Getting Published

By Richard Johnson ·

TML message #1642From bundle 133

Here it is, probably not as promised.  Advice on how
to get published.

1.  Carry a little book around with you ALL THE TIME.
    Put every fleeting, seemingly interesting, idea in it to use later.

2.  Write for and get the "Writer's Guidelines" and "Schedule"
    for the magazine (presumably either Challenge or Journal).

3.  Pick one of your ideas and write about it.  Get someone to
    proofread it, even if they don't actually review/edit it.

    There is a difference.  Proofing is mainly checking spelling
    and grammar (what I'm not so hot at), and editing deals more
    with getting ideas organized and well-presented.  On a request
    only basis, I am volunteering to help with the latter.  I do
    that sort of thing for a living, and it doesn't really take me
    long.  It's free if it's on-line :-).

4.  Send a cover letter/proposal (really an ad) to the magazine
    of your choice.  Explain what you want to do, why it works
    well in their magazine, how it fits their schedule, and how
    long it is.  It's OK to guess on some of this stuff, after
    all, this is only a proposal.

5.  They will probably turn you down.  Try again with another idea,
    and maybe the old idea at a different magazine.  NEVER send
    the same stuff to two different mags at the same time! (I tell
    you three times!!!)  ALWAYS keep trying.  Eventually you'll
    either crack the editor that doesn't like your stuff, or you'll
    get good enough, or (s)he'll tell you how to fix it.

6.  They finally accept an article.  Make sure you keep the editor
    informed of your progress.  Absolutely make sure the mag knows
    well in advance if you'll be late -- even one day late.  If you
    screw up on this or the multiple mags bit, you're out of the
    business for a long, long time.

7.  Your article will probably need illustrations, drawings, or maps.
    Both the Journal and Challenge have staff artists.  According to
    Gary and Joe, the artists at GDW really want some control over
    the art.  DGP is not quite so bad.  Create some sketches that
    show and tell what you need, but don't waste any time on them
    (unless you are an artist).  If you want to sell visual art, all
    the same rules apply, only you usually get paid less, have less
    time to do things, and less control over what gets done.

8.  Continue doing articles for the magazines.  After you have done
    many, and are consistent, you can contact them for ideas about
    adventures, modules, and possibly even game components.  Every
    gaming magazine relies on a very small handful of consistent
    producers.  The people who get the juicy assignments are the
    ones who already have a track record.  Unless you're Steven
    King, don't try to sell them the big stuff until they know you
    well.

Richard