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<blockquote data-quote="delericho" data-source="post: 6086718" data-attributes="member: 22424"><p>Bear in mind that I have backed exactly one Kickstarter ever, so take this with a huge heaping of salt...</p><p></p><p></p><p></p><p>I think this should probably help, for two reasons:</p><p></p><p>- A low buy-in means a much lower risk, which makes it more likely someone will take that risk. And, assuming you don't already have a strong reputation or name recognition, this may prove to be a crucial factor.</p><p></p><p>- A suitably low buy-in means that people might sign up as backers as an "impulse buy". $10 is probably low enough that you might get backers based simply on "Cool!", where $100 would demand rather more thought.</p><p></p><p></p><p></p><p>This one's a bit less clear-cut. I think that if there is something you can meaningfully offer for immediate release, that may well act as a good sweetener.</p><p></p><p>But the key thing, there, is that it needs to be something <em>meaningful</em>. Really, you want your project to be selling itself, so if you're relying on a gimmicky reward to do that job for you, you're probably on a loser. And this is doubly true if the time spent sending out the immediate reward is going to significantly delay work on the real thing!</p><p></p><p>(But if, for example, you were doing a Kickstarter to fund a budget to turn your PDF RPG into a print RPG, you might consider making the PDF version and its PDF supplements available as an immediate reward.)</p><p></p><p>One other thing: if you find yourself looking for an immediate reward to try to sell a 'risky' project, you would almost certainly be better off spending a bit more time and effort trying to eliminate the risk. Both because it's an easier sell if the project is perceived as more likely to succeed, but also because if I'm right about the three phases of Kickstarter, then the <em>last</em> thing you want is a failed project in your history. (And bear in mind, most people won't ever know or care <em>why</em> a project fails, all they'll care about is whether their money is safe with you.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6086718, member: 22424"] Bear in mind that I have backed exactly one Kickstarter ever, so take this with a huge heaping of salt... I think this should probably help, for two reasons: - A low buy-in means a much lower risk, which makes it more likely someone will take that risk. And, assuming you don't already have a strong reputation or name recognition, this may prove to be a crucial factor. - A suitably low buy-in means that people might sign up as backers as an "impulse buy". $10 is probably low enough that you might get backers based simply on "Cool!", where $100 would demand rather more thought. This one's a bit less clear-cut. I think that if there is something you can meaningfully offer for immediate release, that may well act as a good sweetener. But the key thing, there, is that it needs to be something [i]meaningful[/i]. Really, you want your project to be selling itself, so if you're relying on a gimmicky reward to do that job for you, you're probably on a loser. And this is doubly true if the time spent sending out the immediate reward is going to significantly delay work on the real thing! (But if, for example, you were doing a Kickstarter to fund a budget to turn your PDF RPG into a print RPG, you might consider making the PDF version and its PDF supplements available as an immediate reward.) One other thing: if you find yourself looking for an immediate reward to try to sell a 'risky' project, you would almost certainly be better off spending a bit more time and effort trying to eliminate the risk. Both because it's an easier sell if the project is perceived as more likely to succeed, but also because if I'm right about the three phases of Kickstarter, then the [i]last[/i] thing you want is a failed project in your history. (And bear in mind, most people won't ever know or care [i]why[/i] a project fails, all they'll care about is whether their money is safe with you.) [/QUOTE]
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