Topic: Indie Successes and Failures?
Started by: Space Cowboy
Started on: 6/16/2003
Board: Publishing
On 6/16/2003 at 6:28am, Space Cowboy wrote:
Indie Successes and Failures?
Hey guys,
First, I’d like to say that there is an absolute wealth of really useful knowledge here for aspiring game designers.
I think that an excellent place to learn about the industry is from those who have gone before. Thus, can anyone have any name any particular indie successes or failures AND how they ended up that way, from design, production, business, and marketing points of view.
Many thanks!
On 6/16/2003 at 11:20am, Michael S. Miller wrote:
RE: Indie Successes and Failures?
Hi! and Welcome the Forge!
In Ron Edward's Review of Orkworld he talks about how that game--which certainly made one of the biggest splashes of any indie game--can be counted as successful, and why it is dismissed as unsuccessful by others. That's the trouble with "success." One person's "successful" game doesn't even show up on the radar of someone else.
So, Cowboy, can you tell us what critera you're interested in discussing as far as defining "success" and "failure." Are we talking about profits, sales, long-term actual play, or something else?
Forge Reference Links:
Topic 9
On 6/16/2003 at 3:07pm, Nathan wrote:
RE: Indie Successes and Failures?
I'll bite.
1) Define success in your own terms.
With the indie market, you aren't going to sell a ton of games, but you will sell enough to be content. I set success for Eldritch Ass Kicking early on at 40 copies. I've more than surpassed that in a year since it has been released, and that was with some major goofups and gamer kindness.
Goofup #1: When I first released the game about a year ago, I had a mailing list with over 100+ folks who were interested in the game. By accident, I emailed out the COMPLETE game to the ENTIRE mailing list. I am positive that cost me some sales. One gamer was nice enough to go ahead and pay for his copy anyway.
Gamer Kindness #1: I promised from the get go a free upgrade to the "sweet", "color rich" version that was going to be released later, with art and cool layout. I could have required those gamers to buy a new copy, thereby netting me more cash -- but why? So, a bunch of folks got the free upgrade.
Still, I am successful. My friends and fellow gamers love the game I wrote, and they love to play it. It has sold over 50 copies or so (I've lost track) without a whole lot of P.R. or heavy push from me. I ran a game of EAK at a local con, and it rapidly became an underground success. I'm having fun... What more could you ask for?
(Plus there are other big announcements coming for EAK too.. muhahahaha)
2) Don't get caught up in the flash.
If you pay any attention on various messageboards across the net, you can get caught up in that whole fact that you need to make your game look great. It needs art and layout -- it has to dazzle. Don't buy it. If you have a great game concept, it will sell itself. If you can do the art and layout, fine -- go for it -- but it won't make a poor game any better.
That is the best thing about indie games -- your customers aren't always interested in the flashy stuff. They want fun games and good ideas. They don't mind paying for no artwork or a basic layout. If the idea is there, it's worth it.
Thanks,
Nathan
On 6/16/2003 at 4:08pm, Ron Edwards wrote:
RE: Indie Successes and Failures?
Hi Space Cowboy,
This is an excellent thread topic, although as people have pointed out, there are a hell of a lot of variables to consider. I have been brushing the caked lint off the industry essay that I began writing in 2000, and some of it looks good enough to be the chassis for a new big essay ... and glory be, a whole chapteris about this very topic. So my reply here is going to be pretty sketchy in comparison.
Let's talk about business success in the long term, and further specify the publishing mode to actual books, sold in game stores. So by "long term," that means, to me, that not only have books shipped off to a distributor, but the profits from them have been seen and banked by the publisher.
Situation 1: the game is pretty damn good, and people play it. They even continue to play it when the publisher goes bust or discontinues the book because the profit is insufficient or too late in coming, or some other money-management fuckup goes on. So the company and the line are discontinued, but the play of the game goes on like gangbusters indefinitely. My case study for this one is Marvel Super Heroes.
Situation 2: the game "vanishes," which is to say, not many copies are bought, actual play is minimal to non-existent, and the only degree of success the publisher can claim is that he did indeed see the book on the shelf at his local game store, like he dreamed of for so long. A few books trickle back up the chain, but no re-orders, and the book's second supplement isn't ordered in any quantity. This is the classic fate of the Heartbreaker game.
(There is a corporate equivalent, which shows a real initial spike of sales and usually lands the retailers with tons of books they can't sell for what they thought was a "hot hot hot" game, but I'm restricting my examples to independent publishing.)
Situation 3: the game gets bought, played a fair amount, and a community builds, just as in #1, but in this case, the company avoids going into the hole or otherwise messing up its finances. Several sub-options are possible - restricting the print run and simply never printing more (e.g. Orkworld), planning for eventual store-obsolescence to a "low murmur" of play and on-line support for that alone (Obsidian, possibly), and whipping up end-user support to power future projects/products as an ongoing, opportunistic process (Sorcerer, The Riddle of Steel).
Frankly, getting to Situation #3 and (unlike Wicked Press) staying in the biz is a damned tricky thing to do. I take some pride in what I've accomplished so far, and unfortunately, a great deal of my success rests on the fact that I don't rely on the retail-distribution system for my primary profits, except on the first spike of any release.
I'm not sure if this is really addressing your topic, Space Cowboy, so let me know whether I'm giving you what you're looking for or gassing about Some Other Thing.
Best,
Ron
On 6/16/2003 at 5:40pm, Space Cowboy wrote:
RE: Indie Successes and Failures?
Hey guys,
Thanks for replying! Thanks everyone for noting that "success" is indeed a vague term. To answer your points:
Michael- Thanks heaps for the welcome! As an aspiring RPG publisher, I look at my project as a business, not a vanity press. The biggest thing I'm worried about is spending a bunch of $$ and then failing. Yes, the vast majority of new businesses go under, I want to learn all that I can to have the best chance of avoiding that fate.
Thus, while it might be nice to get props for the design, etc., what I need by "success" for my (perhaps not quite so noble) goals is numbers of games sold, especially compared to costs. However, it is also true that design, long-term actual play, etc. all affect numbers of games sold.
From looking on the threads here and at rpg.net, it looks like even the most "successful" indie publishers only move a handful of games compared to, say, WotC. However, I'd love to know how those indie publishers operate, and how the ones that have disappeared into bankruptcy operated.
Nathan- Thanks for the war stories, that's exactly what I'm looking for- hear about what worked and didn't work for RPG publishers. Congrats! Even one sale means that someone believe in your product enough to part with their $$.
You have an interesting point about game success being fundamentally about the "idea". Could you please elaborate more on what you and/or the market think is a "successful idea"?
Ron- Thanks for your insightful response. Your reputation precedes you- I've heard that Sorcerer has a simple but innovative resolution mechanic.
If you would be so kind, I would love to hear more about your three situations- what kind of "management fuckups" can/do occur to sink an RPG? What sorts of cash flow problems bankrupt indie publishers and how can they, if at all, be avoided? Is it possible to get reasonably accurate marketing data to avoid being stuck with a bunch of "hot hot hot" games in your garage, and if so, how? What is "whipping up end-user support to power future projects/products as an ongoing, opportunistic process"?
Many thanks again!
On 6/16/2003 at 8:23pm, Mike Holmes wrote:
RE: Indie Successes and Failures?
There's a big perspective thing going on here.
When you say that you have to sell x amount of books, you mean in order to make y amount of money in z amount of time, right? Because who knows how much you'll be making per book, especially compared to overhead costs. It's not a simple matter.
But the way that Indie folks keep from going "bankrupt" is to never spend money you don't have. That is, publishing in the Indie world is a lot simpler than I think you think it is. The process might look like this:
1. I buy some art from someone. $500
2. I get a layout guy to throw it all in a book. $500
3. I send the PDF to a printer along with $3000 to print up 1000 copies.
4. I get the books and arrange to sell them somehow. Let's say I go with a Fulfilment house, and sell online.
5. I get $10 a copy after costs (like paying the fufilment house).
400 books later, I've covered my costs. If I sell out, I've made $6000 dollars.
If I start out with the $4000 in pocket, there's no going bankrupt, only the possibility of losing that money. Note these figures aren't at all realistic, just a rough idea of the sort of thing that happens.
Does "success" mean making enough money to quit your day job? If so, I think that you need to think about it again. There are very few people who make a living doing this. Ron is a Professor of Biology, for example, and I don't think he's planning on retiring any time soon to live off his Sorcerer earnings...
Also, note that I'll bet that Nathan, with his 40 copies sold has made money. How? Just go with no overhead. Get cheap art, publish PDF online from your website. Takes almost nothing to start, and is pure profit. Sell 40 copies for $5 a throw, and that's #200 dollars more than you had when you started.
Is that vanity publishing? If it makes a profit? And people you don't know buy and enjoy the game? I'd call it success. But that's my criteria.
How do you garuntee sales? If we knew, would we tell you? :-) Make the best game you can. What else is there you can do? How do you make a good game? See the fora here for a few thousand posts on how for a start.
Note, many of us here are of a mind that, "Write it, and they will play." That is, there's no silver bullet in terms of subject matter. Even a valuable license is no garuntee. Remember the Hercules & Xena game? No? Nobody else does either.
Mike
On 6/17/2003 at 12:06am, Christian Walker wrote:
RE: Indie Successes and Failures?
For my print zine, success has been defined by the following:
1) I make enough money to cover expenses.
2) People enjoy the read
3) They write to tell me so
4) It's even better if the material gets used in play. One lady ran a PBEM campaign based upon my work and I was tickled pink.
5) Most important of all, I gotta have fun!
Take care!
On 6/17/2003 at 5:02am, Ron Edwards wrote:
RE: Indie Successes and Failures?
Hi Cowboy,
[]quote]what kind of "management fuckups" can/do occur to sink an RPG?
Let me count the ways ...
1. The corporate way is to shoot for a very big initial sales-spike, driven by hype and rewarded by orders from retailers + distributors, and then to follow up with supplements, each of which is supposed to "boost" or re-spike the game's sales.
2. The independent way is twofold: either be strapped for cash when it's time to reprint your book (due to successful sales) or be stuck with a million extra books, and the debt from printing them, which you cannot move.
What sorts of cash flow problems bankrupt indie publishers and how can they, if at all, be avoided?
It's impossible to answer this briefly. The main problem is simply getting your books ordered by the three-tier system middlemen in the first place. The second problem is getting paid by said middlemen, which is a serious issue at present. The third problem is simply going too extravagant on unnecessary costs, especially those of promotion.
Oh yes, the Numero Uno, though, is printing on margin - which is to say, expecting your initial sales-spike literally to pay for that print run's own costs. This is insane. The cardinal rule of all independent business sense is only to spend money that you can afford to lose - never to sink actual production investment into credit that must be paid instantly.
Avoiding all of these problems is based on a single principle: knowing where your profits come from, and setting a reasonable goal for expecting what the rate of return will be.
Is it possible to get reasonably accurate marketing data to avoid being stuck with a bunch of "hot hot hot" games in your garage, and if so, how?
For a retailer or a publisher? Retailers should learn to monitor the actual play and word-of-mouth that operates among their customer base, rather than training their customers to agree with them ("always value what my distributor says is hot"), then wondering why the customer base shows such a rapid turnover. Publishers should learn not to throw good money away on the basis of sympathetic magic - i.e., if I spend a lot on it, the universe will respect that and make sure I won't go broke.
Marketing data, in my opinion, is a very shaky practice under any circumstances, and in the RPG so-called industry, it amounts to rumor-mongering.
What is "whipping up end-user support to power future projects/products as an ongoing, opportunistic process"?
Whipping up end-user support = positive feedback from me to customers for playing the game and continuing to buy stuff. It means listening to what they say and caring about it, and saying so, as well as being a mentor for people who don't grasp the game but want to. It means being willing to post their comments and admit when I messed up, as well as to help clarify things that I didn't.
Powering future projects/products = being open to people's suggestions and contributions. The mini-supplement program I run for Sorcerer is a good example. So is simply posting people's contributions, like links to actual play discussions or the rules for a LARP that someone makes up for fun.
Doing so in an "ongoing, opportunistic" way = not making my own schedule for mini-supplements and similar outsider-contributions, but rather taking them as they come.
Best,
Ron
On 6/18/2003 at 4:38pm, samdowning wrote:
RE: Indie Successes and Failures?
Excellent information here, and I'd not disagree with any of it. Any small business is almost guaranteed to lose money for its first 5 years. It's just the way of things. Although we built our company slowly, we're working on the 5 year mark now and are just seeing some turn around in our profits & losses. Cashflow is fine, and our profits are paying for what little debt we do have fairly evenly now.
Definitely keep the overhead low. If you go to print, expect to keep your copies in the basement (or closet, or under your bed, or all of the above). When you get them, expect to NEVER sell them. If it becomes a game that people buy, and if you happen to be able to sell enough to cover the cost of printing it, pat yourself on the back, you did just fine. If you expect to break even or even make a profit right away, forget it.
Also, with the way the market works, it's true that the majority of your distributor sales will happen in the first three months. However, if it's something that sells over time, that's my definition of success. As such, Arrowflight is quite successful, in that we've continued to have re-orders and it's been out for a year and a half now. It's got a few problems, but it is our very first printed product and we've learned a lot since then about publishing and everything else that goes with it.
The biggest, most important piece of advice I can give is to never ever go into more debt than you can pay for out of your own pocket. That's the way to lose everything you own, and even some things other people own.
On 6/19/2003 at 4:39am, Michael Hopcroft wrote:
Success -- what is it anyway?
I was once told the objective definition of success was how much money you made. this was by an ardent Randist who believed you could measure objectively the value of all commidities, even human beings. I was not making much money at all at the time, and beat myself up constantly in consequence.
I shouldn't speak ill of the dead, but in that respect the guy was a jerk. You can;t objectively measure the value of a human being. Indeed, you can;t objectively measure success. Is Martha Stweart a success? She may be rich, but she's also under indictment and may go to prison. I sincerely doubt she is a happy woman, or indeed ever was.
Indie publishers measure success in a completely subjective set of temrs that have nothing to do with the bottom line. It's the only way to stay sane in this crazy business.
Are you doing work you can be proud of? If you are still excited about what you did a year after you did it, you are a sucess. I can't pick up a copy of my book, or open a PDF file I published, without a thrill going down my spine, a sense that I have somehow accomplished something important even if only twenty people ever read it. My business is very early in the five-year cycle, and may turn a profit someday, but I am doing what I love and can continue to do it.
THAT is success. why do I publish? Because there's something inside me that can't NOT publish. That part of my soul takes great joy in what i accomplish. If I can publish my own ideas, if I can help others exprress their visions, and if I can reach an audience howveer small, then I am a success no matter what the world says.
On 6/19/2003 at 6:47pm, Space Cowboy wrote:
Mistakes of starting Indie Publishers
Hey guys,
Thanks again for all the helpful feedback. I've found a bunch of good general background materials about how to start an RPG company. There's a good article here by Ron (http://indie-rpgs.com/articles/12/), Sandy Antunes has a good column at rpg.net:
http://www.rpg.net/news+reviews/collists/soapbox.html
I also came across a good article at Wizard's Attic, though I forget the internet address.
I guess now what I've looking for now is more specific information about what has "helped" indie publishers (whether from design, publishing, marketing, etc.) and more specific mistakes to avoid.
Also, how exactly does the "three tier" system work? For example, if you ship a bunch of books to Alliance or Diamond, do you get paid for the whole shipment 30 days after shipping, or do you get paid for individual book sales 30 days after some retailer sells a copy of your book?
Many thanks!
Forge Reference Links:
On 6/20/2003 at 7:24am, Pramas wrote:
Re: Mistakes of starting Indie Publishers
Space Cowboy wrote: Hey guys,
I guess now what I've looking for now is more specific information about what has "helped" indie publishers (whether from design, publishing, marketing, etc.) and more specific mistakes to avoid.
I wrote a letter awhile back to a guy who wanted advice on starting a d20 company. Here are some of the points I made, with the d20 specific advice edited out (as that doesn't seem pertinent). My advice presumes you plan to do print products and offer them through the three tier system. There are, of course, other ways to do it, but there are other folks here who can give you better advice on alternate avenues.
1) Watch your cash flow. Seriously. This is one thing that can torpedo the best laid plans. If possible, try to have enough money in your war chest to completely fund your first two products. That way you are not reliant on sales of the first product to bankroll the second. You never know how a product will perform and if you rely on money you think will come in from sales, it can hamper your production schedule. Retailers and distributors want some assurance that you’re going to be around in six months, that you’ll be supporting your lines. They are reassured by companies with regular release schedules and wary of those without them. If you manage your cash flow and your release schedule well, it’ll go a long way to proving yourself to the other tiers of the industry.
2) Go to the GAMA Trade Show. It happens every March in Las Vegas and is the only real industry trade show for gaming. All the distributors attend, as do 3-500 of the best retailers in the business. This is your chance to sell your stuff to them directly (and without the chaos of a consumer show like GenCon). There are also some handy seminars for new companies at the show.
3) Get decent art. Your product may be the best-written thing ever, but distributors and retailers won’t give it a chance if it looks like your little sister did all the art. Good graphic design and cartography are also plusses.
4) Create a website and update it regularly. Make yourself available on places like EN World and rpg.net to answer questions about your products. A little customer service can go a long way to building fan loyalty.
5) Solicit your books properly. Most distributors want a cover shot and sales text three to four months prior to release so they can sell their accounts on the product. They are very resistant to shorter solicitation cycles, so it’s important to play ball with them. If you print a book and give them a week to place their orders, you’ll get an anemic response at best.
6) Print reasonably. It is very tempting to print a lot of your first game. After all, the more you print the cheaper each unit becomes. When starting out, I'd recommend printing no more than 1,000 to start. If you sell out and need to reprint, great. Better that than printing 10,000 and building a house out of unsold inventory (which ties up cash you could use elsewhere).
6) If you sell product direct to consumers from your website, don’t discount it. Retailers hate that. They feel like you are trying to undercut them. If you feel your books are worth the cover price, you shouldn’t be afraid to charge the full price in your web store.
Also, how exactly does the "three tier" system work? For example, if you ship a bunch of books to Alliance or Diamond, do you get paid for the whole shipment 30 days after shipping, or do you get paid for individual book sales 30 days after some retailer sells a copy of your book?
You get paid for the whole shipment. Now this sounds great, but it means distribs tend not to order a lot at once. This is the era of "just in time" inventory. As the manufacturer, you are basically stuck taking most of the risk. Retailers will order one or two at a time, distributors will order sixes and twelves (even if it means reordering every week). You, of course, are expected to be able to meet all demand. Basically, you can expect to sell the most the month of releases, then sales will drop and drop until they eventually plateau. Ideally, the plateau will be at a reasonable sales level, but some products just die and sales cease.
On 6/26/2003 at 2:20pm, Malak wrote:
RE: Re: Mistakes of starting Indie Publishers
Pramas wrote: I wrote a letter awhile back to a guy who wanted advice on starting a d20 company. Here are some of the points I made, with the d20 specific advice edited out (as that doesn't seem pertinent).
Chris, I was wondering if you could print the whole thing, D20 advice an' all?
Martin.
On 6/27/2003 at 2:48pm, Ron Edwards wrote:
RE: Indie Successes and Failures?
Hello,
Yeesh, this thread is kind of expanding in focus ...
Chris, if you want to chisel that letter into an article, with or without D20 focus, please do - it'd be very welcome here.
Space C, here's one thing out of many to consider. You should choose which way you go with it carefully.
Mutualism vs. Isolationism. Mutualism is based on massive cross-referencing across your game title and others. Sharing links, exchanging free ads, providing services for others, sharing booth space and demo time at conventions, and more. Isolationism is based on building a play-community whose needs are served only by your game, essentially making a sub-subculture within the hobby.
Adept Press (me) is highly Mutual; the Apophis Consortium (Dav Harnish) is, or was, fairly Isolationist. Both strategies can work well.
What doesn't work is just "getting your game out there" with no attention to actual play (and positive feedback for it) at all. When you do that, you enter a competition for distributor and retailer attention based on production and promotion costs that you probably won't win, not without massive outside funding.
Also, how exactly does the "three tier" system work? For example, if you ship a bunch of books to Alliance or Diamond, do you get paid for the whole shipment 30 days after shipping, or do you get paid for individual book sales 30 days after some retailer sells a copy of your book?
That is a big topic and might do better in a thread of its own. Some people might even claim that the three-tier system doesn't work.
OK ... to answer your direct question, the publisher is paid by the distributor for the books shipped to them, period. There is no further reference to sales further down the chain of any kind, except in terms of re-orders. Therefore, a publisher could theoretically unload their entire print run into distribution and realize full and entire profits, even though if the books are rejected by each and every consumer in the store and never cross the sales counter.
Here are some reality-check nuances. Bluntly, some distributors are not necessarily quick about paying for the books they buy. Another is that who "eats" losses (i.e. ends up losing the money they spent on the book if it doesn't sell at the end of the chain) has varied greatly over the last thirty years.
Best,
Ron
On 7/6/2003 at 9:03am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Hey guys,
Once again, thanks so much for your replies. I'm sorry that I haven't gotten back to this thread earlier, haven't been feeling well lately.
Chris,
Thanks for all the good points. If you don't mind, I'd like to ask you a question- How important is it to use the three tier (manufacturer-distributor-retailer) system? Right now, I'd like to retail my game directly to the consumer, without going through the three tier system. Is this possible, or suicide? I know that my sales would very likely be MUCH lower, but I would avoid all the discounts to the middlemen, and I wouldn't have to deal with all the hassle of going to GAMA (which, as you note, is for distributors and not consumers) and such.
Ron,
How I'm conceiving my current approach for my project is "marginally mutual". By that I mean, "haring links, exchanging free ads, providing services for others, sharing booth space and demo time at conventions" would all be things that I would like to do, but not something that I would actively push. Rather, I would put the vast majority of my marketing time and effort on my project alone. If I'm misusing or misunderstanding the term "mutualism", please feel free to correct me.
Many thanks!
On 7/6/2003 at 3:00pm, Ron Edwards wrote:
RE: Indie Successes and Failures?
Hi SC,
With apologies to Chris for shouldering in and addressing the question you asked him ...
It depends on the physical nature of the product.
1. If you're talking about an electronic file, then ignoring the three-tier (stores, etc) is both necessary and functional. It's all you, your website, your on-line interactions, service sites (RPGhost, RPGmall, whatever), and customers paying you for download access. It works great.
2. If you're talking about a hard-copy product, let's split it into two categories.
a) Relatively low-budget printing, whether print-on-demand, "Kinko's Special," or perhaps a short-run but spiffy small book. If your product looks like this, then follow the strategy outlined as #1 above, and I also suggest a fairly solid commitment to the mutualist strategy. This approach works wonderfully in terms of customers.
Its downside is that you're responsible for fulfilment, which is to say, sending the game to each and every person who orders. That's fun ... for the first month. After that it's a grinding chore, and the more succcessful your sales, the more onerous the fulfilment gets.
(People to talk to about the details: Ralph Mazza, Matt Snyder, Matt Gwinn, and Vincent Baker.)
b) Plain old familiar book-printing, just like most of the games you see at the stores. Getting one of these into print takes a lot of financial outlay - several thousand dollars at the very least, and perhaps over $10,000 if you're careless or unlucky. Frankly, it's a real risk - you stand to lose your total investment and to sit on a basement full of RPG books that you can't pay people to take away.
With that kind of investment at stake, even if you haven't printed on credit, a publisher probably does need to use the three-tier in some way, to get the games across the stores, across the land. When your costs are in the thousands, your profits need to be in that range as well, and that means bulk.
That "in some way" is a big deal - you cannot afford simply to get the game out there and then sit about, feeling entitled to profits. Personally, I consider the three-tier to be promotional and supplemental for most of my business, but crucial during the first few months after releasing a new book (and also crucial in the long term for select retailers). Everyone arrives at some personal approach to it, of which mine is only one example. Arriving at one's own approach includes lots of decisions about promotion, conventions, printers, format, and much more.
Anyway, that's my very brief call, without a whole bucket of qualifiers, examples, or other stuff. Chris, what do you think?
Best,
Ron
On 7/6/2003 at 6:38pm, Pramas wrote:
RE: Indie Successes and Failures?
Space Cowboy wrote:
Chris,
Thanks for all the good points. If you don't mind, I'd like to ask you a question- How important is it to use the three tier (manufacturer-distributor-retailer) system? Right now, I'd like to retail my game directly to the consumer, without going through the three tier system. Is this possible, or suicide? I know that my sales would very likely be MUCH lower, but I would avoid all the discounts to the middlemen, and I wouldn't have to deal with all the hassle of going to GAMA (which, as you note, is for distributors and not consumers) and such.
I agree with Ron's points. I especially want to reinforce the idea that you shouldn't do a traditional print job if you plan to sell direct. It only makes financial sense if you are going to print 500-1000 and if you print in those numbers and only sell direct, you'll lose money. Either a PDF or Print On Demand scheme will suit you better.
If you are serious about cutting out the middle man, you might also take stock of how many conventions are within driving distance of you. If you live in an area with lots of small and medium-sized cons, you could try taking the game to the customer that way. Tables at small shows are cheap and many are only one day anyway. If you can show up with a friend or two and run lots of demos, you might get a grassroots campaign going. This presumes you have some kind of print capacity, probably POD.
In the end, a great deal about publishing in the industry is about expectations. You don't need the three tier system unless you seriously want to make game publishing your livelihood. If that's not your goal, you have several options that are not suicidal.
On 7/7/2003 at 12:52am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Ron Edwards wrote: Hi SC,
...
2. If you're talking about a hard-copy product, let's split it into two categories.
a) Relatively low-budget printing, whether print-on-demand, "Kinko's Special," or perhaps a short-run but spiffy small book. If your product looks like this, then follow the strategy outlined as #1 above, and I also suggest a fairly solid commitment to the mutualist strategy. This approach works wonderfully in terms of customers.
Its downside is that you're responsible for fulfilment, which is to say, sending the game to each and every person who orders. That's fun ... for the first month. After that it's a grinding chore, and the more succcessful your sales, the more onerous the fulfilment gets.
(People to talk to about the details: Ralph Mazza, Matt Snyder, Matt Gwinn, and Vincent Baker.)
b) Plain old familiar book-printing, just like most of the games you see at the stores. Getting one of these into print takes a lot of financial outlay - several thousand dollars at the very least, and perhaps over $10,000 if you're careless or unlucky. Frankly, it's a real risk - you stand to lose your total investment and to sit on a basement full of RPG books that you can't pay people to take away.
With that kind of investment at stake, even if you haven't printed on credit, a publisher probably does need to use the three-tier in some way, to get the games across the stores, across the land. When your costs are in the thousands, your profits need to be in that range as well, and that means bulk.
That "in some way" is a big deal - you cannot afford simply to get the game out there and then sit about, feeling entitled to profits. Personally, I consider the three-tier to be promotional and supplemental for most of my business, but crucial during the first few months after releasing a new book (and also crucial in the long term for select retailers). Everyone arrives at some personal approach to it, of which mine is only one example. Arriving at one's own approach includes lots of decisions about promotion, conventions, printers, format, and much more.
Anyway, that's my very brief call, without a whole bucket of qualifiers, examples, or other stuff. Chris, what do you think?
Best,
Ron
Hey Ron,
Thanks so much for your swift reply! My co-designer and I have gone back and forth on what format to present our project once it is finished. For our own reasons (largely intellectual property and marketing issues), we would like to go with a printed (rather than PDF) product.
As you note, and as many threads at the Forge and on rpg.net concur, the two most effective ways to print a book that looks and feels at least semi-profession is either Print on Demand (POD) or traditional book printing (TBP). I would prefer TBP, with a run of 1000 units, because of the larger profit margin per book. However, I do recognize that POD is 1) much less risky, and 2) scalable to meet demand- if my project actually attracts such, LOL. I’m very much willing to be flexible on this point. Moreover, I realize that this is not a one-zero situation (i.e., it is possible to print a few copies using POD to test the waters, and, if warranted, later use TBP). For now, until I’m done writing, I’m just going to play it by ear.
Yes, Ron, I do not intend to “simply to get the game out there and then sit about, feeling entitled to profits.” LOL. Once I’m done with writing, getting artwork, layout, etc., I will aggressively go out and try to grassroots market. If there’s interest, only then I’ll pull the trigger to go ahead and print. (I have no interest in printing something that is of no interest to others. LOL) And, after it’s out, I’ll continue to push the marketing effort very hard, as hard as I can.
Some other questions that I have are:
How much storage space does 1000 copies of a 160 pg soft cover (8.5” x 11”, e.g., the Capellan Confederation Field Manual (Battletech Sourcebook)) take up? Would they take up 4’ x 6’ x 6’? I’m really in the dark about this stuff. Guessing conservatively, I’d think that you could fit 20 units in a stack 1 foot high, making 100 units a 5 foot stack. Thus, 1000 units would, conservatively cover a surface area of 10 square feet, and be 5 feet high. Does that sound about right to you? Would that fit in a small bedroom? Garage?
How much of a pain is it to handle your own fulfillment? I’ve read on the threads that you can expect most of your sales in the first 60 days, then slowing to a trickle. Would this mean that self-fulfilment would only be a short-term chore, until the next printing or product? Hmm.. though, I would guess that with a successful grassroots marketing approach, your sales pattern would be different.
Where does that $10K figure come from? My understanding is that printing a run of 1000 units of a 160 pg soft 4 color cover (8.5” x 11”), with B&W interior, runs, estimating high, is about $2K. For my project, the artists, and web designers compensation is heavily back ended, and I’m doing the writing and layout (if the project fails, I’ll be the one to point the finger at). Marketing is going to be grassroots (conventions and such- see below), and on the internet, so those costs should be minimal. What are some errors that I could make to that would be “careless or unlucky”?
Many thanks in advance!
PS- would you know where I could get in touch with Ralph Mazza, Matt Snyder, Matt Gwinn, and Vincent Baker? Many thanks!
On 7/7/2003 at 1:06am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Pramas wrote:
I agree with Ron's points. I especially want to reinforce the idea that you shouldn't do a traditional print job if you plan to sell direct. It only makes financial sense if you are going to print 500-1000 and if you print in those numbers and only sell direct, you'll lose money. Either a PDF or Print On Demand scheme will suit you better.
If you are serious about cutting out the middle man, you might also take stock of how many conventions are within driving distance of you. If you live in an area with lots of small and medium-sized cons, you could try taking the game to the customer that way. Tables at small shows are cheap and many are only one day anyway. If you can show up with a friend or two and run lots of demos, you might get a grassroots campaign going. This presumes you have some kind of print capacity, probably POD.
Hey Chris,
Thanks heaps for your swift reply!
Hmm.. if you would be so kind as to ponder them, two questions that I have for you are:
Why is it very unlikely for an indie RPG to reach 1000 units sold? I don’t disagree with you, I’d just love to hear your reasoning. For example, is demand for indie games really that low? Are gamers adverse to trying something new? From my own experience, I’ve found that if I can spend 5 minutes talking with a gamer, I have a good chance to interest them in my project.
What sorts of things do you think work well for a grassroots marketing approach for RPGs? For example, that’s a great idea on how to use small to mid-sized conventions. There are, indeed, a bunch of such conventions that are held within fairly easy driving distance of me.
Many thanks in advance!
On 7/7/2003 at 3:44am, jdagna wrote:
RE: Indie Successes and Failures?
I'll try my hand at answering some of your questions from my experience...
Storage space for books adds up pretty quickly. 30 books take up a box about 12x12x18 (about 1.5 cubic feet). 1000 books is about 500 cubic feet - a little more than a 10x5 room at most storage places, at a rate of about $70 a month (in Seattle, anyway). You'll need a dry and preferably cool place to store them.
1000 units is a lot to sell if you plan on doing it directly. It took me a little over a year to sell 100 units of my pre-release, and that's with attendance at GenCon and Origins (which cost me more than I made by selling them, but were valuable for the exposure, I think). POD suddenly seems a lot cheaper if you think of it that way. Storage for 1000 books costs about $800 a year, and if it takes 10 years to sell them all, you're looking at $2 a book (your figure) for printing and $8 a book for storage.
The best quote I've seen for printing at 1000 units would put your per-unit cost at about $4.50, however and $6-8 is more common. I'm not sure where you heard $2, but if it's an actual quote, I'd like to know who. Make sure you factor in shipping costs - they can be a significant part of the printing price. Your $2 number may be for overseas printing... in which case you'll pay a lot more for shipping and see much longer turnaround times, plus import hassles.
Can you sell more than 100 units a year? Maybe, but probably not. It partly depends on where you live, who you know and how much time you put into sales. Don't make the mistake of thinking that "interest" equals sales, however. Of all the people who tell me they want to buy the book, only a third actually do ("my wife has the wallet" is a very popular one at conventions). Others want to buy the game, but can't convince their friends to buy it (since they need someone to play it with).
It depends on the person how much of a pain fulfillment is, but expect to spend at least a few whole days doing nothing else. If you also do the writing, art, etc. it may well be a significant drain on your time. I live less than a block away from my store room, the post office and the UPS place so I can get around quickly - but if you have to spend half an hour driving to ship every order, the time adds up that much faster.
On 7/7/2003 at 7:57pm, Space Cowboy wrote:
RE: Indie Successes and Failures?
jdagna wrote: I'll try my hand at answering some of your questions from my experience...
Storage space for books adds up pretty quickly. 30 books take up a box about 12x12x18 (about 1.5 cubic feet). 1000 books is about 500 cubic feet - a little more than a 10x5 room at most storage places, at a rate of about $70 a month (in Seattle, anyway). You'll need a dry and preferably cool place to store them.
1000 units is a lot to sell if you plan on doing it directly. It took me a little over a year to sell 100 units of my pre-release, and that's with attendance at GenCon and Origins (which cost me more than I made by selling them, but were valuable for the exposure, I think). POD suddenly seems a lot cheaper if you think of it that way. Storage for 1000 books costs about $800 a year, and if it takes 10 years to sell them all, you're looking at $2 a book (your figure) for printing and $8 a book for storage.
The best quote I've seen for printing at 1000 units would put your per-unit cost at about $4.50, however and $6-8 is more common. I'm not sure where you heard $2, but if it's an actual quote, I'd like to know who. Make sure you factor in shipping costs - they can be a significant part of the printing price. Your $2 number may be for overseas printing... in which case you'll pay a lot more for shipping and see much longer turnaround times, plus import hassles.
Can you sell more than 100 units a year? Maybe, but probably not. It partly depends on where you live, who you know and how much time you put into sales. Don't make the mistake of thinking that "interest" equals sales, however. Of all the people who tell me they want to buy the book, only a third actually do ("my wife has the wallet" is a very popular one at conventions). Others want to buy the game, but can't convince their friends to buy it (since they need someone to play it with).
It depends on the person how much of a pain fulfillment is, but expect to spend at least a few whole days doing nothing else. If you also do the writing, art, etc. it may well be a significant drain on your time. I live less than a block away from my store room, the post office and the UPS place so I can get around quickly - but if you have to spend half an hour driving to ship every order, the time adds up that much faster.
Hey Justin,
Thanks so much for your post and for sharing your experience! I've played RPGs for years but this is the first time I've ever seriously tried to put together a real, working game so anything and everything that I learn is gravy to me. Sounds like I may be overestimating my ability to sell this project. I'll also need to ask some printers myself for price quotes.
If you would be so kind to answer, some questions that I have for you are:
If I "need a dry and preferably cool place to store" the printed copies, will a bedroom or garage suffice? What if I wrap them in garbage bags or something?
If you don't mind my asking, if you were moving about 100 units a year, what did you do to promote your RPG, other than attending GenCon and Origins? How much time did you put into marketing? Did you have a day job at the same time?
Many thanks in advance!
On 7/7/2003 at 9:03pm, rafael wrote:
RE: Indie Successes and Failures?
Space Cowboy wrote: How important is it to use the three tier (manufacturer-distributor-retailer) system? Right now, I'd like to retail my game directly to the consumer, without going through the three tier system. Is this possible, or suicide? I know that my sales would very likely be MUCH lower, but I would avoid all the discounts to the middlemen, and I wouldn't have to deal with all the hassle of going to GAMA (which, as you note, is for distributors and not consumers) and such.
Hey, man.
Yo, Ron and Chris, if it's okay, I'd like to toss my two cents in.
See, Space Cowboy, this is exactly what I did with my game. It's possible, and it's not necessarily suicide. Your sales will be lower, but you won't have to deal with all the hassles of distribution.
Now, if you're fulfilling orders yourself, it can be a hassle. For the first few weeks, I found myself running to the post office every other day. Since then, sales have slowed somewhat, and I now go on the weekends (if at all).
For what it's worth: I broke even. The game cost about ten bucks per book to print up. It looks pretty sweet, or so I'm told. People have reacted with surprise when told that I did the whole thing myself. So you can produce something that looks just like what you seen on the shelf at the game store (more or less). Now, ten bucks per book is kind of steep, so I only printed a hundred copies. I figured it was money I could afford to gamble. I also paid for art. I won't discuss the exact figures, since that's for the artists to divulge, but I paid hundreds. There were several artists. It was worth it, I think.
Now, I haven't sold every copy. I still have a few. They're in boxes, in the closet, and they really don't take up much room. If you print up thousands of copies, you'll have to find storage space. If you print up thousands, you want distribution, probably. You may not be able to move thousands by yourself.
You can try. I certainly won't tell you it's impossible. But you'll probably wind up moving about what that other guy said, 100 copies per year. I figure by the end of its first year (this winter), the game will be sold out, all hundred copies. Taking into account printing costs, art, and web hosting, I'll be ahead a few hundred bucks, part of which I'll disseminate among the artists and the rest I'll probably invest in a sequel to the game (or a new version or something).
So that's how I did it. I should note that I actually produced the book in two print runs, so it wasn't even like a thousand bucks all at once. Five hundred, then five hundred more.
I should also point out that I've convinced three local retailers to stock my book, and I've sold a few copies that way. They take a cut, sure, but each sale is still profitable for me, and I reach an audience that I might not have reached via the Internet (which is my primary advertising tool). And I've been invited as a guest to a local con, so I'm trying to use that to get the word out to the people.
Anyhow, hope this helps in some way. Good luck with it.
-- Rafael
On 7/7/2003 at 9:45pm, jdagna wrote:
RE: Indie Successes and Failures?
Glad that I was able to help. I think it's very easy to overestimate sales or ease of entry into the game market at the scale that would provide a real income for you.
Space Cowboy wrote: If you would be so kind to answer, some questions that I have for you are:
If I "need a dry and preferably cool place to store" the printed copies, will a bedroom or garage suffice? What if I wrap them in garbage bags or something?
If you don't mind my asking, if you were moving about 100 units a year, what did you do to promote your RPG, other than attending GenCon and Origins? How much time did you put into marketing? Did you have a day job at the same time?
A bedroom would be perfect for storing books. Most garages would work, but it'd probably depend on where you live. As I understand it, high heat and/or humidity can warp some cover coatings so that they curl back. It's relatively harmless, but doesn't look nice. At the extremes (like an attic in Pheonix that might easily get over 140) heat can weaken perfect binding. Moisture problems are the bigger concern. Garbage bags could work - what's even better are standard shipping pallets. They'll keep your boxes about four inches off the ground, and then if you put bags over the top, it'll keep any drips off.
I probably could have done more marketing that I did. Game publishing is my day job, but I also work as a resident manager (it's about part-time level of involvement). My efforts basically revolved around whatever could be done free (except for conventions). You can see my convention list on my website. Other than that, I worked through various banner exchanges with RPG sites and tried to stay active on a few posting boards and newsgroups. I had a local RPG store carry some of the books on consignment which sold a few, but I was in a small town at the time and had already done a few demos to the local gaming club. A few of my sales went to former players of an online free version of the game that had 120 players at its peak.
On 7/8/2003 at 5:13pm, Pramas wrote:
RE: Indie Successes and Failures?
Space Cowboy wrote:
Hmm.. if you would be so kind as to ponder them, two questions that I have for you are:
Why is it very unlikely for an indie RPG to reach 1000 units sold?
Basically, there's too much competition for the mindshare of the average gamer. There are a ton of RPG products released every month, more than anyone can actually use. Many of those products come from established games and companies. Convincing the average player to try something new (with a system that's not familiar, that's published by a company they've never heard of) is a tough proposition.
The classic publisher mistake is to think, "Well, my game is so brilliantly designed and so clearly better than D&D/Vampire/Rifts that we'll sell the crap out it!" Quality though, is only one part of the equation. Familiarity with a system is important, having a group to play with is important, having a reasonable expectation that your new favorite game will be supported is important.
The question you have to answer is, what does my game offer that isn't available elsewhere? Followed by, how can I let people know that?
What sorts of things do you think work well for a grassroots marketing approach for RPGs? For example, that’s a great idea on how to use small to mid-sized conventions. There are, indeed, a bunch of such conventions that are held within fairly easy driving distance of me.
One of the ways you can build support for your game is to work the stores in your region. Contact the owner, set up a day to run demos, and maybe offer each retailer a deal on stock. If your game isn't available through distribution, you may find the retailers reluctant though.
Another avenue is game clubs, especially at colleges.
Really, the demo is the best weapon in your arsenal. If you can show them how good your game is in actual play, that's half the battle. When I published the Whispering Vault way back when, we'd give out $2 off coupons to every person who played a demo. That gave them an incentive to buy the game if they liked it, and it gave us a way of tracking the effectiveness of demos. We found that about 25% of the people at each convention ended up buying the game, which was very good. Of course, our demos were four hours long and included handholding everyone through character creation (since that was one of the coolest features of the game), so the number of demos we could run was somewhat limited.
On 7/8/2003 at 9:17pm, Mike Holmes wrote:
RE: Indie Successes and Failures?
Of course, our demos were four hours long and included handholding everyone through character creation (since that was one of the coolest features of the game), so the number of demos we could run was somewhat limited.
But as Chris says, even those few sales are critical. Because players of your game are your ambassadors to other players. Nobody buys advertising about how great a game is: everyone says the same things. But hear from a trusted friend how great a game is, or better yet play it with him, and you'll buy, right?
To reiterate Chris's point, if people aren't playing, people won't buy. Get the game in the hands of people who will play by whatever method you can, and that generates consistent sales. At least the sort that we count on around here.
Mike
On 7/9/2003 at 12:58am, Space Cowboy wrote:
RE: Indie Successes and Failures?
rafael wrote:Space Cowboy wrote: How important is it to use the three tier (manufacturer-distributor-retailer) system? Right now, I'd like to retail my game directly to the consumer, without going through the three tier system. Is this possible, or suicide? I know that my sales would very likely be MUCH lower, but I would avoid all the discounts to the middlemen, and I wouldn't have to deal with all the hassle of going to GAMA (which, as you note, is for distributors and not consumers) and such.
Hey, man.
Yo, Ron and Chris, if it's okay, I'd like to toss my two cents in.
See, Space Cowboy, this is exactly what I did with my game. It's possible, and it's not necessarily suicide. Your sales will be lower, but you won't have to deal with all the hassles of distribution.
Now, if you're fulfilling orders yourself, it can be a hassle. For the first few weeks, I found myself running to the post office every other day. Since then, sales have slowed somewhat, and I now go on the weekends (if at all).
For what it's worth: I broke even. The game cost about ten bucks per book to print up. It looks pretty sweet, or so I'm told. People have reacted with surprise when told that I did the whole thing myself. So you can produce something that looks just like what you seen on the shelf at the game store (more or less). Now, ten bucks per book is kind of steep, so I only printed a hundred copies. I figured it was money I could afford to gamble. I also paid for art. I won't discuss the exact figures, since that's for the artists to divulge, but I paid hundreds. There were several artists. It was worth it, I think.
Now, I haven't sold every copy. I still have a few. They're in boxes, in the closet, and they really don't take up much room. If you print up thousands of copies, you'll have to find storage space. If you print up thousands, you want distribution, probably. You may not be able to move thousands by yourself.
You can try. I certainly won't tell you it's impossible. But you'll probably wind up moving about what that other guy said, 100 copies per year. I figure by the end of its first year (this winter), the game will be sold out, all hundred copies. Taking into account printing costs, art, and web hosting, I'll be ahead a few hundred bucks, part of which I'll disseminate among the artists and the rest I'll probably invest in a sequel to the game (or a new version or something).
So that's how I did it. I should note that I actually produced the book in two print runs, so it wasn't even like a thousand bucks all at once. Five hundred, then five hundred more.
I should also point out that I've convinced three local retailers to stock my book, and I've sold a few copies that way. They take a cut, sure, but each sale is still profitable for me, and I reach an audience that I might not have reached via the Internet (which is my primary advertising tool). And I've been invited as a guest to a local con, so I'm trying to use that to get the word out to the people.
Anyhow, hope this helps in some way. Good luck with it.
-- Rafael
Hey Rafael,
Thank you for kindly posting! Based on your reply and others on this thread, and from other anecdotal replies to various other posts here and on rpg.net, it sounds like selling about 100 printed copies a year, with solid support, grassroots marketing, and some conventions, sounds like a fair guesstimate of what a solidly designed indie RPG can sell (though, obviously, result may vary do to a host of reasons (e.g., genre, system, etc.)). As I said before, at this early stage for my project, I'm playing things by ear and keeping all my options open, but it's definitely good to learn more about the "lay of the land".
If you don't mind and you would be so kind as to consider them, I do have some questions for you- What do you mean when you say "fulfillment"? People have been throwing around the term "fulfillment", and it sounds like a term of art with a specific definition. I assume that it means that once you receive an order, you process the paperwork, and mail out a copy of your game. That doesn't sound too bad to me. Am I missing something?
Also, what, by way of marketing and support, did you do for your game?
Finally, did you use Print on Demand for your books? If so, did you encounter any problems? What was the turnaround time? (e.g., how long, after you approved the final proofs (I think that's what they are called) did you receive the printed products?)
Many thanks in advance!
On 7/9/2003 at 1:08am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Hey Justin,
Thanks for again replying!
On 7/9/2003 at 1:19am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Pramas wrote:Space Cowboy wrote:
Hmm.. if you would be so kind as to ponder them, two questions that I have for you are:
Why is it very unlikely for an indie RPG to reach 1000 units sold?
Basically, there's too much competition for the mindshare of the average gamer. There are a ton of RPG products released every month, more than anyone can actually use. Many of those products come from established games and companies. Convincing the average player to try something new (with a system that's not familiar, that's published by a company they've never heard of) is a tough proposition.
The classic publisher mistake is to think, "Well, my game is so brilliantly designed and so clearly better than D&D/Vampire/Rifts that we'll sell the crap out it!" Quality though, is only one part of the equation. Familiarity with a system is important, having a group to play with is important, having a reasonable expectation that your new favorite game will be supported is important.
The question you have to answer is, what does my game offer that isn't available elsewhere? Followed by, how can I let people know that?
Hey Chris,
Thanks heaps for the reply!
I agree with some of the feedback that's coming from my playtesters (one of whom has been roleplaying for longer than I've been alive. LOL), and I think that, in terms of what I'm working on, what's going to make or break it is the game universe (i.e., the setting), not the game system.
The game system seems like it will be pretty solid when it's finished, and folks have definitely been having fun playing, but it's certainly not "revolutionary". In my humble opinion, that term can only be truly applied to games that come along once a generation, such as D&D in the 70s, and Vampire in the 90s. (The generic/universal systems such as GURPS and Palladium were revolutionary in a different sense)
In terms of "what does my game offer that isn't available elsewhere?", I think that my project, when finished, is going to rely on the setting, and that's where most of my energies are focused presently.
As for "how can I let people know that?", do you have any suggestions?
Many thanks in advance!
On 7/9/2003 at 1:28am, Space Cowboy wrote:
RE: Indie Successes and Failures?
Mike Holmes wrote:Of course, our demos were four hours long and included handholding everyone through character creation (since that was one of the coolest features of the game), so the number of demos we could run was somewhat limited.
But as Chris says, even those few sales are critical. Because players of your game are your ambassadors to other players. Nobody buys advertising about how great a game is: everyone says the same things. But hear from a trusted friend how great a game is, or better yet play it with him, and you'll buy, right?
To reiterate Chris's point, if people aren't playing, people won't buy. Get the game in the hands of people who will play by whatever method you can, and that generates consistent sales. At least the sort that we count on around here.
Mike
Hey Mike,
Nice to meet you, and thanks for your post!
I definitely agree with you on the importance of gamers to a game's ultimate success. As a fan myself, in my humble opinion, fans want something that is worthy of their time, energy, and, dare I say it, heart. I know that I do. To me, that means, not only producing a product with good to excellent writing, artwork, layout, and design (game system and game universe), but doing little things like getting back quickly to personal emails.
Just my $0.02.
On 7/9/2003 at 2:53am, rafael wrote:
RE: Indie Successes and Failures?
Space Cowboy wrote: What do you mean when you say "fulfillment"? People have been throwing around the term "fulfillment", and it sounds like a term of art with a specific definition. I assume that it means that once you receive an order, you process the paperwork, and mail out a copy of your game. That doesn't sound too bad to me. Am I missing something?
Yeah, you got it. Doesn't take any time at all once you get your system organized.
Space Cowboy wrote: Also, what, by way of marketing and support, did you do for your game?
Well, I published a few supplements (all free PDFs). Got a few more in the works. And I answer people's questions on a mailing list. Uh, I posted to forums like RPG.Net and the Forge. I sent reviewers free copies. I attended conventions, handed out fliers, ran some con games. Going to another con in about a month, going to do the same thing there. I hung out in game stores, talked to the store owners, met the employees, gave 'em free copies, chatted with them on the phone and via email, and got the word out. I traded ads with other indie game hombres. You know, stuff like that.
Space Cowboy wrote: Finally, did you use Print on Demand for your books? If so, did you encounter any problems? What was the turnaround time? (e.g., how long, after you approved the final proofs (I think that's what they are called) did you receive the printed products?)
Yeah, I did p.o.d. Worked great. Company did my printing, they work with huge companies. Their average print run's like twenty thousand units, fifty thousand. My little print run took them about five minutes. Seriously. Color cover, interior, trimming, folding, perfect binding. I took them my cd, and I said, here it is. They said, come back tomorrow for the proofs. I came back, the proofs looked great, I said, let's do it, baby. They said, come back the day after tomorrow and we'll give you the bizznazz. I returned the day after tomorrow, and they had my product ready. Looked great, just what I wanted. I cried like a baby and flipped out and kicked my mom in the face. It was good thing.
Word is bond,
Rafael