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Qs for smaller publishers - where to start?
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<blockquote data-quote="Aberzanzorax" data-source="post: 5650211" data-attributes="member: 64209"><p>For free RPG day I got the Arcanis RPG adventure/quickrules.</p><p> </p><p>It was a small (32? 16?) page booklet that had enough rules to play a short, but interesting, adventure.</p><p> </p><p> </p><p>It seems like your system might be a very good system, but the selling points are rather dry. I wonder, especially since you're looking to release it in stages (perhaps with a final compiled version?) if you might not follow the model I've mentioned.</p><p> </p><p>That is, showcase your elegant system with a juicy adventure.</p><p> </p><p> </p><p>In particular, I suggest the following:</p><p>1. It would need to be interesting (have a selling point as an adventure)</p><p>2. It would need to be simple enough (to learn the rules clearly and quickly)</p><p>3. Regarding learning the rules, ideally they could be learned as you go (like most video games nowadays that teach one thing, let you master it, then teach another).</p><p>4. It should not be a "dungeon crawl" (which adventures can be even outside a dungeon).</p><p>5. It should utilize at least 2 (but ideally more) of the rules you've changed or created that make your system special.</p><p>6. I believe (I'm not SURE, but I believe) that the three big sellers of adventures involve Dragons, Drow, and Demons/Devils. I say this both from observations on what is available (product listings) and from a hazy recollection of publisher statements.</p><p>7. Leave us wanting more. Especially if high level play is repaired or improved by your system over, say 3e, leave that for another product. It never hurts to advertise "in the next installment" at the back of a product, so long as you are confident that you will be able to produce that next product.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5650211, member: 64209"] For free RPG day I got the Arcanis RPG adventure/quickrules. It was a small (32? 16?) page booklet that had enough rules to play a short, but interesting, adventure. It seems like your system might be a very good system, but the selling points are rather dry. I wonder, especially since you're looking to release it in stages (perhaps with a final compiled version?) if you might not follow the model I've mentioned. That is, showcase your elegant system with a juicy adventure. In particular, I suggest the following: 1. It would need to be interesting (have a selling point as an adventure) 2. It would need to be simple enough (to learn the rules clearly and quickly) 3. Regarding learning the rules, ideally they could be learned as you go (like most video games nowadays that teach one thing, let you master it, then teach another). 4. It should not be a "dungeon crawl" (which adventures can be even outside a dungeon). 5. It should utilize at least 2 (but ideally more) of the rules you've changed or created that make your system special. 6. I believe (I'm not SURE, but I believe) that the three big sellers of adventures involve Dragons, Drow, and Demons/Devils. I say this both from observations on what is available (product listings) and from a hazy recollection of publisher statements. 7. Leave us wanting more. Especially if high level play is repaired or improved by your system over, say 3e, leave that for another product. It never hurts to advertise "in the next installment" at the back of a product, so long as you are confident that you will be able to produce that next product. [/QUOTE]
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