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General Tabletop Discussion
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how do FLGSs make money?
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<blockquote data-quote="Stormonu" data-source="post: 6180284" data-attributes="member: 52734"><p>My brother and I did some research on this as, he was thinking about opening one. Around here in MS (where its relatively cheap), we figured that we'd have to make somewhere around $10K/month just to keep afloat. That broke down to about $1K on rent, $200 on electric, $2-3K for the owner (about $50K/year, or $20-$30 an hour), $1.6K for an assistant. That doesn't include insurance or other bills that'd likely spring up. The rest (about $5K) was to keep in-store stock. Assuming you sold your stock for twice what you got it for from the supplier, that'd be just about enough to cover bills (~$5K bills, $5K to buy new stock). That's with not offering a discount.</p><p></p><p>As far as actually selling things, the one thing we got out of it was that selling one line - RPGs, wargames, CCG's, comics, etc. Wasn't going to be possible. Staying afloat would require diversification; if one line goes sour, you have another to fall back on. The bigger problem is getting the people in (we were looking at opening from the local University, but the better the location, the higher the rent!), and getting them to buy. That could be done through a mix of in-store events and areas to game, an online store (ebay, amazon or least likely, your own) and gamer trades.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6180284, member: 52734"] My brother and I did some research on this as, he was thinking about opening one. Around here in MS (where its relatively cheap), we figured that we'd have to make somewhere around $10K/month just to keep afloat. That broke down to about $1K on rent, $200 on electric, $2-3K for the owner (about $50K/year, or $20-$30 an hour), $1.6K for an assistant. That doesn't include insurance or other bills that'd likely spring up. The rest (about $5K) was to keep in-store stock. Assuming you sold your stock for twice what you got it for from the supplier, that'd be just about enough to cover bills (~$5K bills, $5K to buy new stock). That's with not offering a discount. As far as actually selling things, the one thing we got out of it was that selling one line - RPGs, wargames, CCG's, comics, etc. Wasn't going to be possible. Staying afloat would require diversification; if one line goes sour, you have another to fall back on. The bigger problem is getting the people in (we were looking at opening from the local University, but the better the location, the higher the rent!), and getting them to buy. That could be done through a mix of in-store events and areas to game, an online store (ebay, amazon or least likely, your own) and gamer trades. [/QUOTE]
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