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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

MNblockhead

A Title Much Cooler Than Anything on the Old Site
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?

Don't put it up as PWYW. Even if only $1, set a price. Start learning to value you work and working on attracting the kind of people who are willing to pay creators for their creation.
 

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macd21

Adventurer
Given that he has made a living+ off his work in a field where even big names can end up impoverished, the accusation of incompetence is undeserved. Particularly since the man's personal assets place him in the millionaire category with money to spare.

There's an old saying: 'if its stupid but it works, it isn't stupid'.

Von Ether said it best: KS seems to be a complicated person who managed to make a go of it in a tough field.

I don't care for Rifts, but it is good to see any game designer make it, because so few actually do. KS is one of the few success stories the industry has. He literally went from a $1500 loan to wealth (and fame: here we are discussing him).

No, the man is thoroughly incompetent. He has screwed up multiple deals, poured money down the drain, screwed his customers and business partners over, and had to beg his fans for charity to keep the lights on. That the man still has money is down to an initial success that he then squandered terribly. He isn’t famous, he’s infamous.
 

dragoner

KosmicRPG.com
And, like Dragoner, I've found myself reading more of them than I should be affording.

I've probably known worse poverty than most here, except now if I can't afford it, I don't want it. I gave away all my Rifts books when I left California, bought new at Games of Berkeley on Shattuck. There are some real gems: Mechanoids, Undersea, In Orbit, etc.. Great art, and decent story material, Siembieda was also and artist for early Traveller and Judges Guild, which is where I knew him from originally. Bringing the discussion back full circle, Palladium makes it because it has lots of stuff to sell, and that echoes Morrus. I do have money to indulge in games if I want, but the game companies have to sell me on buying their stuff, and not "unsell" me on buying their stuff like mongoose has. I think that there are a lot of people like me, older, with the resources to swipe a card and not blink at paying $100 for game books; which I still want value for, such as usability at the table, as well as some designers, such as Marc Miller for me, that I will always consider buying from.
 

Von Ether

Legend
There are some real gems: Mechanoids, Undersea, In Orbit, etc.. Great art, and decent story material, ...

I think Beyond the Supernatural was a underrated classic and some of my modern day "haunted house" adventures are inspired by the intro adventure in that book. I'm not ashamed to say that I've bought his books to use the concepts with my favorite game systems. Especially if I could get them at their original price or the bargain bin.

I think we can wrap up on the note that KS was one of the original high profile adapters of the 1,000 fans theory.
 

dragoner

KosmicRPG.com
I think Beyond the Supernatural was a underrated classic ...
It is one of the gems for sure, Corben cover art of Heavy Metal fame. I still like a lot of their stuff, but like mentioned above, the Coalition Wars CS/Prosek fanboys got the fan base pretty toxic; also sort of boring in a WH40K way, vs some pretty different style of settings, I mean once I played a Juicer going to Wormwood, rolled out of Juicer Uprising, looking for a magic flute to lure the Gargoyles from Europe. That is pretty special to the Rifts setting. It's not my game anymore, but I have no real problem with Palladium or Rifts players, if they like it, cool for them.
 

No, the man is thoroughly incompetent. He has screwed up multiple deals, poured money down the drain, screwed his customers and business partners over, and had to beg his fans for charity to keep the lights on. That the man still has money is down to an initial success that he then squandered terribly. He isn’t famous, he’s infamous.

If going from -$1500 to retiring as a millionaire makes you incompetent, then I would like to see the stories of the competent.
 

aramis erak

Legend
If going from -$1500 to retiring as a millionaire makes you incompetent, then I would like to see the stories of the competent.
He's not at millionaire any more.
He's nearly bankrupt, thanks to mishandling the RRT kickstarter, and thanks to his mismanagement thereof, lost his most lucrative license. He's said as much, but blames everyone else involved.
He's been late on almost every announced ship date for product ever, has never learned to pad such estimates by the several months needed.
One of his former employees noted that the license for Savage Worlds Rifts was essentially a bailout for his personal finances; he was nearly bankrupt.

The $2 million embezzled several years back by an "employee and friend" was the money to pay for the upcoming print runs. Many, however, do not believe his claims. I believe he came up $2M short, but none of his attributions of blame.

He's one of the largest unfulfilled kickstarters on the market. This leaves him with a HUGE potential liability - he can't fulfil it, either, because it was a licensed property to which he no longer has a license. He also sold off at fire sale prices the remaining unsold inventory for those products. And persons from the company that partnered with him on it all blame him personally.

He's notorious all right. He's looking at undischarged fiscal liability in the 6 figure range... most of his fans won't go for joint suit, because his apparent incompetence has left him unable to pay a judgement even if they got one. If it isn't incompetence, then he's a fraudster.

Let us also not forget: Eric Wujcik was a large part of his staying financially afloat. A partner in PB, and one of its most prolific authors. Eric is no more. 12 years and one month gone, 12 years of Palladium spiralling into debt and failure to fulfil its obligations.
 


dragoner

KosmicRPG.com
If it isn't incompetence, then he's a fraudster.
"Never attribute to malice that which is adequately explained by stupidity" -Hanlon's Razor

People also get horribly bent out of shape about games, EDG came after me for years, stalking me across the net, for defending Marc Miller and T5, which he was 100% sure it was a malicious rip-off on Marc Miller's part. He also had some personal tale of woe from dealing with him or Hunter Gordon. Siembieda is a piece of work, though I would believe Wujcik was probably the business side and Siembieda the creative; it's a simpler explanation.
 

Equally important, however, is making decisions that that help mitigate risk. ...

It seems to me that mitigation is the most difficult thing for those pursuing careers in the TTRPG industry, or many artistic careers for that matter. It is easy to follow your bliss into penury, as the too-frequent, go-fund-me-style campaigns for some of our hobby's great talents sadly makes all too apparent.

One benefit I see with the 1000-supporters model is that it involves building skills in marketing, sales, client management, communications, social media, and other skills that are marketable in other fields. If you are a creative who hates those things, then you should seriously consider how to develop other backup skills. What else are you interested in, or at least do not hate, that can keep you fed, sheltered, and insured?

I think your point about risk mitigation bears repeating. Especially because I believe that working as a RPG/board game designer is, by itself, a bit of a career risk. The skills are simply less fungible than others.

I know a guy who is a programmer that started a company doing freelance software and consulting. If his business fails, he'll have to shut down shop and get a new job as a programmer at any other company that uses programmers. Worst case scenario, his freelance work becomes his portfolio for future job interviews. Ditto for the guy who started an independent mechanics shop; failure means he goes back to working for a dealer. Even failed restaurateurs have something to show on their resume and experience they can bring elsewhere. There are ways to fall up.

If you get into RPG design and spend years of your life starting a company and fail (for any reason), what do you have to show for it? To be clear, I'm talking about your career only here; obviously, you still have personal satisfaction, life goals, etc. Is there any place you can go that will look at that "game design" and "worldbuilding" experience on a resume and say "Wow, that's this skill we need for this job"? The marketing experience my be the only re-marketable skill from starting your own small RPG company, and if that's something you don't enjoy you're SOL.
 
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