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No Use For a Band/Name's avatar

Thanks for the insightful article. A few thoughts on the MoSh side of things:

- While I'm happy to hear this Mothership Month concept is bearing fruit for the designers and creatives, the nonstop bombardment via email, notifications, etc. has been annoying as Hell. I understand that it's part and parcel of promoting one's work online, but the process would be drastically improved for all concerned IMO if a couple weeks prior, an Opt-In to Mothership Month

Promos communication went out via BackerKit (or wherever the mailing list is being harvested from) so that those of us who want to avoid MoSh Month Overload will be spared the nuisance of turning off notifications, muting channels, and unsubscribing from multiple lists. It's not the end of the world, but this would be a drastic improvement in customer-experience next time around. Not putting that all on you, since you're not the Boss of Mothership, but if you could pass it on to y'alls Comms Officer that would be appreciated.

- Sort of a follow-on point 1, and more of a shower-thought / rant than useful criticism. I guess? I still love MoSh, and all the indie creators (it's honestly *really* difficult to find bad MoSh content out there) like yourself who have made it the great game it is today, I'm also burned out. I honestly couldn't tell you how many MoSh adventures and pamphlets and modules I own at this point - that's not necessarily a bad thing, but it *is* a thing. I rarely get to be a Warden these days (I doubt I'll ever get to be a MoSh player) and that seems to be a common gripe amongst Forever GM's regardless of system. So while I wish you all the best and hope to be able to check out at least some of these new releases one day (and honestly, anything with "by Ian Yusem" on the cover will be among the top 5 on my wishlist) I'm sitting all of this out for now.

Why should anyone care? Well, like you said - indie game designers / creators need to eat. So what to do for the future of indie RPG's in general / MoSh in specific? How do we avoid saturation without sacrificing quality? Diversifying product output might be one way, releasing more follow-on adventures (as you've done with Inferno Trilogy) is another... it might be easier to sell players on an ongoing campaign with some continuity of setting and story rather than another string of one-shots. Ultimately I don't know the answer(s) - it's still a struggle to find players. More VTT support sure wouldn't hurt ::coughFoundrycough::

Thems my two cents. I just ran an adventure from Hull Breach last week for some friends, most of whom were new to the system, and everybody had a blast. Keep up the badass work, hope things keep getting better from here.

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Eric Kollegger's avatar

Always incredible to hear about the advent of more game dev/design unionization efforts in any way, shape or form. I'll definitely be looking into the TTGDA more, seems like a much needed candle in these dark days we find ourselves in.

Also just wanted to say that TKG, the entire concept of MoSh Month and their partnership with their 3PP community has been a thrill to see develop. It's people like yourself, Luke Gearing, and Emily Weiss (among many others) who act as a constant inspiration for me to step over the threshold from GM/Warden to becoming a content creator. Keep up the great work!

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