My Kickstarter Process, Revisited

 Posted by on November 22, 2017  Filed as: Editorial  Add comments  Topic(s):
Nov 222017
 

I’ve just completed my 13th Kickstarter. It’s a location-based adventure called Gamma Turquoise: Santa Fe Starport. So, just wanted to dispense a little more wisdom from my wealth of crowd-funding experience. You can read my previous article here.

The following is a checklist of things you should keep in mind before you kickstart an RPG project of your very own…

  • Assuming you’ve created an outline for what your gaming thing entails, break the parts down into bite-sized chunks. For instance, if you know that you’re going to need a random table for determining exotic uses of guano, set a day aside for that. The introduction? That’s going to need a day. Same thing with every new monster, magic item, piece of high-tech gear, spell, etc. By “day” I mean at least a solid hour of uninterrupted writing time. If you can’t devote at least an hour of time to your project each weekday, then maybe you shouldn’t be launching a new project?
  • Find art early! Sometimes, I wait until the last minute and that can be a painful, stressful prospect. More and more these days, I’m getting out there ahead of time, looking for artists and artwork. Since I’ve been doing this awhile, I have 3 or 4 artists I regularly use. I’ll usually send them an email a month or two before I need their illustrations, asking their availability with some general notes about what I’m looking for, art-wise. Above and beyond that, I’ll lurk on artist hangouts like DeviantArt.com where there’s tons and tons of galleries full of interesting stuff. If I find something I like, I’ll contact the artist and ask if they’re willing to license a specific piece for $25, $50, or even $100 if it’s something super special or full-color.
  • Towards the project’s end, get feedback! This could be in the form of playtesting, proofreading, reviews, or gaming friends. If I’m in unfamiliar territory (like when I was writing my vampire RPG Blood Dark Thirst), playtesting is a necessity. If it’s a one-shot scenario, playtesting is merely a good idea. Typos happen to the best of us, so I ask Kickstarter backers if anyone wants to look the document over before I send it off to layout. Invariably, I get a few people who offer their (free) proofreading services. Even if they only find one little mistake, that’s a win. I also try to showcase bits of content on my Draconic Magazine site. These little previews give me a chance to see what people think of a particular random table, NPC write-up, optional rule, or whatever it is I’m trotting out for the gaming public.

Hope this helps! I look forward to hearing from you. So, if you’re about to launch a new crowd-funded project, keep your old pal Venger in the loop. And good luck! 😉

More awesomeness...

Venger Satanis

High Priest of Kort'thalis Publishing. Also found at Venger's old school gaming blog. Age: Almost 42. Favorite Films: Star Wars, Heavy Metal, The Godfather, The Thing, Alien, Conan the Barbarian, Zombie, The Terminator, Hellraiser, Herbert West Reanimator, Planet of the Apes, Flash Gordon, Vanessa, Escape from New York, Krull, Clash of the Titans, and The Good, The Bad, and The Ugly, and many others... Favorite Flavor of Ice Cream: Classified. Interest in Roleplaying Games: Started when I was about 10 with the D&D magenta box.

  2 Responses to “My Kickstarter Process, Revisited”

  1. Good stuff! You’re the king!

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