Different Play is creating
Analog Roleplaying Games

Different Voices, New Games

Give $
per game published
154
patrons
$877
per game published
Milestone Goals
2 Milestone Goals
reached
Even more
$1,000 per game published
We'll use this money to let creators publish longer games through us. If a game doesn't require more length, we'll give it extra love in mentoring/playtesting.
@different_play

About

Different Play is a volunteer organization that's supporting diversity in analog games, from the people who make them to the play experiences we create.

Top PatronsSee all 154

Different Play is about supporting diversity in analog games, from the people who make them to the play experiences we create.

This Patreon pairs fresh, new designers with mentors, playtesters, artists, graphic designers and editors.

Who are some of the designers?

Wendy Gorman is working on "Letters from Shamesh," a game that plays out a series of conflict-less or conflict light vignettes about a solarpunk utopia set in "our" future.

James Mendez Hodes is working on "AfroFuture", a game about the war for the narrative of human history, with the Mothership traveling across time and space to fight The Man.

Dylan Nix is working on "Yesterday's Tomorrow",  a far-future Apocalypse World hack about cryogenic sleepers waking up to find a world that no longer recognizes them as human, and exploring how to make community on the margins of society.

Nicole Winchester is working on "Hikari no Aidoru / Idols of Light", about Japan's biggest aidoru group, learning about the price of fame and glamour, while keeping evil spirits at bay.

Check out full descriptions and designer bios here: http://differentplay.com/upcoming-patreon-projects

Why do you need money?

Diversity can't be founded on charity. We want these designers to connect with the broader community as equals, which means paying them like the professionals they are.

We don't believe in "working for exposure". We plan on paying the writers, the editors, the artists, and the layout people at market rates. It helps support our designers, as well as the ecosystem of people creating independent analog games.

I have an idea for a game! Can I be part of this?

Sure! Send your idea, and a bit about yourself to [email protected].

We’re looking for designers from underrepresented backgrounds (including but not limited to race, gender, and class). Whether you’re familiar with analog games, tabletop games, indie games, or whatever is irrelevant: often times the best ideas come from totally different directions, so if you’re a digital developer who wants to try something different, let us know. There’s no one style of game that we’re looking to produce: rules-heavy or rules-light, tabletop or freeform, fantasy or realist, it’s all stuff we’re interested in and have the experience to help with.

You will retain all rights to your work, except for our right to offer a PDF to our patrons.

How can I offer my help with layout, art, editing, playtesting or mentoring? What does it pay?

Drop us a line at [email protected]. We pay the designer and editors on a per-word basis, consistent with rates across the gaming industry.  We contract with layout and art on a per work basis. We always pay on accepted delivery of the work, never on publication or any other delayed scheme. Any leftover money will compensate the mentors, playtesters, and project coordinator involved.

What do I get?

You're going to be helping the next generation of designers create games, gain exposure, and make awesome games. You'll help foster diversity in the games industry. In addition, if you support us, you'll
get a PDF of any game that's finished, as well as status updates.

Who are they going to be working with?

James Stuart is a queer web developer in NYC. He works for OkCupid, runs the Story Games website, as well as the Story Games Weekly newsletter, and his upcoming game, Six Months, Three Days is debuting at Fastaval 2015.

Mark Diaz Truman is an independent game developer, the co-owner of Magpie Games (magpiegames.com), and the Editor in Chief for The Fate Codex. Mark has authored two indie RPGs—The Play’s the Thing and Our Last Best Hope—and written a number of pieces for Evil Hat Productions, including parts of The Fate Toolkit, Timeworks, and the upcoming Do: Fate of the Flying Temple. Mark is passionate about creating an inclusive and diverse gaming community, and he's eager to help a new generation of game designers get started in the industry.

Jessica Hammer is an assistant professor at Carnegie Mellon University, jointly appointed between the HCI Institute and the Entertainment Technology Center. She studies how games can change the way people think, feel, and behave; her other research interests include creativity, gender, mobile technologies, and community design.

Lillian Cohen-Moore is an award winning editor, and devotes her writing to fiction, journalism and game design. Influenced by the work of Jewish authors and horror movies, she draws on bubbe meises (grandmother’s tales) and horror classics for inspiration. She loves exploring and photographing abandoned towns; Lillian spends every fall searching for corn mazes and haunted houses—the spookier the better. She is a member of the Society of Professional Journalists and the Online News Association.

Lizzie Stark is a journalist and author of two books, Leaving Mundania, an exploration of the world of larp, and Pandora's DNA, about the breast cancer genes. She co-edited the Larps from the Factory anthology of short Norwegian larps, and has written two short games, In Residency and The Curse, about an artists' colony and BRCA respectively. She is an active game organizer and is working on several short games of her own. She blogs about larp at LeavingMundania.com.


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