Getting it all started.
Starting an indie TTRPG publishing business isn't easy, I've thought about it for years, and with the first publication, it's finally here!
Miller
3/7/20254 min read
It's been a long, long journey. Obstacles and mine fields the whole way, and I'm sure those will never end. They say, "showing up is the hardest part of anything you do."
Well, they're not wrong.
I've had such fun playing tabletop RPGs for most of my life, decades. I've never lacked enthusiasm for new systems, settings, mechanics, modules, and the artwork - my gods, artwork in the ttrgp world is SO good. From simplistic line drawings to insanely detailed graphic novel styles, to technical schematics, I'm a sucker for it all. It almost never fails to bring much better immersion.
Since I was a teenager I've admired game designers, writers, artists, publishers. These seemed like dream jobs, something akin to being a Hollywood actor, unattainable and a waste of time to pursue. So I focused my career efforts on the mundane: pay the bills, feed the family, play when I can carve out the time and find others who can do the same.
When the plague hit us a few years ago I started playing online. What a world that opened up. So many more possibilities, new folks to play with and VTTs to do some of the heavy-lifting. Mostly though, it was the availability of others, so many more options to play and so many folks willing to play new systems. It has it's drawbacks for sure, and I miss the analog table when we don't get the chance to get together, but I can play much more often, and play I have.
Being mostly the "forever GM" for quite a few years now, long before I started playing online, we've had such wonderful adventures. So much fun chatting, rolling and laughing. Triumphs and defeats, glories and embarrassments, challenges overcame and some that have broken us, we always have a great ride. I have so many things left over from our adventures; stories, plots, NPCs, twists, worlds, cultures, maps (I love a good map!), all sorts of notes I've used, and a whole lot more that I prepped for but never got around to using during play.
Maybe it's not just a dream after all
A couple years ago I started putting the pieces together. I have so much content the world would never see, just locked away on my hard-drive. I kept thinking that there are so many other folks pumping out good content, my stuff is at least as good as the mediocre stuff that folks are enjoying.
I should give it a try.
So I played around with some VTT publishing that didn't go anywhere. Honestly, it was less than mediocre. I hadn't really tried at all, not really. It took me a while realize that I was half-assing it, or less than that even. If I really wanted to turn my notes into solid content that others would actually enjoy, I'd have to take things more seriously.
I left my job.
It was a big step and without the loving support of my beautiful wife, it would never have been possible. She's a saint really.
For months I fiddled around, polishing up different notes, playtesting old and new ideas, filling my hard-drive with unfinished projects. I couldn't get anything finalized, nothing good enough to publish. I was frustrated, defeated, demoralized and exceptionally guilt ridden. All the motivation in the world wasn't helping.
"You've got to really want it!"
That wasn't the issue. I wanted it more than anything - I just couldn't make it happen.
I started looking at jobs. I was disgusted with myself. But I couldn't accept it. I couldn't concentrate enough to even update a resume. Something inside me wanted to make rpg content so much it wouldn't let me go back to the mundane. I had to figure out a new plan that would work.
I needed two things.
Habits that lead to production.
Consequences for not producing.
I started writing every day - every damn day. At least 1000 words. No exceptions. No breaks. No sleep. No half-assing. The content didn't really matter - I needed the habit.
I've been writing every day for a few months now and It's been a great experience. More than just acquiring a good habit, I've learned a ton. It's lead me to deep-dives into storytelling, plot development, and more. It's really made our games much better too - more depth, more interactive worlds, deeper immersion.
First step underway, I set about the second step.
I needed to start a business. Put myself on the hook for taxes, invest what's left of my meager savings and take on some debt. Dealing with the government is the worst. You can't just draw your sword and roll to intimidate. You've gotta jump through the hoops, all the hoops, so many hoops. From registering articles of incorporation with the feds and state, to hand-walking a signed registration form into my little rural county courthouse with cash in hand. I went through every one. It's all set. M3VERSE Studios is a legit business and I'm responsible for it.
Good habits – check. Consequences for failure – check.
I still couldn't get anything finished. Frustrated beyond my limits, I was not going to allow myself to accept failure. No wallowing in defeat. No self doubt. No going back. I had to change up the plan - again.
The problem? I had too many large projects going, spreading my time too thin. I narrowed my focus, started small. Head down I plowed forward.
BANG!
Here it is - my first published module for mothership.
Get it here.
It's a one-shot I've play-tested so much I can run it without notes. It's finally ready for the public. I hope y'all enjoy it.
I've got much more on the way too. I'm still infatuated with Mothership for now so I'll be exploring that for a while yet. A few pamphlets, a few booklets and a couple large settings are in the works. It's been such a rollercoaster I can't let the momentum slip away!
