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A Foray Into Madness: Starting Your RPG Career
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<blockquote data-quote="stormwell" data-source="post: 6602590" data-attributes="member: 6748725"><p>The dream for many for us to create our own RPGs and not have to worry about a regular 9-5 job ever again.</p><p></p><p>Couple of years ago I decided to try and do just that, I hadn't had a stable job for quite a while and having a fair amount of time on my hand I figured that I didn't have much to loose. I went out and became a Savage Worlds licensee, later self-publishing a book of short stories and an adventure. My goal of releasing a main RPG book for my Dieselpunk setting Frozen Skies is still a ways off, but I feel I've learnt a few things long the way and so this post is really to my share experience for anyone else wishing to tread the same path.</p><p></p><p><strong>*Don't Give Up The Day Job:-</strong> Yes working a 9-5 almost every day will probably not much time left to work on your RPG creation, at the same time least it'll cover the bills and a chunk of the expenses from self-publishing your own book. Having stable employment for the past years had helped a great deal, no way I'd been able to afford having my fiction book redone with a proper layout and cover or even get the adventure out.</p><p></p><p><strong>*Don't Expect To Get Rich Quick:-</strong> Its been stated time and time again, it is the cold hard truth. In the year or so since I started trading I've had just over £1,000 in losses, expenses add up. PEG requires Savage Worlds licensee products to be done to a reasonably high standard, so the cost adds up fairly quickly. The only silver lining here is that it does simplify doing the tax return.</p><p></p><p><strong>*Exposure:-</strong> A blog that you make a weekly post on helps a bit, though the views vary alot and the same can be said for internet forums. I've attended a few conventions as a trader where I've made more of my sales and incurred more of my expenses. Attending a local more low key convention is alot easier on the wallet than say heading straight to GenCon, it also helps gaining experience of being a trader at conventions though if you haven't already done I recommend going as a attendee to begin with and have a look at the various traders. Essential kit for being a con trader is a decent table cloth, professional looking sign-age (laminated piece of paper looks better than a normal piece of paper), price list and perhaps one or two display pieces. Also read up the many excellent advice that is out there for any interested in being a trader at a convention.</p><p></p><p>Conventions are also a great place to find out about other conventions, receive invites for said conventions and network. </p><p></p><p><strong>*Start Small:-</strong> In retrospect I was probably a bit too ambitious with trying to get Frozen Skies out the gate soon as, something that I am still struggling with as I have to pay for the artwork piece by piece. Adventures are far easier to produce, coupled with a licence for either Savage Worlds or D&D for example it can be a good way of building up your RPG career. They also have the added benefit of being easier to playtest, can always tweak what doesn't work before the adventure is published. </p><p></p><p>Thats all that comes to mind at the moment, though I'm sure others can chime in with their own experiences.</p><p></p><p>I could possibly answer a limited amount of questions, though if I don't have an answer somebody else probably does so feel free to ask away.</p></blockquote><p></p>
[QUOTE="stormwell, post: 6602590, member: 6748725"] The dream for many for us to create our own RPGs and not have to worry about a regular 9-5 job ever again. Couple of years ago I decided to try and do just that, I hadn't had a stable job for quite a while and having a fair amount of time on my hand I figured that I didn't have much to loose. I went out and became a Savage Worlds licensee, later self-publishing a book of short stories and an adventure. My goal of releasing a main RPG book for my Dieselpunk setting Frozen Skies is still a ways off, but I feel I've learnt a few things long the way and so this post is really to my share experience for anyone else wishing to tread the same path. [B]*Don't Give Up The Day Job:-[/B] Yes working a 9-5 almost every day will probably not much time left to work on your RPG creation, at the same time least it'll cover the bills and a chunk of the expenses from self-publishing your own book. Having stable employment for the past years had helped a great deal, no way I'd been able to afford having my fiction book redone with a proper layout and cover or even get the adventure out. [B]*Don't Expect To Get Rich Quick:-[/B] Its been stated time and time again, it is the cold hard truth. In the year or so since I started trading I've had just over £1,000 in losses, expenses add up. PEG requires Savage Worlds licensee products to be done to a reasonably high standard, so the cost adds up fairly quickly. The only silver lining here is that it does simplify doing the tax return. [B]*Exposure:-[/B] A blog that you make a weekly post on helps a bit, though the views vary alot and the same can be said for internet forums. I've attended a few conventions as a trader where I've made more of my sales and incurred more of my expenses. Attending a local more low key convention is alot easier on the wallet than say heading straight to GenCon, it also helps gaining experience of being a trader at conventions though if you haven't already done I recommend going as a attendee to begin with and have a look at the various traders. Essential kit for being a con trader is a decent table cloth, professional looking sign-age (laminated piece of paper looks better than a normal piece of paper), price list and perhaps one or two display pieces. Also read up the many excellent advice that is out there for any interested in being a trader at a convention. Conventions are also a great place to find out about other conventions, receive invites for said conventions and network. [B]*Start Small:-[/B] In retrospect I was probably a bit too ambitious with trying to get Frozen Skies out the gate soon as, something that I am still struggling with as I have to pay for the artwork piece by piece. Adventures are far easier to produce, coupled with a licence for either Savage Worlds or D&D for example it can be a good way of building up your RPG career. They also have the added benefit of being easier to playtest, can always tweak what doesn't work before the adventure is published. Thats all that comes to mind at the moment, though I'm sure others can chime in with their own experiences. I could possibly answer a limited amount of questions, though if I don't have an answer somebody else probably does so feel free to ask away. [/QUOTE]
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