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This is a good thread, thanks for making it!Tibalt posted:2.) Does anybody have any advice on running a Zine Quest kickstarter? I've started looking at various kickstarters from the last round, and while I've noticed a few things, I'd really appreciate any insight people could offer on running a kickstarter as someone with no real credibility or notoriety. Zine here, Tibalt: https://forums.somethingawful.com/showthread.php?threadid=3909000
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# ¿ Jan 4, 2020 21:03 |
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# ¿ May 17, 2024 16:20 |
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01011001 posted:Right now I'm doing some extremely basic layout stuff for the latter in Affinity Publisher (I like it though it's definitely got a few warts, happy to go into more detail if anyone's interested) between designing content. Is there a better way to find free, open-source fonts than Google Fonts? I've found a few through it that I like but most of them don't seem to have bold/italic variants, which I'd greatly prefer. Not free, but grab a 1/mo subscription to an adobe product that gives access to adobe fonts when you're finished layout. I think the license is such that as long as you incorporate the font into a product during your subscription, permission to use is indefinite.
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# ¿ Jan 4, 2020 22:40 |
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p. sure that adobe has ~5000 free fonts too*. * no caslon
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# ¿ Jan 4, 2020 23:02 |
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Pay What You Want is bad. Both because it devalues your work, and also because it contributes to a consumer expectation that RPG products should be as cheap as they want them to be. Which is bad for people trying to make a living at this (to be clear, not me) Either set your price to zero and give things away for free (which is what most people do for price when they see PWYW pricing) or charge an actual price.
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# ¿ Jan 5, 2020 15:56 |
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Nah. PWYW is effectively free; barely anyone kicks in money for that tier of product. The difference between the two is that a free product is usually short and didn't require a lot of effort to our together, while a PWYW product gnerally took hours upon hours to create. Posting PWYW products devalue the industry, full stop. If you don't have confidence in your product, release it for free. If it took you any amount of time and effort, charge for it, even if it's just a couple bucks.
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# ¿ Jan 5, 2020 18:29 |
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UnCO3 posted:What people mistakenly or predatorially do right now is irrelevant - I'm not saying people should release well-considered and well-made work as PWYW instead of paid (they should do the opposite), I'm saying they should release small, quick, less- or non-tested work as PWYW instead of free. As I said above, agreeing with open_sketchbook, I think people's first or very early published games should fall in the second category rather than be big ideas they've been incubating for a while, even if not using the method they laid out. I definitely agree that it's generally good for people to start small before writing their magnum opus. I strenuously disagree that their efforts should be PWYW. It's free without the confidence.
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# ¿ Jan 6, 2020 04:07 |
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# ¿ May 17, 2024 16:20 |
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Stretch goal: pay your artists more money
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# ¿ Jan 13, 2020 21:18 |