Year in Review 2022: Publishing

In part 1 of the review I presented some raw numbers from another year of publishing, in this (rather late) post I want to add some context but first some summary stats. Compared to 2021 my total 2022 income was down, from £2362.41 to £2379.94 while my costs went up significantly. As a result I went from a healthy profit of £1280.69 to a loss of -£148.20.

That’s not great but it was also not unexpected and not as bad as it looks because of how the tax year falls. Signal to Noise brought in approximately half the amount of money that Project Cassandra did and virtually all of it went on art and fulfilment. The entire reason I ran a campaign for the game was so I could afford to commission Val and add her fantastic art to the game so that’s what I did, even though it meant my ‘profit’ from the campaign was non-existent. In terms of subsequent sales I think it’s paid off with the game selling well throughout the rest of the year and a number of people at Dragonmeet commenting on how great the art is. Project Cassandra used stock art throughout and its only non-production cost was editing so I came away with a much more substantial profit (~£600, which didn’t actually pay me a fair rate for the work).

Online my digital sales were down on drivethruRPG and slightly up on itch. The difference at drivethruRPG almost entirely comes down to one factor – The Synth Convergence being the deal of the day. That single boost brought in a substantial bump in sales in 2021 and many of those buyers then bought the rest of the Sprawl mission bundle. It just goes to show the power of promotion and I sort of wish I’d held on to the points to use with either Project Cassandra or Signal to Noise as it’s going to be a long time before I have enough to run another deal.

While my 2021 numbers on itch were boosted by being part of a couple of bundles pushing both Signal to Noise and Rock Hoppers throughout the year compensated for not being in any large bundles during 2022. Signal to Noise in particular caught some welcome attention including being mentioned by Sam Leigh (GoblinMixtape, who also did the playlist for the game) on one of their popular tiktok roundups. My attempt to run a ZineQuest bundle failed to gather sales and really reiterated how limited my online reach is (and how important it is for contributors to actively promote a bundle).

So what about my output in 2022? It was up from 2021. I released Signal to Noise: Interstellar Edition, Rock Hoppers, The Kandhara Contraband and Numb3r Stations. All of those got a print release and various combinations are now stocked at Peregrine Press and IPR as well as my own Etsy store. Given at the start of the year I only had a single product in print it’s a massive achievement to end the year with 5 distinct releases. Numb3r Stations turned out to be a tremendous surprise on all fronts – I could not have foreseen Albi approaching me about developing the game but the collaboration turned into one of the highlights of the year and I’m keen to work with him again in the future (also check out his upcoming Zine Month kickstarter for These Stars Will Guide You Home). The game also sold really well at Dragonmeet and we’ve discussed the possibility of extending the project further with duet rules so fingers crossed you’ll see that later in the year.

The big step forward during 2022 was Dragonmeet. I’ve already posted a four part round-up of that event so I won’t go into it again in too much depth but I think it provided a massive boost for me as a creator. I was able to get my games in front of so many people that hadn’t heard of me before and got to meet so many people in person that even if I had come away with a big loss (as opposed to the small loss I actually had) that I think it would have been worth it. I’m keeping my fingers crossed that everything lines up this year as I really want to attend again and showcase the development of the Dyson Eclipse and, hopefully, much much more.

With all that said what’s coming up in 2023?

Top of the pile is Hopes and Dreams of the Orbital Bound, my slice of life sci-fi game and the next entry in the Dyson Eclipse. That will be kickstarting in February as part of Zine Month / ZineQuest and I’m busy trying to pull everything together for that. I’m excited about how this game will start to develop the Dyson Eclipse setting and my hope is that it will lay the foundation for the wider world by allowing players to generate a home they can return to repeatedly during, and in-between, playing other games in the setting.

My second goal is to complete at least one of my outstanding projects. Those include Red Roots of the Rose, the Espionage Protocol for Project Cassandra and a few small games that are currently at the concept stage. I’m keeping this goal to a single project because I’m slowly learning what I can realistically achieve each year. If I can publish more than one then hey, that’s great but I’m trying to avoid setting myself up to fail.

Third is to work more on promoting my work. I’m aware of how limited my reach is and while I appreciate the audience that I do have I’d like to grow it. I’ve already seen a small boost in subscribers after shifting the newsletter over to substack and am going to be looking at other ways to actively promote my projects. Part of that is a small twitter bot that will post links to my timeline a couple of times a week. Promotion is one of these things that I know a lot of creatives both hate and struggle with, I’m no different but I’m all too aware that you either need to put the work in or be incredibly lucky if you want to get your name out there. The bot is my fuck it, who is going to complain about a couple of tweets a week when others are regularly shitposting dozens of times a day. Yes, that’s a rather crude way to put it but in some ways I think that’s how I need to start thinking when it comes to self promotion.

The final goal is related to promotion in that I’d like to take on some freelance work and start to build more connections in the industry. It’s part of why I attended Dragonmeet as a trader and while I did have some discussions with other industry people running the stall dominated my attention. I’m not really all that sure how to approach this goal and it’s something that I’m going to keep on the back burner during February while I focus on Orbital Bound.

Dragonmeet Retrospective 4: The Wrap Up

This is my fourth and final retrospective on attending Dragonmeet as a trader for the first time. If you’ve missed the earlier posts you can find part one here, part two here and part three here. In this post I want to try and provide a summary of how it went. Really though I’m here to ask the question of would I do it again?

The answer to that is a strong, but not definite, yes. Running the stall was an experience that I greatly enjoyed and based on the small but noticeable sales bump I’ve experienced over the following couple of weeks it has boosted my profile. It definitely boosted my ego and energy levels significantly, something that is always helpful during these dark months.

You might be wondering why my answer to the question isn’t 100% yes. There are a number of reasons.

The first is money. I didn’t make a profit from this event, though I wasn’t too far from it. This year I could afford that and I think the cost was worth it. I’ve no idea what sort of situation I’ll be in when trader registration opens in 2023 and if inflation continues as it has done the past few months then the costs may simply be too high for me.

The second reason is location, and relates back to the first. There is a strong possibility that the event will move to the Excel next year. It’s a bigger venue and provides the space needed the convention to grow but change also means prices may rise. It’s also just that little bit more awkward to get to compared to Hammersmith.

The final factor is novelty. I had six products on offer and most of them had never been sold at a convention before (and those that had weren’t necessarily prominent items). I can’t bank on those games selling well again next year which means I need new products. Realistically I probably need 2-3 new products. Minimum. That’s not an unrealistic goal for the year given my past output and there’s always a second option – sharing the stall space. This is something I’ve discussed with a couple of people and would allow for a wider selection of games. Alongside the various one off setup costs I had this year sharing the stall would significantly reduce my costs and make it easier to break even.

The downside is, of course, that more games doesn’t automatically mean more sales. By sharing the stall I could end up losing money simply by dividing the same amount of income across more people. It’s something I’ll need to consider carefully before coming to any decision and thankfully it’s one that I’m ok with leaving to future me to deal with.

In terms of what would I do different the list is surprisingly short. The main one is more obvious this is who I am / contact details which will be especially important if I share a stand. Second is less stock as I could have taken half of what I did and gone home with a nearly empty, rather than half empty, case. Finally, adding a vertical stand or two would have made better use of the space and have brought more items up to eye level.

All in all though I think that for my first time it went really well. Part of that was planning and part of it was observation. In the months running up to the convention I was checking the hashtags for major events to get a feel for how others presented their stalls. Combined with my own experience as a visitor to conventions I had a clear idea of how I wanted the stall to look. I also looked into what others had written about running stalls. The Technical Grimoire blog has a great series of posts looking at how they have redesigned their stall over multiple conventions which was really useful in identifying the areas I wanted to focus my attention on. I was a little surprised by how few of these posts there are, which is partially why I’ve written this little series.

So what’s next? Honestly, I don’t know. Dragonmeet is rather unique in the UK in terms of the audience it attracts and I will hopefully apply to be a trader there again next year. As for other conventions it would be nice to attend one in the summer but I’m not sure what the best fit would be for me right now. I would ideally like something focused on RPGs and with a good trade hall to make it worth attending. The exception would be anything local where I could just travel to it on the day. Now that I have built up some stock and without the cost of accomodation attending a smaller event as a trader becomes much more appealing and offers the opportunity to get my games in front of a different audience.

I hope that these posts have been useful to those of you that have read through them. They’ve been very off the cuff and a way to just record my thoughts about the convention. It’s been good to get back to regular blog posts, even if I have rambled on a little.

Dragonmeet Retrospective Part 3: The Day

This is a multi-part retrospective and you can find the full series via these links: Part 1, Part 2, Part 3, Part 4

I’ve already spent many words talking about my stand and how much money I made but what about the important question, what was the convention itself like?

Fucking amazing. Exhausting, but amazing.

I’m not going to give an hour-by-hour run down here but want to focus on a few things. First up, it felt busy almost all day but never overwhelmingly so. This is one of the things I’ve always loved about Dragonmeet, the space always feels appropriate for the number of visitors. As I noted in my Tabletop Gaming Live convention report there’s a fine line at which an event feels alive and vibrant. Tabletop Gaming Live never quite got over that line while Expo, despite the massive amount of space, typically goes too far past it into crowded and unwelcoming. Dragonmeet gets it right so it will be interesting to see what happens if, as rumours suggest, it moves to the Excel next year.

It was busy enough that, with two exceptions, there was a constant flow of people wandering the trade hall and while many of those people stopped at the stand it was never overwhelming. Those two exceptions were around 2:30-3:30pm and after 5pm. I think the first was due to a mixture of people attending afternoon games and having already done loops of the halls by then. This was the longest period in the day where I went without a sale, ~70 minutes in all. The second quiet period can be easily explained by it being the final hour of trading and people heading off. Despite it being quiet I still made 4 sales as those that were still around were generally there for last-minute shopping.

If you want to take a look at how sales broke down across the day then tada!

Cumulative sales income over time
Sales income per hour

So what’s the takeaway from these? Primarily, that excel makes some ugly graphs and I couldn’t be bothered to create nice ones in R. I mean, look at the x-axis on the first one where I just could not get it to just list things on a 1 hour time scale.

More seriously the takehome is that while I had a fairly regular sales pattern throughout the day (with the exception of that 70 minute gap) over half of my sales (and total income) were during the first 3 hours of the 8 hour trading window. Are the differences statistically significant? Who knows, I can’t be bothered to check. But it tally’s with my perception of the morning being busier and then tailing off as the afternoon progressed.

Those numbers are all useful but really I want to talk about the experience. As I’ve said, it was amazing and exhausting. First up, a big thank you to everyone that came by specifically and said hello. Lots of faces I knew and far more that I didn’t but have interacted with on Twitter or discord. I even had people whose only prior interaction was playing in my games previously make a point of stopping by. As a designer with limited online reach, these interactions make it worth it. Knowing that people have been playing and enjoying my games was a massive ego boost that kept me going throughout the day.

I also had a stream of people who had heard about Numb3r Stations and were there to pick up a print copy. The game was by far my best seller of the day (27 copies) which I think can be attributed to a trio of factors. One, it’s a brand new game so even people who had supported earlier projects didn’t own it in print. Two, it was cheap at £5 (as it’s an alpha) which puts it into the impulse buy category. Three, Albi and I had both been promoting it fairly heavily online. Taken together it highlights the importance of having a new product available at the booth, even if it’s just a small one and of talking about it in the run-up to the convention. This year I’d focused on promoting Numb3r Stations and just the fact that I’d be attending as a trader, next time I’ll do more to highlight individual products and build some interest in them.

One thing I hadn’t expected (but should have) was how polarising Signal to Noise would be. Many people, on hearing the premise, declared that the game was too emotional or touched on things they weren’t quite ready to think about after the last few years. As an outlet the game really was my “lockdown baby” and I poured a lot of my own emotions into it concerning isolation, distance and losing contact with people. It was cathartic but it seems some people just aren’t far enough from those early days of the pandemic to want to revisit that yet.

Of course, it goes both ways. Dragonmeet attracts many gamers who do want to explore those sorts of feelings and it sold well throughout the day (plus has done well on the IPR booth at Big Bad Con and PaxU). I really hope that the people who bought it enjoy it and want to continue exploring the Dyson Eclipse with me.

I’ve said that the convention was exhausting and it was. I made the decision that I was going to avoid sitting down as much as possible and energised by the event took that a little too literally. From 10am to 6pm I didn’t sit down at all, something I’m not used to in my day job. Surprisingly, my legs weren’t too bad the next day. 

Why did I make this ridiculous decision? Because, in my opinion, a stand with a trader who is sitting isn’t as engaging. I wanted to be in a position where I was actively encouraging people to check out my games rather than relying on passive traffic approaching me. That meant being at eye level, handing out flyers and talking to people as they passed by. I appreciate not everyone can physically manage that but it’s a decision that I believe helped bring more trade to the stall.

Running the stall by myself proved to be easier than I had expected. It meant things like my approach and sales pitch were consistent throughout the day and as all but one of the games were mine I know them inside out and can talk about all of them in depth. That said, there were definitely a number of times when having two people would have been useful, primarily when someone approached the stall while I was already talking to someone. I’m hoping that next year I’ll be able to share my stand with someone else so we can split the work a little. A second person will mean a wider range of games on offer, which should draw more people in but will also mean needing to rethink the layout of the stall. Another bonus is that it will allow me to get away from the stand for a little and actually experience the halls.

Not being able to take a walk around the halls is perhaps my biggest regret of attending as a trader. I bought only a couple of items (the One Ring starter set and core book, Coiled Spaece) plus did some zine trades (Lichcraft and Stories to Astonish the World) but that was it. Sure, it saved me a lot of money but getting to talk to people is one of the things I love about Dragonmeet. Now that I’m attending as a trader it becomes even more important as it’s an opportunity to network and try to build connections for the future.

I did get a chance to catch up with a number of friends on both the Friday and Saturday nights which I greatly enjoyed and is another reason I make a point of attending Dragonmeet over other conventions. Gaming is, at the heart of it, about friends and having previously lived in the South East there are many people that I now only see if we cross paths at the event. That, in and of itself, makes the travel and hotel costs worth it.

Dragonmeet Retrospective Part 2: The Stand

This is a multi-part retrospective and you can find the full series via these links: Part 1, Part 2, Part 3, Part 4

For this second post looking back at my first time attending Dragonmeet as a trader, I want to focus on my stand (part 1, focusing on sales is here). What went right, what went wrong and what I would do differently. So let’s start with a picture. This was my stand as I set it up on the Friday evening. With the exception of the banner, which I moved about a little, it’s also how it looked during the rest of the convention.

You can see immediately that it’s quite utilitarian. Six sets of zines, flanked by signs and leaflets on either end. Each zine has a little blurb that also states its price and number of players. While there is a copy of everything standing vertically the majority are lying flat on the table. Behind all that are copies of each product prepackaged in a card back envelope while my remaining stock was stashed behind the table.

So let’s start with the good and I’m going to immediately shift away from the table to this beauty: my roller banner. 

Seriously, I loved how well this came out and it really sells my brand. The images stand out, my company name is clear and it’s got useful information at the bottom. The only things missing are my name and email address, issues that are apparently blind spots of mine as they came up more than once.

With regards to the actual stand, I felt like the limited number of games worked in my favour – I had enough of a range to grab people’s attention but not so many that you couldn’t look at them all. It was also a small enough number of products that I could give a customer a quick rundown of everything without losing their attention, a fact that I believe contributed to a number of sales.

The blurbs turned out to be a star asset, especially when I had multiple people at the stall so definitely something to repeat. They’ll also be invaluable when I have a larger range on offer and have to focus my pitch on a subset of games.

The other factor that helped was that I had two clear themes. I repeated the phrase “can I interest you in sci-fi or spies?” so many times during the course of the day that it almost lost meaning by the end. But it’s a concise and clear pitch that worked. While my personal interests are wider than just these two genres I expect they will always be a primary focus so it’s useful to know that people can be drawn in with a focused sales pitch like this.

So what, in retrospect, didn’t work or would I do differently?

First up are the envelopes. I’d prepackaged a number of zines in the card-backed envelopes that I use for postage and added download codes directly to them. While customers seemed to appreciate this it did cause a little confusion, as people would pick things up to buy and then I’d put them back down and hand them an envelope. Once I’d explained they appreciated it but it was a little hitch that I could easily smooth out. The bigger issue is weight and space. Using the envelopes made my bag heavier than it needed to be, something I could have done without (and more about that in a bit).

As for the download codes again, a great idea but as they were just small slips of paper they’re easily lost. Next time I think I will print them on small stickers and just add them directly to the inside cover of each zine. Again, it’s an easy solution that just speeds things along.

Stock wise I brought far too much. I’d received advice from someone with experience that around 25 copies per product was a good number and with the exception of Numb3r Stations this would have been sufficient. How many copies did I bring? 40-50. Of everything. My case weighed a lot. Why did I do that? Honestly, a mix of “what if it’s super busy” panicking and because I had space in my case to do so. While I did manage it next year I’ll aim for fewer copies of each product and hopefully make life a little easier for myself.

What I could have used that space in my case for was some vertical stands. Compared to others my table was quite flat and below eye level. A vertical stand would have allowed me to put multiple items on display, at eye level, while also only using a small portion of the table space. I could have also used it to make the price lists more visible, as people seemed not to notice them.

One thing that surprised me was how difficult it was to get people to take a freebie. I had produced mini A6 leaflets containing the Home Amongst the Stars micro games and a sign-up to my next Kickstarter. People were really reluctant to take them and even when they were at the stall didn’t seem to realise they were free. If I print a solar leaflet next time then I’ll put some really big ‘FREE GAMES!’ signs next to them. I was also a little disappointed that while I did hand out 100-150 of these leaflets that’s translated to only ~5 signups on the Kickstarter page. Not a great conversion rate. I knew it would be hard but had hoped to get 10-20 new signups to the landing page.

The biggest issue with my setup though was the lack of contact details/indication of who I am. Of the six products, I had for sale on the stand the only one with a name on the cover wasn’t mine! To top this off I forgot to order extra business cards and quickly ran out of them and for some stupid reason didn’t add my contact details to the flyers. Not great given I was hoping to build awareness of who I am so it’s definitely something to go to the top of the planning checklist for next time.

Overall though I was very pleased with my stand setup, especially given it was my first time. I’ve attended a lot of conventions so I think I’ve subconsciously built up a picture of what I do and don’t like on a stand, which reflects where I focused my own attention on. For part 3 I want to reflect on the day itself then do a final roundup in part 4. I’ve had a lot of encouraging comments about part 1 so I hope that this is also useful to people considering running a convention stand.

Signal to Noise retrospective 2: Post fulfilment

Back in March, I did an initial retrospective on my ZiMo campaign for Signal to Noise but now that I’ve completed the fulfilment of the game I wanted to revisit those thoughts and look at my options for the future. I’m also going to pull together final spending for a subsequent post as I like to be open about these sorts of things.

First up, the game – which is a delight to hold and looks beautiful thanks to Val’s fantastic art. It was such a pleasure to work with her and I hope I can do so again in the future. I can highly recommend commissioning her if you’re looking for detailed and realistic art.

Seriously, look at that art! If you somehow missed out on buying Signal to Noise before now then it’s available in digital from itch and drivethruRPG while physical copies are available via Etsy (with distribution via Peregrine Coast and IPR coming very soon).

Fulfilment itself was, I’m happy to say, a relatively straightforward process. That came down to a few factors – Mixam printing everything correctly the first time, the scale of the project (<50 shipments), most packages being a single zine and having help filling envelopes while I focused on the postage. At the moment I know the game has reached backers in the UK, US and even Australia but thanks to good old Brexit copies heading to the EU may still be in customs limbo.

So now that I have two successful campaigns under my belt how do I feel? Pretty good. I have no doubts that I’ll run another campaign next year and I’ve already started initial planning in terms of what to focus on. Starting planning six months out from Zine Quest might look a little premature but I need to ensure that I have a solid concept in place so I can advertise it at Dragonmeet (where I will be running a stall for the very first time).

The big question that hangs over any future crowdfunding I do is what platform I will use. I genuinely think that Game on Tabletop offers a robust ecosystem and the level of support I received from their team was outstanding. As you might suspect though there is a but hanging on to the end of that statement, in the form of “but I am certain Signal to Noise would have done far better on Kickstarter.”

And that is a frustrating situation to be in. I switched to Game on Tabletop because of Kickstarter screwing with Zine Quest and proposing that they enter the tech bro crypto market. While the community did try and support those of us that moved off of the platform many people stuck to Kickstarter and had wildly successful campaigns. I could say that I’m not into game design to make money (which is true) but on the other hand, making money allows me to make better games. I can’t afford to hire an editor or artist for games that don’t sell or fail to gather any attention, which is sadly true of much of my work.

On the selfish level, I also want people to play my games. It’s a fantastic feeling when someone says they’ve played something you wrote and that’s not going to happen if I only run campaigns that barely garner any attention. Signal to Noise is, I believe, a special game and I think it would have done significantly better on Kickstarter just by being tied into the ecosystem. Just comparing these two campaigns Project Cassandra was backed by 175 people, 107 more than Signal to Noise and every single one of them will receive an email if I launch a new campaign. Even if most of them ignore that email it’s such a big and effort-free marketing boost that I would be foolish to ignore it. That was true going into the Signal to Noise campaign but I had hoped the anti-Kickstarter feelings at the time would compensate for it and the truth is it didn’t. Or at least not as much as I’d have liked. I’ve always been upfront about the fact that Project Cassandra only did as well as it did because of the Zine Quest force multiplier effect and much of that is, frustratingly, baked into the Kickstarter site.

All of the above is really avoiding the big question – what am I going to do going forward? Honestly, probably go back to Kickstarter. I would like to pretend otherwise but the disparity in terms of the English-speaking market share between them and Game on Tabletop is so significant that I would be shooting myself in the foot if I didn’t. It sucks but as a tiny fish in the big pond of crowdfunding I just don’t have the influence to pull backers to a new platform when I’m struggling to even build an audience. I wish I was ending this post on a more upbeat note but, well I’m not, because like it or not Kickstarter remains the site to beat.

Rambling: Thoughts on crowdfunding and putting together your first campaign

Like it or not crowdfunding is now a central component of producing an RPG, especially if you are aiming to produce a physical product. When Matthew from the Effekt Podcast interviewed me at the start of 2022 to promote Signal to Noise we talked about sitting down after the game was out to discuss what goes into running a small crowdfunding campaign. While the game isn’t out just yet Kickstarter has decided to push on with an August Zine Quest so I thought it would be worth discussing some of those details now here on my blog.

You might be wondering why you should be listening to the advice of someone that has only run two small campaigns that raised less than £3k. To that, I would say because I’ve only run two relatively small campaigns. The vast majority of RPG crowdfunding is at the smaller end of the scale and unless you have an established presence or a lot of luck that is probably what you should be aiming at as a first-time crowdfunder. So my experience at the smallest end of the scale is reflective of the challenges new designers are likely to face.

So what do you need to think about going into your campaign? Obviously, there’s the game itself but I’m going to leave that to you and focus on logistics. The most important aspect to me is the budget, which I break down into 2 sections – fixed and dynamic. You should, ideally, be thinking about this well ahead of launch to ensure you have everything covered and that running your campaign won’t cost you in the long run. There are plenty of horror stories out there of disappearing products or people having to shell out from their personal finances because they failed to create a proper budget.

As I said I break my budget into 2 sections – fixed and dynamic – so lets take a closer look at each of them.

Fixed Costs

Your fixed costs are exactly that – one-off payments that will not change regardless of the success of your campaign. If an artist quotes you a price of £200 then that cost is fixed, regardless of whether you sell 10 or 1000 copies of the game. The majority of your fixed costs will usually be associated with contractors such as artists and writers but licences for software, fonts or stock art can also fall into this category. When it comes to hiring people get quotes early and make sure to pay them fairly. The standard rate across the industry for writing is often quoted as 5 cents but that is too low and we should be aiming significantly higher. Try to aim for 10 cents per word as a minimum and work from there. The cost of editing, another essential component, will vary more depending on whether it is copy-editing or proofing. Art is even harder to price as individual pieces may range from small embellishments at the corner of the page to complex full-page pieces so reach out to artists early, discuss rates and make sure to mention that you want to use it commercially as this will increase the price further. Then put it all in writing, make plans for when and how you will pay for the work and be prompt with payment.

You might be thinking but I can’t raise that much or how do I make any money off of this. If you’re thinking your campaign won’t raise that much then you need to scale back your plans (but well done on being realistic on how much you can raise). Look at your budget and scale it back. Do you really need 10 full-page spreads or could you use stock art and include stretch goals to upgrade each piece? Could you do any of the work yourself?

For Project Cassandra, I relied almost exclusively on stock art. My total spend on art? Less than $50 if you exclude the time I then spent tweaking it in photoshop. My art budget for Signal to Noise on the other hand was closer to £500 and was the single largest cost of the campaign. My original budget was for only a single piece but I designed the campaign (and budget!) in such a way that as we pushed past certain goals I would be able to afford additional pieces, a fact I’d already discussed with the artist.

Which brings us to the question of how do I make any money for myself? The short answer is you probably don’t, at least not nearly the amount you deserve relative to the amount of work that goes into producing a game. A small 5,000-word game has a writing cost alone of $500 if we use the 10 cents per word we’ve established as a minimal fair rate. That’s before we consider all of the other work you will have put into the game, from design and testing to promotion and running the campaign. A realistic budget that pays you fairly for the amount of time you have put in will come into the thousands. Some campaigns will raise that but you need to be realistic with what you think you can raise and be prepared to fail if you include those costs upfront.

Dynamic Costs

Simply put these are the costs that increase as you get more backers. The three main areas you will need to be aware of are production, shipping and fees.

Production is the cost of producing each copy of your game – most of the time this means printing by your chosen supplier. As with contractors you need to get quotes early and then add a margin. Paper costs have risen sharply due to the pandemic and continue to do so. So if you think each copy will cost you £1 to print then budget for £1.50 or even higher. This gives you a buffer if costs rise, the game ends up being larger than expected or you decide to switch from black and white to full colour. If it doesn’t then hey, it can go towards other costs.

Shipping – This is the cost of getting copies into the hands of your backers and just like printing costs postage rates have shot up, especially if you’re in the US. It’s fairly standard to charge for postage after the campaign but you should get an initial estimate early if only so you can let the backers know what to expect. You also need to think about how you are going to handle import fees such as VAT if you are shipping into the EU – for a small creator the reality is either finding a shipping partner or leaving backers to pay those fees when the product ships.

Talking of fees don’t forget to include them in your budget. Regardless of which site you run your campaign on each pledge will incur fees, so if a backer pledges £10 you might only receive £8. Sites such as Kickstarter typically take around a 5% cut of every pledge while payment processing will take another 3-5% so expect to lose around 10% of your total straight out of the door. After shipping, this is a common reason for campaigns costing their creators money.

Finally, we add a contingency, which I like to set at 10%. This is there as a just in case, if it’s not needed that’s great but if it is it can be the difference between a project making or losing money overall.

Stress testing the budget

So now that you’ve got all of those numbers what do you do with them?

Maths. Sorry, but it’s time to break out excel. You need to put all those numbers into a spreadsheet and work out a goal for your campaign that, at a minimum, ensures you break even. This is also the point at which you must start thinking about what each pledge tier will offer. Why? Because different products have different dynamic costs. PDFs might be as low as nothing while a physical tier will need to cover printing and shipping.

When running these calculations I start with the total fixed costs as my initial goal and use the cost of the print tier to work out how many backers I would need to reach that target. I then calculate whether that would break even once I add the dynamic costs for that number of backers. Then I incrementally increase the goal and rerun the numbers, repeating the process until I break even. Then I add a buffer, just in case. So lets break that down into an example. Say my fixed costs total £500, my print pledge tier costs £10 and my dynamic costs for that tier are £2 per backer. If I set my initial goal to £500 I will need 50 backers at that level to reach the goal. However, the dynamic costs for those backers come to a total of £100 so my final expenditure is £500 fixed plus £100 dynamic for a total of £600. I’ll therefore lose £100 if I hit that goal but don’t exceed it.

Incrementing the goal I find that to break even I need to set the goal to £630. This requires 63 backers to reach, and their total dynamic costs are £126. Added to my fixed cost of £500 I’d make a profit of £4. After finding that break-even point for my print tier I then check my numbers with other rewards. If a third of my backers choose the print tier and the rest go for PDF only (which will have a much lower dynamic cost per pledge) will I still break even? What if it’s 50/50? If all of those tests return a profit then I’ve found the minimum viable goal for the campaign.

So that’s the budget. Much of it may seem obvious but I’ve spent a lot of time on it because it’s important and because so many creators still seem to trip up at this point. Even big names in the hobby can screw up – just look at the mess that was the 7th Sea 2nd edition Kickstarter.

Before I move on to what else you need to consider I want to come back to paying yourself. This is an issue that gets a lot of discussion. Creating games, for many of us, is a hobby but we also need to ensure that people are paid fairly when they want to make money off of them. There are two things to consider here. The first is not to undersell your work, something I have been guilty of in the past and which is depressingly endemic across the hobby. For my campaigns, I have priced PDFs at £5 and print copies at £10 plus shipping, which I think is the bare minimum you should aim for when producing a zine-sized game. Many creators are starting to raise their prices but it’s a difficult market and the vast majority of small press games will never earn enough to pay their creator fairly. You need to be aware of that going in.

The second factor to consider is the time and effort you have already put into the game. If you have already written 5,000 words then you could be tempted to add £500 to the goal to pay yourself for that work. I would argue against doing that though. Why? Because it’s a sunk cost – you have already done the work regardless of whether the campaign succeeds or not. If you end up being able to pay yourself back £200 then you’re £300 in the red but if you had set the goal £500 higher you’d still be £500 in the red.

I’m aware that this approach requires a level of time, money and privilege that not everyone can afford – if you’re not in a position to afford those upfront costs then add them into your budget but make sure to avoid the temptation to spend on the campaign before it succeeds. For Signal to Noise I was fortunate that I could afford the time to have a complete version of the game before the campaign launched. I then set the initial campaign goal so that it would cover printing and a small amount of art. Stretch goals paid for additional art, maximising the chance of success. Have I paid myself for the work I put in? No, but it hasn’t personally cost me money either, only time and that is something I can afford. Any future sales of the game will slowly pay me back but I doubt it will ever earn me what could be considered a fair wage for the work that went into it.

Creating your campaign page

Right, enough about the budget. What about the campaign itself. My biggest piece of advice here is once again to plan ahead as much as possible, starting with which platform to use. As much as I hate to admit it Kickstarter still rules the crowdfunding space and projects there have a much higher chance of success than if you use one of the alternatives such as Game on Tabletop or Game Found. That may change over time but right now it’s an important factor to take into account. You also need to decide whether you have enough of an audience to go it alone or whether you should join an event such as Zine Quest. If you’re a new creator I would highly recommend this.

Why?

Because they are force multipliers that will bring more eyes to your project, especially if you put in the effort to be active in the community. I’m under no illusion about the fact that my own projects would have struggled or even failed if not for the fact that other creators drove cross-promotion from their own projects. It’s tempting to consider running a project outside of those events but for that, you’ll need to seriously consider your reach and whether you will succeed because building an audience is hard. You cannot just launch a Kickstarter and expect it to gain backers without spending time and effort on promotion. There’s a lot that goes into building an audience but the biggest piece of advice I can offer (which I regularly fail at myself) is to be active. You need to be part of the community, talking about your game but also engaging with others on a regular basis. It’s easy to spot someone that is only interested in talking about their own work and that tends to put people off. A podcast interview or actual play is a fantastic way to bring attention to your project (Thanks again Matthew and Dave from Effekt and Marx from Yes Indie’d!) but as with everything else give yourself time. Most podcasts will schedule interviews a month or more in advance so launching your campaign and then reaching out to people at the last moment is a big no.

Going back to the campaign page itself once you’ve decided on the site and launch window give yourself the time to put your campaign page together and make changes. Many of the sites have rather unintuitive campaign creation tools that can take a while to get used to so don’t expect to be able to throw together a perfect page in a weekend. You need time to work out how to create a page, write and edit the text, to create banners and promo images. At the same time check what the process is to get your campaign approved – it may take a week or two and I’ve heard of more than one project launching late because the creator assumed the process would be relatively quick. For Project Cassandra, I started this process in November ahead of a February launch. I know many fellow Zine Questers that only started mid-January but I wanted to avoid going into the campaign already stressed by creating the page at the last minute. For Signal to Noise I gave myself a month but as the game had already been released on itch I was able to reuse text and art assets, significantly cutting down the amount of work required.

Ultimately what you include on your page is up to you but you need to showcase your work in a clear and concise manner. The text of the campaign is arguably the most important section – it needs to hook the backers and tell them what the game is about. But that’s not enough. The best pages will also use graphics and preview material to support the text. Graphical section headers can help break up the text while art and layout previews give the backers an idea of what to expect from the final product. This upsell is why so many creators invest in the sunk cost that I mentioned earlier – a rules preview or example artwork grabs the attention of supporters in a way that plain text never will.

If you’re unsure of what to include on your page the best idea is to look at successful projects by both small and large creators (These are the links to the Project Cassandra and Signal to Noise pages). What did they write, how did they order the page, did they include any preview material etc. Section banners are an easy and effective way to improve the visual design of your campaign page. You can quickly and easily create eye-catching banners using a combination of stock art and photoshop (or one of the many cheap/free alternatives). My ability to draw is pretty close to zero but over the years I’ve learned the basics of image manipulation and can produce effective banners for my own campaigns that cost me nothing but time. Art previews are another great way to sell your game on the campaign page so if you’ve been able to commission material in advance of the campaign make sure to highlight it. A lot of the time that won’t be possible for the simple reason that the aim of the campaign is to raise funds for art (amongst other things). In that case, ask your artist if they have any existing portfolio pieces that you can share. It lets you show off their abilities and costs absolutely nothing.

Alongside the main page, you will obviously need to set up your reward tiers, which you should have already decided on when creating your budget. For your first campaign, keep these as simple as possible – PDF, Print+PDF and maybe one or two special high-value tiers such as an annotated print copy or private game session. It’s tempting to offer extras such as custom dice or limited edition art prints but these come with a lot of risks due to the added complexity of budgeting for them. That goes double if you were thinking of including them as stretch goals – it’s all too easy to promise extras that you can’t afford in the long run – just look at the disaster that was the 7th Sea 2nd Edition Kickstarter if you want an example of a campaign by a big name in the industry that promised too much and failed to budget properly.

So that’s my rambling thoughts on what you should be thinking about in advance of running a campaign. It’s by no means comprehensive despite its length and there are so many caveats that you shouldn’t take any of it as gospel. I just want people to be aware of the behind-the-scenes work that goes into just setting up a campaign and of the many things you should be thinking about when you do.

In the next post, I’m going to talk about what happens after your campaign has been funded and all the wonderful pitfalls such as customs forms and printing errors that you might run into.

Set phasers to boring: Starship combat and RPGs

During the most recent edition of the newsletter I ruminated on the issue of starship combat and why most systems fail. I’m currently preparing for a mini-campaign using the Tachyon Squadron system, one of the few which I think works but for this post, I want to take a deeper look at the most common approach to starship combat, which I’m going to call bridge combat.

The best example of bridge combat is on Star Trek. Each character has a specific and narrow role to play – Worf at tactical, Sulu at the helm or Janeway in the Captain’s chair. With the exception of those episodes when a character is forced to work at a different station for the sake of the narrative (such as Picard taking the helm), they have a single, clearly defined role.

In a TV show this makes sense but in a tabletop game it leads to boring combats. Why? Because each character is static.

Let’s take a hypothetical scene from TNG and break it down into the standard turns of an RPG. Worf, standing at tactical because Starfleet doesn’t believe in providing seatbelts, fires the phasers. Next turn he… fires the phasers. There may be some minor variation to the roll when he switches to photon torpedoes but ultimately his choice of actions are limited. This plays out for each and every character – they make the same type of roll turn after turn. In some situations they may not even be able to make a roll, for example if there isn’t a ship for Worf to shoot at.

And that’s boring.

Worf did not sign up for boring

It works for a TV show for a few reasons. The tension and dynamic nature of a scene is built into it as a whole and that’s where the audience’s attention is. It’s rarely focused solely on an individual character and all the time they spend standing around waiting.

The second reason is that it plays out in real-time – we don’t have to wait for Worf to remember which button to press or to pause as we calculate the damage. We can even have overlapping actions, with Worf taking his shot at the same time that Picard is giving orders or Geordi is falling in love with a hologram. That adds to the drama and the tension.

And all of that is absent from bridge combat in an RPG.

In a game, we focus on one character at a time and a second long action may take a number of minutes to resolve. The passage of time drags out so by the time it gets around to a player’s turn they want to be able to contribute and to have a choice in how they contribute.

To use a personal example a number of years ago I played in a high-level campaign of the Warhammer 40,000: Rogue Trader RPG from FFG. We had a group of six players and each of us had a specific role during bridge combat. As the Missionary, mine was to minimise the crew losses when the ship took damage. One action, rolling the same skill every turn of the combat… except on turns where we hadn’t taken damage and I did nothing. Because of how the system was designed that was almost the only way I could contribute to the combat. Many of the fights took multiple hours and I’d often leave a session having rolled only two or three times. Not the best of ways to maintain player engagement.

Yet mediocre (at best) bridge combat seems to be the default for sci-fi games and I don’t know why we’ve come to accept it as the norm. Tachyon Squadron gets around the issue by shifting the focus to starfighters and I’m going to do a deep dive of it once the upcoming campaign is underway.

But how to improve bridge combat?

Personally, I think the solution is to shift the focus back a little, away from individuals and onto the ship as a whole. A player should be able to take any action, regardless of which character it is technically associated with. Get round to the person playing the medic when the ship is on the tail of their target? Well, they might end up as the one to take the shot.

The trick though will be to design the system in a way that they are balancing resources/harm. Sure they could take the shot but should they be trying to repair the shields or perform first aid on the crew instead? They might be better at the first aid roll but is the shot a more urgent action? Are the shields at 20%, 10% or out entirely? It requires the sort of balancing act more often seen in board games than RPGs but I think it would make for more dynamic bridge combats that would keep players engaged. It’s certainly one I’ll be looking to explore when I get around to introducing bridge combat to the Dyson Eclipse.

RPGaDay 2021: 14-18th August

It’s time, once again for RPGaDay and as always I’ll be releasing a short post each day inspired by the prompt from the table below. For the most part these are going to be off the top of my head, zero edit posts so I have no idea how much sense they’ll make or where each prompt will take me.

14th August: Momentum

Momentum – When it comes to one shots, convention games and even shorter sessions during a campaign I think it’s vital that a scenario has the momentum required to get through to the end of the session and reach a satisfying conclusion. A 3-4 hour window isn’t long, especially online where there are the inevitable connection issues and slower pace of play necessitated by the inability to have more than one person talking at a time. My advice to GMs is pretty simple – have a clear objective and get right into it. A clear objective tells the players what they should be seeking to achieve and sets out the focus of the game. Take the following setup:

“You’re a group of paranormal investigators and you’re here to investigate some recent sightings.”

It’s not a terrible opener, it tells the players who the characters are, why they’re present and gives some idea of what they’re here to do. But “investigate some recent sightings” is rather weak, it’s vague and lacks any specifics. As a result the players might dither or spend ages just trying to work out what the sightings were.

“You’re a group of paranormal investigators and you’re here to deal with a civil war ghost that has been attacking people at the mall.”

Is a much better opener. It provides far more in the way of details and makes it clear what the problem is (a ghost), where it is (at the mall) and that they aren’t just here to investigate but to deal with it. Combine that with a strong opening scene:

“It’s nearing midnight, you’ve been wandering the halls of the mall for over an hour without any signs of activity when a scream rings out. It’s coming from the security office…

Bam. Now you’ve got a problem and action. It starts you off from the get go and if you can do that then it’s far easier to maintain the momentum. Start a session by spending an hour picking gear and chasing vague rumours before you even stumble into the mall and you put yourself in the position of needing to overcome that initial inertia which is a far harder problem.

15th August: Supplement

Supplement – I don’t ever expect game design and publishing to become my primary income but it is a very nice way to supplement it and provides earnings that I am able to reinvest in the hobby. My hope going forward is that it will provide enough going forward to cover not only the money I spend on games but convention travel and accommodation. Right now, for the past 2 years my profit margin is about £500/year and if it stays at that then I’d be quite happy. A substantial portion of that was from ZineQuest, take out the income and costs I can directly associate to it and it drops to ~£130/year (though obviously this tax year still has a while to go). It’s a big difference and while I know a lot of people have issues with Kickstarter I’d have had a fraction of the success on other platforms. As an example Signal to Noise, which I’ve been trying to itchfund has sold a total of 9 copies right now whereas I’m pretty confident that had I launched it during ZineQuest it would have easily done 10-20x that.

16th August: Move

The emergence of Moves as a mechanic is, I think one of the defining features of the last decade of game development. They’re an elegant way to move past the very naturalistic idea of actions as defined by older RPGs and to incorporate the impact of the narrative on what you’re doing. Take, for example, jumping from one building to another. In an action orientated RPG you’d probably resort to something like rolling dexterity or acrobatics. The thing is that action would be the same regardless of the situation – jumping a chasm full of lava? Acrobatics. Jumping it to try and impress your crush? Still an acrobatics check.

Switch it to PbtA though and the move you use could be wildly different depending on the combination of what you’re doing, your motivation and what you want the narrative impact to be. Jumping out of danger vs showing off would be two completely different moves despite your action being exactly the same. It’s one of the things that I like about PbtA style games.

That said I also regularly find myself struggling with moves. Because of that need to incorporate the fictional positioning moves generally need to be wordy and describe the situations where they apply. They’re also typically paired with a name that while evocative isn’t always clear. Even faced with a PbtA game I’m familiar with I find that I have difficulty recalling exactly what each move does or when it applies. I can learn it with time but most of my PbtA experience is with oneshots so the lack of clarity is frustrating at times.

17th August: Crime

Given its popularity across wider media I am very surprised that crime solving games are not a bigger part of the gaming scene. Off the top of my head I can think of a few but very few that I would say are police procedurals or crime dramas. That being said investigative mystery is a fairly big category, especially as you could potentially say that games such as Call of Cthulhu fall into it.

The emergence of the GMless, clue driven Brindlewood Bay games is an interesting development and I’m keen to see how they develop in the future. It’s a system that would be ideal for a police or detective game, though I appreciate that many people would be reluctant to explicitly play as cops right now.

18th August: Write

I find the switch from development to writing hard. I always have and I say that with the experience of having written a 70k word doctoral thesis. Going from the ideas in my head to word on the page is just a difficult process and I often find myself self editing as I write which is NOT a great way to do things. For one it means that it takes forever just to write each section but it also doesn’t save me any time. I still need to go back to do edits/rewrites once everything is in place just to ensure that what I wrote at the start works with what I wrote at the end. When it comes to games I’ve actually found that working directly in layout helps me immensely. One of those weird tricks you won’t believe things. I think it helps being able to see how everything will work on the page and where I need to consider page breaks, art etc. It’s obviously not really that suitable for larger projects but for items under <10 pages it is my preferred option.

So what am I in the process of actually writing rather than designing right now? The first is the next in my fantasy adventure pamphlets. These are really small double sided releases that are designed to be printed and folded into a small pamphlet. I’ve released two so far for both Brighthammer and for D&D 5e via the DMs Guild. They’re built around a central map so the word count is really low and they make for an enjoyable creative distraction. Alongside that I have adventures for The Cthulhu Hack and Demon Hunters that need finished. Both of these have already been sketched out and I just need to get the words onto the page so I can release them. I’ve spoken before about Red Roots of the Rose and I’m really keen to get it out into the wild as I think it is an interesting adventure. I’m also really proud of the cover image that I’ve made – I’m not an artist so to be able to create artwork rather than just photoshop together existing pieces is something that represents a big step up for me.

RPGaDay 2021: 13th August

It’s time, once again for RPGaDay and as always I’ll be releasing a short post each day inspired by the prompt from the table below. For the most part these are going to be off the top of my head, zero edit posts so I have no idea how much sense they’ll make or where each prompt will take me.

13th August: Improvise

I learned the hard way how to improvise by diving in at the deep end with a creative group of players that often latched on to elements that I, as a rookie GM, hadn’t expected them to. Some of those situations I handled well, others not so well. Those early experiences have had a massive impact on how I approach games as a player, GM and designer. I lean in to lightweight adventure design that focuses on the situation, the driving forces behind the plot and the goals of those involved. I’ll sometimes plan out key locations knowing I expect to drop a clue that will lead the players there but just as often I end up throwing something together just because they took a left turn.

That all comes from experience though. I once had a new player, during a game of Honey Heist, ask how I was able to come up with all the details on the fly and my response was simple – practice and experience. I’ve been gaming for well over a decade and the majority of the time I’m a GM. What I can do now without thinking would astound the me that first tried to GM and started out with a session of Serenity that was so comically disastrous that we shelved the campaign after that single session. We did eventually come back to it and treated that session like an unaired pilot to be reworked as the plot of the true session 1. While that campaign went on to be a nightmare for scheduling it eventually produced some of the best RP I’ve ever come across.

Improvisation was also at the heart of Project Cassandra, where I wanted to mix the traditional GM role with the player input that many indie games favour. The ability for characters to add details that can drastically shift the plot or tone of the game was key to making it feel like they really had prophetic abilities but that does mean a GM can end up running an adventure that is totally different from what they’d expected. I’ve heard from a few people that have since run it that they found that one of the harder aspects of the game to handle, to flip things in an instant and rework a scene to fit the new truths that had been revealed. I wish I knew how to bottle that, or present the skills I’ve picked up for others to learn as I think being able to improvise is a key skill for GMs. All I can really say is play more indie games, get the practice in. You can learn the skills if you want to.

I did.

RPGaDay 2021: 12th August

It’s time, once again for RPGaDay and as always I’ll be releasing a short post each day inspired by the prompt from the table below. For the most part these are going to be off the top of my head, zero edit posts so I have no idea how much sense they’ll make or where each prompt will take me.

12th August: Think

I’ve been doing a lot of thinking recently about publishing, what I want to get out of it and the intersection between hobby and business. Over the last year or so I’ve shifted towards releasing things that have a price tag affixed to them. The result of that is that very few people actually end up seeing my games – Signal to Noise released a week and a half ago and so far has racked up all of 8 sales. I’d obviously like that number to be higher but on the other hand I put a lot of work into the game and would like to see some earnings back from it.

Which, I suppose, brings me to the point of this and what I’ve been thinking about recently. This is a hobby for me, so should I even be bothered about price and earnings? You could make the argument that no, I don’t need to and I should consider just putting everything out for free or PWYW. The counter to that is that this risks devaluing the work that people doing it for a job do. How do you fairly price something when a hobbyist working in their spare time for fun can produce material close to or at the level that a professional working in the industry can do? It’s a conundrum and not an easy one to answer. I firmly believe that an individual should be able to make a living from making RPGs and actively want a wider more diverse selection of people who are able to do so. That can only make the industry stronger. I don’t think it will ever be an easy task, there are so few companies that hire people that the majority of designers are always going to be freelancers/self-employed while selling enough to make a living off of games requires an investment of either time or money – both of which I realise are privileges many people don’t have access to.

On the other hand how do you balance that when there are people like me who can do it for fun, don’t need to make an earning from it but can? As a hobbyist should I be expected to price my material at the same level as a professional working full time? Should I give it away for free? Is there a middle ground that doesn’t undercut the industry as a whole but reflects the intersection of the two? I just don’t know and I think the short form discussion that platforms such as twitter encourage really prevents us from having a proper, nuanced discussion about it.

The other issue that I think doesn’t help is the move towards digital. On one hand I think it’s great, as it opens up the door for people that just can’t afford a print run and games that don’t suit traditional formats. As a society though I think we still don’t appreciate the value of digital goods. The time and work that goes into a game is rarely focused on what it takes to get it printed and from what I’ve learned the actual cost to print most games reflects only 10% or less of the cover price. The rest goes into the art, the writing, the time it took to design and playtest. All factors that play into PDFs as much as print yet we value that printed book far more than the file sat on our computers and until we get past that I don’t think we’re ever going to value small games by indie designers properly.