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Publishing Single-item PDFs - Advice?
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<blockquote data-quote="pawsplay" data-source="post: 5497581" data-attributes="member: 15538"><p>That's a tricky question. Do it, and tell us... as far as I know, no one does that. $5.99 is probably the top end, for one class, with art, with a couple of pages of commentary. Bottom price is... well, free, publishers sometimes give away one or two classes. And Fistulf of Denarii, my product, contains eleven classes, making each class cost less than $0.25. Of course, the reason it's priced like that is because I normally wouldn't expect one person to purchase eleven of my classes.</p><p></p><p></p><p></p><p>A worthy goal.</p><p> </p><p></p><p></p><p>Vital. If you don't do that, you don't have publishing experience. You might as well give your class away on a website. At least then you can hope for eternal glory or something. </p><p></p><p>So here's the deal. Figure out all your actual expenses for producing the product. If you do it all yourself, as I did, that cost is probably the cost of getting a logo and your art. Figre out how many copies you expect to sell; my suggestion is to guess around 100. You can sell about 100 copies of anything, if it's good, for a game that's in print. Add the cost of your art, plus your desired profit, the divide by 100. There's the cost of your product.</p><p></p><p>You can get one portrait commissioned for about $15 to $25, and you'll need "cover art" (at least for posting on a sales sit). If you want, you could use just one quarter page illustration on the cover and make the book more graphical inside, without a second portrait. Alternatively, you could hire art for the cover (for probably $50 to $200) and, after making sure it's okay, use the same art inside. There's lots of ways to do this.</p><p></p><p>Remember that you're trying to develop an audience. If you think your class is awesome enough to stand on its own, my suggestion is to spend $50 on hiring art, or find a really nice public domain image, and set the price of the product to $0.99. You could try to give away the same class without art, but I don't think that's really going to help you.</p><p></p><p>First of all, people tend to value something for what it costs. It's irrational, but it's a fact of human psychology. You can probably sell more things for 99 cents than you could give away for free, in many cases. Second, if you give away your class without art, you'll increase your exposure... as someone who makes products with no art. </p><p></p><p>If you think the product is really good, but you don't want to risk your own money on it, not even $50, either you lack confidence, or you're not being honest with yourself about the commercial potential of the work. If you think the work deserves a larger audience, it's worth considering whether you'd rather sell it to someone else rathe than publish it yourself.</p><p></p><p>If your goal is to be a publisher, if you derive personal satisfaction from midwiving products into being, and having control over the look, editing, and production of products, then you will need art. Period. Published products have art. They just do. you might as well try running a movie theater without popcorn, as having a serious product with no art.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5497581, member: 15538"] That's a tricky question. Do it, and tell us... as far as I know, no one does that. $5.99 is probably the top end, for one class, with art, with a couple of pages of commentary. Bottom price is... well, free, publishers sometimes give away one or two classes. And Fistulf of Denarii, my product, contains eleven classes, making each class cost less than $0.25. Of course, the reason it's priced like that is because I normally wouldn't expect one person to purchase eleven of my classes. A worthy goal. Vital. If you don't do that, you don't have publishing experience. You might as well give your class away on a website. At least then you can hope for eternal glory or something. So here's the deal. Figure out all your actual expenses for producing the product. If you do it all yourself, as I did, that cost is probably the cost of getting a logo and your art. Figre out how many copies you expect to sell; my suggestion is to guess around 100. You can sell about 100 copies of anything, if it's good, for a game that's in print. Add the cost of your art, plus your desired profit, the divide by 100. There's the cost of your product. You can get one portrait commissioned for about $15 to $25, and you'll need "cover art" (at least for posting on a sales sit). If you want, you could use just one quarter page illustration on the cover and make the book more graphical inside, without a second portrait. Alternatively, you could hire art for the cover (for probably $50 to $200) and, after making sure it's okay, use the same art inside. There's lots of ways to do this. Remember that you're trying to develop an audience. If you think your class is awesome enough to stand on its own, my suggestion is to spend $50 on hiring art, or find a really nice public domain image, and set the price of the product to $0.99. You could try to give away the same class without art, but I don't think that's really going to help you. First of all, people tend to value something for what it costs. It's irrational, but it's a fact of human psychology. You can probably sell more things for 99 cents than you could give away for free, in many cases. Second, if you give away your class without art, you'll increase your exposure... as someone who makes products with no art. If you think the product is really good, but you don't want to risk your own money on it, not even $50, either you lack confidence, or you're not being honest with yourself about the commercial potential of the work. If you think the work deserves a larger audience, it's worth considering whether you'd rather sell it to someone else rathe than publish it yourself. If your goal is to be a publisher, if you derive personal satisfaction from midwiving products into being, and having control over the look, editing, and production of products, then you will need art. Period. Published products have art. They just do. you might as well try running a movie theater without popcorn, as having a serious product with no art. [/QUOTE]
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