RPG Evolution: Making It in the RPG Industry

Can you make a living in the tabletop role-playing industry as your sole source of income? Unless you work for one of the major game publishers, the odds are against you. But there’s another way, and it revolves around the Thousand Fan theory.

Can you make a living in the tabletop role-playing industry as your sole source of income? Unless you work for one of the major game publishers, the odds are against you. But there’s another way, and it revolves around the Thousand Fan theory.

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The Thousand Fan Theory

As I noted in a previous article, the Thousand Fan Theory (TFT) posits that a creator can make a living off of 1,000 superfans paying $100 year, with few middlemen and low additional fees. This approach changes a creator’s goals from simply creating product to creating relationships. It is more important in the TFT to have subscriptions than it is to make one great product.

Applying the TFT to the tabletop role-playing game industry, this means it’s not enough to simply make one tabletop game. In fact, it’s more lucrative to create many products over an extended period of time as incentive to keep superfans coming back for more. So while a core game may provide a temporary boost to income, it’s subsequent supplements, accessories, and adventures are key to supporting a creator.

This shift in focus from one large product to many products over time means that individual creators need to create constantly. Certain mediums lend themselves to this, like web comics, podcasts, and video streams. This is why great podcasters (Russ’ podcast being one example) record so frequently. You can’t create a fan base without a steady stream of content.

Conversely, a loyal fan base does not come quickly. It can take years to launch, which means that the TFT is not feasible for someone who needs the money immediately. Ideally, a creator planning to use the TFT needs to start creating before they graduate from whatever education they’re pursuing. They’ll need at least four years to build that fan base and create a content stream.

For most adults going without income for four years is simply not feasible, so achieving the TFT means having a full-time job or a partner who pays for other expenses in the meantime. Raising a family complicates this calculation; a spouse may be able to help with expenses, but costs increase accordingly to support a family.

It’s daunting, but achieving the TFT is possible. And we know this because there are creators out there doing it. Here’s how.

Patreon

Of all the income streams, Patreon has the clearest path to the TFT. To achieve $100,000 year in come, you would need to make about $112,000 (Patreon takes up to 10%, but this can vary based on your legacy membership with the platform). This assumes you have a tier of $10/month or a flat contribution of $120 that members contribute yearly.

In terms of RPG content, a creator will likely need to bolster their Patreon with updates frequently, if not on a daily basis. Fortunately, RPGs lend themselves to this. One monster, artifact, species, or class a day is entirely feasible.

DMDave is an example of a RPG creator clearing the $10K/month mark. At the time this article was written, DMDave ranks 16th in the games category. Interestingly enough, there are higher-ranked Patreon RPG creators but those affiliated with tabletop play are all mapmakers. DMDave’s Patreon went from just 12 patrons in November 2018 to 3,563 patrons in June 2020, earning $15,835 month or $4.45 per patron.

DriveThruRPG

After Patreon, DriveThruRPG is probably the single-most likely distribution channel that an individual creator can use to achieve the TFT. DriveThruRPG takes 35% of the sale of each product, so you would need to sell $153,846 worth of product a year or make $12,820/month (updated thanks to JohnnyZemo). If the average product sells 10 copies a month and retails for $10, you need 128 products in circulation, selling well (most products sell a lot initially, and then level off to a trickle).

It’s worth noting that DriveThruRPG’s algorithm favors new products over old ones. Appearing on the front page of DriveThruRPG is key to driving sales. This means that to keep a content top-of-mind for consumers amid the massive amount of content on DriveThruRPG, a creator needs to produce products monthly if not weekly.

The adamantine list currently has 74 products in good company, ranging from R. Talsorian's Cyberpunk Red to Hero Kids to ZWEIHANDER to FATE. We know that if a product is on the adamantine list it's sold over 5,000 copies, but that's no guarantee of steady income. The product has to both sell at a certain price and frequently enough per year to achieve the $153,846 mark. I plan to reach out to the creators on the list to see if they can achieve this level of steady sales enough to support themselves with the income.

YouTube

Many kids these days want to be YouTube stars, but it’s a lot of work to get there. More production tends to be involved with video, which means successful YouTube stars are actually teams rather than individuals, segmenting the overall income stream. Additionally, YouTube scale is variable depending on a lot of factors, which makes it difficult to accurately estimate how much any one YouTuber makes a year. We can make some educated guesses, however.

Google pays 68% of their AdSense revenue, but advertiser rates vary between 10-and 30 cents per view. On average, a YouTube channel receives $18 per 1,000 views with advertising, or $4 per 1,000 views total. The calculator at Influencer Marketing Hub gives us an idea of what it takes to achieve the TFT.

That's 18 million views per year on YouTube, to reach the upper end ($104K). That implies an engagement rate of 81%, which is highly engaged. To reach that, you'll need subscribers. Your average subscriber can contribute around 200 views. You'll need at least 100,000 subscribers to reach that. For an example of a video channel that achieves this, see the Critical Role YouTube channel with 957,000 subscribers.

Kickstarter

Kickstarter takes 5% of any revenue with an additional processing fee of up to 5%, which means to achieve TFT you’ll need to make $112,000. According to The Hustle, games (including video, card, miniature, and tabletop games) make up 10% of all Kickstarters, are successful 38% of the time, and of those successful Kickstarters they tend to have goals around the $13K range. For games, 76% of the most successful were in the $1K to $9K range. Despite these challenges, successful game Kickstarters net on average $54,635, for a grand total of $879 million in total since 2009.

To achieve the TFT plateau of self-sufficiency, you would need to launch 11 successful Kickstarters a year with goals of $10K. The more successful you are with each Kickstarter in exceeding those goals, the less additional Kickstarters you would need for self-sufficiency. Given that almost all the highest earning Kickstarters in the game category were video or board games, this can seem daunting for tabletop gamers, but it’s not impossible. Matt Colville’s Strongholds & Streaming made $2,121,465.

Adding This All Up

Any one of these sales channels alone is probably not enough to sustain an individual. Even if they did, there's no guarantee an income stream one year will be the same the next year. Patrons leave, subscribers quit, and pandemics happen. And none of these estimates take into account advertising, marketing, development, licensing, and other production or distribution costs. This thought experiment also doesn't assume you hire anyone else -- teams of people are necessary to make great products, so if you only use your own talent, you're going to be doing a LOT of work up front.

Conversely, effort put into one channel can bolster the others; Colville's YouTube channel was a massive boost to his Kickstarter, which created a virtuous cycle of fans generating income multiple times through different streams.

Can you make a living creating RPGs? Absolutely. But it will take a lot of effort, a lot of time, and more than just writing; creating includes editing, art, layout, design, marketing, and sales. If you’re planning to make a living from the industry, you’d better get started now!
 

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Michael Tresca

Michael Tresca

philreed

Adventurer
Supporter
This is the kicker right here. As an artist, even if you are technically "raking in" over $100K in a given year . . . . how much of that are you paying to other people for layout, editing, art, advertising/marketing, tax prep, etc, etc . . .

(Sorry for the slow response. I missed the notification.)

For me, I'm lucky in that I've spent decades on this and my path into the industry was through graphics, layout, and art. Over time, I managed to improve my creative writing skills and acquire business skills that make my personal projects possible.

Generally, so long as I work with stock art, I can handle everything on my own without the need to pay/rely on others. I know that gives me a huge boost when it comes to publishing.

Fortunately, these days, it's easier than ever to learn new skills than it was when I started in the early and mid-nineties. If someone were to ask me for advice, I would recommend learning as much as you can about layout and try to do as much of the PDF creation on your own as possible.
 

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philreed

Adventurer
Supporter
I think the issue there is that some creatives need to recognise that KS is effectively a preorder service, and that their backers’ €100 investment entitles them to a lot of communication. That’s just the reality of Kickstarters these days. If a creative can’t get a handle on that, his first KS is likely to be his last.

Kickstarter can be a powerful tool. So long as you regularly communicate with your backers, and deliver on schedule, you can slowly build an audience. I cannot thank my Kickstarter backers enough for their willingness to support my creative efforts. I wouldn't be able to publish any of my personal works without them.
 

talien

Community Supporter
A counterpoint: the 1,000 fans model can be a double edged sword. Be wary that pleasing them constantly can put a creative in an echo chamber or be at the mercy of entitled fans who know how much they control the purse strings / or refuse to understand how the sausage is made (like the taxes coming to Patreon.) And then as the "true fans" leave through changing tastes or literally dying off, the creative finds themselves starting from scratch.
100% agree. This is the challenge of any influencer, which is the fear of being "cancelled." And also, economic hardship in the world means your fans feel it too. The only way around that is to build up enough of a fan base so that you are well past the 1,000 fans model. But it's true that 1,000 fans is a knife's edge of survival; you'd definitely need more than that.
 

Dire Bare

Legend
(Sorry for the slow response. I missed the notification.)

For me, I'm lucky in that I've spent decades on this and my path into the industry was through graphics, layout, and art. Over time, I managed to improve my creative writing skills and acquire business skills that make my personal projects possible.

Generally, so long as I work with stock art, I can handle everything on my own without the need to pay/rely on others. I know that gives me a huge boost when it comes to publishing.

Fortunately, these days, it's easier than ever to learn new skills than it was when I started in the early and mid-nineties. If someone were to ask me for advice, I would recommend learning as much as you can about layout and try to do as much of the PDF creation on your own as possible.

Certainly being willing to learn the behind-the-scenes skills involved with producing games makes it easier . . . . and being creative in how you approach the design of your personal projects.

I've been backing your recent D&D "dozen" kickstarters, and I was amazed at how they were structured with the base pledge being only $1 . . . . but they seem to be working out well for you! A good deal for backers and hopefully meaningful income for you! It's certainly easy to pledge a $1, even when I tell myself I need to cut back on crowdfunding projects, along comes A Dozen Frightening Rumors and I can't NOT back the project for only $1 . . . .
 

Von Ether

Legend
100% agree. This is the challenge of any influencer, which is the fear of being "cancelled." And also, economic hardship in the world means your fans feel it too. The only way around that is to build up enough of a fan base so that you are well past the 1,000 fans model. But it's true that 1,000 fans is a knife's edge of survival; you'd definitely need more than that.

Agreed. I was thinking of companies like Catalyst Game Labs when it comes to Battletech.

Over the years, their hard core fans have gone from revenue to asset to the aforementioned double edged sword as their numbers shrink and they demand unsuccessful lines of source books to be finished for the sake of completeness (but then don't follow through on purchasing said books.)
 

philreed

Adventurer
Supporter
I've been backing your recent D&D "dozen" kickstarters, and I was amazed at how they were structured with the base pledge being only $1 . . . . but they seem to be working out well for you! A good deal for backers and hopefully meaningful income for you! It's certainly easy to pledge a $1, even when I tell myself I need to cut back on crowdfunding projects, along comes A Dozen Frightening Rumors and I can't NOT back the project for only $1 . . . .

Thanks! I've been slowly refining the approach to those campaigns and have learned a lot in the last year.
 

Sorry if this is thread necromancy, but I just had this question and folks here might enjoy talking it over. But what goes into building an audience?

For my case, I'm a new game designer. I've been working on the manuscript for the last couple of years, written a few adventures, and just released a free adventure for Free RGP Day to get the work out there. I put it on Facebook, on some gaming forums, and on gaming groups on Facebook and Discord. I've also been running demo games at cons, and I'm actually about 20 minutes from starting my next demo at Gencon. I also made a design blog at Wordpress.

What are some of the next steps I might take? I've been thinking of putting my adventure on DriveThruRPG at the "Pay What You Want" level, and another thing I had in mind was sending the adventure out to a few reviewers (though I don't know who they are). We've looked at the economics of publishing with 1000 loyal customers, but how do you get those thousand loyal customers?
 

philreed

Adventurer
Supporter
We've looked at the economics of publishing with 1000 loyal customers, but how do you get those thousand loyal customers?

Time and a lot of hard work. I don't think there's a way to bypass that unless you have a lot of money to invest in social media marketing and you don't mind spending thousands of dollars to "acquire" an audience.
 

Morrus

Well, that was fun
Staff member
Yeah, it's a long, slow process. You can shortcut it by spending a lot of money on advertising, but otherwise it's a case of building it up slowly.
 

Time and hard work doing what? Posting on forums? Spamming your Facebook friends? Getting a booth at conventions? Putting up a flier at the FLGS? Some of these things are going to be effective at finding your customers, others less so. A lot of it is figuring out where people actually are, so I guess another way to put it is:

Where do gamers congregate these days where you can effectively reach them with news of a new gaming product?
 

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