Kubasik's "Play Sorcerer" project
animadversio:
Just curious as to what progress has been made on Christopher Kubasik's "Play Sorcerer" book project (original thread here). There hasn't been any update posted on the PlaySorcerer Wordpress blog, and I'm kinda wondering about the status of my fundable.org investment in the book.
Anyone know or hear anything about it?
Ron Edwards:
I know that Christopher is working hard on it and that there's been no delay or cessation. His plans for its publication are on schedule.
I can't speak for him, but I can provide my views on his possible circumstances.
One thing I've observed over the years is that design journals (blogs, whatever format) tend to reach their peak activity in the early stages of a project, and then one of two things happens. They continue their activity pretty strongly, and the project dies and disappears. Or, the design journal tapers off as the writer buckles down to the work of getting it done.
In other words, after a certain point, the act of publicizing and chatting about a creative project destroys its chances of actually happening, simply on the basis of time and mental energy. I have often suggested that the authors of games and game-related stuff utilized on-line methods of promotion, but also to beware of energy-draining, distracting socializing about the project, especially on-line.
In yet other words, you contributed money to see Christopher's book appear later this year, not to receive chatty updates on his latest notions every week. That's how I see it, anyway.
Best, Ron
animadversio:
Gotcha, and thanks. In response to your analysis, I hear you and see exactly where you're coming from, but I'd also add that if I were working on a project for which I solicited funding from an interested patron (or a bunch of interested patrons, in this case), I'd probably do 'em the basic courtesy of letting them know periodically that progress (whether substantial or incremental) was being made. Even if it's just a quick "hey, I'm on track with this, no specific details to communicate yet, check back with you later!" note, which was what he ostensibly set the blog up for, as I recall.
With that said... cool and I'm glad (based on your reports) that everything's proceeding in peachy keen fashion.
Christopher Kubasik:
Good points... I've been really meaning to update. But, a Ron suggested, I've been writing instead.
I'll go do that right now.
Christopher Kubasik:
Since folks might bump into this thread first, here's what I just posted.
Hello All!
Play Sorcerer is a labor of love that I love — but that also causes great stress.
I love Sorcerer, and want this book to do it justice. So while I’ve written dozens upon dozens of manuscript pages, I’ve torn up most of them as I continue working on the project.
The biggest concern is simply this: How to communicate clearly the procedures of Sorcerer?
All of the pieces of the game are interrelated — to a degree I don’t think I’ve ever seen in another RPG. In many RPGs, you have the magic system, and then you have the combat system, and then you have the point buy system.
But in Sorcerer, as a quick example, the conflict system is tied directly to the core premise of the game: How far will you go to get what you want?
Here’s what I mean by that: In every conflict you have to first choose if there’s going to be a conflict. Sorcerer never presumes that two characters are going to stand there and boff each other every turn. Even if the GM unleashes a big monster on a PC, the PC can still take off down the street. Fleeing — and fleeing successfully is always an option and a possibility!
And why might a PC flee? Because he’s a coward? No. (Though that might be the case.) The more common option might be that the Player decides in this case “This fight isn’t worth it.” In other words, he’s not going to go so far to fight this beastie to get into his enemy’s mansion.
And then, during a conflict, the game offers up one choice again and again as the dice hit the table and the circumstances shift — sometime wildly. The Players need to ask for their characters, “How far am I willing to go to get what I want?” Because it’s one thing to grab that idol off the pedestal when your guy gets to go first. But when an NPC firing an Uzi at you has initiative over you, the question becomes, “Do I go on full defense and reduce the odds of getting torn up by bullets? Or do I drive through with my actions with increased odds of getting torn up?”
Of course, the conflict system connects into other matters as well… How Sorcerer builds off the initial color established by the Players, and how the conflict system does the same thing in miniature, as color details that being the fight are the “stuff” that become the “Yes, and…” and “Yes, but…” material of the conflict. It also ties into Kickers, as the GM makes sure to hit the issues and the Kickers the Players laid out on the Character Sheets whenever possible in a fight — because that’s when the dice rolls will really click!
The problem I’ve worked on, even as I’ve continued to write pages, is how to ORGANIZE the material. I want a book that is a good read, but that also serves as a good reference. I’m actually studying Mouse Guard right now, as I think Luke Crane is the best game writer around. No one makes playing an RPG as clear as Luke.
I’ll update when I can, but I promise you most updates won’t amount to more than, “Still Writing!”
However, my plan for the spring was to start adding more info about sample Sorcerer games to this site. I don’t want blogging about Sorcerer to take the place of writing my book about Sorcerer. But I understand folks are curious. I’ll do what I can!
I can only say that I’m very excited about the project and have a clear vision of holding it in my hand and selling it to happy customers.
Christopher
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