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Mobworx: Creator Owned RPGs

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I use the Mobworx “brand”  to label creator-owned games: either the games I own, or games owned by other creators that I’ve been lucky enough to develop or publish.

Please take a look at these games. I want to share them with you. Better yet, contact me to tell me about playing them! If you’re interested in the process behind the curtain read on about my developmental philosophy.

Worthwhile Wages or Shared Rewards

I have friends who are excellent artists, good at layout and who are skilled, creative writers. In many cases I’m sure they’d be happy to do work for nothing, or next to nothing. I’ve had offers. But I don’t treat my friends like that. Too often, small creators either exploit labour from others in the community or contribute to a scene where you are expected to devalue your efforts. If the game is free or created at cost, there’s no problem with this, but how many small creators talk in commercial terms, but succeed on the proceeds of undervalued labour? Too many.

Let me spell it out:

You cannot claim the privilege of friendship to reduce labour costs while operating for profit. It’s unethical.

That goes double for larger companies that offer low wages and use the promise of exposure or appeal to love of the hobby as excuses. We either pay well or we invite the contributor to share profits. The second option is risky, but if a game succeeds financially, it succeeds for everyone – not just the guy who published it.

Creator Ownership with Critical Discipline

The creator’s opinion isn’t the only opinion that matters, and other opinions have more of an impact than uncertain “peer criticism” or simply waiting for gamers to vote with their money. The creator ultimately decides what goes in and what doesn’t. Everything it the book exists to flesh out that vision — but I keep her honest. As developer, it’s my job to  turn an intriguing subtext into obvious text and provide the odd harsh comment. It’s an arrangement where we both have power.

According to some people, this “isn’t indie.” So be it, but the alternatives aren’t enviable. Peer criticism is a nebulous process that is too easily bound up in other social relationships, not to mention advertising and promotion. (If I see a problem with my friend’s game, do I want to say something bad about it online, where it might hurt his sales? Or ever, because it might hurt him?)

We use focused development because it gives someone permission to get ruthless and detailed, and to develop a one on one rapport. The Mobworx process depends on exploring a game in a deep, focused fashion. Still, it’s not quite the same as development for a mainstream game based on somebody else’s intellectual property. The developer doesn’t decide what the game means and how to keep it consistent. Instead, it’s his job — my job — to get the creator thinking and exploring his or her own ideas.

When you buy the game (we hope you do!), keep the above in mind. You’re paying for a game whose creators got paid a fair wage, or who share in the risks and rewards. You’re getting a game where we wanted the creator to really express himself or herself — but where we didn’t let pretense rule over the craft of design.

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