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<blockquote data-quote="Dire Bare" data-source="post: 8371707" data-attributes="member: 18182"><p>Running a successful Kickstarter is hard work and risky. The chance of failure, or pyrrhic success, is high. Do your homework before you enter into this sort of thing. Having said that, don't be discouraged either! Some hints I think would be useful (<em>I'm a backer, not a publisher</em>):</p><ul> <li data-xf-list-type="ul">Under-promise and over-deliver . . . especially on timelines.</li> <li data-xf-list-type="ul">Unless your project is fully digital, have a plan to deal with delayed manufacturing and shipping, both of which are a mess right now due to COVID.</li> <li data-xf-list-type="ul">Use drivethrurpg.com for digital fulfillment. It's more convenient for most of your digital backers. If you use your own storefront, offer that AND ownership thru drivethru.</li> <li data-xf-list-type="ul">As a first-time Kickstarter campaigner, start with a small project that should be easy for you to complete and not a huge investment for your customers/fans. Offering a digital book between $10-15 is a price-point many will jump on, even if they are unsure of your track record.</li> <li data-xf-list-type="ul">Production values. Don't skimp on them. Art, layout, editing, marketing . . . . these expenses are why you are running the Kickstarter in the first place, right?</li> <li data-xf-list-type="ul">For the above, the annual Kickstarter zine promotion . . . . where Kickstarter encourages campaigners to launch small zine projects and helps market them . . . . is a good place to start.</li> <li data-xf-list-type="ul">Be honest and upfront in communications with backers, but also don't whine about how hard your life is and how it's causing your Kickstarter to be delayed another year. The balance between is a fine line, of course.</li> <li data-xf-list-type="ul">Keep communication constant, but don't overwhelm backers with multiple updates per day either. Again, the balance between is a fine line.</li> <li data-xf-list-type="ul">Don't overdo it on stretch goals and add-ons, but also don't ignore them (yes, fine line). Stretch goals that feel like things that should already be a part of the project are irritating, stretch goals that push the project in new directions are fun. More than a few campaigners are deciding to skip stretch goals and add-ons for small projects, perhaps sacrificing marketing and backer excitement, but making the project easier to manage.</li> <li data-xf-list-type="ul">Make sure completing the project PLUS any stretch goals, are a part of your initial planning and timelines. More than a few overly ambitious designers started with a project they could have finished on time . . . . and then got <em>stretched to death</em>, so to speak.</li> <li data-xf-list-type="ul">While a lot of us have complained about doo-dad stretch goals and add-ons . . . some folks like them! It's easy to go overboard on these, but if you have a cool idea . . . like cool artwork on a sticker or t-shirt . . . offering it as an add-on isn't a bad idea. Those who aren't interested don't have to add-on. Having these as a stretch goal irritates some . . . but the reasoning for doing so might be, "<em>I can't afford a t-shirt run unless I bring in over a certain dollar amount . . .</em>"</li> <li data-xf-list-type="ul">Please don't offer existing products as stretch goal rewards . . . . but offering them as add-ons is a good idea, either in the Kickstarter itself, or later on backerkit. Of course, if you're new to all of this, you probably don't have existing products yet . . . .</li> </ul></blockquote><p></p>
[QUOTE="Dire Bare, post: 8371707, member: 18182"] Running a successful Kickstarter is hard work and risky. The chance of failure, or pyrrhic success, is high. Do your homework before you enter into this sort of thing. Having said that, don't be discouraged either! Some hints I think would be useful ([I]I'm a backer, not a publisher[/I]): [LIST] [*]Under-promise and over-deliver . . . especially on timelines. [*]Unless your project is fully digital, have a plan to deal with delayed manufacturing and shipping, both of which are a mess right now due to COVID. [*]Use drivethrurpg.com for digital fulfillment. It's more convenient for most of your digital backers. If you use your own storefront, offer that AND ownership thru drivethru. [*]As a first-time Kickstarter campaigner, start with a small project that should be easy for you to complete and not a huge investment for your customers/fans. Offering a digital book between $10-15 is a price-point many will jump on, even if they are unsure of your track record. [*]Production values. Don't skimp on them. Art, layout, editing, marketing . . . . these expenses are why you are running the Kickstarter in the first place, right? [*]For the above, the annual Kickstarter zine promotion . . . . where Kickstarter encourages campaigners to launch small zine projects and helps market them . . . . is a good place to start. [*]Be honest and upfront in communications with backers, but also don't whine about how hard your life is and how it's causing your Kickstarter to be delayed another year. The balance between is a fine line, of course. [*]Keep communication constant, but don't overwhelm backers with multiple updates per day either. Again, the balance between is a fine line. [*]Don't overdo it on stretch goals and add-ons, but also don't ignore them (yes, fine line). Stretch goals that feel like things that should already be a part of the project are irritating, stretch goals that push the project in new directions are fun. More than a few campaigners are deciding to skip stretch goals and add-ons for small projects, perhaps sacrificing marketing and backer excitement, but making the project easier to manage. [*]Make sure completing the project PLUS any stretch goals, are a part of your initial planning and timelines. More than a few overly ambitious designers started with a project they could have finished on time . . . . and then got [I]stretched to death[/I], so to speak. [*]While a lot of us have complained about doo-dad stretch goals and add-ons . . . some folks like them! It's easy to go overboard on these, but if you have a cool idea . . . like cool artwork on a sticker or t-shirt . . . offering it as an add-on isn't a bad idea. Those who aren't interested don't have to add-on. Having these as a stretch goal irritates some . . . but the reasoning for doing so might be, "[I]I can't afford a t-shirt run unless I bring in over a certain dollar amount . . .[/I]" [*]Please don't offer existing products as stretch goal rewards . . . . but offering them as add-ons is a good idea, either in the Kickstarter itself, or later on backerkit. Of course, if you're new to all of this, you probably don't have existing products yet . . . . [/LIST] [/QUOTE]
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