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RPG Laboratory

Cost of Business

As the last hours of 2006 drain away, I'm thinking of my goals for the coming year - and one of them is to actually sell a game. I've been looking for a grad school program dealing with game design, but all I find are ones about programing. To say I'm lacking the math skills and patience to debug code is a major understatement. Computers would cry in my presence if it was physically possible.

Anyway, the big question is, how would one go about putting a price on a creative work like this? Although I don't intend to actually sell Gangalnd (its been on the web for three or four years now, so there's too many copies floating about) it serves as a good example. At the moment, the game is some 20 pages long, and I have another 15 or so to add - a few 3 page sample settings, and miscellaneous rules and fixes suggested in the 1km1kt forum. Possibly graphics if I can find an artist or free clip art. (I'd prefer free as in speech, or at least, no opportunity costs.) So that's 35-40 pages total. (On 8.5x11)

I have considered a few different approaches for turning the games into books.

  • Novel size
    To make it more convenient for players to carry around and keep with them, I though it would be nice to have an RPG that could be stuffed in one's pocket, rather than the normal coffee table book.

  • Spiral bound
    I rather like books that lay flat, and can easily be left on the page you're looking for, rather than needing to leaf through.

  • Standard and GM special
    For my longer works - I want to make two versions available. A soft cover, black and white, edition with some setting information and all the rules, for those who want to keep the hobby affordable. I have always stood by the idea that RP is a cheap hobby - 40$ entry fee for the book, and you are set for months - unlike video games. The second book would be hard cover, include color plates, adventures and additional setting ideas (along with a few secrets meant only for the GM) so a fuller experience is available to those who want it.

Of course, I haven't seen these approaches much - if at all. I recall that BESM was digest sized, and they also put out the "Stingey Gamer Edition" of their D20 rules. However, Guardians of Order is now defunct, so I don't know if that's the right approach.

I might add, that I'm a bit of a bibliophile, and that LCD screens give me a headache. CRTs are too heavy to cary about, and I like books since they don't need power, and can be anywhere. This is why PDF publication isn't high on my list.

So how do you or would you put your games out there?

Depends on the model

You can go one of two ways: the hobbyist route or the professional route. In the past I have always gone the hobbyist route, but it is mor eacceptable in the wargames community. For a small initial outlay you can get large print runs. For example, here in the UK a print run of 300 A% staple bound books, 56 pages per book, colour covers, b&w interior, will come to £250 (roughly $400). These can sell for anywhere from £5 ($8) and up, depending. COmb-bound A4 is slightly more expensive, but has the same profit margins.

If you want to the professional route, it takes a lot more output. We put out our first proofessional product (Cannibal Sector 1 for SLA Industries) and it cost a bit. However, it was perfect bound with laminated card covers and artwork throughout. The inital outlay on a print run of 300 copies, however, was substantially more than on the hobby side. We only did this because we were getting a guaranteed payment from Cubicle 7.

The British indie RPG scene is fairly forgiving at the minute. They tend to take a game on its merits, rather than on its production values. It is recognised that a good game is a good game, no matter what it looks like. However, good production values only make a bad game an expensive stinker.

I have no idea what it is like in the US, so my advice may be totally worthless.

Novel sized games have been common. Leaving aside the Fighting Fantasy books, there have been Traveller, D&D, Dragon Warriors, Maelstrom, Timelord and T&T5. There is currently Dead of Night, DitV, Run Robot Red, Lacuna, Octane, GASLIGHT Alarms and Excursions, Polaris ... Quite a lot in fact. It is cheaper to do and seems to be the way forward.

Dont worry about GoO. They went bust because of currency fluctuations.

...

I've never really considered selling anything, I'd be happy if someone actually played my completed game. Then again I'd have to complete one. So, I'll look at this more on the hobbist side John mentioned. On that side PDF pub doesn't seem that bad, I mean who isn't just going to print the book out and that gives players the option how to store it. I personally like 3 ring-binders, you can add and remove your own information. But why not, give away a basic text only version of the game (you need some buzz until you have a name), and sell settings/adventures, add-ons in general and of course a real copy of the book (artwork,etc). You should have a college nearby, try to find artists in school to do the art. They should be looking for a way to start a portfolio and if you do "buy" the art, it should be cheap.

As for game publishing as a profession...I have no idea.

Publishing?

I've no idea how professional publishing goes. Too much outlay for the meagre contents of my bank balance, probably. That and the lack of acumen/

There is a precedent for giving away free rules sets, then charging people for the add-ons. WotC have done this with D20, Mongoose have done this with Runequest and Ronin Arts have done it with OSRIC. Other companies have also released free core rules in pdf form: Fuzion and Action spring to mind.

On a moral point: always pay your artists and your writers if you are going to sell a product. Even if you are going to give it away for free, it's a good idea to pay them - unless you negotiate with them upfront. The payment does not have to be much (I've edited for beer before now), but it does make the contributor a professional, which can often be a significant add to their portfolio.

another thought

So, I'm sure this isn't an original idea (and sadly some companies use a similiar tactic to sucker people out of money) but what about the possibility of doing an anthology of say 5-6 shorter games (different writers or just one person). The upside with different writers would be shared upfront cost (assuming self-publishing)and additional word-of mouth. This, I would think, would increase the sell-ability of the product since someone would be getting multiple games rather than just one that they may not like. You could always stick in a couple of decently defined settings and maybe some short gimmicky games. If you don't have the quality (I don't mean game-wise but art, type-setting, glossy pages,etc) go with quantity.

Stregnth in numbers

I don't recall any collections of games by different authors, though a site like this one would be a good starting point to make such a book. As for bundling multiple games of my own, I've thought of it but didn't take the idea too seriously. The theoretical collection would be 5-7 games, all based on the mechanics from Gangland, Though each would re-name some of the aspects for flavor, and have a their own skills list. More notable is that each would introduce a changed rule or two. The 1947 game would have scaled damage for tanks, the Ninja game for single combat and magic, and so on.

In the end, the list of ideas was:

  • Gangland
  • Way of the Ninja
  • 1947 (Spec ops in an extended WWII)
  • A City at the End (post nuclear survival in an arcology allied with vampires, weeding out chimeras, etc.)
  • Game Logic (You can do anything an FPS character can - scavenge ammo instantly, carry 12 weapons at once...)
  • Chrome Moonlight (Pseudo 1950's noir/cyberpunk)
  • Open Handed Militysia (Ninja Communists. Really.)
  • PAWS vs BMT (WW III with power-armor and small robots)

However, I can't say that Gangland represents a very innovative or notable system, and the main game itself is lacking a defined story. The original document title was "GTA RPG", though I'm not a fan of that franchise.

On the other hand, I did consider making a rpg based on a video game's world. (Command and Conquer is the first that comes to mind) The idea was to then go to the company and explain that it would be an easy money maker. People already like the game, they might be willing to get a PNP version of it. I'm not sure if Worlds of Warcraft underscores this idea or not. Once I had the published license and some credibility in the industry, I could go on to actually produce the games I want to. While BESM is a nice example of an upstart achieving fame, I kind of figured a more round about path would be necessary.

About the farthest I got in this, was in fact developing a second rpg system (called NegEight) to go before my long running "DAN" (Dramatic Action Now - the engine behind "XenoExodous" of which I will remain cryptic.) This is all some 7 or 8 years ago before I became quite so prolific in all of this. Its format and explanation need an overhaul, but the system works, and I've run a few games with it.

There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.

Print On Demand

Has anyone looked into the whole Print-On-Demand thing? If you find one that has reasonable prices and you use them and like their quality we should add a link to them in Decreased's resource book.

It could be a great way to get started. Order twenty of your own game. Bring them to conventions. Find a distributer or just use google to make a big list of hobby shops that sell role-playing games and call them up to get each to order a copy for their shelves.