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How to Spend A Lot of Time Not Making Money
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<blockquote data-quote="CptPhoenix" data-source="post: 8849770" data-attributes="member: 6690311"><p>As the joke goes: "to make a small fortune in RPG publishing, you need to start with a large one."</p><p></p><p>Do you have a link to your work, Zaukrie?</p><p></p><p>I think that starting late probably isn't the issue, it's how to differentiate your products from the rest. By its very nature, RPGs equip players to create content for them, so every GM/DM faces few challenges to get into RPG publishing. How many DMG products are PDF versions of something a DM created for their own table?</p><p></p><p>I run <a href="https://www.risingphoenixgames.com/pages/products.php" target="_blank">Rising Phoenix Games</a>, and we've been active for over five years now as a small 3PP and indie RPG publisher. We've made loads of mistakes, learned many lessons, and had some successes. We've got a few books on the DMG, and I've had the good fortune to work as an editor on some of MT Black's books. I've also worked as a freelance writer for Paizo, and as a developer for d20pfsrd.com Publishing and Fat Goblin Games, but that's still no guarantee that anything we publish will bring in enough sales to break even. </p><p></p><p>That said, some things that have made a real difference to sales are:</p><p>1) Continuous marketing (working the long tail, as gameprinter said).</p><p>2) Bigger books over smaller ones. (OBS put out information about this a few years ago, and I think the article was mentioned on EN World).</p><p>3) Product lines over single products (Our Aurora's Whole Realms Seasonal Catalogues and our <a href="https://risingphoenixgames.com/undersea_sourcebook/" target="_blank">Undersea Sourcebooks</a> took a lot of strength from being parts of a collection of books).</p><p>4) Good cover design (even if you can't pay for cover art, learn and apply strong design principles.)</p><p>5) Teaming up with other creators to do bundles.</p><p></p><p>Regarding the DMG and Pathfinder Infinite specifically, our main strategy is to avoid publishing for them so we can sell our products on more sites (we use Itch, Open Gaming Store, Drive Thru, Paizo, our own website, and Shard Tabletop [soon]). That said, we have 4 more products we want to do on the DMG (3 more Undersea Sourcebooks). It's important to consider the pros and cons of each, and where a product might find a better home.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="CptPhoenix, post: 8849770, member: 6690311"] As the joke goes: "to make a small fortune in RPG publishing, you need to start with a large one." Do you have a link to your work, Zaukrie? I think that starting late probably isn't the issue, it's how to differentiate your products from the rest. By its very nature, RPGs equip players to create content for them, so every GM/DM faces few challenges to get into RPG publishing. How many DMG products are PDF versions of something a DM created for their own table? I run [URL='https://www.risingphoenixgames.com/pages/products.php']Rising Phoenix Games[/URL], and we've been active for over five years now as a small 3PP and indie RPG publisher. We've made loads of mistakes, learned many lessons, and had some successes. We've got a few books on the DMG, and I've had the good fortune to work as an editor on some of MT Black's books. I've also worked as a freelance writer for Paizo, and as a developer for d20pfsrd.com Publishing and Fat Goblin Games, but that's still no guarantee that anything we publish will bring in enough sales to break even. That said, some things that have made a real difference to sales are: 1) Continuous marketing (working the long tail, as gameprinter said). 2) Bigger books over smaller ones. (OBS put out information about this a few years ago, and I think the article was mentioned on EN World). 3) Product lines over single products (Our Aurora's Whole Realms Seasonal Catalogues and our [URL='https://risingphoenixgames.com/undersea_sourcebook/']Undersea Sourcebooks[/URL] took a lot of strength from being parts of a collection of books). 4) Good cover design (even if you can't pay for cover art, learn and apply strong design principles.) 5) Teaming up with other creators to do bundles. Regarding the DMG and Pathfinder Infinite specifically, our main strategy is to avoid publishing for them so we can sell our products on more sites (we use Itch, Open Gaming Store, Drive Thru, Paizo, our own website, and Shard Tabletop [soon]). That said, we have 4 more products we want to do on the DMG (3 more Undersea Sourcebooks). It's important to consider the pros and cons of each, and where a product might find a better home. Good luck! [/QUOTE]
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