Dear Deadly continues! You can read the series on the “dear deadly” tag.
Dear Deadly,
I’ve been following your blog for some time, and I always enjoy and appreciate your views on the industry and the state of Evil Hat. I own Cracked Monocle, a new steampunk tabletop RPG company, and we’re constantly debating how small or how large our development team. On an almost daily basis, we flip-flop between wanting just 1 more person to help out and thinking that our team is too large to keep everyone on the same page.
So my question, when Evil Hat is working on a product, how large of a group is normally involved, and how do you split up the work?
Cheers & Gears,
Daniel
Daniel, to get this out of the way up front, there’s no normally at Evil Hat. We’ve seen too much change year to year to have had much time at any given point to establish the whole, okay, how the hell are we doing this kind of thing? thing.
Right-sizing your team is tough. It’s about finding a proper midpoint between too many cooks and not enough hands.
It can seem like latter is pretty easy to identify, even if it’s not easy to overcome. Dresden took a long time in part because we did not have enough hands on the job, but finding those hands — in terms of the correct fusion of quality, energy, drive, time, and willingness — wasn’t easy. But even getting to the point of realizing we needed more hands, really, was some work, especially when sitting there feeling like the problem is you, that you need to magically find your own stores of energy/drive/time/willingness to get the thing rolling. So on that end: be willing to say you need help, be willing to admit that you simply aren’t, yourself, up for doing the work, and find people you’re sympatico with who are. Look to your biggest fans and think about who can be deputized. Try to be up front with them and honest with yourself about what you can afford.
The former is something I have less experience with, but it’s the kind of concern that’s kept me always adding to a team slowly (perhaps too slowly). Each new person brings a new dynamic, so you want to be sure you’re giving time for the stress-impact of that addition to settle out. I think it’s pretty dangerous to bring on, like, three new people all at once, unless you’re right at the beginning of a project and haven’t gotten rolling yet.
In my own experience, I’ve done everything from a solo effort (Don’t Rest Your Head was 90-95% me on all fronts, with some valuable conversations, playtesting, and proofreading from some good friends) to a small team (Spirit of the Century was Rob, Lenny, and Fred on text, Lydia on editing, Fred on layout & art acquisition) to a large team (anything that rhymes with Mesden Miles). Large-team on our latest DFRPG book breaks down like:
- Project Management & Oversight – Ryan
- Authorial Pool – Chad, Clark, Jess, Lenny, Rob
- Editorial Pool – Amanda (lead), Chad, Ryan, Matt
- System Guru – Lenny
- Setting Guru – Chad
- Layout, Art Direction, Pre-press work, Publication – Fred
Where you see the same name multiple times, that’s someone wearing multiple hats. At this point, I wouldn’t ever recommend going beyond a small handful of people without someone getting tapped for the primary job of project management. Someone filling that role, and well, makes the difference between a larger team being a big band or a kitchen overstuffed with cooks.

Fred Hicks is a dad, a gamer, and a game publisher. He runs