I’ve talked briefly before that we’ve got two Gumshoe system projects in the works at Evil Hat.

The first is Revengers, a Gumshoe game of ghostly investigators to be penned by Will Hindmarch. Take a look at that link to learn more, and also his recent Page XX article.

The second (previously unnamed) one is under the working (and possibly final) title of Bubblegumshoe, with the project team helmed by Kenneth Hite, who will join forces with Lisa Steele (of GURPS Mysteries and others) and Emily Care Boss (of Breaking the Ice and others) to bring you a game of teen girl detectives in the vein of Veronica Mars.

As mentioned in that earlier post, I’m damned excited about the opportunity to rough Gumshoe up a bit and take it in some new directions inspired by the best of the story-game set, but it’s hard not to get positively geeked by the talents working on both of these projects.

But today I want to talk, briefly, about the long term themes I see (potentially) at work in these two games. In olden times, this might be where I talk about the games’ metaplots, but really, so much of the story of each of these games will grow straight from the characters themselves. So, instead, I’m focusing on the themes that tell us how the long-term stories of the games will grow out of these characters. These long-term themes are likely to color the campaign, while the PCs will “day to day” be dealing with mysteries both episodic and sequential; but even in one shot scenarios they should see some relevance.

In Revengers,  the long-term theme I see at work is “You are the mystery.” PCs are ghosts, and the reasons they remain as ghosts instead of Moving On are opaque even to them (most of the time, at least). Moreover, they don’t (necessarily) want to solve it. Moving On holds as much mystery for them as death does for us. Regardless, those hidden reasons will color who they are, and how their long term story plays out. Naturally, that’s going to see some support in the mechanics as well, though Will and I are still sorting out the details.

In Bubblegumshoe, the long-term theme I see at work is “The town is the mystery.” Everything points inward; the fabric of relationships in the town makes the town; and long-term, the big mysteries that play out will occur wholly within that contained environment. Outside factors may come into play, but what’s going to matter long term is what the town does with it, and the town is the home base, the whole world for our teen girl detectives. We’ll almost certainly see some kind of relationship map mechanic brought to bear here (the story-game version of the Quade Diagram, perhaps). Important game mechanics will focus on defining, revealing, and occasionally reshaping the town by way of its relationship map (and not all connections of that map will be immediately “visible” either).

Hacker’s note: In Bubblegumshoe, the “town” ends up being a fairly portable concept, for folks who want to drift the game. Maybe it’s a college campus. Maybe it’s the backwoods of Eastern Kentucky — a recent epiphany: BGS will probably drift nicely for a Justified game. For that matter it might work great for something with a Twin Peaks vibe too, and so on. We’re already planning on a chapter that explores and discusses drifting the game through a variety of genres and applications.

Designer’s note: Folks familiar with my blather about how — in Fate — “everything is a character” might notice a similar principle at work in both of these long term themes. Each takes the notion that Gumshoe is a mystery game and decides to locate some of that mystery in the characters themselves, directly or indirectly. In Revengers, it’s the characters and their history — their murders — that got them to where they are in the afterlife. In Bubblegumshoe, it’s the relationships the characters have with the authority figures and movers and shakers of the town they’re “stuck” in, growing up, that will hide layers of mystery and backstory that the adults haven’t told — or are straight up hiding from — the kids. Sometimes design is about looking at what you already have established in a system and simply applying it to a different context. That’s a lot of what we’re looking to do with Evil Hat’s takes.

Share
 

David Berg writes, over on the Evil Hat 2011 Q3 Sales Numbers post:

I have a bunch of distro questions!  If this isn’t the place for them, no prob, I can revisit some other time.

Basically, I’m wondering what those 1095 Q3 sales of DFRPG:YS look like, the chain of ownership from Evil Hat to the customer.  That’s 77% of the total 1427, which surprises me!

My (probably incorrect) understanding looks like this:
1) Alliance gets Dresden books from Evil hat.
2) Alliance offers Dresden books to American hobby stores.  The number of hobby stores is small and dwindling.  The number of those that carry RPGs is smaller still.  The number that carry anything other than D&D is vastly smaller still.
3) Those few retailers pay Alliance for Dresden.  Alliance then takes their cut and pays Evil Hat.
4) If the retailers can’t sell Dresden, they send it back and ask for their money back.  So Evil Hat hasn’t really sold a book until a customer’s taken it home with them.

1095 in 3 months seems like a staggeringly large number to me, based on that process.  Am I simply underestimating the number of people who go into hobby stores and buy a spiffy new RPG they’ve never heard of?  (I mean, if they’d heard of it, they probably would have bought it via another channel, right?)  Am I underestimating the overseas market?

Up front, I should say that the Dresden Files RPG books don’t necessarily behave like any other product in our catalog. That’s the strength of the license at work there. DF probably makes up a good 80-90% of our revenue — which can be a little nervewracking in the long term. Part of why I’ve been using this year and will be using the next couple to try to expand the variety of games that Evil Hat produces.

Anyway, to get into your question, the good thing here is that there’s plenty of history to peruse on this blog, so to get our context straight, let’s first figure out how that ’77%’ on DFRPG:YS has been trending over time:

Quarter – Total Sales – Distro Sales – % distro
Q3 2011 – 1427 – 1095 – 77%
Q2 2011 – 1099 – 819 – 75%
Q1 2011 - 1346 - 967 – 72%
Q4 2010 - 1373 – 1004 – 73%
Q3 2010 - 2531 - 1776 – 70%
Q2 2010 - 4545 - 2741 – 60%

Now, I think if you broke down the month-by-month of the book’s first quarter, you’d see that Evil Hat and distribution were going about neck and neck at the start. We have very solid reach and leveraged it to give us a strong direct sales preorder (which trapped a BUNCH more per-sale cash for us, a real boon), but over the long haul, that reach only goes so far. So while distro started at a 50/50 kind of split with us, they’ve trended upwards since. The reason for this is simple. Or, perhaps I should say, the reason for this is “simple”. The service that distribution is offering to retailers is a simplification of product acquisition: one stop shop, many publishers. It’s a pain, and a lot of time investment, for a retail store to contact and buy from each individual publisher, so most simply don’t. They form a favored relationship with one to three distributors, and they’re done. If your product isn’t there, there’s a decent chance they won’t have your product on their shelves.

Once the spike on DFRPG:YS sales settled down, we started averaging between 300 and 400 a month, with 3/4ths-or-so of that being due to distribution. (Note: The ‘total sales’ numbers on the above fold in our PDF sales numbers as well, so if we limited the data to strictly only physical books, distribution’s percentage would be even higher.) We might have captured some of those sales if we’d stayed out of distribution, but I’m pretty certain we wouldn’t have captured all of them. It’s likely, given the interest in the game, that distribution has brought us enough additional sales to accommodate for any “loss” of per-sale revenue due to the steeper discounts that product is sold into distro. It’s been a good partnership.

Now, to get into your (in fact, semi-correct, semi-incorrect) understanding of the process:

What you’re describing is a situation where a service holds the stock, but does not own the stock, and sells it on behalf of Evil Hat, providing revenue to Evil Hat only when that sale (to a retailer) occurs. That’s not how most distribution works, though (more on that in a moment). That’s consignment, which is essentially what IPR does (not counted in my distro tallies). IPR sells stock on behalf of publishers both to retailers and direct to customers, so they’re sort of a half-distributor — as far as the retailer client is concerned, they are a distributor, because they distribute products they have not themselves created to retailers. The consignment thing is what makes IPR a little different.

What most distributors do is buy the products from the publisher, at a steep discount (often just 40-44% of the cover price). At that point, the distributor owns the product and assumes the risk. They’re responsible for then turning those units around and selling them to retailers. Since most of Evil Hat’s distributor clients are placing reorders at least once per quarter, we can surmise that all the books sold to distribution in prior quarters have at least been sold to retailers. Hopefully, those retailers have then successfully sold those books to their customers, but that’s nearly impossible to get visibility into. But, to get to the heart of your question, yeah: there’s enough interest in the DFRPG by enough retailers out there to have sustained such numbers as these for over a year.

Now — to complicate this a bit, along the way, Alliance made me an offer to take over as Evil Hat’s fulfillment service. That’s a phrase that simply means “act as shipper for”. They also are doing flooring, which means they’re warehousing our stuff for a small monthly fee (which gets reduced a little if our stuff remains active at a certain level). Because they’re doing this, they don’t need to purchase our stuff in advance in order to have it available when a retailer places an order. So this has essentially moved Alliance into the same ownership-sequence space as IPR: consignment (matching the 1-2-3 chain of ownership you theorized was applicable for all other distributors, but isn’t). So the sales numbers I get from them each month are based on stuff they’ve actually sold. Now, for business partnership reasons I don’t want to put a specific number on what Alliance sold, but I can tell you that they account for over half of Q3′s distribution tally, with Esdevium (a UK-based distributor) and ACD (Alliance’s top domestic competitor) vying for the second place spot.

Where your theorized sequence breaks down is “4) If the retailers can’t sell Dresden, they send it back and ask for their money back.  So Evil Hat hasn’t really sold a book until a customer’s taken it home with them.” That situation only exists if the publisher offers returnability – basically a promise that if a book isn’t sold, it can be sent back or destroyed and the seller can get a refund.

If you think about it a bit, returnability sounds great to a middle man — it essentially says that they face no risk for buying the product and putting it on their shelves. Which is dandy for them, but poison for a publisher (and in fact has sunk publishers of various stripe over the years, especially those that sold into big chain bookstores) because it’s utterly unpredictable, and it means that you can’t trust that the money you’ve been paid is money you’ll get to keep. But money spends — so the publisher spends some of it, and hopes that they won’t end up with a negative balance when the returns come in. Worse, when publishers offered returnability with a time limit (say, 180 days), they’d see a scenario where buyers would buy a bunch of books, return them on the last day or so of the time period, and then rebuy, essentially rendering the time limit moot and the cash situation continually in question. (And since most buyers don’t have to pay right away — they usually defer payment by 30 or 60 days — that wasn’t a momentary dip in cash on hand for the publisher, it was a canyon.)

I know some publishers still offer this, but I don’t and won’t, and that’s going to limit what distributors and retailers will buy and sell to an extent. But that’s fine by me. To be perfectly frank, I don’t want them buying books they don’t have confidence they can sell, because the point here is to get them to the end consumer – the guy or gal who’ll actually take the product home and put it to use.

Share
 

Today’s Dear Deadly comes to us from Matt, who had a number of questions, but one in particular that I thought I might answer better in public.

How did you first get started working in the industry?  How did you get in the door?

Okay, first up, follow these directions:

  1. Decide to be in the industry.

You’re done. You’re now in the RPG hobby “industry”. Easy, right?

Obviously it’s not that easy, but that is something of the trick of it all the same. The notion that the “industry” hides behind some unclimbable wall riddled with secret entry-points is largely bunk.

But the reality is that the biggest barriers thrown up against entry are very likely in your head. The industry is made up of folks who decided they were the industry; therefore, the decision is the key.

Maybe the better question is: What happens when you make that decision? You:

  • Build a body of work
  • Build an audience that likes that work

The Big Wall might have been more of a reality in the days when self-publishing wasn’t nearly as easy as it is now, but these days the barrier is the quality of the work you create, and the effort you make to connect that quality work with folks who want to consume it.

There are a lot of side effects in that process, of course. Social media connects you with other folks who work in the field. Attending conventions gets you a chance to talk to people face to face, and for them to put a face to your name and work. (Networking is not a dirty word; it’s the only word, when it comes to “breaking in” beyond the “self-publisher with a name” level.)

The only way to get noticed is to make yourself noticeable — and I’m assuming that in this question, that’s sort of what you’re driving at. Not so much “how can I make myself be in the industry?” so much as “how can I make the industry include me?”

That networking gets you there, and works well when paired with a demonstrable body of work. Rob and I published Fate in the early 2000′s. It got noticed, eventually, by some award-givers. That award got us a phone call from an old friend named Jim asking if we wanted rights to a novel series. That phone call lead to our decision to try to become a “real” (commercial) publisher. Years passed; lots of hard effort happened.

During those years, a guy named Lenny Balsera made noise at us in our existing Fate-based community that made him look real smart. Time and again he had good ideas and good contributions on the mailing list. He and I would break into private side-conversations plumbing the details of the Fate system. I asked him to come on board and help us work on this Spirit of the Century project we were struggling with. Lenny got himself noticed with a body of work (just not in a traditional sense). Suddenly he was on the same path as us to “the industry” (you’ll note his name went on the cover of SotC, just like Rob’s and mine).

Along the way, I worked on a side-project that became our first commercially published game, Don’t Rest Your Head. Spirit of the Century followed close on the heels, but not before GenCon. Don’t Rest Your Head got noticed by some folks and I was invited to sit at the Lulu.com booth and provide some industry relevant customer testimony. Note that I wouldn’t have thought myself to be “industry relevant” in more than a scant sense at the time. But that got me meeting plenty of folks (including Robin Laws). We released SotC a few months later and made a splash.

Next year rolled around and I found myself going to lunch with Kenneth Hite at Origins, and helping Indie Press Revolution run their booth, their website. Somehow I was “in the industry”, but all that I’d ever done was just do the next thing, and the next thing, and the next thing, building work, building audience, meeting people.

How have you been gathering freelance projects these days besides Evil Hat?

The body of work does the job: It’s as much a resume as anything else you might do to “break in”. Even early on I was open to doing layout for other folks, and did work on books like Beast Hunters for Berengad Games and The Zorcerer of Zo for Atomic Sock Monkey Press. The work I’d done on DRYH and SotC were what got me there.

The audience does the job: With games I’d worked on as a public resume, I got invited to an industry mailing list. I’d also joined the GPA and got on their mailing list. When Hero Games posted that they were looking for a layout guy, it sounded like I was a fit, so I spoke up, and have since laid out over a dozen books for them.

Your work is your foot in the door. If it’s good, someone will notice your name in the credits. If you can be found easily, they’ll ask you to do some more for them. The network you’ve built on your way to an audience will help make those connections that get you work, too. And when those connections and jobs aren’t coming — there aren’t necessarily a lot of them, and each company usually sticks to its favorites unless they’re trying to grow or a standby is unavailable — you do your own thing and get that out there. That’s the industry, and that’s how you do work in it.

At least in general principle, that’s the how. The specifics of the how have to do with the specifics of you, and that’s not something I can magick away with my advice-stick. If you’re not building the body of work, or if you’re not finding an audience, you need to dig in hard on that and figure out the why.

What are some of the biggest concerns you have running Evil Hat?  What problems are you always seeking solutions for?

This one’s sort of a wibbly-wobbly one, and I’m not sure I can answer it right on the nose.

But the biggest problem I think I encounter with the company is simple deadline management, both in terms of figuring out what it should be at the start of a project, and in terms of enforcing them in a way that doesn’t tick off the folks collaborating on the project. I’m not sure I’ll ever get all of that 100% figured out. Related to that is the whole outlining thing — some folks need the outline determined already before you come to them, and when you’re more used to lobbing a loose concept-ball at your friends and seeing how it bounces, that’s rough. And related to that is stuff like word-count estimates. We’ve sucked at that. Still learning. Getting better.

Are there any practices you like to adopt to keep the writing and designing flowing as much as possible?  Did you do anything like this when working on Dresden Files, about which I read you pretty much had to reimagine from the ground up since FATE 2.0 couldn’t cut it?

I’m not the guy to ask this, oddly enough. I haven’t done deep/involved system design for a couple years now, and I’ve always found myself around superior writers (in terms of the ability to consistently and professionally deliver both setting and system content on deadline). Layout, where I’ve focused my non-business-running attention, does have a creative component to it, but it’s also got some routine elements to it that don’t tax me the way that writing does.

That said, I think the best way to keep whatever you’re doing is to plan for taking breaks from it. Distance is a huge win for any project; it’s how you freshen your eyes and your creative voice. (You’ll also more readily see the flaws. SotC’s core system got nuked from orbit after a year-plus of development; then we started over.) Long-term, the only way I was able to contribute positively to SotC was by taking a break from it during its development — that break lead to the creation & publication of DRYH. Without taking a break — hell, without asking for help when it was needed, as I did on SotC — I’m not sure either of those projects would have made it to the light of day.

Share
 

So Metatopia went smashingly, and I think you’ll start to see some posts from Rob Donoghue about the details of that in the next few days. Also keep an eye on the Jennisodes, as she managed to catch one of the panels helmed by Kenneth Hite. I got to run a few panels too, but was so focused on running that I spaced on any possibility of audio recording. Apologies there.

I was particularly pleased to see Cindy Au from Kickstarter come out to talk to the Metatopians about Kickstarter. Her presentation focused right at the heart of what makes a good kickstarter drive, enough so that I think a checklist could be extracted from it, so I’m going to write down my hastily-scrawled bullet points here in case they happen to be useful to you, the prospective kickstarter. If you have any questions for her, you can reach her at cindy at kickstarter dot com. She’s super-approachable.

Those of you who are already kickstarter-savvy may know a bunch of this stuff already, but I was reminded this weekend when I had to explain what the heck I was talking about that not everyone has heard of kickstarter.

Some of these bullet points came from the experienced members of the audience rather than Cindy.

Presentation

  • Every kickstarter is a story. Tell your story. People want to hear it and be involved with it.
  • If people bail from watching a video, it’s in the first 20-30 seconds. Make sure you cover why someone would want to back your project, and what your project is, in those first 15-30 seconds.
  • Average length of a successful kickstarter’s video is about 2 minutes. (Personally I favor more like 1 minute.)

Incentives & Goals

  • The average goal is $4500. The average amount raised is $6000.
  • The most common pledge is $25.
  • The average pledge is $70.
  • Between 5 and 7 tiers is the sweet spot. This probably has to do with how much reading someone needs to do to make a choice. Avoid overwhelming with choices.

Finances & Timing

  • The largest number of successful kickstarters have a length of only 30 days.
  • Projects that hit 30% of their goal are 90% likely to succeed. That’s true whether they hit 30% early in the drive or late in it.
  • Amazon takes 3-5% of the total pledge amount; Kickstarter’s fee is 5%. So plan for getting 90% of the money you raise.
  • End your project on a Sunday.
  • Get your Amazon Payments account set up well in advance of starting your kickstarter. Give it at least a week.
  • Make sure to calculate shipping costs and make sure your incentive tiers cover those costs. And make sure your total goal accounts for both production and shipping!
Expectations
  • Use the built-in blog to communicate with your backers and keep them involved at all stages!
  • Update your project once a week or so while it’s running.
  • If you hit your initial goal, consider setting new, higher milestones with additional rewards for backers that help you get there. (I’d recommend doing this one at a time, rather than unloading with a series of milestones all at once. You’ll stay more adaptable that way.)
  • Between success and delivery, update your project about once a month to make sure folks know how things are coming along.
  • Having something to give your backers right away when the project concludes is a good way to keep people happy, even if you’re going to take some extra time beyond that to deliver the final product. (Consider a PDF, or a look at the current draft, as a cheap way to do that. A protected backer-only blog post can be used to deliver such exclusives to your backers.)

Folks who were at this panel — what’d I miss?

Share
Nov 022011
 

Metatopia is this weekend!

I’ll be there, running my mouth on panels and hopefully helping a few people test their stuff.

Here’s my schedule as I currently understand it; stuff with asterisks indicates that I haven’t confirmed it as actually on my schedule yet.

Friday 9pm-10pm – D021 (Resource Management – nuts & bolts of putting together your resources for manufacturing a RPG)
Friday 10pm-11pm – F025 (Sojourn focus group)
Friday 11pm-midnight – D028 (Remixology Panel – using existing rulesets)
Friday midnight-2am – D034 (Surviving Success panel – discussing how to keep success from overwhelming you)

Saturday 9am-11am – R050 (Project Ninja Panda Taco playtest)
Saturday, 11:00AM – 2:00PM – R064 (Fortune Cookie Kung Fu)
Saturday, 2pm-3pm – D074 (An Introduction to Kickstarter)
Saturday, 3pm-5pm – D084 (Game Design Roundtable)
Saturday, 5pm-7pm – D090 (Independent Gaming Roundtable)
Saturday 8pm-midnight – R106 (Hyperreality)

Sunday, 12:00PM – 1:00PM, T149 (Video Session of “Fortune Cookie Kung Fu”)

Obviously, Saturday is my big long march of a day. Friday starts late, intentionally; I intend to arrive earlier in the day, but having several hours to get my bearings and talk with people is important. Sunday’s been left largely open, so I can depart any time I care to in the afternoon, but also so I can get to the conversations I couldn’t have on Saturday and failed to have on Friday.

Resource Management is a panel where we’ll be giving advice and answering questions about the financial & logistical nuts and bolts of getting your game put together.

Sojourn I have no read on yet; it’s a focus group, which means we’ll hear an idea and give some directed feedback on what we think of it, and how it might be improved.

Remixology is a panel where we’ll be talking about game design using someone else’s game system. I’m sure Fate will come up, but I sure hope we’ll be talking about lots of other options as well (Apocalypse World, d20, etc). It’s a pity John Harper won’t be out for that one, as he’s the master of the remixology form, as shown in Lady Blackbird.

Surviving Success is a panel that might well be titled surviving this fucking schedule, since it starts at midnight! I’ll be running this panel, talking about the whole “So, you published a game, and it’s a hit — how do you keep that from overwhelming you?” thing. I sometimes think the real work of publishing starts after you’ve gotten your game out the gate and into the world, and this panel will be an opportunity to examine and discuss that phase.

Project Ninja Panda Taco. I have said all I need to say there, other than to observe that you should be listening to the Jennisodes if you’re not already. Given that I’m scheduled until 2am the previous night, I must really like Jenn to be getting my ass operational by 9! (Spoiler alert: I really like Jenn.)

Fortune Cookie Kung Fu brilliantly involves ordering Chinese food as the first step; you create your character from the fortune you get in your cookie. This means that I can have some pretty nonstop schedule action and still have a bite to eat at a few key points in my schedule! I’ve gotten signed up to two sessions of this, but, hey — food. :)

I don’t really need An Introduction to Kickstarter, but they’re sending an actual person from Kickstarter to the con, and I’m curious to see what their presentation is like.

Game Design Roundtable is the usual Dreamation/Dexcon finisher, only this is Metatopia, so it’s positioned right smack in the middle, and it’s being run by Kenneth Hite. Metatopia does not dick around.

Independent Gaming Roundtable will cover indie games and gamers present and past, with Darren Watts of IPR leading.

Hyperreality is from Dice, Food, Lodging podcaster Tim Rodriguez. Tim has very interesting ideas. I’m hoping I can get a faceful of this one.

Share
© 2011 Deadly Fredly Suffusion theme by Sayontan Sinha