Jan 282012
 

The latest episode of the podcast I do with Chris Hanrahan, That’s How We Roll, is up:

http://thatshowweroll.libsyn.com/webpage/that-s-how-we-roll-season-03-episode-04-evil-hat-level-s-up

I’m pointing you at it here because it’s very specifically Evil Hat stuff in this one — Chris and I spend an hour talking about Evil Hat, focusing on how its brand is maturing over time and digging into what the takeaways are from all that. For folks who are specifically fans of the company I’m running, it’s a great look under the hood. Check it out!

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Jan 192012
 

So my friend Tracy admitted over on twitter that he wasn’t sure what a playtest is supposed to do other than answer the question “is this horribly broken?”

I shot him a couple quick tweets in response of other questions that I think a playtest process should try to answer. I’m not going to embellish them (much) here, but I thought the list might be useful to some folks.

  • Is the game producing the effects and story trends you want to see in play?
  • What excites folks about the game?
  • What bores (or frustrates) them?
  • What’s extraneous?
  • Does the game work like it should when I am not in the room? (If it doesn’t, what am I doing when I am in the room that I need to put in the text?)
  • What assumptions about play am I making that aren’t in the text?

So, what’s on your playtest list?

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Jan 192012
 

2011 ended not so much with a bang as a whimper. Every single title experienced fall-offs, some of them a bit drastic (but explicable — Do’s coming off its release spike, and Dresden the prior quarter surged due to a release of a new novel) — every title except Spirit of the Season, of course, which experienced its small annual spike in response to the holidays, and Penny, which saw a teensy bump thanks to more retail sales through IPR than expected.

It’s easy to look at these numbers and respond with alarm, but remember that a) the 4th quarter of the year is typically pretty crappy, and b) Evil Hat’s catalog is aging without a lot of new-product blood, something which we should be remedying over the next two years.

Distribution continues to bring in a large portion of our long tail (seen after the cut).

Title Sales Last Q Sales This Q LQ vs TQ Prior Lifetime New Lifetime
Penny 49 53 +8% 1114 1167
Diaspora 180 161 -11% 1125 1286
Do 497 93 -81% 1128 1221
Do:BoL 51 32 -37% 51 83
DLYM 91 52 -43% 1670 1722
DRYH 196 147 -25% 4145 4292
DFRPG:OW 1013 434 -57% 10916 11350
DFRPG:YS 1427 648 -55% 13113 13761
Wizard Dice 26 0 OOP 2102 2102
HBR 79 39 -51% 593 632
SOTC 345 228 -34% 7293 7521
SOTS 11 31 +182% 729 760
S7S 47 38 -19% 1718 1756

Continue reading »

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Jan 102012
 

Evil Hat Productions Announces ‘Atomic Robo’ RPG License

Double 2011 Origins Award Winner Licenses Eisner-Nominated Comic Book

SILVER SPRING, Maryland— January 10, 2012 — Evil Hat Productions, LLC, today announced an agreement to produce, publish, and distribute a role-playing game based on the Eisner-nominated Atomic Robo comic book. The Atomic Robo RPG will be co-written by Atomic Robo scribe Brian Clevinger and Kerberos Club: Fate Edition author Mike Olson, creator of the Strange Fate version of the Fate engine.

“I’m such a big fan of the world Brian Clevinger and Scott Wegener create in every page of Atomic Robo,” said Fred Hicks of Evil Hat. “When I found out they were fans of role-playing games—including Evil Hat’s own Spirit of the Century—it was clear we had a giant-sized opportunity that had to be pursued.”

With The Atomic Robo RPG, Evil Hat will build on the legacy of Fate games like Spirit of the Century and The Dresden Files RPG—together with the ideas of Evil Hat’s upcoming Fate Core project and Mike Olson’s Strange Fate work. The stand-alone game will deliver a fast-paced and fast-to-play role-playing experience focused on the themes of Atomic Robo—action-science, robots, angry talking dinosaurs, high weirdness, and more.

“Brian and I are lifelong RPG nerds, I mean enthusiasts, and we could not be more excited to partner with Evil Hat and Mike Olson to bring readers even closer to the world of Atomic Robo,” said Scott Wegener. “There’s over a century of adventure in our comic book, but we can only show you guys slices of the whole picture. This game opens up so many opportunities to play with that world, its history, the weird unexplored corners, and the might-have-beens,” added Brian Clevinger.

The Atomic Robo RPG  begins development in late February of 2012. “We’d love to get The Atomic Robo RPG out in 2012, and if everything comes together fast and smooth we might just manage that,” said Hicks. “But as with all licensed projects at Evil Hat, we want to take our time to make sure we serve the license and the fans well. Thankfully, Brian and Scott have the same opinion, here. The Atomic Robo RPG that we release will be the best one we can possibly make, period—and that may take us into 2013.”

For more information about Evil Hat Productions, the Fate system, Spirit of the Century, and the Dresden Files RPG, visit www.evilhat.com. For more information about Atomic Robo, visit www.atomic-robo.com. Atomic Robo is published by Red 5 Comics, available at www.red5comics.com and in comic stores everywhere. Kerberos Club: Fate Edition is published by Arc Dream Publishing, www.arcdream.com.

About Evil Hat Productions

Evil Hat Productions believes that passion makes the best games. It is this passion for gaming that raised Evil Hat to its acclaimed position in the RPG community. Our games can be used to build the best kinds of role-playing experiences—full of laughter, storytelling, and memorable moments. Today we don’t just run games, we don’t just make them, we work with you to make your play the best it can be—the kind that upholds and gives birth to passions of your own. That’s the Evil Hat mission, and we’re happy to have you along on it.

Since its inception, Evil Hat has won accolades ranging from the Indie RPG Awards, the Golden Geeks, the ENnies, and the Origins Awards, most recently claiming the Origins Awards for both Best Roleplaying Game (The Dresden Files RPG: Your Story) and Best Roleplaying Game Supplement (The Dresden Files: Our World).

About Atomic Robo

Brian Clevinger is a ten year veteran of online and independent comics. You can laugh at and sometimes with his early work at nuklearpower.com. Follow him on Twitter at bclevinger.

Scott Wegener used to fly planes until he found out it was nothing like High Road to China. Now he draws comic books as a form of very slow starvation. Follow him on Twitter at Scott_Wegna

Press contact

Fred Hicks
Email: feedback [AT] evilhat.com
Website: http://www.evilhat.com
Twitter: http://twitter.com/fredhicks

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Dec 282011
 

Dear Deadly,

Licenses seem to be a mixed blessing in the industry. Clearly a popular license can increase sales, but the difficulty in getting stuff reviewed and the delays that can introduce seem to be a huge burden, above and beyond the cost of the license.

I know that you had an “in” with the Dresden Files, but what advice can you give for determining if a license is worth the effort and cost? How do you manage the licensor to keep things on track?

Thanks,
Steve

Steve asks good questions here (the subject line is the killer one, though). This is something I’m hoping Chris Hanrahan will be able to cover with me in a future That’s How We Roll, but I can share a few thoughts here as well.

Ultimately, a license is all about managing expectations — both yours the licensor’s. Every license is its own kind of special snowflake, really; it’s hard to really dig into generalized truths because of the differences in morphology here. But all the same, here’s a noncomprehensive list of things you should be thinking about and discussions you should be having with the licensor.

Does the license come with free or low cost assets you can repurpose to or debut in your product?

At its most basic, a license brings you extra audience you wouldn’t otherwise have. Licenses that are really worth it either bring an incredibly large audience to you that you aren’t otherwise reaching, or bring extras along for the ride that help you keep your budget from spiraling out of control.

In the case of the Dresden Files RPG, we got two major boosts. One, we got low-cost access to much of the art done for the Dresden Files comic book that was at the time being published by the Dabel Brothers. The Dabels did not always manage their business well (and so the comic has since moved over to Dynamite Entertainment), but they were very kind to us by giving us broad access to the amazing art done for the comic by Ardian Syaf.  Two, Jim Butcher was willing to write a short story specifically for the RPG. It’ll show up in a collection of short stories elsewhere eventually, I’m sure, but having a period of time where we had exclusive first-source content of our own for the RPG certainly hasn’t hurt.

Do you and/or the licensor think that the game will sell in numbers that are far outside of how non-licensed RPGs tend to sell?

There’s always a decent chance that the value of a well-known license will boost sales of the RPG — but there’s absolutely no guarantee it will. It’s best to set expectations for all involved parties that the game will sell no better than an unlicensed RPG, and to make sure the financials make sense with that being the case (more on that in a bit). You can’t get yourself caught up in an agreement that more or less demands or expects you to sell thousands upon thousands of copies.

The costs of the license — often expressed in terms of down payment up front to the licensor and percentage of royalty paid to the licensor on a per sale basis — can’t take your unit cost to the point where you aren’t making money on a sale into your lowest margin sales channel (usually distribution). Run the damn numbers in a genuinely worst-case scenario, and make sure they still add up to you at least breaking even, or in the event of disaster, losing only what you can afford to lose.

Do you think the name alone is justification for a higher price point?

And while we’re on that topic, don’t think that you can simply make up for license costs by slapping a higher cover price on the game. Push your cover price high enough and you’ll lose the extra audience you’re supposedly gaining by acquiring the license. You shouldn’t be boosting the price of your product on the name alone; it’s gotta bring the cracklingly good content along to justify that. The two DFRPG books together are a hefty price tag, but the playable single core book, Your Story, is not outside the range of unlicensed games with a similar form factor; on top of that, we jammed it full of love-for-the-license content. All of that is a deliberate choice made to make sure the game competes as a game in its own right, sans the influence of the license.  We wouldn’t have been able to put that price on the book if the license costs were high. Thankfully, they weren’t, for us, so it was all viable.

Can you reasonably assess how large of an audience you’re getting access to with the license?

… And how much of a percentage of them (think very small: maybe 3-5% on a novel series?) do you think you’ll be able to acquire from that license’s fandom that you aren’t already getting access to? Overlap is the key calculation here: of a property’s audience, how many of them are likely gamers or willing-to-become-gamers? Not a lot. So divide by 20 or 30 or 50 or 100 or more.

I recently looked at a potential license and was lucky to be able to get some honest numbers on what the readership/viewership was for that property. When I looked at the probable RPG sub-portion of that number, it ended up not making sense to pursue the license, because the audience boost we’d likely get from the license didn’t outweigh the costs of acquiring the license and developing the project. It doesn’t always have to come down to a cold calculation like that, and sometimes you can decide to forge ahead even if those numbers don’t say you should. But it’s good to know what they’re saying, because that’s the mountain you’re gonna climb.

How important is your project to the licensor?

You’re going to be asking for a lot of initially uncompensated, additional work out of the licensor throughout the process, in all likelihood. You’ll be asking them to read through mountains of text, scour your draft for things that don’t fit with their vision of the license, etc. It’s a big time investment for them (and they’re busy generating the primary content for the property in the first place) and will be very time consuming for you as you wait for their feedback. Yes, it’s important to work out this process and make sure inefficiencies are identified and medicated in advance, but that’s just time and project management stuff. Important, but it won’t matter one bit if your project isn’t important to the licensor. They have to want to see it succeed; that’s going to motivate them to donate that extra time and effort, help you find resources you need, and figure out when they need to be delegating the approval and Q&A work to someone who does have the time to respond to you. What you want here is a collaborator who’s excited about seeing the project happen and wants to help — or someone who’s happy to take your check and stay hands off with the design of the final product. There’s a big swampy zone in between those two where your project can and will get bogged down because of a lack of time and/or enthusiasm, and in that swamp your project will also start to acquire a stink of mediocrity. Avoid it.

How fast are you expecting all of this to happen?

Because it’s going to take a lot longer than you think, and that’s okay. But you need to learn how to believe that it’s okay.

Are you going after this license because it’s popular (in the minds of the gamer populace), or because it’s personally exciting to you?

If you didn’t answer “yes” to that, you might want to reconsider. The best licenses are probably the ones that are both. You’ll get the audience you want because it’s popular. You’ll make sure you’re doing the best possible job because it’s personally exciting to you — exciting enough that you’ll still like it after you’re done. Which is no mean feat.

Plenty more to be said about this, but I think those are good places to start your exploration.

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