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Point 6. Oof. Value. I've really been quite introspective concerning this point lately. We can go deep down the rabbit hole when we start to evaluate intrinsic vs extrinsic value of the creations, the things...the "silly"* game things we create to express to others that we the creators of said things create - as if to impress upon others that we have worth. We have nothing to prove (because we all possess inherent worth), and yet we feel we do (the need for validation).

Even if the social proof fails us (that Kickstarter doesn't get fully funded or you don't earn a DTRPG metal**), we long for validation to know that what we express is seen, heard, and appreciated. We want to know that we are not alone in the journey that we find ourselves on. I think that's why we create - it's our megaphone as we cry out: "Please tell me someone else understands me."

Lastly, even if we make it, there is no guarantee folks will buy it. My last two creations have barely sold anything compared to the value I think they offer - because I have seen the growth in my journey over the course of time while those on the outside have not. A keen example of subjectivity right there.

Keep creating - even if you feel like no one hears you. Create as if you don't care who will or will not hear you.

* - "silly" compared to far more weighty topics and concerns at the top of the list for humanity, such as food, clothing, shelter, etc.

** - for those who don't know, DriveThruRPG calls them metals not medals

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This is precisely it and I think ties beautifully into the most deceptively straightforward advice on "making it" in any industry: make more stuff.

I've read that Kevin Crawford, author of Worlds/Stars/Cities Without Number (who we can all agree has "made it" if we're using intrinsic / extrinsic validation as a metric), said his big secret is just he never stops making stuff.

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Sep 10Liked by Nate Whittington

Sounds like you have a lot to write about and contribute some good thoughts. Subscribing! 😊😊

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Thanks for the subscription!

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