title: How to herd cats: getting 8 indie designers to work together on one book
Post by: Rich Stokes on November 27, 2008, 10:11:37 AM
This is a quick rundown of how the CE Journal came into existence.  Hopefully it'll be interesting to a couple of people and might even serve someone as a how-to for a similar project.  If someone else can learn from my experiences here, then it's got to be worth writing this down and making it publicly available.

1) Genesis.

This whole thing owes it's existence to Neil "Vodkashok" Gow1, who suggested the project in an email sent on the 12th of August:

"How much support do people support for their games, post publication? Is there scope for a CE 'house pdf' which we could put together and distribute free, or at a small charge, with bonus material for our games?  Almost like a house magazine, but less complex? Even if 6 of us put together 4 pages each, thats a 24 page pdf publication."

This idea was tossed about a bit, everyone seemed to like it.  Nobody's much looking at publishing a bunch of suppliments for their games, but there's certainly merit in a couple of pages of extra stuff for some of the games.

Once enough people were commited to providing articles for the book, I took charge as, I suppose, project manager.  Although it'd be called editor in chief if this was a magazine maybe?  Anyway, it was my job to make this thing actually happen and co-ordinate everyone else.

2) Getting Started.

We decided that we wanted to have the book for sale at Dragonmeet, which was at the end of November.  This seemed like an aggressive, but achievable goal.  If we were to meet that, we'd need to stick to deadlines and make sure everything worked out because there would be very little room to spare.

I started a mailing list for the project and everyone started kicking ideas around.  Very quickly the "rules" of the project took shape:


At this point, everyone decided what they'd be writing and started working on it.

3) Setting a Schedule.

With such an agressive project date, setting deadlines correctly, (and getting people to hit them) was going to be vital:


I posted this schedule to everyone on the 26th of August.  That gave them 5 weeks to get the articles written (although they'd been working of them for a week by then already).  Like I say, a pretty aggressive schedule!

4) Pulling it all together

To be honest, things went pretty much according to plan.  I took charge with a velvet gloved fist of steel, which is to say that rather than debating how things would be done (which frankly we didn't have time for), I decided how they'd work and asked if anyone had any objections.  My attitude was "Here's my idea, If you think you have a better one you quite probably do..."  There were a couple of times when other people's ideas were indeed better than mine, which was great.

To be honest, these are not a hard bunch of guys to work with.  I set some rules, which everyone agreed were reasonable, I set a schedule, which again everyone thought was reasonable.  We hit the schedule, (more or less, and certainly within the margins I'd built in) and managed to produce a great piece of work in a very short time.

So that's what happened, how we managed to get it to go from nothing to done is a relatively short time.  Intense peer review is probably the catchphrase for the project.  I hope this is interesting or useful to someone.

1 - Should I start calling him Neil "Duty & Honour" Gow now, I wonder?
Title: Re: How to herd cats: getting 8 indie designers to work together on one book
Post by: Gregor Hutton on November 27, 2008, 01:56:37 PM
Thanks for posting this up Rich. The Collective Endeavour journal looks pretty good and I think it's a really sweet sampler, and supplement, to a nice group of games. I'm really glad with all the work that you put into making this happen, and for all the stuff behind the scenes by Scott and Paul too.