Thursday, August 1, 2019

Catching up: A lot going on, so check this out.


Art by Brian Lee, colored by Rebecca Coulthart

It's been a while since I posted about my new adventure, so let's catch up a bit.

Two years and still going strong:

Hard to believe that I've now been publishing role playing game books for two years!  It has been a LOT of work and has been possible through the support of wonderful backers on KickStarter and from the remarkable work of the freelance art team.

From the beginning, I've tried to learn from every project and worked to make every book better than the one that came before.  It can be quite tiring but I'm happy to say that I'm very pleased with each book I've released.  That is a HUGE thing to be able to say and it's only because I know that I did my very best effort with each project that I can feel that way.

There is a stack of "to do" projects sitting next to my little desk now.  Throughout this blog I have recommended that self-publishing writers / game designers take notes of every project concept that blossoms in their mind.  I've been doing that and now have a little over 100 (seriously) projects that I've noted.  Many of these ideas are getting scheduled for development while others have to wait their turn.  Some projects garner more interest than others and the momentum that builds behind them gives rise to discussions with artists, to KickStarter campaigns and the calculations of how to make them a reality.  IT. IS. AWESOME!

There are a LOT of projects I'll be releasing over the coming years, but here is where I reiterate one of my biggest points I return to on this blog:  "No one can enjoy your book until you write it".  In other words, you just need to do it.  Please remember that a bad draft is still MUCH better than no draft at all. Hit the keys, pick up a pen and paper, write down your ideas.  Even if it's vague or strange, (Example:  'book about goblins getting murdered by evil heroes').  Come back to what excites you and get to work.

Cover of Tarot Adventures, Book Two: Comet over Echo Rock
Artist: Brian Lee


Work life balance:

Writing, game design, coordinating your release schedule, dealing with printers, running crowdfunding campaigns and all the various little tasks you do when you publish your own work take up considerable amounts of time.  I recommend that you DO NOT let your writing and publishing intrude to far into your personal life. 

I'm a single father.  I work a day job, one that I actually enjoy, then pick up my child from school and we head to the park or go home and play.  I make dinner, we eat, play time gives way to getting cleaned up for bedtime, we have reading time and then it's lights out for the little human.  Even though I love writing, I love my kids far more.  Even with deadlines fast approaching I make every effort to keep my time with the kids sacred.  Don't get me wrong, there have been a few times when I've had to compromise a few hours, but it bothers me to do so.  I don't want to miss anything from their lives while they're so little. So, I work after bedtime, often until two in the morning, then I'm back up at six to get breakfast made and get our day started.  It is tiring.

Speaking of tiring, I'm normally good on four to six hours of sleep.  This is just how I'm made, and is definitely not for everyone.  Don't let my schedule intrude on yours.  The key take-away here is, don't miss out on family time to get your writing done.  Find time outside of those moments, in the quiet hours when it's 'me time' to put your ideas down. 

From "Whispers of Persephone"
Artist: Christian Martinez


Is there money in it yet?

Friends and family ask this of me sometime.  I think they assume I'm making money because I have put out several books over these two years and when you look at my KickStarter campaigns you see dollar signs.  I can tell you honestly, that after expenses I'm still just about breaking even.  Extra revenue, what would be 'profit' gets used up for art on new projects.   My list of books, posters, merchandise items and art that I own rights to, continues to grow but like so many of us I keep working the day job to pay the bills.  To my thinking, there is nothing wrong with that. 

When I started, people actually told me that I should wait until I had a few thousand followers on social media before I tried launching a KickStarter campaign. Nope, I didn't wait.  I still, to this day, don't have numbers like that.  What I can say is that I'm slowly approaching 200 followers on my personal KickStarter account and that, to me, means a lot.  It means that people who are happy to support creators have taken the time to follow so that they will get notice when I put out a campaign.  It is a great feeling.

But is there money in writing, in designing game content, in being your own boss?  Yes, I firmly believe there is.  I'm building for the long term, so I can leave my company to my kids one day, but I am optimistic for the future.  Someday, maybe when I write about being three or four years into publishing, I'll be saying 'Yes, there is money to be made"... time will tell I suppose.

D'Inn, the veteran goblin mercenary
Art by the amazing: Alexia Veldhuisen


Monthly Releases and Patreon:

I have a simple ambition that has grown from producing books.  One day I would like to release a lot of content for subscribers each month.  Sounds simple, right?

The truth of the matter is that funding art becomes pricey very quickly.  Currently, I fund it out of pocket with help from subscribers (now on Patreon).  So, I realize that seems pretty standard, but what I'm wanting to grow to isn't.  I aspire to release a monthly comic, a dystopian rpg "news sheet", a monthly pair of pin-up illustrations (one male & one female), the monthly PDF detailing a character/companion/creature/monster that I'm currently releasing, and adventures and news for a living campaign.  I want to combine this with a live stream to provide fun, good quality content that I can enjoy and be proud of.  Is that too much to ask for? (hmm... maybe, lol).

Fact is, it will take copious amounts of funding and I don't have that level of following, yet.  I say 'yet' not because I think it's inevitable (I certainly don't) but because I've watched an audience grow over the last few years.  It's a small, close knit audience certainly, but an audience I've been blessed with because they have been AMAZING!!!! So, I'm sticking to my guns on my opinion on the matter of growing your audience.  Creating the best quality content you can, being open and honest about missteps, and daring to put yourself out in front of folks to say "hey I made a thing!" is really a fantastic way to grow.  Is it slow?  Yes.  It's also what I'm comfortable with.

Now, last year I got some criticism for making comments on growing an audience when mine is so small.  There is a validity to that position in that conventional wisdom measures followers in the thousands as a minimum.  I just happen to disagree with that position.  I think an audience of five is just as important as an audience of five million (though not as financially beneficial).  Those five people following you think enough of your work to check it out so treasure them because they are important.

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Shameless self-promotion warning:  As I write this entry the Patreon page has been active for three days.  So far, three of the subscribers from the Drip page have migrated over and I have three new subscribers who have arrived.  I invite you to subscribe as well to receive the monthly PDF and to be a part of what I hope will become a growing community.  (Subscribe Here) Or use the button at the top of the page.  Thank you.
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Back to what's new:

                                                                Sinopa Omnibus

Collecting the monthly releases together into a biannual book proved to be a good idea.  From a formatting stand point, the book was simple to produce as the PDFs were already put together, so stitching them into one book was relatively easy.  This also appealed to KickStarter backers who are not fond of subscription formats and/or who prefer print over digital.  Bringing the Omnibus to KickStarter also allowed me the opportunity to release bonus content and to set up stretch goals to add even more.  The first volume funded fully and I'm cautiously optimistic about it as a recurring biannual title.  Volume Two will come to KickStarter in late September.

                                                          Break KickStarter!!!

As a subheading, 'Break KickStarter' is fun.  This a campaign theme being promoted by the folks at KickStarter as a sort of challenge to do things differently, shake up the status quo and to make things on KickStarter look different.  I'm rising to that challenge with the help of some very talented people as we work to fund Broken!

Title card designed and illustrated by: Zack ViolaClick on image to preview the KickStarter campaign

You can click on the title card image to preview the campaign page.

With this campaign we're working to create a new, never before seen role playing game.  But unlike the usual method, we're putting the choice of what is going into the game in the hands of the backers.  I've built the budget, assembled the art team and even lined up additional writers to help bring this game from nothing to play test in four months time. 

I'm very excited about creating Broken! and can't wait to see what the community chooses for it to become!

                                                        Fantasy Pin-Up Collection

Yes, you read that right.  We're putting together a fantasy pin-up collection.  These illustrations will be done in a tasteful manner reminiscent of the pin-ups of the 40s and 50s.  The pin-up girls for this first book will be from fantasy races straight out of tabletop role playing games and fantasy themed fiction.  This is going to be a beautiful little book and lots of fun to create.


                                   Tarot Adventures, Book Three: Death comes to Glenfallow

Several re-writes have gone by and now Death comes to Glenfallow is in its initial play test (the one I'm running).  After this adventure has been resolved, I'll make what corrections need be done, then send it on to the play test group for a good beating, err, I mean round of testing... yeah, that's it.  Art for this Tarot Adventure will be done by the remarkable Anthony Ojeda.  See the illustration below he did for Tarot Adventures, Book One: The Draw of Glenfallow!

Goblins ambush the group in 'The Draw of Glenfallow'
Art by Anthony Ojeda



                                                                  47 Furious Tails

With the successful funding and release of 47 Furious Tails, Issue One I am thrilled to say I have released my first comic book!  This was a labor of love, requiring two kickstarter campaigns to get it funded, and months of illustration work by Alexia Veldhuisen.  The comic is gorgeous!  I'm really excited to be working on a few re-writes for issue two before we come back to KickStarter to fund book two.

Cover by Alexia Veldhuisen

In 2019 we've released issue one of 47 Furious Tails, the first Volume of the Sinopa Omnibus and the regional map of Glenfallow (the setting of the Tarot Adventures).  As you can see, it's been a busy year indeed.


There are several books in development at this time, and the Sinopa Assemble comic anthology is currently live on KickStarter.  You can support that campaign (please do) by clicking on the link to it in the Featured Crowdfunding Campaign, link above. 

*****

There is a lot going on in my new adventure.  I've had some successes, a few setbacks, some inspired ideas and some not-so-great.  KickStarter has been particularly kind to me and I look forward to breaking it with Broken!.  I'm enjoying the thrill of writing as well as the challenges of production. I've had the opportunity to share useful information with first time KickStarter creators and I'm very happy for their success.  I think the future is bright and I am looking forward to pushing my limits with each book.

Most importantly, I hope that the people who read my work, play in my games, and pick up my comics enjoy them every bit as much as I enjoy creating them.  Maybe then I am sharing some of my own joy with the world, and that just might make the world a little better.  I can hope so anyway.

Thank you for joining me on my adventure. I hope you'll join me for the next post as 'Adventure Awaits' and it's more fun to have such adventures with good company.

~ W.S. "Sam" Quinton




Thursday, January 24, 2019

47 Furious Tails and other cool comics on KickStarter

January 23rd, 2019 at 12:00 PM (noon) the campaign for 47 Furious Tails launched.  The response from backers was amazing!

In the first twelve hours of the campaign 45 backers pledged $1116 toward the campaign goal of $6500!  This was a huge day, particularly when compared to the first launch.  I'm thrilled by the response this project has received. (Thank you all!)

Promotion for the campaign:

47 Furious Tails has been promoted in a number of ways.  Update posts on the original campaign page have continued as new information became available, the project has been mentioned in every podcast I have appeared on, I've written entries about my mistakes on the first crowdfunding attempt both here and on the Drip page, flyers have gone out at comic shops and events, and I've enlisted the help of several folks who have been sharing the links on social media and on their various channels.

Is it enough?  Time will tell but I'm optimistic.

Coming promotions will include a number of podcast interviews.  I've been invited to two new shows since the launch (thanks guys!), which can only help raise awareness for the comic and the KickStarter campaign.  I'm looking forward to it.  This is also a great opportunity to meet new creators and share information/insights which is something I'm always excited about.

I was fortunate to once again appear on the Darkslinger Mafia Podcast to talk about 47 Furious Tails.  You can listen to that interview from the link below.




Other cool comics on KickStarter:

There are really interesting titles on KickStarter right now.  Below are a few I thought were particularly cool.

Cornrows #1 



If you missed my last blurb on this comic, don't wait, go check out the campaign which has a week left as of this writing.  The art is great and I, for one, think the story premise is fantastic.



Boston Metaphysical Society: The Spirit of Rebellion



New on Kickstarter and gaining steam, check this one out quickly before the special commission backer tier is all gone!


Mayo the Cat


Ending in the next few days, this cute book is funded but certainly deserves the shout out.  If you have children this looks like a good title to share with them (Disclaimer: I've only read through the KickStarter campaign, I haven't read the book.)

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Closing words and shameless self-promotion

People build communities to help each other and make life better.  In today's society we do the same as we promote others on social media, review products and write about our own experiences to help others avoid our own mistakes ( 😇 ).  I hope you each have great success in your own projects, that you'll learn from my (many) mistakes and that you too will benefit from other content creators offering up their advise and information to help make your path easier.

(Shameless self-promotion time)
I hope you'll check out 47 Furious Tails, Issue One; Cornrows Issue One; Mayo the Cat; and Boston Metaphysical Society: The Spirit of Rebellion.  Support the projects by sharing the links on social media and pledge your support if you can.

Thank you all for following my adventures in writing, self-publishing and game design.  Until next time please remember, Adventure Awaits.

W.S. Quinton


Monday, January 14, 2019

Three Live Comic and Games KickStarter campaigns (January 14th, 2019)

A little divergence from my usual content, today I want to shine the spotlight on some of the current KickStarter campaigns that I found interesting.  To be clear, none of the campaigns mentioned here have any association with my own releases, these are just some cool projects I wanted to share with everyone.

COMICS:

It is an interesting time for indie comics. With crowdfunding sites like KickStarter and Indiegogo, these gifted writers and artists are bringing their vision to the world.  In some cases whether the world is ready or not!

As I prepare to re-launch my own comic book title I enjoy checking out what's new in comics on KickStarter.

***
Cornrows #1

Urban fantasy, no heroes and a story of revenge.  I read over the story description and it caught my attention immediately.  A high school phys. ed teacher dons a mask to avenge the death of a student.  As someone who lived in Baltimore for a time, I find the setting choice very powerful.  If you're looking for a gritty title that doesn't pull its punches, you need to see Cornrows #1.





***

SuperKids! Mental Health Support Coloring Book

I discovered this campaign by accident, when Bill Shatner (Captain Kirk himself) tweeted out a link to it.  I looked it over and knew I wanted to help this project succeed.  I've backed this project myself.

This project creates coloring books for sick children in hospitals, which just makes it the 'feel-good' campaign of the year for me.  The example pages on the campaign are well done, with excellent attention to the lettering.

This is not your typical comic / coloring book KickStarter campaign.  Check it out.


***

GAMES

Treacherous Traps for 5th Edition!

This is the RPG KickStarter campaign that all of my friends are talking about.  Launched by the fine folks at Nord Games (these guys know their RPG's), this campaign is rapidly reaching for its next stretch goal, where trap schematics get added to the book. 

This project boasts both a book and decks of cards for the creation, generation of unique trap combinations.  A fantastically ambitious title and one that promises to bring new and exciting challenges to tabletop role playing games everywhere.




With 2019 off to a strong start on KickStarter, I look forward to what the creative communities bring to our little blue world in the coming months. 

I hope you'll check out the projects presented here, share the link with others, and help these creators to reach their goals by supporting their campaigns.

*****

Thank you for joining me on my adventure today.
This post has been a bit different from my normal fare as I am preparing for my own KickStarter campaign launch for 47 Furious Tails, Issue one.
I hope you'll check that campaign out when it launches on January 23rd.

Thank you


Monday, December 24, 2018

New Comic Book: 47 Furious Tails, the story of the 47 ronin

Cover Art by: Alexia Veldhuisen

In January 2019, just a few short weeks away,  I'll be launching the KickStarter campaign to fund 47 Furious Tails, Issue one. 

For more than a year, I've been working to get this re-launch ready.  Alexia Veldhuisen has been working on art for the KickStarter campaign and we're very nearly there.  The KickStarter will be launched to fund the remaining art costs, printing and fulfillment expenses (like shipping). 

The story unfolds over the course of 12 issues, with Issue One introducing legendary figures from this story out of history.  I hope you'll check out the campaign on launch, support it if you can, and help spread the word.

Click on Lord Asano Naganori's image below, to get a glimpse of the character art and learn more about the story.
Lord Asano NaganoriAll characters are portrayed as anthropomorphic animalsArt by: Alexia Veldhuisen

Thank you.

Tuesday, December 18, 2018

Santa Dragon Claws Presents, 25 Holiday magic items (DnD5E OGL)



Happy holidays everyone!


Back in October, while the Whispers of Persephone KickStarter was running, I came up with an idea for a holiday themed RPG book detailing useful and fun magic items.  Zack Viola liked the idea, and so he launched the KickStarter campaign for the book last night.


While I'm finishing up Whispers for fulfillment, Zack is going to be running the campaign for the Holiday magic item book.  It will be good for him to learn the creator applications on KickStarter for his future endeavors. 


What we did with this crowd funding campaign:


This project is something of an oddity, in that we launched the campaign to fund our marginal costs but we wanted to keep the campaign simple and the pledge level low.  We hit upon the idea of having only one backer tier and keeping the rewards as digital only for simplicity sake. 


$4 backer tier:  The only backer tier for this campaign was specifically created to provide value for the backers while minimizing fulfillment expenses and facilitating a rapid delivery of rewards.  To maximize value for the backer, we are distributing PDF and Print on Demand codes for hard cover and soft cover versions of the book.  {Yes, this means we aren't making any money on the print versions through this campaign.  The purpose is to provide the best value possible for the backer. This is our way of saying 'Happy Holidays' to the KickStarter community}




How it's going so far:


We didn't promote this campaign much before launch but we've seen several people sharing links for us on social media platforms.  As of this writing, the campaign is less than twelve hours old and hasn't yet funded.  With six days left in this short campaign I'm optimistic that we'll reach our goal.




Fulfillment:


Normally, I wait to fulfill campaigns until after the money comes in from Kickstarter.  This is due, in large part, because I usually need to use that money to pay for printing costs and shipping.  With this campaign, where are rewards are digital, fulfillment will begin Christmas Eve night after the backer survey goes out.  PDF files will be sent out starting that evening, and the print on demand codes will go out once they are available from drivethrurpg.com. 




For other creators:


Running a campaign like this, where you are collaborating with someone you work well with, is a lot of fun.  This project benefits from having little stress on either Zack or I and is a fun holiday project.  If you decide to run a campaign like this yourself, I recommend far more advance promotion that Zack and I did, as we limited ours to a few social media blurbs and reached out to some bloggers and podcasters we know.  Give yourself a couple of weeks ahead of launch to build interest.


Here's to one last KickStarter campaign for 2018!
Now, I'm going to get back to work finishing up the things I've left to do for Whispers of Persephone.  Backers are getting that book this month and I've still a few things to take care of.


Check out Santa Dragon Claws Presents at the link below.  Happy holidays to you all!

















Thursday, November 29, 2018

D&D Facebook Subscription groups and other stuff


It's been a busy three weeks since my last post here.  Sorry for the delay, but life has been unforgiving with my time of late.  There are a few things I want to touch on today, so lets get to it!

Recently, on Facebook ~

It sounds like the continuation of a television drama, doesn't it?

A few days ago, on the Dungeons & Dragons 5th Edition closed Facebook group, I noticed that one of the admins had posted about a closed subscription group known as the "5e Adventure Academy".   As that group allows for advertisement of crowdfunding campaigns by members, I didn't think anything of it beyond the question "Facebook has subscription groups?"   Like many of us, I quickly turned to Google to see what information was out there about this group model.  One of the articles I found (released in the summer of 2018) can be found HERE (Written by Josh Constine).

For the record, I fully support people making money from content they create. I myself have a Drip page, I know several people who have Patreon pages and I am an avid creator and consumer on KickStarter.  I don't see anything wrong with people creating new content (within licensing boundaries) and making that content available to the community in a fairly priced way.

As this is a relatively new model for Facebook, it can seem a bit alien. There have been a wide range of responses to the announcement and posts by the Admin who made the announcement.  People have condemned the idea, supported the notion, been surprised by the list of contributors, and have expressed a wide range of opinions regarding this new development.

While I am not subscribing to that group, it isn't because I don't care for the model or that I'm condemning the use of Facebook in such a way.  The reality is that I'm a single father and a creator who puts almost all the revenue generated from my own work back into new projects. To be blunt, I can't justify the additional expense at this time.  Even as I write this entry, I wrestle with this decision because the list of contributors does include people whose work I am somewhat familiar with. I am of the opinion that you can always learn from others.  I'm afraid that I may miss out on a valuable learning opportunity, at least for the next few months, by staying out.

My understanding is that new, original content is going to be generated by the contributors within that group.  Such creative energy is something the RPG community always needs.  How you and I, the audience, choose to consume such content is up to us.  I am not endorsing nor condemning this new subscription group, but I do think that all of us should be aware of it.  If you like the idea, you can always elect to join and can leave if it doesn't live up to your expectations.  If you don't like the idea, don't subscribe.  It really is just that simple.

Full disclosure: During the discussion within the Facebook thread, I expressed my opinion that people charging for original content was a good thing, which prompted a bit of blow back directed at me and my releases.  When I went back to respond to the comments that had been directed at me, I saw that my comments as well as those who were actively discussing the matter in that same conversational "comment" thread had been deleted.  I did not ask for that to occur and I'm not certain what spawned that decision.  It does seem that one of my most vocal detractors has since left the group, which is unfortunate as I believe it is important to hear all sides of a discussion.  Whether he left voluntarily or was kicked from the group, I do not know. What I do know is that I did not ask for the content to be removed, for his criticisms of my opinion and my own creations to be censored, nor for my own comments to be deleted.  I'll chalk that up to admin or moderator intervention and leave it at that.


Whispers of Persephone ~

Work on WoP has picked up and is nearing completion as I now have all of the information from the backers who pledged at the Acolyte of Death and Fallen Hero levels.  While I had originally hoped to have all of that content formatted in before the Thanksgiving holiday, that didn't happen as life intervened (details involve my children, so I'm not going into that here). 

I had believed that fulfillment would occur early, before December 1st, but now it seems it will be on time and be delivered in December.  This puts my holiday magic item book in jeopardy, but I'm working furiously to resolve the timeline.  More on that as it develops.

Christian Martinez is creating the final two art works for the book, and I believe they will be wonderful as he never fails to impress me.

To all of you who supported the campaign, pledged your support and helped make this book possible:  I thank you!

Several pieces of art for Whispers are now available on merchandise on my Society6 and RedBubble pages.  (More on that below)


Creators, Explore your options ~

Sites like Printful, Redbubble, Society6 and so many others open an opportunity for creators to expand the use and market for their art.  If you are a small publisher who commissions art for your work, be aware that before you use art you've commissioned you need to make certain you own or have license to use the art for merchandising purposes. I have written such language into the contracts I use with the artists whom I hire.  We negotiate the price for art with those rights in mind.

You're probably asking, 'But, will I make money?'.  I can't tell you that.  Personally, I've made about $18 after expenses on merchandise sales this first week.  Of that amount, about $4 is attributed to friends of mine who both liked the item(s) in question and wanted to support my efforts.  The remaining $14 were from users I do not personally know.  As I had already paid for the art in question, I'm calling that a profit.  This may not seem like much to many people, but for me I see it as a few grocery items for my kids.  Which is something I'm very appreciative of.

If you haven't explored these sites yet, take note that there is a considerable overlap in the type of goods they offer, the terms of sale, your own access to merchandise at discounted prices, and whether or not they have templates available for your use. 

As most such sites have no fees for you to pay to maintain your page (they make their money on their cut of the individual sales), it is a nice way to offer merchandise to your audience if you cannot yet afford to have items produced in bulk.  Be aware that such merchandise has a smaller profit margin that if you had items produced in bulk and the retail price is often slightly higher than what you may otherwise charge.  This is due to each item being produced to order.

Examples of my own merchandise creations are indicated below. You can click on the image to go to the site to see other stuff I put together. This will give you some idea of the kinds of things that are available to these two sites specifically.  There are several other sites where merchandise can be created and it can be fun to play around with the images as you develop what the final product will look like.  As examples I have my "Ritual of Sacrifice Cutting Board" (yes, I think that is pretty funny) and one of the phone cases I designed using art from 47 Furious Tails (art by: Alexia Veldhuisen).










Drip, Patreon, Indiegogo and KickStarter are all valuable resources for us as creators.  It can seem intimidating when you first use them and can be disappointing if you don't reach your expectations.  I encourage you to keep creating, to been open and engaged with your audience, and to never give up on your efforts.  Being able to create is a wonderful thing.  Be proud of what you create, happy with how your audience receives your work, own your mistakes and your accomplishments and you will find that whether you make a dollar or a thousand dollars, you did well.

_____________________________

Thank you for joining me once again on my continuing adventure in game design, writing and self-publishing.  I hope that you find the information here of use in your own efforts and fun to read.

I hope you'll join me next time, as the adventure continues.









Friday, November 9, 2018

Subscription based Crowdfunding on Drip ~ Observations and a working hypothesis


Art by: Alexia Veldhuisen
From: Monthly PDF release on Drip

Drip has been an interesting adventure.  I've now had the page running for one month and this morning I released the second issue of the monthly PDF.  From what I have heard from the subscribers thus far, these releases are a bit hit.  I am thrilled to be releasing monthly content and beyond happy that folks enjoy the content.

This blog isn't just about what is happening and how I'm feeling. We're here to discuss the adventure of writing, self-publishing, game design and all the steps (and missteps) so you can find what works for you.  So lets get into that!

My hypothesis on subscription based crowdfunding:  (be patient, it takes a moment to arrive)

I call it a hypothesis as I have not yet completed testing my premise.  Over the coming years we'll see how well my hypothesis holds up under the data that becomes available.

After reading several articles concerning Patreon and Drip, speaking with creators who have Patreon accounts, and speaking with people who support other creators through Patreon I arrived at the following data points which support my hypothesis:

1) Subscription based crowdfunding really works best if you already have an established audience.  This is a very common sense kind of notion, that is widely believed.   I support this as likely being true.  Estimates vary widely as to what kind of numeric conversion you should anticipate based on your audience size.  My best estimates put my regular audience, spread out between KickStarter, this blog, Twitter, Instagram, MeWe, and Facebook is somewhere around two hundred individuals.
(I know, I was surprised that number was that high too!)

Given that audience size, and an initial number of subscribers of seven (7).  I have achieved a 3.5% subscription rate for my audience size.  Remember that number, it comes up later.

2) For people to subscribe to your Patreon or Drip page they must see value in what you offer.  Okay, this is the "Duh" moment in this blog entry.  Basically, you have to be offering good value for people to want to support your efforts.    Presently, I offer three different subscription levels ($1, $3 and $6 tiers) with higher level tiers encompassing the benefits of the lower tiers.

As a creator, I like this approach to subscription levels as it gives your audience common ground for what you are releasing.  It also means that having created content for the $1 subscription audience, my $3 and $6 audiences have ready made content as well.  My thoughts are that this builds the value for higher tier audiences and doesn't leave folks feeling "left out" from other tier builds. 

Price points on the tiers need to reflect the value of the release. I confess that I looked at the Patron and Drip pages of other creators to see what the going tier rates look like.  I then realized it was unlikely that I would break even on art costs for my monthly release.  If you've been following this blog, you probably know what happened next.  That's right, I said 'So be it!' and marched forward.  So I'm losing money on my Drip page due to art costs, but its a loss I can absorb.  In the meantime, I'll keep working to promote the page and will (hopefully) reach the break even point within the next ten months or so. 

3)  My current subscriber base is too small to derive meaningful statistical data. {My fellow math nerds often disagree with regard to relevant sample size.  For purposes here, I'll assume the minimal, meaningful sample size for this topic is sixty subscribers.... yes, I know... flame away.}  At the risk of using entirely unsubstantiated data references, I've looked at my current subscription data points and discovered that my highest tier ($6) is the most popular with the second highest ($3) being the next most popular.  To coin a phrase from earlier RPG sessions, "I actively disbelieve!" that $6 will continue to be the most popular and will use the $3 as the most common or average projected subscription tier.  Knowing what I require to break even on art costs, I then project that will $3 being my expected average / most common tier, that I will need 60 more subscribers to reach that break even point. 

Now, why is that important?  Because you don't want to lose money on your crowdfunding (it defeats the purpose).

So, keeping in mind the 3.5% subscription rate to my audience size and the need for a total of 67 subscribers, I can rough out what I need to grow my audience to in order to reach my break even point.  (I know we're talking about math here folks, stick with me as if you begin a Patreon or Drip page you'll want this information).   So I'm going to need to increase my audience size to 1915 people at the current subscription rate, to break even.  OR, increase the percentage of the audience who are actively subscribing. 

I don't like the way that sounds "I'm going to need to increase ...."  it makes it sound like you can control who likes what you do and who doesn't.  That isn't realistic.  I create to the best of my ability, and I am fortunate enough that some people like my material and enjoy what I do.  So let us accept that we do not control who likes what.  Let us, instead take ownership of the work we do and move forward into the working theory I'm using....

Call it "Sam's Hypothesis" or whatever you like, but here it is:

The best quality work will receive the best possible interest from your audience and the highest possible subscription rate among your audience, while growing the population of that audience.  

So there we are.  As creators, using Patreon, Drip or whatever other site we like, we must produce the best quality work possible.  Not just to retain those people who already like our material enough to support it, but as a necessity to growing the audience and the number of subscribers.  Though you may be tempted to think of subscribers as being more important than your overall audience, I'm going to shout "DON'T DO THAT!" because the fact is that one is simply a portion of the other.  The entirety of your audience is important and equally as important as the portion who support you through subscriptions. 

But what about promoting my page???? 

Okay, yeah, do that too.  But first: Create the best, highest quality work, you possibly can and do that consistently.  I'm reminded (often) to work on my promotional skills, because they sort of suck.  Let's be honest, they do. I like having my work speak for me, which is not the most productive line of thinking in today's world.  I've been very fortunate to have several people within my audience who actively help promote my books through social media (Big shout out to John (all five of you), Miguel, Leslie, West, Draco, Nerdie, Rene, Mike, Michael, Jordan, Joto, Han, PrincessP., Josh and the other Josh(es?), all of the Chris(es?)... seriously its not easy pluralizing names..., West, the Shadowrun fanfic audience, and really to all of you who read this blog).  Without them I would just be another shouting voice in the void.

Now, for everyone who likes to point out that I have a small audience and may not be the best source for deriving theories on this topic:

1) You may be right.  (Seriously, anyone who reads this blog knew I was going to admit that.) Having said that, I have asked subscribers and other creators about this topic and used their feedback for developing this working hypothesis.  If you have other feedback please do post it below, I would love to get your insights.

2) See point one! (lol) No, but seriously now, yes I have a small audience.  The people who read my blog are likely in the same position as well.  Learning to grow your audience and what to realistically expect is, (I think) more useful than saying "first grow your audience to 10000 people who love your work!", because that doesn't exactly help people who don't have huge social media presence or people who are socially awkward to begin with. For that matter, it doesn't help people who are just getting started, or who (like me) are just into to their second year of content creation. So your feedback is certainly welcome, but please lets keep the audience in mind, shall we?

Cool!

This entry was titles ".... 'On Drip'" because that is the platform I'm using.  I had a brief appearance on Patreon, but shut it down for many reasons.  Nothing against Patreon, by the way, I just wasn't doing a good job with it and that goes against my primary convictions.  Do your best in all things, right?

 Hard examples:

There are a number of creators who have attracted a sizable audience of subscribers on Patreon and/or Drip.  Below are a few to check out, see how they do things, and learn from what is working.  I'm also going to put a link to my Drip page (as I do hope you'll check that out too):

Bully Pulpit Games (On Drip):   I'm not personally familiar with their work, but with 208 active subscribers (as of this writing) they are certainly doing something right.  I'll leave it to your best judgement to judge what that may be.  I first discovered their page by scrolling through every creator on Drip.  (There wasn't a search feature, no seriously, it wasn't there).  I check out this page frequently as I'm interested in what they do.  You should too.


Story Forge (On Drip):  I don't own any Story Forge products, but I'm taking a hard look lately. The content on their Drip page is intriguing! Their Drip page is particularly interesting to me and I'll be adopting their practice of linking the Youtube videos in the public posts.  I think this is a fantastic idea, that is probably a no-brainer to someone with marketing savvy or social media acumen.  Not being either, I'll just nod knowingly and trudge forward. Check them out.

Kobold Press (Patreon):  I am a long time fan of the Kobolds.  Having said that, I'm at a loss as to why they don't have more subscribers on their Patreon page.  The Kobold Press Facebook page and Twitter account are active, engaging and personable.  My only thought is that people may not be aware of the Patreon account and the benefits it offers.  As one of the bigger 'Indy' RPG companies around, Kobold Press has years worth of audience building supporting their efforts and quality has always been top flight for their releases.  (Told you I'm a fan!)  I would really like to see their Patreon subscriber base reach 1000 or more as more funding could potentially mean more cool stuff from these people.  Something I wholeheartedly support.

Terminally Nerdy (Patreon):  One of my favorite Twitter personalities.  Patreon creators take notes.  His page is full of transparent data that tells you exactly what you're getting, what he uses the money for and gives you a perfect sense of the value of pledging. If you're looking for quality content, he's got it.  You can follow his exploits on Twitter as well, and you should.  Take a few minutes and read up on what he is creating.  It is definitely worth your time.


W.S Quinton (Drip):  Yep, me. Presently, I'm providing subscribers with detailed behind the scenes information, access to play test material, how-to information on creating KickStarter campaigns, sneak peeks at art and material in development, and the art for my monthly publication is in color and commissioned specifically for that monthly release.  I'm striving to release high quality content from the beginning, and I hope to expand the content release as more subscribers come on (allowing me the luxury of affording more art).  So check it out (please) find a tier you like (I hope) and subscribe to help me create cool stuff. 

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Thank you for joining me on my adventure in writing, self-publishing and game design.
I hope this blog continues to provide you with insights that will help you in your own efforts, and help you to avoid my own missteps. 

As always, your comments/questions/criticisms are most welcome.

Until next time, remember: Adventure Awaits!





Monday, November 5, 2018

Helping each other, a bit of advice about KickStarter Live, and shameless self-promotion!




In the time that I have been writing this blog, I have very often made mention of my belief in building community with other creators.  I have personally enjoyed doing so, have benefited from sharing information, and have develop a few new friendships along the way.  It has been beneficial and personally it has been most gratifying.

One thing I like to do, is to reach out to first time Kickstarter creators to offer encouragement, of if they are slow funding I like to recommend free things they can do to promote their campaign.  It takes just a few minutes of your day to reach out to people (bloggers, podcasters, Youtubers, etc.) who use an interview platform and put them in touch with the first time creator.  This has the remarkable benefit of providing content and provides a ready made audience for the first time creator to be introduced to.  This works best when you maintain these relationships.

Support those who have supported your efforts, and support those whose work you respect.  If you'll look over to the right you'll see the "featured crowdfunding campaign" section.  Folks don't pay for that spot, I put it there because I think their creation is cool.  This is one of the ways I make an effort to help other creators.  Those of you who have a broader social reach (so really, just about everyone who reads this blog) can have a tremendous impact on the success of a crowdfunding campaign. Remember, if you think its cool then the people who read your material will probably enjoy it too.

It really comes down to building each other up.  Share information about each other's campaigns.  Point folks to print shops and manufacturers you've had good experience with (Thanks again, Adam!).   Use the social media sharing options on your crowdfunding campaign to spread the word on things you like.  You'll find that people are usually very willing to help you in return.

'Pro' tip:

Starting with The Steel Road, I began making a habit of using KickStarter Live (their live streaming utility) to stream during the campaigns.  I've found that this is a wonderful way to connect with your audience!  While I cannot say that live streaming has had a direct impact on the amount of funding raised (there just isn't enough to data present for me to attempt a responsible correlation calculation) I will point out that The Steel Road was a great success for me and Whispers of Persephone saw even more funding from its campaign.

Yes, I'm recommending that you use this feature when you launch a KickStarter campaign.  I'm also going to recommend that you not limit it to just non-stop prattle about your project.  I try to spend about five minutes an hour talking about the project and the rest of the time taking questions, talking with guests (get to that in a moment) and making it a fun activity for all.  Making it a fun thing really does take a lot of the stress away launching the live stream, so have a good time with it.  If you look forward to it, then others will as well.

I also recommend having guests on.  I've had live streamers, podcasters, Youtubers, artists, an author and friends on my own streams.  It keeps the conversation going effortlessly, makes for a wide range of appeal, brings in fans of the guests in question, and really does make for a fun evening.  People have said that I don't live stream "the right way" in that I don't spend a LOT of time talking about my own stuff.  I do, however, take questions about the project and address them as prompltly as possible.  As a great side effect, my relationships with those guests have improved, they've picked up more viewers as audiences cross populate, and I've found more support from some of their fans as well.  Get to know people, even if they have an audience of five people that is potentially five more people you can reach.

Shameless self-promotion:

Yes indeed, it is time once again for me to plug my own stuff.  Whispers of Persephone's KickStarter campaign is complete and I'm working hard to complete the last stages before sending it to be edited.  Once Whispers fulfillment is complete, I'll be launching a holiday book.  I would like to see that campaign launch on the 14th if at all possible, so I'll be working pretty hard in the coming days to make that happen.  It will have its own KickStarter campaign with a rapid fulfillment turn around. Wish me luck!

Drip

My Drip page has entered its second month.  This month (November) will see a monster character as the subject of the month.  It is being illustrated in full color by Alexia Veldhuisen.  I've seen the black and white (pre-color) version of the art and it is stunning.  I'm looking forward to putting that PDF out and sending out the Magic in the Mail cards.

Drip (and Patreon) are wonderful resources for creators.  It is surprising how just a little bit of support can go such a long way!  I am hoping, really hoping, to achieve a milestone of fifty subscribers by the end of April 2019.  That is a BIG goal, but would (most likely) make the Drip page self-sufficient (I commission original art for the monthly release and it does cost some money) and would eventually like to expand the breadth of the material released to the subscribers.

So here is my vision of what my Drip page releases will, eventually, look like:

1) Behind the scenes releases will continue to include play test materials for subscribers.  This is already happening and I'm cautiously optimistic that this will continue to be a popular point with the subscribers.

2) Monthly release will be gradually expanded to increase content provided to the subscribers without raising price points.

3) Subscribers will have the first choice option for limited availability tiers for coming KickStarter campaigns.  One of the first examples of this will be with Tarot Adventures, Book Three: Death comes to Glenfallow.  For that campaign, I have arranged to have a fully illustrated map developed.  On that map will be ten (10) locations that KickStarter backers can pledge for to have the area named after themselves.  Drip subscribers will have the opportunity to pledge for this limited reward prior to the KickStarter going live. I'll reduce the total available tier slots available before launch.

Long term goal for Drip page:

Okay, so this is a bit of misnomer... Drip is shutting down next year and the Drip creators are being migrated to a new site.  I'm not certain what the new platform will be named so for now I'll just refer to it as Drip.  Also, I originally drew up three different long term goals but they are all dependent upon the goal below.

1) Reach 1000 subscribers!  There are a lot of reasons I want to reach this goal.  It would allow me to expand the amount of content released each month (as above), help fund the art and development for the Tarot Adventures and would (potentially) allow me to commission art for my own RPG (currently in development).

https://d.rip/w-s-quinton


You can click on the image to check out my Drip page ... I'll be updating the video in the coming days.

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Thank you once again for joining me on my adventure into self-publishing, writing and game design.  I invite you post your comments and/or questions below.

Please do remember, this blog records my experiences and thoughts. I recommend that you conduct your own research and make your own determination as what has worked for me might not work for you.  The thoughts and opinions expressed in this blog are mine alone (except where other people are quoted).

I hope you'll join me next time, as we continue my new adventure in game design, self-publishing and writing.

Thank you all!











Monday, October 29, 2018

Kickstarter campaign and fulfillment, then "What's Next" and other stuff

Art from Whispers of Persephone was created by Christian Martinez
Copyright (c) 2018 Sinopa Publishing
All rights reserved








































The KickStarter campaign for Whispers of Persephone has been a tremendous success.  I want to thank all of you who have supported the campaign, shared the links and helped to reach all of its stretch goals.

This campaign was full of pleasant surprises.  The backers came out in force, seizing the backer reward tiers of Necromancer, Acolytes of Death and Fallen Heroes (all slots were claimed as of this writing).  As I write this, there are 37 hours left in the campaign.  I'm writing up material for the backer reward tiers, naming the Acolytes of Death and creating their character / NPC information based on the date provided. I am also formulating the obituary pages for the Fallen Hero backers, telling stories of noble effort and ignoble death.




Art is very nearly complete, and I am hoping to have the book in front of Pat for edits before the end of the week. With 24 pages of character data to complete, 12 pages of Acolyte background, 6 obituaries, and a smattering of quotes to insert, I am optimistic that I'll get this book to her shortly.

Fulfillment:

One of my favorite things about crowdfunding campaigns is sending out the material once it is completed.  Of all the material that goes out, I think the signed copies are my most favored.  With Whispers of Persephone, I will be fulfilling the PDF and PoD codes once I have the final editorial changes done and the book uploads (PDF), for the PoD codes I will fulfill those once the printer approval of the book is back (which usually doesn't take long).  Copies for signing will be ordered before the PoD code is released {this is because I'll already be in the Drivethru system, so I'll order those copies then build the PoD code}.

What's Next!?!? 

Santa Dragon Claws' 25 Holiday Magic Items 2018 (tm) ~ coming this holiday season!

Saturday I announced that I had recently had a flash of inspiration.  This inspiration gave rise to a new book, which I am working on now for release this holiday season.

That's right, I intend to release it in the next few weeks.  That is because it is a shorter book and I've already managed to create much of it.   Art is coming in starting this weekend.  The art for this project is created by none other than Zack Viola (of The Steel Road fame).

As a fun thing to do, we've created 25 new, holiday themed magic items. Zack has sketched them (in the same style as The Steel Road) and we're going to release that book this November. The really neat thing though, is HOW we're going to do that.

We're going to have a short KickStarter campaign, with a small goal.  We're setting it to fund at $600 and it will only last for a few days (seven at most).  With this campaign we're going to have only one reward tier.... $4.  That tier will get you the PDF and a print on demand code for the book in hard cover. 

Content:  6x9 hard cover, 25 magic items with each detailed on a full page, each item illustrated by Zack Viola on the adjoining page (so you don't have to page back and forth, they are right there together), Introductioni from Santa Dragon Claws and an illustration of the holiday dragon.  Due to the time constraint for people to get this book in by the holidays, we will NOT be including backer credits in the book, but we will be placing those on the product page attached to this blog.

Now this campaign happens fast, and here's why:

Drivethrurpg suggests ordering books by the 25th of November to have them in time for the Holiday season.  So we want everyone to have their PoD code well before then.  So we're ending the campaign on the night of the 21st of November at 10:45PM EST. 

But wait, there is more to this...

The campaign will end that night, while I'm live streaming.  I will then trigger the backer survey to get the email addresses for PDF fulfillment.  But I will also be sending out the Print on Demand code to all backers that night! 

You heard it, we're going to get those print on demand codes out just as soon as we can, the same night the campaign ends.

From Zack Viola and myself, we hope you will all enjoy the campaign, cherish the book, and check out the cool stuff we have coming out for 2019 as well!


This will be the final KickStarter campaign of 2018.  Death comes to Glenfallow is being moved up to 2019.

Other Stuff:

Drip ~  What is Drip?















Last week Drip announced that the platform was shutting down next year and migrating all users over to the new platform.  My hope is that this will facilitate the implementation of several new features that are curiously missing from Drip in its current form.

Keep your eyes open here for more news on this as it breaks!

My own Drip page now has six subscribers (thank you all) and we're coming up on the end of the founding period.  My drip page offers truly behind the scenes information, news and access to play test material at the $1 level!  The monthly PDF release (currently one character, companion, creature or monster) comes with full color art and pages of content (stats, narrative, story hooks, treasures, example skill results, etc.) and is available at $3 and included the lower tier material as well. The Magic in the Mail tier subscribers receive all the benefits of the $3 tier plus a full color post card of the subject that month (it is sent in an envelope so it doesn't get marked up with postmarks) signed 'thank you' from me to the backers.  The post cards have a few notes on the subject to help with game play use.  Check it out below:

 Link



Thank you for joining me on my adventure in game design, writing and self-publishing.
As always, your questions are most welcome, so feel free to post them below. I'll respond as soon as is possible.

Until next time, Adventure Awaits!






Monday, October 8, 2018

Drawing inspiration from your audience

Art by: Christiam Martinez
From: Whispers of Persephone

I enjoy interacting with my audience.  These are the people who have taken a chance on me as a new writer and who have made it possible for me to release books.  I've been fortunate in that my audience has also been vocal about what they liked in the books and what they would have liked to have seen within them.

There it is, that feedback we should all be listening to, 'what they would have liked to have seen'.  What better source of inspiration could we need when we know what our audience wants?  As examples of some of the things I've heard:  a new weapon book (like The Steel Road) that covers a particular region in great detail; random encounters in adventure modules; 'white hat' style necromancers who lay the dead to rest.  After hearing these same three things from several of the people who have been reading and using my books, it seems pretty clear that there is a demand that needs to be met.

You are NOT limited to just feedback from your own titles.  Quite often you'll hear or read something from someone that will give rise to inspiration.  During my latest KickStarter live stream event, the topic of OSR products came up. Having never produced an OSR book I asked questions, received feedback from the audience, and I confessed my own concerns and lack of knowledge in that area.  I was pleasantly surprised when members of the audience provided much of the information I would need.  Now, THAT is inspiring.

Listen to your audience, take the opportunity to learn from them.  Many would call this by market research (of the most basic type), but I like to think of it simply as 'listening'.  People will tell you what they want to see, and you can draw inspiration from that to create new books you may not have conceived of before.

Cherish your audience, listen and enjoy writing for them.

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Thank you for joining me on my continuing adventure in game design, writing and self-publishing. I hope my experiences and mistakes will help you in your own efforts.

You can see my latest book, Whispers of Persephone, on KickStarter at the link above.  I'm hoping to reach both stretch goals ($6500 is our highest), so please do support the campaign if you can and share it with others.

I have also launched my creator page on Drip (which is owned by KickStarter), where I'm releasing subscriber only content.  Subscribers are getting behind the scene glimpses into my creation processes, and will be getting access to play test materials and early drafts.  I am also releasing a monthly PDF containing a character, companion, creature or monster of the month which is also available for subscribers.  This monthly PDF contains all original art and more.  Check it out on my Drip page at https://d.rip/w-s-quinton

Thank you, and I hope you'll join me next time as the adventure continues.

Friday, October 5, 2018

Creating content: What is working for me...







I set my pen aside for many long years.  It was the nineties and I had basically given up on the idea of becoming a game designer.  In short, I gave up and took on a different line of work.


In 2017 I returned to writing with a vengeance.  I dug out old ideas, brainstormed new fun things, and wrote as quickly as I could.  I wrote quickly because I wanted to get the ideas down on paper (and I mean that literally, I like to write on paper) and I promised myself I would work on cleaning up the content once the work was roughed out.


When I have a flash of inspiration I write it down, I outline, I plug in stray thoughts associated with the concept and I write as much as I can about it as soon as possible. When I run out of immediate ideas, I set that aside and focus on a project I'm actively developing.  I am finding that this tends to clear the stray thoughts out of my mind and allows me to focus on a project.  It also gives me that little jolt, that quiver of excitement about a new idea to explore without the guilt of not acting on it.  I know I'll come back to it in the due course of development.


If I'm tired of working on a particular project, I don't move it on my development timeline.  I keep it there.  I alleviate any weariness by playing a game, baking treats for my daughter, reading something by Charles Stross, watching anime or writing fan fiction.   This last option is, I believe, most useful.  Writing fan fiction refreshes me.  I know I'm writing for me and a few people who happen to enjoy my stories.  I also base my fan fiction on old game session and campaign happenings so I reminisce about old friends and fun times while I write.  It is a liberating experience and one that I find makes writing more enjoyable overall.


I have been refining my processes with each book.  My current process is loosely laid out below.  Please note, that as I continue to evolve my processes this may change with each book.  The process described below reflects the process used in the development of Whispers of Persephone (now on KickStarter).  Please do keep in mind that I have only been doing this for a year, so if you have suggestions on how I can refine the process please do comment below.


Development:
Once I have my concept written down, I gather any and all notes on it and from those I construct an outline.  Now I realize that writing from an outline seems old fashioned and like it adds work but I have found it most helpful when I want to define what actions are placed in what order and as a means by which to chart the flow of the narrative.   By way of example, when I wrote Comet over Echo Rock I had a section in my outline that mentioned natural hazards but I hadn't defined them yet.  Looking at the placement in the story from the outline was easy.  This also allowed me to plan out the encounter with an eye toward total party attrition and how it affected the narrative.


Following the outline provided me with a roadmap through each section.  Introduction, background story, new NPC's, and encounters all flowed into place with remarkably little effort.  I soon had a first draft I could send to my first round play testers.  Next step, leave the play testers alone and wait for feedback.


Waiting is hard.  Getting feedback from your play testers is well worth waiting for.  Collect their feedback and let it weigh in on whether you need to make any adjustments to your project. This play test version can be a little rough, formatting can be imperfect, but it must be complete conceptually.  You don't want to test half of an idea.


Once I have the information from my play testers I evaluate the entirety of the information.  Don't try to please everyone, take a look at the things they point out in common and work to remedy those common issues first.  Once you've done your rewrite, clean up any loose grammar and work on the formatting to bring it into line with what you plan for final release.  This still doesn't have to be perfect, but I find it useful to start getting the product together throughout the process as it makes for less work in final editing.  I'm specifically talking about RPG work here, for comics it is critical to have your concept format laid out ahead of time. 


Second Round of Testing:
Once I have addressed issues identified in the first round of play testing, I take the document and put it out to the rest of my play testers. These folks get to dive upon the document now that it has been prepped into a document that almost resembles final product. These folks have the benefit of a document that is largely fleshed out with full text descriptions, narrative segments, (full game play mechanical data is done before going to the first tier play testers so these guys have a more polished version of those mechanical elements), and any art that you may already have for the book. 


Feedback from this second tier of play testing is (generally) more specific in its criticisms. Be thorough in your analysis as play testers are people and can suffer from observational bias.  You'll want to polish your rough spots, refine those problems that are identified, and realize that you'll never satisfy everyone.  There will be things that some people don't like which other people think are fantastic.  Weigh those opinions against your own concept of the product in order to determine whether you change it or not.


One thing I did for Whispers of Persephone it that I ordered proof copies of the play test edition.  Weird, right?  It was incredibly useful.  Not only did I have the book in hand to help with future edits, it also gave me an appreciation for what the book would look like in its final format and helped me to identify problems with color saturation, font issues, and how border art was affecting the overall feel of the book.  I recommend this for any book you release, as it really is that valuable a tool in your development process.  A side benefit of this, I had a physical copy to show during the KickStarter campaign.  I'm convinced that this helped my funding efforts.


Editing:
I edited my first book release.  That was a horrible idea.  Have someone else, or even a few people, review your final draft for edit purposes.  Run your spell checking application before handing it to them as you don't want them distracted by bad spelling when they are reviewing the text.  Grammatical corrections are important as they make the difference between a book that is easy to read and one that is difficult to comprehend. 


I find it wise to have your document reviewed twice in your editing process.  Editing it following the first pass, then a second pass after you have made those first corrections.  This has worked well for me in the past.  You may still find things that need corrected afterward. Be patient and fix those problems as you find them.


Final Proofs:
Once final edits have been completed, order proof copies of the book so you can conduct a final review of your product before release.  This is an amazingly cool moment for me, as I am still struck with wonder when I hold a book I've written.  I hope you have that same experience. It is a great feeling!
*****


This has been the briefest of overviews on the processes I've been using to get my books out. Whether you have been releasing titles yourself or are just starting, I recommend you research as much as possible before settling on your method as you may find processes that work better for you. I continue to revise my processes as I learn more from each release. In all things do your own research, your own due diligence, to arrive at your own method. 
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Thank you for joining me on my adventure in game design, writing and self-publishing.
I write this as way of recording my own experiences and sharing my insights and failures.  It is my hope that people who are interested in developing their own games from learn from my failures (and avoid the same mistakes) and that they can take the productive experiences shared here and use them for their own success.  Best of luck to you!


I hope you will join me next time as this adventure continues.


At the time this entry was written I have my latest book "Whispers of Persphone" live on KickStarter seeking to fund its art (and fulfillment) costs.  I hope you'll check it out, support it if you can, and please do share it with others.


I have also launched a Drip page, where people can subscribe to support my creative endeavors. I have a monthly release available there and all subscribers get behind the scenes information on coming projects.  I hope you'll check that out as well.


Thank you! 




Tuesday, October 2, 2018

The Drip Platform from KickStarter: Some useful information


Hello everyone!

If you read my post immediately preceding this one, you know that I was planning on launching a Patreon page, and documenting the promotion, use and results of that effort.  That plan changed when I received an unexpected invitation to become a creator on KickStarter's Drip platform.

At this time, I have halted my Patreon page development and I am focusing on the development of the Drip page. By the time this entry is public, my Drip page will be active.

As Drip is invitation only for creators at this time, I thought it would be useful for people to know how the platform works (from a new user's perspective) so you can know what to expect once it becomes available to you either by way of invitation, or once it becomes openly available.  It is my hope that you find this informative and useful, so lets get down to it.  All of the forthcoming data is from my experience with the platform to date, and links go to the Drip resource pages,  FAQ, and an article I read earlier this year. 

If you aren't familiar with Drip, don't worry not many people are aware of it yet. KickStarter's introduction post to Drip is here:  https://www.kickstarter.com/blog/introducing-the-new-drip

You can find the Drip FAQ page here: https://help.d.rip/hc/en-us

Also see an interesting article about KickStarter and Drip here:  https://www.theverge.com/2017/11/15/16652582/kickstarter-drip-creator-subscription-service-announced-perry-chen-interview


Getting Started: 
Getting logged into Drip was simple.  It appears to clone the credentials from your KickStarter account, but you can change those easily.  

Once you are logged in and ready to start work on your page, you'll find that your image and video upload points clearly indicate available file formats.  Having a recommended image file dimensions would be nice, but the lack thereof didn't cause me any real difficulty.  Choosing the image and creating the video for the page were far more time intensive.

Choosing the page image ~ I elected to use the illustration created for Tale of the Wizard's Eye by Phoenix O'Faery.  I secured permission to do so (seriously folks, make sure you have rights/permission before using someone's art), and had the image loaded in seconds. 

The Video ~ My webcam is a decade old.  No, seriously, it really is. It doesn't have great resolution, and I'm going to need to replace it soon.  This means that I didn't want to, and fortunately I didn't have to, shoot the page video on that old hardware.  I had help from my friends at Digital Eden Entertainment, and had a new video with much clearer resolution in a matter of minutes.  To develop the video content I looked at resources on Drip as well as information from articles I had read on creating Patreon pages. We did the video in two shots, as I fumbled the first attempt.

Page description ~ The Drip platform has little helpful tips that populate along the side of the page as well as links to other Drip pages in your category.  I found it particularly useful to look at the pages of the two other game developer creators I could find.  Both were receiving what I would call significant support from their subscribers and followed a similar outline for the page descriptions. I told myself not to try to reinvent the wheel, and outlined my own data in a similar fashion.  Let me be clear, I didn't copy and paste anything, I just chose to structure my description after the same fashion  (so introduction, what I do, what I'm making available, etc.).   I like the natural flow of that format and I'm planning on sticking to it.

Category ~  Your drip page is limited to one category.  My page is categorized under games.  As all of my currently published work has been role playing games, that makes sense to me.  I have a friend who has been invited, and his is in comics.  You can offer a wide variety of materials, but you'll only have the one category.  Keep this in mind as people exploring Drip for people making comics are not going to find you if you are in games and vice versa.

Subscription Tiers ~ Setting up subscription tiers is remarkably easy. If there were something I would like improved, it is the ability to feature an image with the Tier.  Presently that isn't available like it is on Patreon.   One thing you do need to differentiate in your tiers is whether it is a monthly subscription or a one time (pay this amount and get X) tier.  I've set up three different tiers of monthly subscriptions.  I won't set up one time payment tiers until I have a developed item for such a tier. Presently, I'm planning no more than a quarterly release of such material as I don't want to over burden my work load (which is already pretty heavy).

What you do with your Tiers will vary as widely as the material we all create. I think most of us will focus on digital rewards only, as it is the most cost effective and easily fulfilled.  Having said that though, I like physical rewards as a way connect with my audience in a very real and tangible way.  Consider those physical rewards carefully, do your math and check it twice, and make sure to leave yourself some room for things to go wrong and for you to pull in revenue.  Drip is intended as a way for people to support your creative endeavors, so make certain you do see some of that money in your hands to help keep the lights on.  I know that is what I'm hoping to see.

Promoting your Drip page ~ I'm not great at self-promotion but I've had some success and I've done some research on the subject. I recommend you do your own research as well.  This is a good example of the scientific method of testing theories devised by others and looking at the results to reach your own conclusions.  Pretty much every source says utilize your social media, place the links online, network with others and have them help you spread the word.  I agree with all of these. Place the link into your pages, remind people of how they can support you, and as in all things, be honest with your audience.  When people ask, "what are you doing with the money",  tell the truth. I'll be using it to commission art, help keep my lights on, to put food on the table for me and my kids, keep my car running, etc.  Whether I find $20 a month or $200 a month, every bit helps.  Be honest about that. People will relate to you and be more likely to support you.

*****

I made my Drip page live just before posting this entry.  You can find it HERE

Take a look at it, and keep it in mind for your own page (should you decide to launch one). Maybe it will be a useful example of how to set one up. Maybe it will be a cautionary tale of what not to do. Only time will prove if it was successful or not.  I hope you'll take what you like from the example and make good use of it in the future.

Oh, also please do support the page. Your subscription is very appreciated.  I will give my best effort with each release.

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Thank you for joining me today as we continue our adventure in game design, writing and self-publishing.  My book "Whispers of Persephone" is currently on KickStarter.  Please do take a look, support it if you can, and please do share the link to the campaign to help me reach my funding goals.




I will be updating information on how Drip is working for me, things I learn along the way and what I'll be offering on that page.  If you have questions, please feel free to contact me through blogger, through KickStarter messenger, on Drip, or on my social media channels. This blog is a means for me to convey my experiences, help you avoid my mistakes in your own endeavors, and to chronicle the material I've been developing.