A Worksheet Manifesto (Rough Draft)
The Worksheet Manifesto is an attempt to explain why I'm moving my game design toward something I can print for free at the public library and give away. It's not a scold or a call to action; I buy full-color zines and hardcover books, and I support people charging for their work. This is a personal manifesto—an exercise in self-exploration.
The first reason I pursue this is ACCESS. I want people to be able to find and play my games. (Accessibility is maybe a better word for this, but I don't want it confused with the process through which something is made easier to use for people with disabilities.)
Some of the main barriers I've seen are financial (someone can't afford my games), technological (lack of computers and/or printers makes it more complicated to read my games), and international (shipping to someone outside the U.S. is prohibitively expensive).
Combining these three elements, I realized I wanted my games to be cheap or free. The common "community copies" solution on itch.io is much touted, and for good reason, but as I tried explaining the process to friends who weren't familiar with the site (or who flat-out aren't tech savvy), many responses were confused or frustrated. So I've set most of my games to pay-what-you-want with a suggested price.
Going from computer tech to printer tech, my most recent games were laid out in black and white, without ink-sucking textures (although some still have large spots of black in the art--something I continue to consider). Many American libraries offer limited free printing, and I always hope people will "utilize" the printers at their jobs or schools. I want people to be able to easily print out my games and share them at the table or pass them to friends.
And more selfishly, I hate dealing with fulfillment and shipping. It's stressful for me, it requires money up front to print things, and I'm bad at it, which means shipments go out slow, or not at all if someone lives outside of the U.S. Creating a file that's easy to print hopefully encourages people to create their own copies.
These cheap print copies also hopefully contribute to a feeling of DISPOSABILITY. I grew up with comic books, magazines, newspapers, and mass market paperbacks, and I think these cheap, short slabs of culture helped them feel like someone could engage with them without having to be fancy or educated or in the know. (A lot of us gatekeep ourselves!)
Prices for RPGs, like so many nerd collectibles, have steadily risen at least since the start of the pandemic. Crowdfunders often capitalize on FOMO, encouraging people to go all in on deluxe hardcovers with fabric bookmarks or whatever. And if my experience working at a used game store is anything to go by, lots of those fancy editions go right onto the bookshelf, unread. Don't want to break the spine or get fingerprints on it!
And I guess I'm just against consumerism? If someone wants a nice thing, I hope they get it, but a culture of games as luxury items and status symbols is not something I'm interested in.
So if someone has a game of mine and they don't want it anymore, I hope they pass it on, put it in a little free library, or recycle it.
And those dirty little printouts of my games? I want people to touch them and write them. I want TACTILITY. This is partially a usability issue: 300-page hardcovers are hard to find information in, and they're heavy if you have to lug them to a friend's house.
So I try to design games where everything a player (including the GM) needs is on, at most, three sheets of paper. I want them to be able to spread a couple pages out and take in the shape of the game they're about to play. I want them to circle things and make notes in the margins. Moving a pencil around does wild things to your brain, the same way that picking at a guitar or molding clay does. It focuses attention in interesting ways.
And in the end, you hopefully have a personalized article of play. And if you spill beer on it, no one's worried about replacing that $50 hardcover.
Speaking of beer, I want my games to be available to and contribute to COMMUNITY. As the pandemic started, I retreated into lots of online spaces, and those were absolutely vital to my survival. But I lost touch with lots of my friends and acquaintances in my city. I want to reconnect with them.
One of my favorite cartoonists, Mark Connery, is known for drawing little zines and just...leaving them all over. Coffee shops, art galleries, bathrooms. And when I think of him, I think of an artist responding directly to the places around him. Is it sad that some of this work is probably "lost" to all readers other than the person that happens across the zine? A little bit. But I think that comes from a bad part of my brain, the part that wants to own things.
I certainly don't want the entirety of my own work collected and widely distributed. Some of those things were specific responses to specific times that I've moved past. Some were bad! But I want to keep responding to my specific times and my specific place. I want to give things to friends (even if they just pass them on or recycle them). I want to give a game to someone at a zine fest and have them recognize my name from a zine they read in a coffee shop bathroom. And maybe they'll give me a zine in return.
My last hangup is MODULARITY. First, similar to tactility, I want to be able to give a player only the rules that matter to them. Character creation and basic rules? Here's a page. And once you're familiar with that and we've entered a downtime phase, here's a page with those options. You want to start a farm? Here's a page. I want it to feel like printing coloring pages for kids or ripping out my favorite magazine articles. These are the parts that matter. And if they stop mattering, you can get rid of them.
But I also want modularity on a system level. I want to add a subsystem to game as I think of it. I want to throw in an adventure pamphlet when it comes to me. I can keep them all in a little box, like a care package from my past self, and when it's time to run a game, I can dig around like a verminous animal and build my nest out of the best bits.
In CONCLUSION, I want to reiterate that this is a personal practice, and I'm not criticizing people who work differently. I used to work differently, and in the future, I'll probably work differently again.
This is simply the way I've identified what's important to me, set that up against the things that cause me to stumble, taken advantage of the privileges I have, and tried my best to bring that all together in a way that keeps me excited about my own work.















