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Topic: What to do with the Minor Successes?
Started by: abzu
Started on: 1/9/2004
Board: Publishing


On 1/9/2004 at 4:54pm, abzu wrote:
What to do with the Minor Successes?

Hi All,

I'm looking for advice. I'm looking for advisement from folks who've had the same experience, suggestions from companies/folks who've "made it", and even a little wishful thinking from the peanut gallery:

What do I do with these minor successes?
• Burning Wheel has been well reviewed over the past year.
• Burning Wheel won Ken Hite's Best RPG in 2003 recently.
• and now I get news from one of my retailers that BW has been a topseller all year -- before all the buzz started.


Next, the non-D&D/D20 best-sellers.

1. Exalted- Abyssals*
2. BESM- Revised Second Edition
3. (tie) BtVS Slayer's Handbook/BtVS Magic Box/Burning Wheel 1&2 Set/Nobilis RPG
4. Exalted- Sidereals
5. Marvel Universe- Core Rules
6. (tie) Demon RPG-Core/Hero RPG- Conquerors, Killers & Crooks/Tri-Stat dX Core Rulebook/Vampire Revised Core
7. BtVS Monster Smackdown
8. (tie) GURPS Age of Napoleon/Faerie/Shapeshifters
9. (tie) Rifts RPG- Three Galaxies/Shadowrun RPG/BtVS Core
10. (tie)Hero RPG-Millennium City/Hero 5e Core/Shadowrun- Dragons of the Sixth World


At RPGMALL.com we're also a top hotseller and a strong all time seller (I think Ralph and I are the only two non-d20 best sellers at rpgmall.com).

Now I of course I want this trend to continue, I want to expand the reach and influence of the game.

As of right now, I am:
Developing packaging for the game that will read: Best New RPG in 2003.
I am working on a new color sticker, that will also have quotes about the game.
I'm talking to Jason at Key 20 about getting distro through him.
And, of course, I am writing new material.

Do any of you folk have suggestions? I feel like I have a chance to actually make BW a "known" game, and I don't want to squander it.

What would/did you do?

Thanks so much,
-Luke

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On 1/9/2004 at 4:58pm, Jeph wrote:
RE: What to do with the Minor Successes?

Get a nice big rectangular add to hang over the top of RPG.Net. That, and sponsor a Formula One driver. ;^)

--Jeff

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On 1/9/2004 at 5:52pm, Matt Wilson wrote:
RE: What to do with the Minor Successes?

Hey Luke:

DP9 has this thing they call the Pod Corps, that arranges local demos at game stores and so on. You could, if you haven't already, create some sort of club like that. Comp the demo guys with some kind of "Wheel Patrol" t-shirt or something. Send them some of those cool "galley slave" pins and stickers to hand out at the demos.

Are you asking "what can I do" or "what can I do without spending more money?"

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On 1/9/2004 at 5:55pm, abzu wrote:
RE: What to do with the Minor Successes?

Matt Wilson wrote:

Are you asking "what can I do" or "what can I do without spending more money?"


Money's ok. I'm looking for all types of suggestions!

-L

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On 1/9/2004 at 6:07pm, Ron Edwards wrote:
RE: What to do with the Minor Successes?

Hello,

I suggest:

1. An awards and news announcement section on the front page of your website, with links to the relevant places (e.g. Out of the Box).

2. Some kind of interactive activity at your website, analogous to the combat simulator at Jake's site. It doesn't have to be about combat; it might be about character burning. But something which allows the visitor to click buttons, make choices, and receive some kind of outcome.

Best,
Ron

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On 1/9/2004 at 9:36pm, ryand wrote:
Re: What to do with the Minor Successes?

abzu wrote:
What do I do with these minor successes?


I suggest investing in an organized play program.

The challenge you have now is that you have a number of individuals potentially scattered around the country who are disconnected. While they may individually have attempted to form a local play group, they are facing an uphill battle vs. people who may be more interested in playing other games.

To begin to make your game viable over the long term, you need to develop and support the player network. The #1 reason people report not playing or ceasing to play an RPG is "couldn't find anyone to play with". Organized play is the marketing solution to that problem - the publisher steps in and assists with the job of helping people "find someone to play with."

For roleplaying games, an effective organized play program has two components:

1) A regular release of scenarios that can be played in 4-5 hours, that can be played by new characters as well as more experienced characters, and that are connected to a larger "campaign" that the players can gain a vested interest in participating in.

2) A series of the above scenarios scheduled and run at gaming conventions. These events form the "entry point" to get people interested in your support program (and in your product line). They also serve to start linking the individual nodes of your player network together, breaking down the barriers between play groups.

This is something that a small publisher can take on without it becoming a wallet-busting excersize. You should be able to write scenarios for your game because you know it better than anyone, and over time, as your network grows, you'll get volunteers with a similar level of familiarity and ability to assist you. You can get in contact with lots of conventions via email, and use web sites and email lists to recruit GMs to run the games at the shows.

The next step up is a dedicated web site in support of the program, and if that's something that you eventually consider, please drop me an email and I'll describe how OrganizedPlay could help you build such a site.

Ryan

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On 1/10/2004 at 4:21am, Ron Edwards wrote:
RE: What to do with the Minor Successes?

Hi Luke,

I recommend taking Ryan's suggestions, both steps 1 & 2, very seriously.

Best,
Ron

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On 1/10/2004 at 5:07am, Lxndr wrote:
RE: What to do with the Minor Successes?

I'd just like to say:

These aren't MINOR successes, man. They're success, nothing minor about it. Don't underestimate your game, its utility, or its potential popularity.

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On 1/10/2004 at 5:36pm, Mulciber wrote:
RE: What to do with the Minor Successes?

Howdy,

<s>The _Sorcerer_ Player Finder is brilliant. I haven't noticed anything of that nature on your site, Luke (pardon me if I missed it).</s> [Editorial note: Open mouth, insert foot. The Player Search is here. I still like the Sorcerer database system, though.]

Actually I'd look at Ron's (and Jake's, and, hell, why not just look at everybody's) site pretty closely, with a notebook in hand to jot down things that you like. I'd save worrying about implementation until I had a Big List o' Things to Like.


regards,
Will

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On 1/14/2004 at 10:59pm, abzu wrote:
RE: What to do with the Minor Successes?

Hi All,
Just wanted to say thanks for the input.

For those of you aren't stalking me or telepathically linked to my brainhouse, I've already begun to implement some of the suggestions. Easiest ones first, of course.

The hardest, the "organized play" scheme, has been suggested to me before, and i agree that it is definitely is the right way to go. However my weakness, if I were a super-hero game designer, would be in writing up scenarios. I find it brutually taxing. Partly because I just hate writing out all those pesky details, and because I actually extensively playtest my material -- so even a simple scenario takes me months before i am satisfied.

I know, I know. Weah. My life is hard. Call the weahmbulance.

What I am getting at is I am always on the lookout for scenarios/write-ups for BW. If anyone feels daring or inclinced, you get your name in lights --attached to an award winning game, no less!-- and my eternal gratitude.

Let me know
-L

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On 1/17/2004 at 7:01pm, ADGBoss wrote:
RE: What to do with the Minor Successes?

Organized Play is fast becoming one of the best ways to get people to play your game, as well as finding others who want to play it. Everything Ryan said pretty well hits the mark. However, let me step in and throw in some caution or at least let you know what you are up against because it is A GREAT DEAL of work.

I have worked witht he Living Dragonstar campaign, writing a module for them as well helping out on other mods, editing and so forth. A good friend of mine is one of their Campaing Coordinators and they are all volunteers. It is like having a second job, so if your designing a game AND pimping your organized play AND working 40 hours a wekk, you are going to get burned real fast.

Ideally you might want to recruit 1 to 3 writers/players who you can trust with your system, lay out a piece of the game world or a game world they can play in, and then lay down some guidlelines for them to work with. Then let them go. Poke your head in, make them come to you with permission on thinga dn keep your hand in but finding someone to do the work for you would be a big plus. Why? Well mainly, because a poorly run organized campaign can do more harm then good. Poorly written or late scenarios can make the game unpopular. Conventions will not want to work with you if you are constantly late with material or cannot find judges.

The first year will be a learning process and just let everyone involved know that up front and it can still be a success and draw in popularity.

My intention is to do the same thing with Seraphim: Candlebright when its roll sout, mainly because I really enjoy the "Living" style games you find in the RPGA and related organizations. Also remember people will be playing these at home, and I have even seen Living Dragonstar run online, like the Indie Netgaming.

I have not jumped over to Organied Play's site and checked them out so I cannot say good or bad about them. Although maybe, if we have enough Indie style games we could do an Indie style RPGA? Who knows.

I will be more then happy to share my experiences with you if you wish off list, or onlist if people are interested.

Sean

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