The Thin Red Lines

Happy GM’s Day! I’m not sure whether it’s appropriate or mean that I set a deadline for today.

Seems like every week I say it’s been a busy week in the Vampire office. Lately, though, it’s always true. Just over the weekend, I worked on Blood and Smoke and Demon drafts, plus a minor product I can’t talk about yet. Jess Hartley is hard at work editing the fiction anthology.

This week marks the end of our public playtesting for Blood and Smoke and the beginning of the manuscript phase of development. Thanks to everyone who participated, and especially those of you who tried the new Disciplines at your own table.

B&S has been an unusual book for us. Usually, the development process starts with the developer writing an outline. The outline is sent out to writers, who submit drafts for each chapter, usually with some e-mail discussion of each other’s content. The developer “redlines” those drafts, commenting on things he or she likes or wants changed. The writers take that feedback and submit second drafts. The developer takes those drafts, makes any additional changes he or she thinks are necessary, and sends the book to the editor to make sure the copy is clean.

This book is very different.

Working on v20, I experienced the advantages of the open development process. With that book, we solicited feedback on a broad range of topics. Like v20, B&S is dealing with a gamespace that people already understand, so we could start soliciting feedback in small enough pieces to meaningfully interact with players. But where v20 tweaked and polished, Blood and Smoke was going to overhaul the existing game. I wanted to see if we could apply open development from the very beginning.

I formally started work in June, although I’d accumulated notes for both a Requiem overhaul and the Strix pretty much the entire time I’ve been custodian of the game, and had been working on foundation stuff since the previous November.

I started discussions with the writers in August, at the same time I was working on a new Writer’s Guide for the entire line. We began tackling the fundamentals of the game: what each Discipline said about vampires, what its aesthetics were, what kind of vampire stories we thought were appropriate for Requiem that existing rules or setting elements ruled out.

Starting in September, we began the rules portion of the book, while I continued to work on the core setting. That was when we started showing our work to you, with the physical Disciplines being posted on the forums.

I finished the core setting in November, as we continued working on the rules and posting our initial takes on them. We got lots of excellent notes from you folks, which we tracked and discussed, both publicly and on the writers’ e-mail list.

I wrote the outline in December and distributed it at the beginning of January. Formally, the writers had about two months. But we still had more Disciplines to test, as well as various other mechanics like the predatory aura. I made the rather risky decision to press forward with testing and open development during the actual drafting process.

We continued posting playtest versions up to almost literally the last minute. Nightmare was the last Discipline, and it went public seven days before the drafts were due. I pushed the schedule as much as I could (still am), and we got a lot out of it.

By the time manuscript drafts started coming in, we’d racked up over a thousand posts on the writers’ list, and a bunch more in off-list discussions between the writers and me. I can’t even begin to count, although searching through my forum account suggests I’ve posted over 300 messages about the book.

This is pretty unprecedented for a White Wolf or Onyx Path book… six months of formal work before the process usually even starts, and an order of magnitude more input taken from both writers and players than usual. Sometimes it’s been exhausting, and the writers deserve credit for putting a lot more time in than I could have asked for. This is way more work per word than a book usually involves, and several of them joined me on the message boards and blog to talk to you… something they’re not compensated for.

So what now?

For me, the next step is redlining. I’ve gotten about 47k into the drafts so far, out of a total of 160k. Once I’ve received and redlined all the drafts, they’ll go back to the writers for changes and polish. There’s also more internal testing to go, using the mechanics we’ve already refined by working with the public. At this point, we can’t make more than small changes, but every little bit helps.

Although we’ve reached end of public playtest, we’re not going silent. I’ll be continuing to preview content from the book, and maybe documenting more of the development process.

One thing that hasn’t gotten much public attention yet is the work we’re doing on the setting. It’s been hinted at in the rules, and I’ve had a number of discussions with y’all on the forums, but we haven’t shown much of what we’re developing yet. The setting, both core and domains worldwide, makes up 92-97k of the outline, depending on how you count the stuff about ghouls. That’s not even including the material about the Strix themselves… so we’ve got a lot to talk about.

Thank you again for helping us get here.

(Click here to see the previous dev blogs.)

Comments

13 responses to “The Thin Red Lines”

  1. Ramza Avatar
    Ramza

    Thanks for keeping us in the loop.

    I’m curious were there any particularly large changes or ideas you got from fans? Or was it more fine tuning things?

    Either way I am looking forward very much to getting my hands on the finished product. 🙂

    1. rosem Avatar

      We made a number of significant changes in response to fan feedback. Probably the biggest changes were to Protean, while the largest number of tweaks were to the physical Disciplines.

      There are also things that didn’t come from the open development process but which are responses to feedback collected over the years. One example that comes to mind is The Familiar Stranger, which is now both more flexible and easier to understand. Another is making the predatory aura an active power.

  2. Grim Avatar
    Grim

    Do it to it, guys! I’m sure I share the same sentiments as the readers here and can’t wait to hold this book in my hot little hands! I’ve been digging the previews a lot and the engagement on rpg.net makes me really pumped for this book.

  3. Dawngreeter Avatar
    Dawngreeter

    I just wanted to say that even though I’ve hardly contributed anything to the discussion regarding Sexmurder, I’ve been eating up every piece of info posted. This has been such a fun experience, even if I did enjoy it passively. Thank you so much for that, you are a great host, so to speak, to this open development process.

    I am keeping a special place on my RPG shelf open for Blood and Smoke. Well, shelves, but who’s counting.

  4. Spoonfunk Avatar
    Spoonfunk

    So no sneak peeks week? Surely you can give us a little taste of sorcery or coils? maybe one of the physical disciplines? eh eh you know you want to….:)

  5. Craig Oxbrow Avatar

    The whole open process (for this and other books) has been great. Thanks!

  6. Pete Avatar
    Pete

    Like Craig above, I too believe the open process has been awesome. 🙂 Certainly a lot more engaging than many of the other RPG developers, I hope they take up your process themselves.

  7. jburgos Avatar
    jburgos

    Im excited to see the finished product Rose. Any word on how the product will look? I for one would like a 2 color hardcover, similar to Requiem, but a full color would be awesome to wish for. I also heard that you may not do a KS for this. Is that true because I really hope you do something deluxe for your flagship game line 🙂

  8. Joshua Avatar
    Joshua

    My only issue with open development is the reaction of vocal minorities to excellent content. Often you come up with great things, and someone who has the time to post large amounts and often argues them down until those that don’t have the time simply give up.

    Seems at times some people stifle some of the greatest changes you have come up with.

  9. Fatih Avatar
    Fatih

    Firstly, I agree with Joshua. Grognards and rules-lawyers get their chance to ruin things for the rest of us who are pleased and for this we don’t feel like protesting much -thus not posting pages long essays on how changing x will ruin the game forever.

    Secondly, I have to ask this… Are you guys changing the blur-effect on mirrors and recordable media? In this age, it seems like Vampires will become walking Masquerade breaches with all the traffic cameras and surveillances. What started off as an added layer of protection for the Masquerade, ended up being the largest hole in the plot.

    Also, Rose, any spoilers regarding the setting? Pretty please….? 🙂

    1. Pete Avatar
      Pete

      I do think that the assembled writers can tell the difference between a good argument and “OMG UR RUININ EVARYTHING”. 😛

      If you don’t feel like arguing for or against specific things, or in general, then you will have to accept what other posters decide for you. That is to say, if you don’t bother to express yourself, then you won’t be heard.

      But it’s not like WW and Onyx Path will suddenly decide that vampires can walk in the daylight and only sparkle, instead of catching fire like a good vampire should.

      1. Fatih Avatar
        Fatih

        Do you know what grognards say when they meet in their secret, underground temples of horror and plan how to keep their favourite editions/games in an eternal stasis?

        This:
        http://youtu.be/29xJRc329eI?t=5s

  10. […] why, in March, I was kind of sad to announce the end of the open playtest (click here for that recap). From that point forward (coinciding with me reviewing the first drafts of the actual book), we […]