Write something about yourself. No need to be fancy, just an overview.
Stock & Bull is a small team of six guys, who set out to make the RPG game that could finally handle their wildest dreams, and even wilder antics. When we set out to turn a bunch of made up rules hastily jotted down in a Spider-Man notebook into a full-featured, mature game that anyone can enjoy. We were a bunch of kids (plus one adult) with barely a clue on how to begin. Except, we didn’t know how deep that rabbit hole goes.
When we started down the path of turning a great idea into a great game, we were all obsessed with just getting it on paper. It didn’t need to be pretty, it didn’t need to even make much sense. Art? What art? Yes one of us knew how to draw, but that could come later. Setting? That’s easy to do! We’ve already got most of the setting down anyway. No, back then was the time for design. We wanted this game to be awesome. We needed this thing to be stacked with all the superpowers, the rules, and the systems necessary to do the stuff we couldn’t in every other game we have played so far. Numbers? Probability curves? Screw that, the dice always sort themselves out.
The time soon came where we figured that’s enough. We can practically play this as is. When our regular play group got together we all ran a test run. Our friends think it’s fun. It’s time to present to the masses. That’s when it hit us. How do we do that exactly? We had a small spot of forward thinking when one of us applied for a Tax ID number about 2 years prior. Except that’s only the tip of the iceberg in establishing a legitimate business entity. How do we get this to the public? What if they steal our ideas? Do we need a lawyer? How do we make money? How do we get a business bank account? Do we pay taxes? Revenue? Profit margins? The void was exposed, the true depth of the rabbit hole laid plain for the first time.
“Improvise, adapt, overcome.” Thus the writer became the salesman, the designer became the accountant, the artist became the editor, the programmer became the business manager, and the mathematician became the typographer. We’ve all each had to pick up 2-3 extra skills just to try to inch this game ever closer to completion. What else could we do? Give up? Impossible. Pay someone? With what money? We had to do 100% of the work. It was time for us kids to grow up. We’re throwing ourselves into the arena that’s known as the tabletop games industry, dominated by men many years our senior for the better part of 50 years. We had to shape ourselves into men to match. Even our aforementioned adult knew nothing of value here. Last time he ran a business was the ‘80s. The skills required then were a firm handshake and a nice smile.
Not knowing how to do something, or being thrown into a task that places us well outside of our comfort zone is now commonplace. That feeling has almost become an indicator that we are on the right track with an idea. As I write this, I’m looking at a tutorial on textures in Inkscape. I have no clue how graphic design works. I’ll figure it out though, because our demo adventure book needs a front cover.
Working to ...