Thinking out loud about RPG co-ops.

In their post about co-ops, Liam talks about the RPG projects that lend themselves to the co-op structure, ie, anthologies.

When I first read that, I wa a bit let down. It's a bit strange to say but I don't particularly like anthologies.
Let me explain. Themed anthologies are fine - but like a variety show, it's hard to get excited by them because you don't actually know what you're getting. By definition, it's a mixed bag.
But I am excited by projects like the Roleplayer's Guide to Heists where the identity of the book is very clear.

But I feel like these sorts of projects are rare in the indie rpg scene where modules or adventures don't play particularly important roles.
Right now, I'm an artisanal designer (to borrow a term from @Bad_Quail). I do everything from writing to layout - and I enjoy it. I enjoy the process of making a game from start to finish.

What about those sorts of projects? How do they work in a co-op?
And the answer seems to be: co-ops can be a way to build out a smaller game into a more complete , comprehensive product.

Even though I say I design games by myself, that's only possible because they're small games.
These are the roles of a large RPG project as I see it:

Writing and Design
Art
Layout
Editing
Cultural Consulting (if necessary)
Marketing

And you could add:

Project Management
Art Direction
Etc.

I'm definitely better at some of these than others.
What if the co-op was specifically around taking a game from something designed by one person and building it out till it becomes something that go Kickstarter?

This will probably involve more everything - more writing, more design, etc.
And every designer in the co-op could have their games go through a process like this.

And of course, guaranteed every game would have its own process. Forcing everything towards a certain size or scale or form sounds like a recipe for disaster.
I'm open to any and all thoughts on this subject. In no rush to figure this stuff out anytime soon.
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