Apart from some appendices that aren’t really ready, this is the last chapter of Tools for Dreaming, which is advice on how to go about getting your game out to the world, with an emphasis on self-publishing (since that’s by far the most practical way to go about it these days). Much like with the previous chapter, it’s basically stuff I’ve figured out through trial and error, and I’m sure someone with more experience could fill in some stuff.
There was a time when publishing an RPG meant you had to either find an existing publisher or take out a second mortgage. Nowadays publishing is vastly easier, and can range anywhere from putting a PDF up on a website for free to running a Kickstarter and doing a traditional print run.[1] Turning a game into a fully realized book can be really satisfying (though a lot of work), but don’t feel obligated to go that far. I’m generally of the opinion that (almost) anything worth making is worth sharing, but you don’t even have to do that if you don’t want to. If you do want to share it, you can do any number of things less involved than a fully-illustrated book.
One of my self-published games is called Raspberry Heaven. It’s the result of a decade of off and on struggle to figure out how to make an RPG for charming slice of life stories about schoolgirls in the style of manga like Azumanga Daioh and Hidamari Sketch. I went through three radically different versions of it before Jonathan Walton’s game Restless game me the inspiration I needed to finish it. The result is a game that comes as a set of 6”x6” cards, and it’s a weird story game with no GM or stats involved. It hasn’t sold a lot, but it’s more important that I achieved something as a game designer, and now I have a fun game I can play with friends. Continue reading Tools for Dreaming: Publishing