Advice on starting an online d20/OGL game business.

XMODZ

First Post
Is there anything that needs to be done in regards to getting an online d20/OGL biz off the ground? Besides setting up a website etc., what kinds of things are required in order to run a biz online? Like do I need a permit or something,etc. I'm new at this and am in need of any help that can be offered to me. Thanks! :)
 

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Heres an idea for starters: Don't spam other publisher's forums.

Second: You'll definately need some money. Some publishers recommend arounf 10,000 dollars, but I think that you can put out books for cheaper. Even if you have to start out with just PDFs like Ambient Inc. did and then use that money to fund print versions of your books.

Third: You'll need to secure a business license in your state so that you can pay your taxes to Uncle Sam if you are in the US. These aren't exactly cheap either :(

Fourth: You'll need to look for writers and artists. This isn't too hard, as the call of money is strong and most D20 gamers believe themselves to be D20 writers as well. ;)
 
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Thanks man. Does anyone else have any advice that they would be willing to lend?
BTW Realms of Evil is a great site! Keep up the good work!
 
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Develop a plan and do your homework

XMODZ said:
Thanks man. Does anyone else have any advice that they would be willing to lend?
BTW Realms of Evil is a great site! Keep up the good work!

The best advice I can give is to develop a business plan and do the research necessary to write that plan. If you are not too familiar with biz planning, then here's the gist of the idea. A business plan is like any other plan--its a map that states this is where I am, this is where I want to go, and tells you how to get there. There is a lot of free info on the net on developing business plan and several organizations that can help you out for free (I just can't think of the names right now,) but here's a few basics.

Company--define your company What does your company do? What is so special about XMODZ Publishing?

Production--writing, editing, artwork and layout Who will handle these tasks?

Marketing--advertising, promotion, sales, distribution

Add to this finances and legal and you'll have the better part of a plan. Part of your plan will also be about setting goals--be specific and set actual numbers. For example, "At the end of the first quarter we will sell X amount of Product 1." And remember, the purpose of any plan is to determine what your are going to do and HOW you are going to do it. I know that sounds like common sense (and it is) but I've seen dozens of plans in the past few years that continually regurgitate the "what" and never get to the how. (Advertising--"XMODZ Publishing will advertise.")

Last bit of advice, ask yourself what you can do. The beauty of small publishing is that hardwork can replace a significant amount of money on startup IF you have the skills and determination. For example, if you have some experience at doing layout, examine other company's products that are similar to what you want to do. Can you do this? If so, you can save that much money by doing the work yourself.

Good luck!
 


There are LOTS of expenses related to starting your own publishing company. If I had it to do over again, I would have just concentrated on freelance writing. That said, here are some of the actual expenses I incurred (by no means all inclusive)

LLC formation - $600 (You can do this on the web for less, but I wouldnt recommend it UNLESS you know the answers to all the questions you'll be asked)

LLC incidentals - $168 (stamp, stock certificates, stupid book - none of which I'VE used yet, but hey YMMV). I dont know if you can slide by without these or not.

Sales Tax - $25 (probably more in most parts of the country)

website hosting - varies. You can do it for as little as $15 a month but you get what you pay for.

Accountant Fees - $200 minimum. More if you dont know how to do your own books (or dont have time)

Product Funds - Of course the money required by your product. pdfs shouldnt be equated with "free". You still have to pay artists, even if you do all the writing yourself.

Advertising - varies. The only paid advertising I've done is on the DM tips list that Johnn Four runs (roleplayingtips.com). At $60 an issue to reach over 10,000 highly qualified prospects, its a good deal. Some publishers havent advertised at all. Others spend thousands on ads in pubs like Dungeon magazine. Incidentally, if you're interested in advertising in Dungeon, they'll be more than happy to send you the rate card. Try not to have a heart attack.

There are tons more incidentals. We've since bought a laser printer (more professional), scanner, digital camera, laptops (for running cards at the convention), filing cabinets, desks, networking equipment, an old server so that we can back our files up every night automatically, and lots of books to do market research.

In summation, a d20 company can suck down as much money as you are willing to throw at it.
 

"Even if you have to start out with just PDFs like Ambient Inc. did and then use that money to fund print versions of your books."

Unfortunately, that's a fallacy. The income from a PDF run is VERY unlikely to raise the capital needed for a print run of a book. The PDF market is still quite small - if you are paying someone to do any part of your PDF (artists, layout, writers), then odds are that your PDFs will barely break even at best.
 

DSC-EricPrice said:
Incidentally, if you're interested in advertising in Dungeon, they'll be more than happy to send you the rate card. Try not to have a heart attack.

Ah sounds like you had one already (a HA that is ;-) just what does it cost to advertise a full color page in Dragon or Dungeon? Just kinda curious...
 

XMODZ said:
Is there anything that needs to be done in regards to getting an online d20/OGL biz off the ground? Besides setting up a website etc., what kinds of things are required in order to run a biz online? Like do I need a permit or something,etc. I'm new at this and am in need of any help that can be offered to me. Thanks! :)

"If you want to make a million dollars in the game business, start with two million."
 
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This is predominately a cottage industry so I'd say start out small (unless you have $50,000 you can afford to lose!):

Get a free webpage, start working on your first product, recruit some volunteer help, distribute free playtest versions, and see how it starts to come together.

If it looks good (and you are enjoying yourself), produce a pdf and sell it through RPGNow.

If it's received favorably, you can start thinking about doing something a bit more ambitious with your second product (hire an artist, etc.).

If you can prove you do good work, you may be able to find partners or an established company that will hire you to do some work for them.
 

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