Okay, it should be obvious that I've been spending a lot of time lately
revisiting my past on-line.
One of the comments I have seen repeatedly is the old meme, "GDW had a
reputation for lots of errata."
Now, I don't know if it's really true that GDW had any more or any less
errata than the average game company, but certainly I know I've heard that
remark before. It may just be one of those remarks that gets parroted over
and over like Marc's remark about TNE being the most
controversial version of Traveller (a minefield that I may venture into
another day), or maybe it is said about EVERY game company--"SPI had a
reputation for lots of errata," "TSR had a reputation for lots of
errata"--but let's assume for a moment that it is true that GDW did have
more errata than most.
The first thing, which I was very much aware of at the time, is that you
have to admit that there is errata. There were cases where folks would
simply not publish errata, because as soon as you publish an errata sheet,
people jump up and go, "Ha! Errata!" So publishing errata makes you look
bad. So there is the issue that you first have to admit to errata, which
makes you look bad. My position was that having errata, but not wanting to
go to the embarrassment of admitting to it, is worse than admitting to it.
The point is to keep faith with your players, which means that if you find
a problem, you must report it, even if that means you have to admit to
screwing up. I know that GDW when I was there went above and beyond in
admitting to errata, which certainly made us look like we had a lot,
because we were proactive in publishing a lot, and we would even publish
clarifications of things that were not exactly wrong, but could have been
explained better. And Loren always correctly pointed out that it was not an
"Errata Sheet," as "errata" is the errors, not the corrections. Actually it
was a "Corrigenda Sheet."
The second, and this is the thing that I've been thinking about lately, is
that I would imagine that errata is more likely when you are a small
company that must publish to survive. If we didn't have new product
shipping, we didn't get income. And if we missed deadlines, that is money
that we would never get back. This was because of the comic/game
distribution system, which ran on pre-solicitations where they would send
out monthly catalogs for upcoming products, and local stores would sign up
for a set number of things to be released on that date. If they came out on
that date, the distributors would buy the planned amount. But if they
slipped, the distributors would not save that money for when it eventually
came out, they would spend it on something else. And when the product did
finally come out later, it would be competing with something else, so you
would never get the same numbers as if you got it out on time. At our
weekly production meetings, Frank would always say one of two
diametrically-opposed things:
1. "They'll never remember if it was on time or not, they'll just remember
if it was good."
2. "They'll never remember if it was good or not, they'll just remember if
it was on time."
The ironic thing is that both were true: 1 was true of the end users, the
gamers, and 2 was true of the distributors, and you had to try very hard to
not damage your on-time reputation with the distributors, because if you
had a reputation for not being on time, they wouldn't bother to order as
much from you, as they didn't think they'd get it anyway. But if you
damaged your reputation with the players, your products would get a bad
name and no end-users would want them.
So, back to getting stuff out. If we didn't get stuff out on time, and on
a regular basis, once a week, once every two weeks, we didn't get income to
make payroll, and towards the end this was very obvious, as we started
slipping payroll. So, if it is true that a smaller company is more
dependent on that weekly, bi-weekly, or monthly shipment of new products to
cover its bottom line, it is under more pressure to get stuff out and could
generate more errata. But, did we ever ship anything out the door knowing
that it was broken, or not good enough? Never. I remember standing out on
the back porch in tears one time because we weren't going to be able to
send the Brilliant Lances book to the printer because there were some
broken ships in it, and I was going to have to work all weekend and cancel
a long-awaited, "really, I mean it this time," two-day trip with my wife,
AGAIN. (Susan Schug saved my soul, and renegotiated with the printer.) But
the requirement to get stuff out could have truncated the QA process, not
allowing enough time to catch everything that could have otherwise been
caught.
So maybe we did have more errata than companies that did have a bigger
bankroll, like a West End. I don't know. But I think about these things.
Anyway, I'm going to bed. I'll talk to you all tomorrow. Unless you're
tired of my introspection, then I'll stop. Seriously, any of you who ever
thought, "why doesn't that Dave Nilsen guy talk to us?" have got to be
thinking now, "be careful what you ask for."