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Magc8Ball
01-28-2004, 03:14 PM
I was going through the RPGNet archives, and reading as many of the articles by Sandy Antunes (the Soapbox) as possible. One of the articles that spoke particularly to me was The Thousand Dollar Company (http://www.rpg.net/news+reviews/columns/nov98.html). It's a highly recommended read for anybody going into this whole thing with the intent to mainly "just put out a book or three", rather than actually expecting to turn a profit on the deal.

Basically, I'm what Sandy describes as a Vanity Press. I have a game that I like and think is good, and I'd like to put it out in book form. I want to sell it, and print it, because there just feels (to me) to be a bit more validation when someone walks into a store and buys the product. I'm not expecting to make money on the deal, but if I do (which is possible with such a low overhead), so much the better.

I have a "real" job, so this is pretty much a side thing for me. I still want to make the best product I can and get as many people to buy it as possible, but I don't have the resources (time OR money) to do everything that larger, more funded groups can do. I'll be able to attend the larger local cons as an exhibitor, and I'll be able to buy some light advertising at places like theminiaturespage.com and RPGNet, but getting a table at GenCon is probably out of the picture. But I do make enough money and have few enough expenses (no kids, car's paid off in a couple months) that I can at least make a run at this working.

Basically, I'm wanting to start a discussion, comparing the current state of things for tiny publishers today with 5 years ago when the above article was written. To my eyes, at least, things are both easier and more difficult.

On the easier side:
The web has made establishing a presence much easier, and it's gotten easier to get on the web. Domain names are cheap, good webhosting is cheap, and it's not hard to put together a competent looking website. There are a number of high-traffic gaming-related sites where you can at least get a press release posted. Hosting discussion forums and releasing free, updated content via the web can help draw traffic and build a strong community.

A fully web-based business can be operated, since people (especially gamers) are used to dealing with it, and it can often be easier to just order a product online than to have to ask your local shop to special order it. Advertising on websites and drawing traffic to your site can sometimes get your title more exposure than traditional means.

Because of the expansion of the internet, playtesting is easier to coordinate, because you don't have to rely on people that you know locally, and you can get a wider number of people to draw experiences from. I've got three good-sized playtesting groups working on Multiverse right now, along with probably a dozen individuals, just from making occasional posts on two message boards that I'm a regular on. It's also easier to find eyes to give your product a read-over, greatly aiding in the editing of a title.

It also seems that there are more places to get published through. POD has at least made a small impact, enough that there are a couple publishers with POD-based imprints (Eureka, to name one). If you can get on with one of these, it can greatly reduce the major upfront cost related with publishing: printing your books. These imprints also have inroads with distributors (though I'm not sure if they're as well-developed as the larger fulfillment houses, like Impressions) which can at least give you a chance of appearing on some distributors' stocklists. Unless something better opens up for me, I'm probably going to go this route with Multiverse, if only because it's much easier to pay (for example) Eureka's start-up fees and have everything from that point be taken care of, compared to having to buy a stack of books, store them, ship them out, etc.


Of course, some things appear to have gotten more difficult over the last 5+ years.

There are more products than some retailers know what to do with. Getting carried by a distributor can be harder than ever if you don't get on with a large fulfillment house, especially if you're not able to put out a book every 3 months. It's also harder to get carried by a retailer for the same reasons.

The market being flooded also makes it more difficult to get the attention of gamers. I think I might be able to sidestep some of this (Multiverse is a miniatures game, and is targeting a subset of the gaming community that's not flooded with a d20-like system's products), but there's still far too many games out there for anything, even "totally new and original!!!" games to get noticed without a great deal of work.

The economy was also in much better shape in 1998 than 2004. :) People had more disposable income, including gamers.


So, just some rambling. Does anybody have anything to add, disagree with, comment on, etc? I'm just trying to get a good feel for where things are at, what I can do better, what needs more attention, and what from that old article may not apply anymore.

Thanks,
-Jason Lauborough
jason@triskelegames.com
www.triskelegames.com

Hippopotamus Rex
01-28-2004, 03:57 PM
I believe that things are just as esay/hard as they were 5 years ago, but for different reasons. How's that for indecison :D

Printing is much cheaper now, and affordable print runs are getting smaller. But, like you mentioned there are more publishers in the game industry then ever before. It can be hard to get noticed.

The flip side of that is it is easier to reach out to people and let then know about your product. Ad space on the internet, consumer magazines, even talking about your product on RPG message boards.

I do feel that the $1000 entry point is a little low. Even for a "vanity press" project. It may be a labor of love, but if you want to move it though the channel it needs to be professional looking. That means decent art, layout, and editing. And please, do not edit your own writing.

Getting into distribution and retail stores is probably harder than it used to be. There is a lot of competition. Once bitten and all that. But a good jumping off point, for distribution at least, would be to get in with a fullfillment house. Like Impressions or Osseum. I know Goldrush has a new program also, but I believe that it is imprints. In any case you will wnat to get in contact with those companies yourself. See what they can offer you, and see if it will fit into your budget.

And finally, get a business plan together. Even if it is going to be a hobby business, it is still a business right? It needs a plan. And plan to be sucessful. Don't plan to break even, plan to make money. If you don't plan to succeed then you plan to fail. So alway plan to succeed.

As always I am happy to talk further, on the board, e-mail, or phone.

bradm@acdd.com
559-276-7290

Magc8Ball
01-28-2004, 04:35 PM
Originally posted by ACD Brad
I believe that things are just as esay/hard as they were 5 years ago, but for different reasons. How's that for indecison :D

Makes sense. Some things are easier, some things are harder, it all balances out some in the long run.

I do feel that the $1000 entry point is a little low. Even for a "vanity press" project. It may be a labor of love, but if you want to move it though the channel it needs to be professional looking. That means decent art, layout, and editing. And please, do not edit your own writing.

Yeah, the $1k mark was pretty much just taken from the title of the previous article. :) I fully expect to spend something like $2-3000 over the next year or so, depending on where things fall, and what kinds of prices I can work out on some various expenses. The biggest difference between now and a few years ago really does seem to be that even "small" press titles now have great production values, and so much more is expected out of a book.

This probably goes at least double for a new system that has to impress people right off the bat and doesn't have any built in customer goodwill.

But a good jumping off point, for distribution at least, would be to get in with a fullfillment house. Like Impressions or Osseum. I know Goldrush has a new program also, but I believe that it is imprints.

I'd love to get on with Osseum or Impressions, but just looking at what Aldo has been saying about turning away and cutting companies, I'm not feeling all that confident about being able to get picked up by them. It might just be a case of reading far too much into it, though. I'll probably at least talk with Aldo about things (I'll have a chance to talk to him at DundraCon next month) and get a clearer idea of what might be possible through Impressions.

Goldrush recently modified Eureka to be less of an imprint and more of a distribution service. It's not as full-service as Osseum or Impressions, but might be more reasonable for me to be able to work with. Again, though, I'll be doing some pretty full research into this aspect of getting the game out in the coming month.

And finally, get a business plan together. Even if it is going to be a hobby business, it is still a business right? It needs a plan. And plan to be sucessful. Don't plan to break even, plan to make money. If you don't plan to succeed then you plan to fail. So alway plan to succeed.

Plan for success, expect to break even, prepare for failure? :)

I'm working out where exactly I'd like to go, what I want to do to make this work out as well as it possibly can, and how to keep any success moving forward in the future. At the same time, I'm not giving myself any false illusions (I know it's tough and most companies don't get anywhere), and I'm not investing enough that if it fails, I'm out on the street. Even if I WANTED to, I don't have those kinds of resources anyways. :>

As always I am happy to talk further, on the board, e-mail, or phone.

Thanks, it's good to know. I'll certainly probably have more questions as I get more in-depth into the business half of getting the game out the door. :) Thanks for the good notes here, too.

-JAL