So, you have a wargame or rules set
you would like to see in print. There are two ways to go about this. One is to
market the game to a traditional publisher, like GMT, Compass Games, Warlord
Games, or perhaps Osprey Publishing. There’s a wide range there, covering
everything from a full-on board game to miniatures rules and scenario books.
But all these projects have some aspects in common.
While self-publishing is always a viable option, in this part of our “How to Publish You Wargame Project” series, we’ll look at how to reach out to existing publishers.
Is What You’re Doing Been Done Before and, If So, What Makes Your Idea Different?
I don’t need to tell you, if you’re making a board game or miniatures rules on World War II, you’re going to be in a crowded market. D-Day’s been done a lot, as has North Africa, and Kursk’s saving grace is that we’re learning so much more about the battle now. If you’re going to cover something that’s been done a lot in your chosen gaming avenue, find a unique take - a hook, if you will.
I mean, within D-Day, or Kursk, or North Africa, there are dozens of smaller actions that haven’t gotten their due on a gaming table. A bit of historical and market research will serve you well here. But the trick is? Don’t get so damned obscure that you make a game that has people going “Huh?” when they potentially pick up the box or read a blurb about the game.
What Makes This Game or Rules Fun?
You should know, you wrote it.
If you don’t, then you need to figure it out. Keep in mind, what you may find fun isn’t fun for everyone. I mean, monster games by SPI in the 1970s were fun for a lot of people, I’m not so sure I would have found them as fun myself. Look at your unique rules mechanics, or if you’ve borrowed some ideas from elsewhere, have you used them in a different manner or for a period other than intended (I borrow from John Hill’s Tank Leader series a lot)? And make sure when you make your pitch to a game company about your product that you transmit that infectious belief in your game or rules set. MAKE THEM BELIEVE!
Have a Prototype or Draft!
The old saying about a bird in the hand is worth two in the bush. Have something that can be playtested from the minute the contract is signed. Game companies like working with designers who have a product that’s ready to go. They’re in the business of publishing games, and if they can have something out within six months of lead time rather than a year, trust me, they’ll go with the six months.
Be Polite and Grow a Thick Skin
I really cannot stress that enough. I’ve gotten rejection letters and all sorts of comments about my designs. Do not lose your cool. Trust me, the guys looking at your design want to publish it. If they didn’t, they would not have wanted to sign the contract in the first place. But be professional, ready to take criticism and notes on what people say. And before you send anything in, send in a query letter! Trust me, it saves a lot of time and pain if you send a query letter first, rather than have to do the work of an outline and a draft or prototype. If they’re not looking for games about the Zanzibar War of 1896, then best to know that now.
And for heaven’s sake, ask for submission guidelines if they aren’t already on the website. Trust me, nobody’s going to be upset if you ask. They’ll be glad you did. Even though it’s a rough draft, edit it. Then, have someone else edit it. Then edit it again. This is your first, best foot forward. Make it a good one.
Make Sure Your Subject is Compelling!
The aforementioned Zanzibar War of 1896 is one of the shortest wars in recorded history and, well, was once sided as all heck. No one, and I mean no one, is going to want to play Zanzibar. Now, how about oh, say the defense of Wake Island or the Alamo? At first glance, that doesn’t end well for the USMC or the Texans. But it’s got drama, pathos, and a human story to boot. If you structure the victory conditions right and come up with a killer game system for a board game or write some great scenarios around it for some miniatures rules, you can sell it to a game company. Someone out there will buy it (heck, I’d buy something that was well done about Wake Island).
Know Who You Are Selling To, And Be Flexible
I cannot stress this enough. This industry, like any others, has fads. And there’s no telling what historical period will be hot next. I remember a year when the biggest thing on the miniatures side of the market was criminal gangs in ancient Rome! Yep, that’s right! For a year, everyone was playing it. Last year, it was coastal warfare in World War II. But do some market research, ask yourself, “What do these people like to publish?” You might find a niche part of their market they haven’t thought of before.
Start Small
I believe when you’re breaking into this industry (which is not for the faint of heart), it’s best to start small. Tackle some small projects and do them well. There’s a ton of smaller game companies and gaming magazines like Against the Odds, who are more than willing to work with newer designers. Think of them as training wheels for you to cut your teeth before moving on to bigger and bigger projects.
Become Known
If you have a game company in mind for your project, pay your dues the right way to become known to them. Don’t stalk them, but playtest a few designs for them and put in some homework. Make some good comments and work hard at playtesting. If you do well at that, don’t be surprised if someone taps you on the shoulder and asks, “So, you got any projects you want us to take a look at?” Another avenue is to write for their “house magazine.” Demonstrate to them your writing chops. If you can show them that you can churn out consistently good products, then you are doubly likely to get that tap on the shoulder.
Read and Know Your Contract
Don’t be the guy or gal that didn’t do this. Knowing your right and left limits in a project is a good thing and knowing exactly what you have signed on for is a must in any professional relationship. Most games have a fixed payment structure, with most game companies not being able to pay much more than a standard rate. And you’re a neophyte, this means you won’t be making the “big bucks” in this hobby. That said, a contract protects them and protects you. I work as a government contractor, and on every contract, we have what’s called a Statement of Work. It essentially tells us what we can and cannot do in very deep detail on a contract. Treat your contract as a Statement of Work. Live within the stipulations of it, and you’ll stay out of trouble.
Useful Links
Compass Games Submission Guidelines
Against the Odds Magazine Submission Guidelines
Call for Submissions from Osprey Wargames
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At Epoch Xperience, we specialize in creating compelling narratives and provide research to give your game the kind of details that engage your players and create a resonant world they want to spend time in. If you are interested in learning more about our gaming research services, you can browse Epoch Xperience’s service on our parent site, SJR Research.
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(This article is credited to Jason Weiser. Jason is a long-time wargamer with published works in the Journal of the Society of Twentieth Century Wargamers; Miniature Wargames Magazine; and Wargames, Strategy, and Soldier.)