I like Kickstarter. Even though the paNik campaign didn’t get funded, I still think it’s truly great and one of the things that makes modern life worth living. If you have a dream but no money, Kickstarter can help make that dream come true (assuming said dream is practical and you’re sufficiently convincing and/or popular… not that I’m bitter). 20 years ago, your only option for most Kickstarter projects was to go begging to banks, getting a second job and saving, or mortgaging your house (assuming you have one — and that’s really just a different way of saying going back to the banks).
But just as important are the benefits to the sponsors. You don’t just get the book or artwork or whatever tangible product is being manufactured. You also get the satisfaction of knowing that you get to help someone else realize their dream — at least a little. It’s incredibly empowering. Personally every time I browse through projects, I feel like a di Medici, patronizing the next da Vinci or Caravaggio. It’s a feeling that was formerly only experienced by bankers and the very wealthy, now made affordable by modern technology. Most of the time I don’t even want the stuff I’m sponsoring, I just either think it’s a good idea or the creator seems especially passionate or with increasing frequency: when it’s someone’s first project and it looks like they won’t get funded (not that I’m bitter). Usually I’ll only pledge a handful of dollars; I try to strike a balance between giving enough to actually matter but not so much that I get saddled with a ton of crap I can’t use. Sometimes, I get caught up in the excitement and actually end up pledging a significant amount of money (usually with gaming stuff) and since I’m (in all honesty) motivated by the idea of Kickstarter than I am the actual products of Kickstarter, within a few days I usually forget all about the things to which I’ve pledged. So, I’m surprised and delighted when a package comes in the mail. It’s always nice to get something besides bills and coupons for local businesses.
Except when the product is not… good.
Now, I don’t want to disparage Kickstarter as a whole (which is why I spent the first two paragraphs championing it). I know Kickstarter folks aren’t necessarily professionals and don’t have pro-grade skills so I cut them a lot of slack. I overlook amateur design decisions like too-large a typeface with too-small a leading, tiny margins, etc. etc. I also don’t expect high-quality prose (although… is it too much to ask that somebody check for proper homonym use before going to press?).
Still, you need to have a new idea.
I’m not going to name names, but I recently received a book that was basically a Pathfinder adventure ported over to Savage Worlds. As far as I know, it was an original adventure; I’m not trying to imply that they just re-skinned someone else’s published work or anything like that. But it was clearly set in a Pathfinder-esque world, complete with Pathfinder-type treasure such as bags of holding and swords that give “to hit” bonuses. Those are all old ideas and ones I’d prefer to do without (for reasons which I’ll get around to explaining in later posts). Why re-invent the wheel? It’s not like you’re going to improve on the concept of “roundness”.
There are millions of possible fantasy worlds. I want to see something different than just another Pathfinder clone. After all, Pathfinder is just a clone of Dungeons and Dragons, which itself borrows heavily from Lord of the Rings. Any differences between them are largely the result of lost resolution (such as when you photocopy a photocopy of a photocopy of a picture). I’m sick to death of Tolkien-esque fantasy worlds with stock elves, stock dwarves, stock wizards, et cetera. But. I understand the appeal. I get why people still like that stuff. Pathfinder is (or was) the most popular tabletop RPG for a reason. But let Pathfinder be Pathfinder.
The super cool thing about Savage Worlds is that it lets you create your own world with your own system of magic and magic items. Back in the day the only way to do that was to create a bunch of house rules that were likely to just make your players grumble. After all, if they’re expecting to play game X, they’re not going to be happy with game X2. Yeah, GURPS came out pretty early, but… GURPS had problems of its own (for instance: firearms had more attributes than player characters. It’s true).
I’ve been writing, deleting, and re-writing paragraphs for a while now… only to find myself griping in circles. As cathartic as that may be for me, it’s less than amusing for you so I’m just going to come sum everything up right now.
Open source games (or easily license-able games like Savage Worlds) give you a framework with which you can innovate without needing to create a whole new ruleset (which is both cumbersome and, in most cases, needless). Through the magic of Kickstarter, other people can enjoy your innovation with the convenience of not needing to learn new rules. These technologies (and open source rulesets are a form of technology) make it easier than ever to be creative.
Just actually be creative.