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	Comments on: Mishler&#8217;s Manifesto	</title>
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	<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/</link>
	<description>Award-winning &#38; New York Times-bestselling author and game designer</description>
	<lastBuildDate>Mon, 26 Jun 2006 01:58:20 +0000</lastBuildDate>
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-2505</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Mon, 26 Jun 2006 01:58:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-2505</guid>

					<description><![CDATA[All good points, Christian. I often think that game designers are in a position similar to comic-book writers in the seventies. Few people care who they are, but they love their work. That&#039;s much of James&#039;s argument in his article too, which is why it rang so true with me. I can only hope that the gaming industry will someday have the superstars that the comic-book industry has now.]]></description>
			<content:encoded><![CDATA[<p>All good points, Christian. I often think that game designers are in a position similar to comic-book writers in the seventies. Few people care who they are, but they love their work. That&#8217;s much of James&#8217;s argument in his article too, which is why it rang so true with me. I can only hope that the gaming industry will someday have the superstars that the comic-book industry has now.</p>
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			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-49849</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Mon, 26 Jun 2006 01:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-49849</guid>

					<description><![CDATA[All good points, Christian. I often think that game designers are in a position similar to comic-book writers in the seventies. Few people care who they are, but they love their work. That&#039;s much of James&#039;s argument in his article too, which is why it rang so true with me. I can only hope that the gaming industry will someday have the superstars that the comic-book industry has now.]]></description>
			<content:encoded><![CDATA[<p>All good points, Christian. I often think that game designers are in a position similar to comic-book writers in the seventies. Few people care who they are, but they love their work. That&#8217;s much of James&#8217;s argument in his article too, which is why it rang so true with me. I can only hope that the gaming industry will someday have the superstars that the comic-book industry has now.</p>
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		<item>
		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-2464</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sun, 25 Jun 2006 19:09:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-2464</guid>

					<description><![CDATA[It is interesting to me how little the &quot;stardom&quot; phenomenon has developed in the gaming industry, but I can see why.  Gary Gygax became a name because he &quot;created&quot; something new.  Steve Jackson because he was creating like crazy and named a company after himself.  Tracy Hickman (and Laura) were the first time I can remember a name that by itself made me buy a gaming product.  It started with Pharoah and continued from there.  Your work, Greg Gorden&#039;s work, and Shane Hensley&#039;s work have all made me a frequent consumer of gaming products.

I think one of the difficulties in the RPG world is that early on the names were &quot;microprinted&quot; on the covers, still true today.  Add to this the fact that the major publishers are somewhat &quot;mills&quot; in their rapid production and when the &quot;brand&quot; I am buying is Wizards or Green Ronin the author is less important.  Imagine if consumers bought &quot;Del Rey&quot; fantasy novels instead of David Gemmell.  Much of the gaming industry is achieving this.

It&#039;s like when I was young and I first read a Michael Moorcock novel (the DAW edition).  At first I bought every DAW fantasy book, but then I realized some DAW books were aweful and that those with Michael Whelan covers were good.  Then I started noticing that Michael Moorcock was the author.

Gaming, by its nature, is about the games.  So people by Wizards D&#038;D products, regardless of author.  Add to this that the quality remains high with a long list of authors and &quot;star status&quot; becomes more difficult.

Games are kind of where comics were in the 60s.  Most people bought for the title.  It wasn&#039;t until later that people began to recognize artist names.  Then artist control of the industry took over and books specialized and sales dropped.  Sure Jim Lee on a book increases sales, but he increases sales in a depressed market which became &quot;art&quot; all the time and has IMHO become less about simple entertainment.  It&#039;s a difficult balance, the quality is much higher now, but less &quot;broad&quot; in appeal.

Naturally, gaming is still in a developing stage.  Which I think is the crux of the issue.  TRPGs have had to deal with challenges in the marketplace at a rate faster than the development of their own industry.]]></description>
			<content:encoded><![CDATA[<p>It is interesting to me how little the &#8220;stardom&#8221; phenomenon has developed in the gaming industry, but I can see why.  Gary Gygax became a name because he &#8220;created&#8221; something new.  Steve Jackson because he was creating like crazy and named a company after himself.  Tracy Hickman (and Laura) were the first time I can remember a name that by itself made me buy a gaming product.  It started with Pharoah and continued from there.  Your work, Greg Gorden&#8217;s work, and Shane Hensley&#8217;s work have all made me a frequent consumer of gaming products.</p>
<p>I think one of the difficulties in the RPG world is that early on the names were &#8220;microprinted&#8221; on the covers, still true today.  Add to this the fact that the major publishers are somewhat &#8220;mills&#8221; in their rapid production and when the &#8220;brand&#8221; I am buying is Wizards or Green Ronin the author is less important.  Imagine if consumers bought &#8220;Del Rey&#8221; fantasy novels instead of David Gemmell.  Much of the gaming industry is achieving this.</p>
<p>It&#8217;s like when I was young and I first read a Michael Moorcock novel (the DAW edition).  At first I bought every DAW fantasy book, but then I realized some DAW books were aweful and that those with Michael Whelan covers were good.  Then I started noticing that Michael Moorcock was the author.</p>
<p>Gaming, by its nature, is about the games.  So people by Wizards D&amp;D products, regardless of author.  Add to this that the quality remains high with a long list of authors and &#8220;star status&#8221; becomes more difficult.</p>
<p>Games are kind of where comics were in the 60s.  Most people bought for the title.  It wasn&#8217;t until later that people began to recognize artist names.  Then artist control of the industry took over and books specialized and sales dropped.  Sure Jim Lee on a book increases sales, but he increases sales in a depressed market which became &#8220;art&#8221; all the time and has IMHO become less about simple entertainment.  It&#8217;s a difficult balance, the quality is much higher now, but less &#8220;broad&#8221; in appeal.</p>
<p>Naturally, gaming is still in a developing stage.  Which I think is the crux of the issue.  TRPGs have had to deal with challenges in the marketplace at a rate faster than the development of their own industry.</p>
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		<item>
		<title>
		By: Christian Johnson		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-49848</link>

		<dc:creator><![CDATA[Christian Johnson]]></dc:creator>
		<pubDate>Sun, 25 Jun 2006 19:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-49848</guid>

					<description><![CDATA[It is interesting to me how little the &quot;stardom&quot; phenomenon has developed in the gaming industry, but I can see why.  Gary Gygax became a name because he &quot;created&quot; something new.  Steve Jackson because he was creating like crazy and named a company after himself.  Tracy Hickman (and Laura) were the first time I can remember a name that by itself made me buy a gaming product.  It started with Pharoah and continued from there.  Your work, Greg Gorden&#039;s work, and Shane Hensley&#039;s work have all made me a frequent consumer of gaming products.

I think one of the difficulties in the RPG world is that early on the names were &quot;microprinted&quot; on the covers, still true today.  Add to this the fact that the major publishers are somewhat &quot;mills&quot; in their rapid production and when the &quot;brand&quot; I am buying is Wizards or Green Ronin the author is less important.  Imagine if consumers bought &quot;Del Rey&quot; fantasy novels instead of David Gemmell.  Much of the gaming industry is achieving this.

It&#039;s like when I was young and I first read a Michael Moorcock novel (the DAW edition).  At first I bought every DAW fantasy book, but then I realized some DAW books were aweful and that those with Michael Whelan covers were good.  Then I started noticing that Michael Moorcock was the author.

Gaming, by its nature, is about the games.  So people by Wizards D&#038;D products, regardless of author.  Add to this that the quality remains high with a long list of authors and &quot;star status&quot; becomes more difficult.

Games are kind of where comics were in the 60s.  Most people bought for the title.  It wasn&#039;t until later that people began to recognize artist names.  Then artist control of the industry took over and books specialized and sales dropped.  Sure Jim Lee on a book increases sales, but he increases sales in a depressed market which became &quot;art&quot; all the time and has IMHO become less about simple entertainment.  It&#039;s a difficult balance, the quality is much higher now, but less &quot;broad&quot; in appeal.

Naturally, gaming is still in a developing stage.  Which I think is the crux of the issue.  TRPGs have had to deal with challenges in the marketplace at a rate faster than the development of their own industry.]]></description>
			<content:encoded><![CDATA[<p>It is interesting to me how little the &#8220;stardom&#8221; phenomenon has developed in the gaming industry, but I can see why.  Gary Gygax became a name because he &#8220;created&#8221; something new.  Steve Jackson because he was creating like crazy and named a company after himself.  Tracy Hickman (and Laura) were the first time I can remember a name that by itself made me buy a gaming product.  It started with Pharoah and continued from there.  Your work, Greg Gorden&#8217;s work, and Shane Hensley&#8217;s work have all made me a frequent consumer of gaming products.</p>
<p>I think one of the difficulties in the RPG world is that early on the names were &#8220;microprinted&#8221; on the covers, still true today.  Add to this the fact that the major publishers are somewhat &#8220;mills&#8221; in their rapid production and when the &#8220;brand&#8221; I am buying is Wizards or Green Ronin the author is less important.  Imagine if consumers bought &#8220;Del Rey&#8221; fantasy novels instead of David Gemmell.  Much of the gaming industry is achieving this.</p>
<p>It&#8217;s like when I was young and I first read a Michael Moorcock novel (the DAW edition).  At first I bought every DAW fantasy book, but then I realized some DAW books were aweful and that those with Michael Whelan covers were good.  Then I started noticing that Michael Moorcock was the author.</p>
<p>Gaming, by its nature, is about the games.  So people by Wizards D&amp;D products, regardless of author.  Add to this that the quality remains high with a long list of authors and &#8220;star status&#8221; becomes more difficult.</p>
<p>Games are kind of where comics were in the 60s.  Most people bought for the title.  It wasn&#8217;t until later that people began to recognize artist names.  Then artist control of the industry took over and books specialized and sales dropped.  Sure Jim Lee on a book increases sales, but he increases sales in a depressed market which became &#8220;art&#8221; all the time and has IMHO become less about simple entertainment.  It&#8217;s a difficult balance, the quality is much higher now, but less &#8220;broad&#8221; in appeal.</p>
<p>Naturally, gaming is still in a developing stage.  Which I think is the crux of the issue.  TRPGs have had to deal with challenges in the marketplace at a rate faster than the development of their own industry.</p>
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-2099</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:59:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-2099</guid>

					<description><![CDATA[Too true, Jason, but then they have to be. If you don&#039;t think whatever you create is better than what&#039;s already out there, then what&#039;s the point? Holding that belief requires at least a modicum of ego. 

Of course some of us can go overboard with that. :)]]></description>
			<content:encoded><![CDATA[<p>Too true, Jason, but then they have to be. If you don&#8217;t think whatever you create is better than what&#8217;s already out there, then what&#8217;s the point? Holding that belief requires at least a modicum of ego. </p>
<p>Of course some of us can go overboard with that. 🙂</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-49847</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-49847</guid>

					<description><![CDATA[Too true, Jason, but then they have to be. If you don&#039;t think whatever you create is better than what&#039;s already out there, then what&#039;s the point? Holding that belief requires at least a modicum of ego. 

Of course some of us can go overboard with that. :)]]></description>
			<content:encoded><![CDATA[<p>Too true, Jason, but then they have to be. If you don&#8217;t think whatever you create is better than what&#8217;s already out there, then what&#8217;s the point? Holding that belief requires at least a modicum of ego. </p>
<p>Of course some of us can go overboard with that. 🙂</p>
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		<item>
		<title>
		By: Jason L Blair		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-2098</link>

		<dc:creator><![CDATA[Jason L Blair]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:54:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-2098</guid>

					<description><![CDATA[I&#039;m an ego machine.

And, yes, the bloated ego is certainly part and parcel of the creative universe.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m an ego machine.</p>
<p>And, yes, the bloated ego is certainly part and parcel of the creative universe.</p>
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		<title>
		By: Jason L Blair		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-49846</link>

		<dc:creator><![CDATA[Jason L Blair]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-49846</guid>

					<description><![CDATA[I&#039;m an ego machine.

And, yes, the bloated ego is certainly part and parcel of the creative universe.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m an ego machine.</p>
<p>And, yes, the bloated ego is certainly part and parcel of the creative universe.</p>
]]></content:encoded>
		
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		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-2094</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:21:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-2094</guid>

					<description><![CDATA[Egos are always a problem in any creative endeavor, whether there&#039;s fame involved or not. It&#039;s the nature of the beast, Jason. Or is it the Jason-beast? I always get that confused. 

Good point, Jeff, about the nature of RPGs helping foil rock-star designers. Some core-book creators seem to be able to get around this by emphatically being there on the ground floor of a setting. Supplement writers, though, rarely get the same kind of respect. 

As James pointed out, though, it&#039;s not just RPGs that suffer from this. Few outside the industry could name a board game designer much less a collectible card game designer. 

Perhaps it&#039;s the difference between mechanics and stories that causes the disconnect. The two often become intertwined in games, but never to the extent that you see in a narrative tale. Hm. More food for thought.]]></description>
			<content:encoded><![CDATA[<p>Egos are always a problem in any creative endeavor, whether there&#8217;s fame involved or not. It&#8217;s the nature of the beast, Jason. Or is it the Jason-beast? I always get that confused. </p>
<p>Good point, Jeff, about the nature of RPGs helping foil rock-star designers. Some core-book creators seem to be able to get around this by emphatically being there on the ground floor of a setting. Supplement writers, though, rarely get the same kind of respect. </p>
<p>As James pointed out, though, it&#8217;s not just RPGs that suffer from this. Few outside the industry could name a board game designer much less a collectible card game designer. </p>
<p>Perhaps it&#8217;s the difference between mechanics and stories that causes the disconnect. The two often become intertwined in games, but never to the extent that you see in a narrative tale. Hm. More food for thought.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Matt Forbeck		</title>
		<link>https://www.forbeck.com/2006/06/22/mishlers-manifesto/#comment-49845</link>

		<dc:creator><![CDATA[Matt Forbeck]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 18:21:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.forbeck.com/?p=630#comment-49845</guid>

					<description><![CDATA[Egos are always a problem in any creative endeavor, whether there&#039;s fame involved or not. It&#039;s the nature of the beast, Jason. Or is it the Jason-beast? I always get that confused. 

Good point, Jeff, about the nature of RPGs helping foil rock-star designers. Some core-book creators seem to be able to get around this by emphatically being there on the ground floor of a setting. Supplement writers, though, rarely get the same kind of respect. 

As James pointed out, though, it&#039;s not just RPGs that suffer from this. Few outside the industry could name a board game designer much less a collectible card game designer. 

Perhaps it&#039;s the difference between mechanics and stories that causes the disconnect. The two often become intertwined in games, but never to the extent that you see in a narrative tale. Hm. More food for thought.]]></description>
			<content:encoded><![CDATA[<p>Egos are always a problem in any creative endeavor, whether there&#8217;s fame involved or not. It&#8217;s the nature of the beast, Jason. Or is it the Jason-beast? I always get that confused. </p>
<p>Good point, Jeff, about the nature of RPGs helping foil rock-star designers. Some core-book creators seem to be able to get around this by emphatically being there on the ground floor of a setting. Supplement writers, though, rarely get the same kind of respect. </p>
<p>As James pointed out, though, it&#8217;s not just RPGs that suffer from this. Few outside the industry could name a board game designer much less a collectible card game designer. </p>
<p>Perhaps it&#8217;s the difference between mechanics and stories that causes the disconnect. The two often become intertwined in games, but never to the extent that you see in a narrative tale. Hm. More food for thought.</p>
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