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What's the best part of an RPG to sell?
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<blockquote data-quote="SteamCraft" data-source="post: 6306928" data-attributes="member: 6697590"><p>There are a variety of strategies that maximize your profits. It is a multifaceted approach and your options do not seem to be the best ones. What you want to do is sell products at a level where you make a profit. This usually precludes any items for free. You want to charge for most things, outside of QSR or a small supplement. </p><p></p><p>For an RPG, the two most common models are:</p><p></p><p>You can go for less profit per unit and sell more units model. This means having a very low price set. (Or doing a pay what you want.) </p><p>You can go for the more profit per unit model and sell less units. This means setting a higher price. </p><p><em></em></p><p><em>I think you should think about the company and not the RPG. </em></p><p></p><p>I do not think it is worth anyone's time to write and release an RPG, especially for money, unless you are thinking of a business strategy beyond your initial RPG. That really affects things. Take Evil Hat as a model. </p><p></p><p>Evil Hat reworked FUDGE into FATE. This was released for free. As such, it starter to garner an audience. Then games were released that were not free. This made them money. Then, they got a license for Dresden Files which made them a lot of money and brought in a huge audience for their system. This in turn allowed them to release other FATE games which have done well. </p><p></p><p>I am not saying you should do what they did. I am saying you need to think about building an overall strategy for the company and then have your products released to fulfill that strategy.</p></blockquote><p></p>
[QUOTE="SteamCraft, post: 6306928, member: 6697590"] There are a variety of strategies that maximize your profits. It is a multifaceted approach and your options do not seem to be the best ones. What you want to do is sell products at a level where you make a profit. This usually precludes any items for free. You want to charge for most things, outside of QSR or a small supplement. For an RPG, the two most common models are: You can go for less profit per unit and sell more units model. This means having a very low price set. (Or doing a pay what you want.) You can go for the more profit per unit model and sell less units. This means setting a higher price. [I] I think you should think about the company and not the RPG. [/I] I do not think it is worth anyone's time to write and release an RPG, especially for money, unless you are thinking of a business strategy beyond your initial RPG. That really affects things. Take Evil Hat as a model. Evil Hat reworked FUDGE into FATE. This was released for free. As such, it starter to garner an audience. Then games were released that were not free. This made them money. Then, they got a license for Dresden Files which made them a lot of money and brought in a huge audience for their system. This in turn allowed them to release other FATE games which have done well. I am not saying you should do what they did. I am saying you need to think about building an overall strategy for the company and then have your products released to fulfill that strategy. [/QUOTE]
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