Greetings
For all those, who didn’t visit Ropecon 2007 and didn’t hear about my great idea in the Monday morning: There is a role playing magazine published in Finland. Since Hutton, Prince and Machell didn’t get a chance to introduce the Collective Endeavour during their stay in the convention called Ropecon, I’m looking forward to interview them (and the other members of the CE as well) via this forum and write an article about the game designer assortment. The cooperation in the Finnish rpg design scene is next to non-existent, so a little example of how things are done in the UK might be welcome and at least interesting. Oh, if this is a wrong category for this thread, feel free to move it to a proper place.
So, I have a whole lot of question, but I try to arrange them in some sort of categories, so that both answering and discussing would be easier. I know some background information is in the Our Mission page, so let’s not repeat that. Also, the aim is not to cover everything with just a single question and one answering post; this is the beginning of a discussion.
First of all, how the Collective Endeavour got started? Was it just a couple of game designers, who wanted to support each other and others like them? When exactly CE was founded: I guess it’s pretty new and still looking for its final form. Was the indie game design forum The Forge some sort of model, or in other words, is CE the British Forge?
Next, who are you outside rpg activites? Age, place of living, occupation, that sort of stuff. This is the magazine's own request concerning the interview.
What is the Collective Endeavour all about? The Our Mission page tells that it’s there to aid in game design and in promotion, but is it really open to all or just a cool name which six best friends gave to themselves? In other words, is it a growing society? Connected to this, where are the limits of the membership: do you have to be a British indie rpg designer to join, or is there room also for a German board game designer, who looks forward to sell his game to Hasbro? What is the thing(s) that is (or are) in common between all CE members? And finally for this section, what is your reputation in the wider game scene? Does an average role player in the UK even know about your existence? If so, does he consider your games as cool or is he just snorting at them and buying US mainstream game products instead?
Fourth, what does CE actually do? Again, Our Mission page lists con activity to cover selling and running demos and this forum is here for discussions. Does this mean that there is no actual play testing – or that there is a lot of various aiding activity, depending how much others are willing to help? For an example, someone might play test others’ games, but this is not a must to everyone. What about game design challenges, game design seminars in the conventions and articles (published in the web, if there is no suitable magazine) about different takes on game designing? Does CE cooperate at any level with other game societies? And what are the fruits: Are there any finished games in which the CE’s support was crucial? Or would you all be publishing game designers just the same even if the CE didn’t exist?
And after everything else, how does it work in real life? Have you had any problems with the CE, perhaps some members working more than others? Also, what is the catch, why do you cooperate? Is it because you wish to see more rpgs published, is it about helping others, is it about gaining fame or maybe a way to buy favours from others (“If I promote your game, you have to do the same for me”)? On the other hand, is it working so well that you are looking forward to further develop the various ways of cooperation? Does it seem like a worthwhile activity, or is it just something you have found yourselves doing besides designing games and role playing?
Finally, not really part of the official interview, but which still interests me: What does the sales figures look like? What is the average size of a print, 200 copies? How well the games sell? Which CE game is the king of the hill according to the amount of sold copies? Are the games bought in the UK, or are they popular outside the UK just as well?
-Sami Koponen


Hi Sami!
Submitted by Matt on Fri, 17/08/2007 - 13:03.
Wow, that's quite a lot of questions! I'll likely have to ponder those and get back to you.
I suppose my first answer will be to point out the mission page was out of date , based on some discussions we had earlier in the summer( I've slightly fixed just now).
Edited to add: Check out the key threads page for background insight
-Matt
Realms Publishing
All about me
Submitted by Andrew Kenrick on Fri, 17/08/2007 - 22:04.
Hi Sami! I'd be happy to answer your questions, although maybe not all at once! I'm sure you'll get a range of different answers from us all at various points, but make sure you prod us if we miss something out.
I'll start with who I am. I'm Andrew Kenrick, 26, from Sherwood Forest, Nottinghamshire, England. I've been publishing my own stuff via Steampower Publishing (Dead of Night, the Lemurian Candidate, Future Soldier and so on) for 4 years now, but it's a hobby rather than a profession.
When not writing for myself I freelance for some of the bigger rpg companies (most recently for Black Industries for the Dark Heresy rpg), a fact my fellow designers joke about! I'm also a freelance editor, and when not doing all that run an IT helpdesk for a college here.
Sales figures, books etc
Submitted by Andrew Kenrick on Fri, 17/08/2007 - 22:08.
If you're interested in sales figures, we're all pretty open about them - check out the individual publisher forums here to see our various sales figures. I think it's safe to say that Cold City sells the most of all our games, but we all do pretty well, especially at conventions where we're all present.
I can't speak for others, but I tend to get my books printed in batches of 25-50 at a time. Much easier that way and less money tied up in stock at any one time.
How it all began
Submitted by Andrew Kenrick on Fri, 17/08/2007 - 22:18.
We started back in Autumn 2006. The rest of the Collective had all been to Gencon Indy and there was a real buzz about british indie games - Best Friends, Contenders, Covenant and Cold City had all gone down really well over there.
The indie gaming scene had really taking off in the US at this point, both on the Forge, through IPR and at smaller, local conventions all over the US.
A few of us had the same idea at the same time - wouldn't it be great if we could start something similar over here. Not just a design community, but a way to spread the word about these great new games.
And this is what we came up with - initially an attempt to make our own design community coupled with a way to attend as many conventions as possible and get people excited about our games.
We debuted at Dragonmeet in London, December 2006, and hit the ground running. We took nearly £1000 in sales ($2000 or 1500 euros I think) in one day, and created a huge buzz around our stall. We've tried to attend as many cons over the past 9 months, both in the UK and abroad, and are slowly working out what it is we stand for and what we want to do.
The conclusion we came to was to foster a home grown design community, and create a successful indie gaming scene within the UK, as well as to help designers publish successful games both here and abroad. We're a long way from achieving that goal, but we're getting there slowly, one post and one con at a time.
I think Andrew has done a
Submitted by Iain McAllister on Sun, 19/08/2007 - 22:16.
I think Andrew has done a pretty good job of telling you what we are about, so I will just fill in all my own details.
Iain McAllister, I am in retail outside of gaming and interests include writing songs and fiction, watching films and reading. I am a bit of a computer game nut as well my current game of choice being City of Heroes.
I have had one game published so far, the just released Mob Justice, and am working on a couple of projects for release at Dragonmeet in the Uk.
Cheers
Iain
Mob Justice now available!
'The Giant Brain':Small games, big ideas.
Beginnings are interesting,
Submitted by Matt on Mon, 20/08/2007 - 09:13.
Beginnings are interesting, cos although it really solidified at GenCon 2006 lots of stuff brought us there.
I mean it's five years since I did an interview with Malc about the upcoming A|State for the Realms Ezine. I seem to remember pointing him at the Forge at that time...
Then there was Dragonmeet 05, when a load of guys who liked Indie games finally met up. Or Conpulsion 06, when the first UK indie games track happened.
But yeah, Gen Con 06, a load of UK guys turn up on the Forge Booth, realise they have a lot in common, realise the US has an "Indie Scene" that really feeds into the success of games, and decide to build something of our own.
-Matt
Realms Publishing
And of course up until
Submitted by Andrew Kenrick on Mon, 20/08/2007 - 09:42.
And of course up until Dragonmeet 06 I was very much an outsider - you guys all knew each other, whereas I only knew Malcolm via email, and then not very much!
Hi Sami,
Submitted by Malcolm Craig on Mon, 20/08/2007 - 14:32.
Hi Sami,
For my part, I'm currently an itinerant wanderer and man of leisure (which mainly means I'm backpacking around the world for year).
One sad thing about this is that I can't take as direct a part in the activities of the Endeavour as I would like to. Of course, this is only temporary! However, these forums do allow me (and other people from all over the place) to communicate and talk about design and play.
Perhaps the best thing for me about the Collective is the spirit of mutualism that has been fostered. At conventions, everyone is just as keen to talk about others peoples games as they are about their own games. There's no favouritism or any games not receiving enough attention. And we're keen for that to grow. Having people talk about design and play and getting their games into a form that they are happy with and that fosters the kind of play they want to see is a major goal.
As others have said, Gen Con Indy '06 and Dragonmeet '06 were probably the two key events in the creation of the Collective. The first event showed that we all wanted to band together with a common goal, the second showed that we could do that, and do it successfully and enthusiastically.
Oh, and if you are interested in sales figures for Cold City, they are all here in this section of the forum
Cheers
Malcolm
Contested Ground Studios
This is how I guess it goes
Submitted by Sami on Mon, 20/08/2007 - 15:32.
Okey-dokey, I’ve been reading different threads from the forum (thanks to Matt for the links), so this is the image I got: In the beginning there where five rpg designers, who met in the US, were all excited by the Forge and realised they’d like to do the same in the UK. And so they did. In order to get a single table at different conventions, they came up with a name: Collective Endeavour. The endeavour part was also realised in their mutual help in game design and publishing issues. Now, a year later, the question is whether it’s an open society. The answer is yes, if you can make friends with the CE. In other words, the founding fathers of the CE will support your game design if they have time and interest in it. Make something lousy stuff, lack the skills to support others, and you are out – being a part of the collective requires that you can actually be a part of the collective. The CE seems to be a meritocratic society just like its model The Forge. The thing about being "UK-based" is just a practical application of being a part of the CE. Folks are more interested in what their own citizens are doing, and all the advice is directed being active in the UK (like publishing a small print book might be a little different thing in UK than, say, in China).
So, as mentioned, the CE is a name for a common booth. Therefore it’s no use asking what the CE actually does. The question is what its members do. For an example, Joe seems to have some rpg design theory stuff on his web page. Someone else might be writing an article about the UK indie games to a gaming magazine. Another member might use rpgs as a tool in education. There’s no point saying that the CE does any of these, it’s the individuals. Does the CE (its forums, mainly) assist in designing games? Kind of. The members are a bunch of friends, so of course they help one another. On the other hand, they would’ve helped just the same, whether there was a public forum called the CE or not. The reason to cooperate varies among the members. Someone might be in for the enjoyment to do something with his friends. Someone else wishes to promote the UK’s indie gaming culture. Yet another one might be in to boost his own game sales.
And when it comes to the question of how it works in the real life, the question remains unanswered for the time being. In other words, so far there have been no problems or misbehaving. There have been no great disagreements, which would call for the clear authority / control hierarchy. There seems to be some attempts to foster guidelines in beforehand, but since there are no problems, the attempts aren’t carried to any conclusion. So far it’s been enough to comment on others’ games in the forums and share the booth at the conventions. With a word, at the age of one year, the CE is still in progress and looking for its final identity (or, as a journalist would state it: "The CE is a fancy name, but no-one really knows what to do with it"). Or, even more accurately, the CE doesn’t mean a thing in itself. It’s just a name, a title, under which a group of men work. As I see it, it can be compared to Box Ninja and Gregor Hutton. I would be insane to interview Box Ninja and ask about its cultural and political statements and somehow not realizing that it is Gregor in person, who’s doing all the talking.
How precise my deductions, interpretations and guesses are?
I'm not sure it's a case of
Submitted by Andrew Kenrick on Mon, 20/08/2007 - 17:23.
I'm not sure it's a case of "becoming friends" with the CE. We help anyone who posts on our forums with design queries, and our aim is to help as many of those people to print and publication as we can do.
I guess it is a meritocracy though - I don't think we'd have anything like the amount of respect we do for one another if we didn't truly believe in each other's games. And I hope that if one of us put something down on paper that was a bit pants, we'd have the balls to say so and, this is the key bit, help them make it good. We never want to lose the ability to stand on our stall or post on a forum and praise our fellow games and actually mean it.
We never say "you must be british" or "you must live in the UK", but if you don't, you won't get the full benefits of membership. For designers living here in the UK we can help you take your idea all the way from conception, through design and playtesting (including at our playtest camp that we ran in May at Spodley Grange), all the way to publication and selling your game alongside ours at a convention. If you're not in the UK, you can still get design advice, but you won't be able to take advantage of the physical community that we're trying to foster.
Hope that clears some stuff up!
Rethinking the CE
Submitted by Sami on Wed, 22/08/2007 - 08:18.
Yeah, let’s correct that a bit. My discussion with Eero, who is a long-time Forge activist cleared my thoughts some bit. The Collective Endeavour offers feedback, advice and a sales booth at cons. That’s what it does and therefore it is not just an empty name. My initial reaction underestimated this, because I didn’t consider it as much: anyone could do it. But when I look at the Finnish rpg scene, do we naturally do the same things? No. There’s probably several reasons to why Finnish rpg designers work alone, but that’s the fact anyway. There’s neither common representation in the cons. Eero and Mike both published their games in the last Ropecon, but they demoed their games in different floors. This is how it has been for a couple of years now. So clearly the CE has achieved something, but whether it is something we Finns could adapt, is a tough question. Maybe we just don’t like cooperating or maybe we don’t see any benefits in it. Interesting considering my article.
...
Submitted by Matt on Wed, 22/08/2007 - 09:16.
Hi Sami,
yeah, don't underestimate the power of people getting together and helping each other. Mutualism is the new capitalism (how's that for a soundbite?).
The thing is that a group of small publishers is a much more useful unit than an individual. For a start you piggy-back off each other's success. If one game attracts lots of interest, you get a halo effect and all the games get a boost.
For example, retailers don't like to deal with a single small press guy, they have no idea of the quality of your work. But if there's a group of you, suddenly they're more willing to take a few books, because there's more than your word backing it up.
Also you can share skills. I edit your book, you edit mine. I know about web design, you know about print design. This is a wonderful cost cutter, that can help the small guy.
And yeah, anybody could do it, but lots of people don't.
-Matt
Realms Publishing
I think mutualism is the
Submitted by Andrew Kenrick on Wed, 22/08/2007 - 10:33.
I think mutualism is the key. I couldn't afford to go to Dragonmeet on my own, not to mention Conpulsion, Games Expo and all the rest.
And even if I could, would we get the same sales if there were 6 tiny stalls scattered about? Or does us pooling our resources and getting one massive stall with 6 enthusiastic people on actually make it more than the sum of it's parts.
I'd like to add something of
Submitted by JoE PrincE on Wed, 22/08/2007 - 16:42.
I'd like to add something of value to this interview, but tend to agree with everything that's been said. Sami you seem to have a good handle on us.
We endeavour to be a mutual collective!
+++
JoE
+++
Prince of Darkness Games
Rock N' Role-Play....
Hi Sami
Submitted by Gregor Hutton on Thu, 23/08/2007 - 15:54.
Good to see you here. I'll try and condense my thoughts and post on Monday, rather than subject you to my usual verbose self.
-Gregor
Done and done
Submitted by Sami on Thu, 30/08/2007 - 21:19.
I just sent the interview / presentation article to the editor-in-chief. We'll see what he's going to say about it, but I'd say it's a good piece of writing. Thanks a lot to you all!
Even though the deadline was today (the last of August), the article won't be published until the December issue. How about if I'd send you a copy of that issue? Not that you'd understand much of the Finnish article, but at least you'd see the result - and a single issue of the Finnish role-playing magazine. I need some sort of address for this, if you (or even just one of you) are interested. If you don't like to post the address on a public forum, use the email.
Oh, as a follow up to this...
Submitted by Gregor Hutton on Wed, 19/09/2007 - 15:42.
...Eero's shop has a really nice page for our books: Brittiläinen indie.
So if you're from Finland we certainly encourage you to order them from Eero.
Wow, Eero really went to a
Submitted by Andrew Kenrick on Wed, 19/09/2007 - 18:11.
Wow, Eero really went to a lot of trouble to cut out the werewolf head from the DoN cover, blood-covered spittle and all! Nice job!