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Self Publishing – How much are your products worth?
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<blockquote data-quote="Celebrim" data-source="post: 6847636" data-attributes="member: 4937"><p>Things that probably are worth money:</p><p></p><p>1) Maps: They aren't worth much to me because I can do my own, and if you can do your own, no one else's are usually worth anything because its your own imagination you care about. But many otherwise very capable GMs lack either the ability or the time to create maps, so really good maps are something they need and will pay for. </p><p></p><p>2) Adventures: Likewise, not everyone that can run an adventure well can write one. This is an area where the work might have marginal value to me in that I might buy it, because it might save me some work even if I just can use a couple of the encounters or find the basic plot really well done and worth implementing with some changes.</p><p></p><p>3) Support for an unsupported setting using a familiar game engine: For example of something that was innovative here was using OD&D style rules to support a heroic sci-fi setting. If you do something obvious like that, but its despite being obvious something no one else has thought to do, you'll probably make some money doing it if you do it at all well.</p><p></p><p>4) Fifth Edition Support: Only because 5e is terribly supported by WotC right now, there is a tiny window where offering obvious things like new clerical domains to bridge play for people turning 2e specialty priests or 3e domains into 5e equivalents has value, at least until WotC shuts it down by doing it themselves (which, it's doubtful with their tiny staff they are actually going to do, preferring apparently a more Steam/Diablo III model of making money off of other people's transactions). </p><p></p><p>I don't know. There are probably other concepts out there; those are just ones I thought of. The important thing is that a lot of this is really hard to do well. I mean, the things I listed as being valueless are valueless largely because people seem to not grasp just how hard it would be to do that thing really well.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6847636, member: 4937"] Things that probably are worth money: 1) Maps: They aren't worth much to me because I can do my own, and if you can do your own, no one else's are usually worth anything because its your own imagination you care about. But many otherwise very capable GMs lack either the ability or the time to create maps, so really good maps are something they need and will pay for. 2) Adventures: Likewise, not everyone that can run an adventure well can write one. This is an area where the work might have marginal value to me in that I might buy it, because it might save me some work even if I just can use a couple of the encounters or find the basic plot really well done and worth implementing with some changes. 3) Support for an unsupported setting using a familiar game engine: For example of something that was innovative here was using OD&D style rules to support a heroic sci-fi setting. If you do something obvious like that, but its despite being obvious something no one else has thought to do, you'll probably make some money doing it if you do it at all well. 4) Fifth Edition Support: Only because 5e is terribly supported by WotC right now, there is a tiny window where offering obvious things like new clerical domains to bridge play for people turning 2e specialty priests or 3e domains into 5e equivalents has value, at least until WotC shuts it down by doing it themselves (which, it's doubtful with their tiny staff they are actually going to do, preferring apparently a more Steam/Diablo III model of making money off of other people's transactions). I don't know. There are probably other concepts out there; those are just ones I thought of. The important thing is that a lot of this is really hard to do well. I mean, the things I listed as being valueless are valueless largely because people seem to not grasp just how hard it would be to do that thing really well. [/QUOTE]
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