Justin D. Jacobson said:
I've heard this elsewhere. Is attempting distribution without using a fulfillment house a pipe-dream? (Particularly if it's your first print product like mine.)
No, it isn't a pipe dream. However, you have to approach it properly. Alternate Realities Publications is getting ready to enter the distribution chain for a second time. The first time was back in the 90's, prior to the chain of mergers that eventually turned Chessex into a subsidiary of Diamond Comics. The company got dropped as a vendor due to poor timing, being picked up as a vendor just a couple months prior to the start of the mergers and never really having the opportunity to show the company was worth distributor support. As "closed" as folks think the distribution tier is now, getting a new company into distribution has been a tough sell since as far back as 1991, which is when the bubble really burst (MtG's intro in 1995 and TSR's collapse in 98 were really just accelerants; distributors started dropping off the face of the earth in 1991, particularly up in Canada)
Anyway, the first thing you need to do is be able to prove you're not a one-hit wonder. This means you have to have several products ready for print, or better yet, several products IN print.
Second, you need to approach selling yourself to the distributors in a miserly fashion. Sure, you could blow $50 or $100 easily on each distributor you intend to court, but there's no sense in doing so if they've got no interest in you. So we've put together a nice little sales program of our own with the help of our local postal distro center's small business adviser.
First, we're starting out with a post card advertisement. The biggest post card the USPS allows, in full color, advertising one of our books. Costs about 50 cents when all is said and done. If the splashy post card generates any interest, it provides plenty of means for the distributor to contact us via postal, phone, or email means.
The next step is the news letter. Publish it quarterly, and send it to all the distributor buyers, whether they're doing business with you or not. Give out company news, note scheduling issues (sales rep on vacation week X of Month Y type stuff, as well as convention appearances), promote your existing products, and preview upcoming stuff. Offer free subscriptions for the distributor sales staff. Digest sized, saddle stapled, use some color, and print out copies individually, rather than photocopying it, so it looks professional. These will probably cost you $1 to $1.50 per copy to produce, assemble, and mail.
Third step is the promo package. You'll need to create one big introductory promo package which covers your entire range of products. This will be the initial promo package sent to a distributor's buyer. You'll also need to develop promo packages for each individual product. build it out of a one-sheet advertisement of the product, press releases regarding it, copies of reviews, interviews with the development staff, and ashcan photocopies of a chapter or two of the book. Promo packages are only sent when the buyers ask for them. These are where you start really spending advertising dollars, costing $2.50 to $4.50 per copy for each product represented in the package.
The final tier is the sample. This is why each and every publisher should have a POD account somewhere. When the book is ready to print, get a stack of them done via POD; one copy for each buyer you deal with, plus a few extras to cover comp copies, reviewer copies or whatever. A finished copy of the product should help improve the size of the initial preorders distributors place in comparison to just going as far as the promo packages.
POD is good for something else; it makes smaller products more viable on a ridiculously small print run scale. Create some 16-32 page adventures to support Dawning Star, POD them up, and add them to the catalog of products immediately available in support of your first main product. They're there, it makes you look more serious about the business, provides the consumers a nice illusion of good support, and if you only manage to put 50 or 100 copies of each adventure into the the distribution chain, you won't find yourself sitting on hundreds and hundreds of copies you can't move. Unfortunately, it seems like a lot of publishers inadvertently end up with a pair of blinders on and ditched adventure support entirely, rather than looking at alternative production schemes that would make the low sales levels viable.