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Making it Better
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By Jim Butler
August 21st, 2003
We used to spend a lot of time back at
Wizards of the
Coast talking about what things we could do to make roleplaying
products better. More useable. More versatile. More... essential.
The problems are pretty obvious when you take a look at RPGs
versus that of the CCGs, miniature wargames, or clicky-base
businesses. The biggest names in this industry have games that
require the same gamers to purchase the same item again and again
and again. With D&D, you only have to buy the three core books and
then you can run off and do whatever you want.
As a company, we knew that Wizards could only produce so many
products in a year, and that the needs of some of the gamers would
get passed along for more lucrative opportunities. A new monster
book would sell better than an adventure, so adventures took a back
seat. The realization that Wizards couldn’t do everything to meet
the needs of the audience spawned the creation of the
Open Gaming License (and more specifically, the d20 System
Trademark License). With so many companies producing D&D materials
under license, the needs of the largest numbers of gamers could be
met. That meant that they would keep playing D&D instead of
migrating along to other games.
The
OGL has made the D&D experience more complete—it made D&D better.
But the nature of how information is presented hasn’t changed much,
nor has the requirements for playing (you still need only the
three core books). Sure, you can put out full-color books... but
that doesn’t make things better. Just colorful. And from Bastion’s
experience, full-color didn’t equate to higher sales versus
competitor books—just significantly higher costs.
So, what can be done to make books better? That’s been on my
mind a lot lately, and we’ve been trying to put more effort into
making each Bastion Press book better then the last. Better artists,
layout, content, and topics. Better gaming goodness.
Artists: We’re trying to bring together at least four
artists in each book that have complimentary styles. We’re putting
in border treatments that suit the subject matter. Artwork is all
crafted from the product itself (so no generic art filler pieces).
What it Means to You: By tying together multiple artists,
you’re much more likely to find an artist’s style you really love
and whose art brings the product alive for you. The complimentary
border treatments should make it easier for you to become absorbed
with the product.
Layout: Starting with
Oathbound: Arena in October (yeah, we’re late), you’ll see that
we’re doing things like Running Headers and Indexes. We’ve even
released some free indexes for Torn
Asunder: Critical Hits and Into the
Green. We’ll also be identifying the artist for each piece of
artwork.

What it Means to You: Running headers make finding
particular sections a lot easier (especially when topics run on for
a few pages). In addition to always being able to find the chapter
name, you’ll be able to zero in on sections of interest. Indexes are
something that we’ve received *a lot* of feedback on, so you’ll see
those as standard components for all of our releases from now on. By
tying the name of the artist to each piece, it will become a lot
easier to identify your favorite artist (instead of trying to guess
at whose initials those really are).
Content: The members of the Bastion Press Development
Team (Kevin Melka, Todd Laing, Brannon Hollingsworth, Darrin Drader, Steve Creech,
Kevin Ruesch, Sam Witt, Bryon Wischstadt, and Tom Knauss) have been
checking and rechecking galleys looking for errors, hoping to
eradicate every bug and error that somehow escaped the eyes of the
editor.

What it Means to You: This should all equate down to
fewer errors and more enjoyable content for you. While I’d love to
be able to promise error-free content, I’m not aware of any company
in the world that can release 100,000 words of material that’s
error-free. But we’re working hard to produce as error-free products
as possible.
Topics: We continue to strive to bring content to your
game that’s relevant for both players and DMs. The Design Team (plus
outside contributors) are sending boatloads of ideas and manuscripts
my way. We’re latching on to the most interesting (while largely
trying to avoid topics that have been done to death…. Yeah, no
Bastion Book of Elves).
What it Means to You: This should all boil down to cool
concepts and original roleplaying material for you and the rest of
the gaming group that inspires your campaign to new heights. And if
you don’t see what you’re looking for, let me know what you want to
see. Or better yet, check out our Writers’ Guidelines and submit
something.
And So it Goes…
Bastion continues to work hard to produce materials that you’re
willing to spend your hard-earned gold on to add to your gaming
collection. But all the brain-storming in the world won’t do any
good without your opinions and feedback about how we’re doing.
Please visit our
Message Boards and let us know what you think of our current
stable of gaming products. Check out the
Making It Better thread and
provide some good generalized feedback about what you think is
missing in today’s gaming products.
And above all, have fun. That’s what we’re all here to do!
You can view all of the previous columns by clicking
here.
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